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File: Strider 2.png (535 KB, 1411x1080)
535 KB PNG
Why no one is making them anymore?
>>
Someone said Psychic Killer Taromaru a 3D game the other day.
So Strider 2 is also a 3D game.
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>>12545532
>>12545527
They're 2.5D. Derp.


But the ps1 doesn't get shit for homebrew. It's not a homebrew friendly system like the genesis.
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>>12545649
homebrew is slop for turd worlders
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>>12545649
>But the ps1 doesn't get shit for homebrew. It's not a homebrew friendly system like the genesis.

Because Sega fanboys don't really like their library that's why they so desesperate to port others system games on their consoles

PS1 and PS2 owner don't care about Sega games their happy with their library
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>>12545527
Because ps1 didn't have 2d engine capabilities, while 2d games can be done in reality they are 3D games showing flat area with sprite asset changing fast enough to not be perceived.
They were a mess to be made back then, at that point is better to either make it for saturn or make it for dreamcadt.
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>>12545690
> they are 3D games showing flat area with sprite asset changing fast enough to not be perceived.

Just like the Saturn then
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>>12545690
If you have 3D capabilities you have 2D capabilities. The latter is a subset of the former.
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>>12545690
>they are 3D games showing flat area
WOW just like all modern 2D games
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>>12545649
>But the ps1 doesn't get shit for homebrew.
The PSX had it's time with all the Yaroze games that were published in the official magazines.
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>>12545690
> they are 3D games
This is categorically false. There is nothing fundamentally 3D about the PS1. The GPU is actually 100% 2D, having zero concept of depth. 3D on the PS1 exists entirely in software. Also, as an aside, this whole 2D vs 3D debate is problematic anyway, 2D games are kind of 3D, in that they have layers with different depths.
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>>12545690
>Because ps1 didn't have 2d engine capabilities
>with sprite asset changing fast enough to not be perceived.
what the fuck are you smoking? there's some "trick of the eye" illusion going on? is your entire post shit bait or are you really this dull? the process of 2d on consoles like psx is simple. instead of using tile bitmap graphics, you:
>create polygon of x,y size
>texture the polygon
>update the texture and polygon pointers to change shapes and animation frames
the end, retard.
>>
>>12545993
>Also, as an aside, this whole 2D vs 3D debate is problematic anyway, 2D games are kind of 3D, in that they have layers with different depths.
Z indexing is ordering, not depth. There's no spatial extension in merely rendering an image in place of another
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>>12545993
the psx does have a chip dedicated to performing 3D math, but i know what you're getting at, the end result is always just a bunch of 2D triangles applied directly to the framebuffer.
it's why things like "wobbly vertices" are both a thing (vertices are always aligned with framebuffer coordinates) and why emulators up until recently with some clever imperfect trickery couldn't get rid of them, as the final output is always just a bunch of 2D triangles flat against the screen, so to speak, the final rendered scene isn't really 3D so handing it to something like opengl like most emulators do, you can't do much with it, it's like a flat mosaic of triangles
the modern emulator hacks to reduce wobble and improve texture mapping (since textures on the psx are also mapped in a 2D manner, hence they appear to warp around when not flat against the screen as your brain interprets them as 3D when they aren't really) require modified GTE emulation (the psx graphics processor) that tries to derive more/3d information from what it's processing
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>>12547591
well the wobbly vertices is probably more because the GTE is completely fixed-point, yes, there is no floating point hardware in the psx whatsoever, which is another point towards it being basically a 2D console.
it's just exacerbated in emulators if you render at higher resolution, as the vertices still have to snap to the same 320x240 (typ.) grid
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>>12547616
>yes, there is no floating point hardware in the psx whatsoever
no, but you can cheat/win using pre-generated lookup tables/data so can make better approximations of how your models are drawn and viewed.



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