Castlevania Symphony of the Night was a brilliant achievement on the PS1. Probably the most beautiful 2D game on the console.
The Saturn version (released in Japan only) came with a lot more content including Belmond and Maria as playable characters too.
Now there were significantly visible differences in the visuals in the very first minutes.
The question is why did the Saturn version suffer from dips during some undemanding scenes even though it was more capable with 2d visuals.
I came across this link where someone claims that the game was led on the PS1 and then directly ported to the Saturn. Since PS1 wasnt as capable with 2D the game was designed on a 3D engine (hence why the Saturn was straggling). Thats something that my mind cant quite understand.
http://www.vgmuseum.com/mrp/cv-sotn/documents/nocturne-port.htm
How much truth there is in this and how exactly does this work? Can flat textured polygon surfaces be such a good substitute to sprites?
The Saturn version (released in Japan only) came with a lot more content including Belmond and Maria as playable characters too.
Now there were significantly visible differences in the visuals in the very first minutes.
The question is why did the Saturn version suffer from dips during some undemanding scenes even though it was more capable with 2d visuals.
I came across this link where someone claims that the game was led on the PS1 and then directly ported to the Saturn. Since PS1 wasnt as capable with 2D the game was designed on a 3D engine (hence why the Saturn was straggling). Thats something that my mind cant quite understand.
http://www.vgmuseum.com/mrp/cv-sotn/documents/nocturne-port.htm
The Playstation (henceforth PSX) cannot do 2D. "But," you say, "I've played 2D games on the Playstation. Of course it can do 2D. I've even seen specifications for the 2D capabilities of the Playstation in FAQs and other sources." This is misleading. The games you have played appear to be 2D because they are flat, not because they are 2D. While the Saturn has distinct hardware for displaying and processing 2D sprites and other 2D elements, the Playstation does not. In order to represent a 2D game, the PSX must have a 3D engine that creates a polygon, textures one side of it, and then keeps that side facing the same direction and manipulates that polygon as if it was a sprite. This means that doing 2D on the PSX is really just doing flat 3D. The specs you've seen in FAQs and on the net, then, are an estimation of the ability of the PSX to pretend to be doing 2D. This is unlike the Saturn, which has separate 2D and 3D capabilities that can be mixed when needed or utilized separately. In order to create Dracula X on the Playstation, the incredible 2D-looking game that it is, the programmers had to create a custom 3D engine. The theory, then, is that the Saturn Dracula X is a port of the PSX's 3D engine with modifications rather than a game reprogrammed to properly utilize the Saturn's 2D and 3D capabilities. While the Saturn version of the game has extra content and some reprogrammed or changed special effects, the engine itself was a direct port and the graphics were not effectively modified or touched up as a result.
How much truth there is in this and how exactly does this work? Can flat textured polygon surfaces be such a good substitute to sprites?