MGC 2011 demo by Retroactive [web]
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added on the 2011-03-31 05:04:50 by marshallh |
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Since I don't trust N64 emulation and don't have a flashcart for the real thing ... video please.
added on the 2011-03-31 07:06:14 by shock__
1964 and project64 just displays a black screen with "fail." So video please.
http://www.youtube.com/watch?v=JoO0Cif72vY
Quite cool, except for the obligatory pop ups during the terrain scene ... otherwise shows a lot of potential for the n64 finally having recieved a proper demo.
Quite cool, except for the obligatory pop ups during the terrain scene ... otherwise shows a lot of potential for the n64 finally having recieved a proper demo.
http://www.youtube.com/watch?v=JoO0Cif72vY
until he figures out how to link to the video on this page. here is the URL
until he figures out how to link to the video on this page. here is the URL
aww, just a little too slow! lol
Yeah, it was nice, although it could've used more design and better direction. But very promising, your next demo will probably kick ass :)
Stylish
Enjoyable, but some parts were boring. And about the landscape, I know the "popping" was unavoidable, but deciding to show it on-camera was probably not ;)
Anyways I really liked this and would *love* to see more prods on N64 in the future :)
Anyways I really liked this and would *love* to see more prods on N64 in the future :)
lol, pedopikachu
Really nice for a first demo.
Great first work. Great platform, nice music. Well done, please continue.
You don't see everyday a N64 that is more close to a real demo. Some nice scenes even if the polygons dissapear in the landscape and also needs more design.
I like it.
Youtube link added.
this is N64, ok.
bit boring though and seriously, the music, I'm bored of these :(
bit boring though and seriously, the music, I'm bored of these :(
Good stuff, and for a first especially good. I have to agree with kaneel about the music tho, even if it is well produced.
music is kinda cranky but overall
I find the entire demo pretty much perfect. Good effects, textures, sound, sync and not overly desgined, which is good too. Probably my favourite console demo. Bravo!
Cameras are nice but content is a bit... well, inexistent ! Still, nice to see something on N64, and better than what I saw previously on that platform.
@sensenstahl : most likely uses custom video ucode. Hence no video.
Nice terrain generator. Marshall, doing all the generation on the RCP?
Nice terrain generator. Marshall, doing all the generation on the RCP?
What Britelite said.
wow! this looks like you're really pushing the limitations of the n64 in the right direction. almost everything i've seen on n64 had it's ugly parts but this simply does not. job well done.
Cool to see a decent n64 demo.
On that landscape scene: a white background would have been better. The picture background is nice to see, but mountains fading in in front of it looks seriously wrong :)
On that landscape scene: a white background would have been better. The picture background is nice to see, but mountains fading in in front of it looks seriously wrong :)
:)
worth logging in to thumb!
Nice indeed
fuck yeah
Really nice :)
Awesome !
The music and the visuals are totally disconnected. Other than the geometry popping and nothing really happening besides a flyby it's pretty cool. If only you added some sound reactive ribbons, or something like that to some scenes.
what britelite said. +"needs postprocs"
Very nice first prod! Well done! :)
Suffers from incoherence and artifacts, but overall it's surprisingly cool.
Quite cool indeed, enjoyable demo.
cool prod - can't wait to watch it on the real thing as soon as 64drive is finished :)
Cool stuff.
Perfect!
nice!
and downloadlink for the tune would be c00l...
and downloadlink for the tune would be c00l...
yay!! n64!!
From the Author by Email:
The music is two ADPCM streams playing on left/right speakers simaltaneously. This is decoded along with the graphics generation.
The actual demo is letterboxed (640x480) but I cropped for youtube.
Microcode is a very late revision by Nintendo. They bascally took SGI's microcode and tweaked it over the course of several years. The last version was released in January 1999.
The music is two ADPCM streams playing on left/right speakers simaltaneously. This is decoded along with the graphics generation.
The actual demo is letterboxed (640x480) but I cropped for youtube.
Microcode is a very late revision by Nintendo. They bascally took SGI's microcode and tweaked it over the course of several years. The last version was released in January 1999.
