Thread #12500826
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Should I watch the video or can /vr/ explain it better
+Showing all 30 replies.
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>>12500826
Tldr: compressing useless shit like voice acting and cutscenes
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>>12500850
this,and theres a CGI cutscene that was removed and another reused.
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>>12500854
The final music was also cut
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Just skip to here. He summarizes the video.
https://youtu.be/BaX5YUZ5FLk?si=aFVI3r8QdGcawSnt&t=649
>Clever resolution changes from scene to scene that aren't noticeable unless you emulate the game
>FMVs had their resolution reduced then they were cleverly upscaled
>FMVs also had their framerate cut in half, but frame interpolation was used to help mask this
>The RSP was the saving grace of this port, helping with both audio and FMVs since the N64 lacked dedicated video and audio codecs
>The textures were obviously reduced in size, but were artistically handcrafted to still look suitable despite the compression applied to them
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Neither, go check the original post mortem where the original devs talk about it. It’s a pretty nice read:

https://www.gamedeveloper.com/programming/postmortem-angel-studios-i-resident-evil-2-i-n64-version-
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>>12500826
kill yourself
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It's 12 minutes long. How fucking pressed for time are you? Obviously not very if you have to post here asking if you should watch a youtube video or not.
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>>12500826
Trash console, why even bother
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>>12501323
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>>12500826
If you want to learn about an old game just read about it, the cutting room floor explains things better than a video essay will.
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Trash soundtrack trash textures trash controls.
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>>12503648
nice bump dude
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>>12500826
RETRO GAMES, FAGGOT, POST RETRO GAMES!
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>>12503674
Tell that to the frog and wojak faggots.
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It's funny how i got a 3 day for posting a DKYG video but OP is okay because....
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>>12503674
>poki's pokey
nice
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>>12503937
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>>12503937
don't care
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>>12506342
accurate
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>>12500868
>The textures were obviously reduced in size, but were artistically handcrafted to still look suitable despite the compression applied to them

That was pretty much universal thing back then.
So many late 90s and early 2000s games look ass when played on high resolution.
A lot of those games get broken, refuse to start or become unplayable and unreadable on highest resolution.
Almost like those games were never meant to be played on modern screen.
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>>12508363
Tis the fate οf all video media, to some degree.
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>>12500872
Shit article
I don't give a shit about teamwork, deadlines and submission paperwork issues. I want the technical implementation hacks details, not "audio and video were squeezed until they fit"
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>>12510031
Don't bite the hand that feeds. Get a CS degree, learn by trying, and/or google stuff like everyone else.
>>12503937
Shit I got a 3-day ban just for posting in a Karl thread when all that stuff went down, I was actually talking about the game in question and didn't mention any names or videos, but nope - that janny had a stick up his ass and everyone in the whole thread got b& for 3 days.
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>>12500868
>The textures were obviously reduced in size, but were artistically handcrafted to still look suitable despite the compression applied to them
No they weren't the port was done quickly and cheaply. There was no artistic direction just flat out batch conversion.
>With the vast amount of assets provided by the PSX version, it made much more sense to analyze each type of data (2D sprites, collision data, and so on) and implement a pipeline that would then convert the PSX-specific assets into something we could read in and use on the N64. Since this was a port, we could be sure that we would end up with all the pieces we needed if we simply batch-converted them in their entirety, rather than individually touching up each and every one of them by hand, and save enormous amounts of time this way.
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>>12510057
>No they weren't the port was done quickly and cheaply

You can say whatever you want about this shitty port, except this because it's factually wrong.
The port alone took an entire team of programmers on a one year schedule with a 1 million $ budget.

I think Capcom was okay with that because they were going to re-use the work for RE0. It's obvious it runs on the same code.
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>>12500962
>>12501325
>>12503648
>>12503674
>>12503937
>>12510031
Cry moar, this is our board now.
:^)
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>>12500826
Nintendo paid millions to Capcom to downgrade RE2, so it could fit on a cartridge, and millions to make the main Resident Evil games exclusive to the Gamecube.
Motivation: to alienate the Resident Evil fanbase and disassociate Nintendo consoles from the image of a kindergarten toy.
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>>12500826
64mb is decent to play with when you shrink a couple of fmvs to 320×160, and make your audio seem like it was recorded under water.
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>>12510031

Then go read this: https://ultra64.ca/files/other/Game-Developer-Magazine/GDM_September_2000_Achieving_Full-Motion_Video_on_the_Nintnedo_64.pdf

It's mentioned on the article I linked before, but you'd already know that if you had read it instead of being a whiny bitch.
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>>12510391
But Resident Zero was for the N64 not Gamecube if Nintendo didnt want to be seen as the console for kids then why did they shadowban Conker?

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