Did you work on the handling engine at all for WDC, ERP? I've been wondering whether the inability to steer while braking (or is it brake while steering?) without sliding out was a bug or a feature.
Well I turn off the WDC soundtrack rather rapidly. Not a fan of Zack Ohren's game music efforts. Especially in mono MP3 format, heh. Top Gear Rally's electronic soundtrack is better IMO and the tracker format certainly sounded better (IMO) due to the machine's storage limitations.
ERP, I don't think you've ever told the epic tale of Top Gear Rally. I remember seeing the pre-rendered, pre-release demo video of the game. I bought WDC because of experiences with TGR. TGR was my first console game that attempted to really simulate vehicle physics and it certainly looked pretty amazing at the time too. (Prior to TGR, the most "realistic" racer I had on console was Stunt Race FX lol) Cars with suspension! I was almost saddened when I discovered that the "ride the rails" trick had been fixed in WDC. Oh and there were a few times when I saw a competitor literally go vertical into the sky after hitting a guard rail's edge head on.
I know that WDC has a note in the credits (or boot up) about using the Fraunhofer MP3 codec..... I'm actually stunned to learn it wasn't MP3-encoded music!
I really wonder how many people actually messed with that TGR paint shop in the end. I never really messed with it at all. It was a fascinating feature though; I'm sure the reviewers touted it. And yeah, the "winter" Jungle w/ snow was fun stuff. The weather effects really added a ton to the game's very limited number of tracks. Each of the tracks was so different and large, too, and had those nifty shortcuts.
Thanks for the insight into TGR. I and a friend played it a ton for a year or so and it was definitely one of the highlights of my N64 experience.
Any idea why Nintendo withheld the microcode for so long? It seems weird that they would want to deliberately hold back development on their system. Also, could someone explain what the benefit of Z-buffering is over the tables the PS1 used? Does it allow you to do different effects or something?
I'm pretty sure WDC has no mention of fraunhoffer in the credits.
Top Gear Overdrive which was written by Snowblind does, it's the only N64 game I can think of off the top of my head that used MP3 audio.
Fixed-point ones, certainly, but a floating point one would be OK.16 bit Z Buffers suck BTW.
What about Shadow Man?it's the only N64 game I can think of off the top of my head that used MP3 audio.
Fixed-point ones, certainly, but a floating point one would be OK.
For example, IIRC, 3Dfx had this. Of course, you have to set near=1 and far = 0.
The worst Z fighting I can recall in gaming has been in Unreal and UT, on maps with large open areas, and space games (again large open areas). With UT, I could get around the issues mostly, by forcing a "32-bit" Z-buffer. If I recall correctly, in UT, 3dfx cards running Glide didn't have these issues on the same level (if at all).
I can also remember a few probs in N64 games. Goldeneye frequently had issues with flashing decals.