N64!
a bit bland design-wise, but good to see another obscure demoplatform being pushed :)
yep, the platform, the music and the first bits
nice!
What Weyland and insane said.
Super duper production with kickass music. And an extra thumb for the platform!
Exin: So it does use the RCP for the nice terrain gen. Wicked :D
Quite surprised that it uses a tweaked Nintendo ucode..Still looks pretty nice.
Quite surprised that it uses a tweaked Nintendo ucode..Still looks pretty nice.
Nice one!
mudlord: Nah, Nintendo was just poking at it a litle bit to improve some texture resolution, which is one of the main flaws of the Video chip. :)
One specific company used a own microcode which improves the polygon count. But that wont improve the texture cache...but i dont rember all the details.
But its nice still. Software on that machine is still far away from its actual limits. :)
One specific company used a own microcode which improves the polygon count. But that wont improve the texture cache...but i dont rember all the details.
But its nice still. Software on that machine is still far away from its actual limits. :)
Yeah, this is a hopeful production. Would really love to see this thing pushed harder :)
very neat stuff
thx for the comments all
the bottleneck here isn't the ucode anymore. since the demo runs in highres 640x340 the huge limiting factor is FILLRATE. infact the entire demo doesn't use the z-buffer at all! (because this almost halves fillrate) the one exception is the "N" and chicken logos in the glass building scene.
unfortunately no amount of ucode wizardry is going to help what amounts to a architectural limit -- the limit being RDRAM and pixel throughput.
another thing that will never change is the 4KB texture memory, the solution is pretty obvious, just cut up textures, optimize formats for each. in the terrain scene there are only 32kbytes of textures, but they are well-used.
the key to using hi-res and maintaining good framerate is
1. NEVER use the zbuffer, instead cull as much as possible and depth sort for drawing
2. transparency KILLS fill also.
3. triple buffering (helllloooo 4mb expansion)
4. align framebuffers on RDRAM page boundaries to prevent interference of rasterizing to a framebuffer in the same bank that the VI is outputting the TV picture from.
for the curious, vertex transformation (i.e. what you all are meaning by "ucode") is only a small part of the time spent each frame -- in highres it's dominated by RDP pixel fill, where it's actually rasterizing triangles.
sorry for the long comment, I encourage whoever thinks I'm wrong to code a demo and show me otherwise ;) my next prod will either be a stylized demo or somewhat structured game. everything for this demo except the terrain and various tools was completed in a 1.5week period.
the bottleneck here isn't the ucode anymore. since the demo runs in highres 640x340 the huge limiting factor is FILLRATE. infact the entire demo doesn't use the z-buffer at all! (because this almost halves fillrate) the one exception is the "N" and chicken logos in the glass building scene.
unfortunately no amount of ucode wizardry is going to help what amounts to a architectural limit -- the limit being RDRAM and pixel throughput.
another thing that will never change is the 4KB texture memory, the solution is pretty obvious, just cut up textures, optimize formats for each. in the terrain scene there are only 32kbytes of textures, but they are well-used.
the key to using hi-res and maintaining good framerate is
1. NEVER use the zbuffer, instead cull as much as possible and depth sort for drawing
2. transparency KILLS fill also.
3. triple buffering (helllloooo 4mb expansion)
4. align framebuffers on RDRAM page boundaries to prevent interference of rasterizing to a framebuffer in the same bank that the VI is outputting the TV picture from.
for the curious, vertex transformation (i.e. what you all are meaning by "ucode") is only a small part of the time spent each frame -- in highres it's dominated by RDP pixel fill, where it's actually rasterizing triangles.
sorry for the long comment, I encourage whoever thinks I'm wrong to code a demo and show me otherwise ;) my next prod will either be a stylized demo or somewhat structured game. everything for this demo except the terrain and various tools was completed in a 1.5week period.
for the chicken and the platform
Good effort. I mostly liked the reflections part and the "intro" that was able to create a slight dark atmosphere. I personally was waiting for some storm to come up but... well, you all saw it. I agree, there was not much connection between the displayed effects, but all in all i think its worth a thumb up. The music was well done but seems a little exchangable.
Amazing
Soundtrack please.
