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Thread: Next Sonic game for PSP

                  
   
  1. #11
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    I never said that just because the PSP has "more megahertz" than the Dreamcast, it can handle any Dreamcast port. I meant that the PSP running at 222 MHz probably could not handle a Sonic Adventure port very well at all and that the recent unlocking of the handheld's potential could help Sega port SA with more ease.
    Fair enough.

    And yes, PS2 and PSP lacked VRAM in comparison to the Dreamcast. But both have graphically superior games. You're right, Sonic Adventure couldn't be done on PSP...in the same format it was in on the Dreamcast.
    The PS2 overall was more powerful than the Dreamcast, but the DC still had a few tricks that the PS2 could not do. While on average the Ps2 has graphically superior games, the DC still has a few that the PS2 can't touch.

    The PSP is not superior to the DC. It's like a Playstation 1.5, putting it in the same neighborhood as the DC, give or take. It's debatable which is more powerful, but neither has a clear edge.

    And yes, Gamecube received a port of Sonic Adventure. I'm not sure if the Gamecube had less VRAM than the Dreamcast, but the port was very well done. Models were larger and had a higher polygon count, and overall everything in the game was enhanced. Did it use the same engine that the DC version of SA used? Im not sure.
    SA on the GameCube was a direct port with no graphical enhancements. All that was thrown in were unlockables.

    Before you continue, can you tell me how much VRAM the Gamecube has?
    The GameCube has 1MB of memory for the frame buffer, and 1MB for texture memory. However, the GCN also featured 8x texture compression.

    So, theoretical texture memory available from top to bottom, account for compression where available, is:

    Dreamcast = 42MB
    Gamecube = 8MB
    PS2 = 3MB
    PSP = 1.6MB

    Again though, we have different architectures. The DC relied on a lot more memory and compression for storing textures. The PS2/PSP would store them in system memory and shuttle them in and out as needed. The GCN, with it's two-layered system memory, could do mix what the DC and PS2 did.

    Like I said before though, SA is a first gen DC game, and likely didn't make much use of the DC. A stripped down port should be doable.

  2. #12
    DCEmu Legend Eviltaco64's Avatar
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    Quote Originally Posted by Medion View Post
    Fair enough.



    The PS2 overall was more powerful than the Dreamcast, but the DC still had a few tricks that the PS2 could not do. While on average the Ps2 has graphically superior games, the DC still has a few that the PS2 can't touch.
    Agreed. Didnt the PS2 hardware have to emulate Anisotropic filtering when Dreamcast and even Nintendo 64 already included it?

    Quote Originally Posted by Medion View Post
    SA on the GameCube was a direct port with no graphical enhancements. All that was thrown in were unlockables.


    It's not the best of quality, but you can see that the models have been enhanced/have a higher polygon count. I still prefer the DC version, though

    Like I said before though, SA is a first gen DC game, and likely didn't make much use of the DC. A stripped down port should be doable.
    That's pretty much what I said in the beginning.
    With the recent unlocking of the PSP's power, it could receive a scaled down port. Then you thought I said that PSP could handle any DC game and this entire thing began

  3. #13
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    Agreed. Didnt the PS2 hardware have to emulate Anisotropic filtering when Dreamcast and even Nintendo 64 already included it?
    Pretty much. The PS2 doesn't do much in hardware, not even mip-mapping. Sony wanted a strong CPU (the EE) to do everything. Sound familair? Same original plan with the Cell in PS3.

    but you can see that the models have been enhanced/have a higher polygon count. I still prefer the DC version, though
    I stand corrected, and I agree with your preference

    With the recent unlocking of the PSP's power, it could receive a scaled down port. Then you thought I said that PSP could handle any DC game and this entire thing began
    I agree with you that it could handle a scaled down port. However, we'll likely never see it. Sega likes to port to better hardware, to make the porting easier. Porting to inferior hardware means you either get a crappy port, or you need to put more effort into it.

  4. #14
    DCEmu Legend Eviltaco64's Avatar
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    Quote Originally Posted by Medion View Post
    I agree with you that it could handle a scaled down port. However, we'll likely never see it. Sega likes to port to better hardware, to make the porting easier. Porting to inferior hardware means you either get a crappy port, or you need to put more effort into it.
    Funny story. I checked how they emulated the Sonic games on Sega Genesis Collection on PSP. They used wav files instead of fully emulating the sound :rofl:

    Last edited by Eviltaco64; February 19th, 2008 at 01:22.

  5. #15
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    Quote Originally Posted by Eviltaco64 View Post
    Funny story. I checked how they emulated the Sonic games on Sega Genesis Collection on PSP. They used wav files instead of fully emulating the sound :rofl:
    You can blame Steve Snake for that. Genesis sound was thought to be "impossible" to emulate. A few of the smash packs and sega sompilations were done through his emulation.

    Of course, when Sega asked him to do it, they gave him the white papers on the Genesis. He used that to make Kega Fusion, which does properly emulate the sound of the Genesis hardware

  6. #16
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    Quote Originally Posted by Medion View Post
    You can blame Steve Snake for that. Genesis sound was thought to be "impossible" to emulate. A few of the smash packs and sega sompilations were done through his emulation.

    Of course, when Sega asked him to do it, they gave him the white papers on the Genesis. He used that to make Kega Fusion, which does properly emulate the sound of the Genesis hardware
    Yeah, in my opinion, Kega Fusion has the most accurate 32X Sound Emulation.

    Anyway back on topic.

    What Sonic game do you (DCEmu) think would best suit the PSP?

  7. #17

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    Quote Originally Posted by Medion View Post
    I agree with you that it could handle a scaled down port. However, we'll likely never see it. Sega likes to port to better hardware, to make the porting easier. Porting to inferior hardware means you either get a crappy port, or you need to put more effort into it.
    OR!!! they could make a 2.5-D version of Sonic Adventure. think about it, Megaman ZX had a 2-D town to run around in. they could remake Station square and every other area in 2.5-D, couldn't they? instead of being lazy they could make a fresh new engine for it. (then use that to remake Sonic Adventure 2. )

    but i would also like to see Knuckles Chaotix on the PSP.
    Last edited by radioactivemario; August 26th, 2008 at 08:09. Reason: adding onto the post

  8. #18
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    As long as this thread popped up again, I'd like to mention that the PSP has texture compression as well. Most homebrew doesn't use it, but I imagine commercial games do. In fact, most homebrew rarely tends to use anything other than 32 bit ABRG textures (which wastes the most memory).

    Another point is that the PSP doesn't need as much vram as it can use textures in system memory (albeit at a reduced rate), which it has far more of than the DC.

    The PSP is NOT a PSX 1.5. It's far more powerful than that... in fact, it's arguably more powerful than the PS2 (but not enough to emulate the PS2).

  9. #19
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    a sonic the hedgehog dreamcast remake would in my opinion be great on the psp

  10. #20
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    would like 2 see Sonic Jam,Sonic R & Sonic Adventure 2 on the psp!

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