Best N64 demo so far. Shame I couldn't watch it on my N64 since I lack the expansion pak.
Exin: That would be Factor 5. What they did for RS was just kickass.
Same with Rare. Though for some of their games, it punished the original HW in the process...(eg..Perfect Dark)
Same with Rare. Though for some of their games, it punished the original HW in the process...(eg..Perfect Dark)
Soundtrack please.
breakthrough performance!
Great work
Great work
Great to see some people doing demos for consoles
O_o--b
respect
Nice. :)
Both thumbs up. This is beyond awesome. And just when I thought I'd never live to see the day when something new and exciting would happen in the Nintendo 64 scene (ScummVM port aside).
Can't wait for the 64drive, and again, great work!
Can't wait for the 64drive, and again, great work!
In some places invisible landscape polygons are drawn over visible ones.
The popping up in the otherwise terribly well designed landscape-scene spoils the atmosphere, unfortunately - the rest is ace!
3x thumb up for:
- good overall quality
- platform!
- 1st prod!
- good overall quality
- platform!
- 1st prod!
Not bad for a first try, nice reflections, lack of global coherence.
liked
Quite good.
N64! :D
great work <3
great work <3
I never liked the N64 but this is proper.
Impressive!
This is cool.
Nice demo on nice platform :)
Nice!
Probably the best N64 demo ever. The lack of consistency is not a problem to me, I quite like some variation. (:
The first scenes show some very nice use of limited resources and a sense for direction (I really dig in the weathercock animation).
The rest is way less impressive. Also for the terrain, when you have that many glitches, hide them one way or another.
Anyway, enjoyable and especially nice for a first!
The rest is way less impressive. Also for the terrain, when you have that many glitches, hide them one way or another.
Anyway, enjoyable and especially nice for a first!
Also, what wullon said. Definitely.
Nice one! I love the music.
Enjoyable to watch from start to finish with a cracking soundtrack. Well done!
Stunning for a first prod guys.
nice, very nice
impressive
great!
Oh, cool one !
Not bad, that terrain really sucked though.
Still, very nice 3D for such a platform!
Still, very nice 3D for such a platform!
oh boy.. is it just me or is this a motherfucking awesome prod with ubercool music?... outstanding job guys, keep it up
Quality, finally, for N64.
jjjjoooooooooaaaAA!
Great! Dusting off the Doctor V64 Jr paid off big time.
sweet
<3
Best demo on N64! More please :D
Great job!
noice!!
Very nice !
The draw distance was funny, but i enjoyed it. I think the awesome UNTZ helped a lot. :)
Nicely done!
Completely missed this one.
rulez
Well, this is impressive, since this is first bigger demo on N64.
The graphics remind me of early PS2 titles, and that's a good thing. :)
The graphics remind me of early PS2 titles, and that's a good thing. :)
Nice work.
great demo, pushing the n64 quite a lot
bulldog dust :)
3 years later, still NO emulator can run this!
:)
Pretty damn sweet!
Really cool!
can't believe that I forgot to thumb this up!!
great demo nicely synced with tune that is awesome. plus, exotic platform.
great demo nicely synced with tune that is awesome. plus, exotic platform.
Cool, now that I have an expansion pak :)
1080p60 capture: https://www.youtube.com/watch?v=BpP_20bZK4o
platform thumb!
finally got around to watching this on real hardware; still makes me feel as good as I did when I first saw it.
and so the n64 scene ends here...?
Visually, aurally and conceptually a super promising start and then it just falls flat from there. Still, a good demo for an obscure platform.
IMPORTANT INFO : On a real N64 (with flashcart), this demo is working ONLY if you use a "expansion pak" inside the machine.
I was also surprised to get a black screen before, but since I installed this e.pak, it works like a charm !
I was also surprised to get a black screen before, but since I installed this e.pak, it works like a charm !
Best N64 prod !
what g012 said
Seems i have forgotten to thumb up this great demo
Cool!
Very nice for the platform! A shame it was Retroactive's first and last demo.
Wow! Had to keep reminding myself this is on N64!
Wow! Had to keep reminding myself this is on N64!
great one
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