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File: large.jpg (189 KB, 1920x1081)
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Was it powerful enough for a Resident Evil port?
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Doubtful, not even if you drastically reduced the poly count and forget about all the dynamic lights.
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>>12554867
Of course it was. There was a game boy Resident Evil. Would the port to 3DO be good? That depends on the developers.
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>>12554867
No.
It could barely handle Alone in the Dark.

>>12555095
You are being deliberately obtuse. OP is asking if 3DO could render shaded polygonal character models. No, it couldn't. Not in an action game, anyway, I'm sure some demo coder has achieved it.
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>>12554867
Pre rendered backgrounds. Re1 could run on a snes in theory
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>>12555616
>Re1 could run on a snes in theory

Nah
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>>12554867
As a direct port? No
As a FMV adventure game starring the live action cast? HELL YEAH
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>>12554867
On a technicality, yes, Alone in the Dark managed it. In practicality, you'd have a very compromised RE1 that loses basically all of the snappiness entirely unless someone optimized the hell out of it all as a genius for the era, because AitD ran like dogshit and that had no textures for the 3D models at all.
As a homebrew project, I'm sure someone could figure it out.
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>>12555767
>As a homebrew project, I'm sure someone could figure it out.
Honestly I wish RE would get a decomp. If you look at the GBA Tomb Raider port, you realize that a lot of crazy shit can be done
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>>12554867
I still think it would've been a better console if they had used a regular 25 MHz Motorola 68030 instead of that 12.5 MHz ARM VY86C06020FC. Unless I'm badly mistaken, Hawkins subsidized a fair bit of that CPU's development, but didn't get any royalties from later sales.
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The closest game the 3DO has to a resident Evil, outside of Alone in the Dark 1 and 2 is the Japanese exclusive Dr. Hauzer. The game is fully polygonal, but runs like absolute shit. It does make me wonder if a modern homebrew attempt could be feasible. the 3DO can handle the pre rendered backgrounds with no issue. It cn handle the lighting and transparency effects. But can it display multiple models on screen without the hardware shitting the bed?

https://youtu.be/07OI_ykHAjU
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>>12555921
it's amazing what can be done on a tiny arm core with a crazy enough programmer
https://youtu.be/nS5rj80L-pk
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>>12554867
This is the most interesting question. I don't think it would've hit as hard as PSX because RE had that classic PlayStation combo of pre-rendered backgrounds and low poly counts. 3DO has a very low quality texture appearance so I bet an RE port would have looked extremely unusual and jank. Someone should try to port it.
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It's worth noting that, even if the player can't see them, Resident Evil does use polygons for the backgrounds and environments for collision, like Symphony of Night in fact
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File: a.png (216 KB, 1109x579)
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>>12556016
that is true, the environment is 3D, just invisible, though to be fair such a collision map is pretty simple geometry. also remember the backgrounds are multi-layered as in many screens you can walk "behind" things
i don't have an example for RE but here's one of oot's castle town which does a similar thing, normally you'd only see the flat background but it's still "internally" a 3D environment
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>>12555139
Alone in the Dark ran on 386 pretty good, 3DO is more like a 486/50.

>>12555616
The backgrounds are just pictures so that should be no issue. For the characters say if you took Need For Speed and used every single polygon to draw a character, for 1 character I think thats more than enough.

>>12555957
Better textures than some N64 games, this is doing more than resident evil.
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>>12556118
>>>12555957 (You)
>Better textures than some N64 games, this is doing more than resident evil.

The 3DO is an interesting machine for early Survival Horror concepts. I guess it does have Alone in the Dark 1 and 2, D (or D's Diner?), Dr Hauzer, Killing Time, and even Night Trap to a degree and Corpse Killer. It does not have a lot of horror themed games. But the system did influence the original Resident Evil on the PS1. I think it would be a challenge to see if someone could port Resident Evil to the 3DO. Even if the game has to resort to sprites for zombies. The 3DO does use an ARM CPU and has some dedicated quad styled polygon renderer. If someone can get a demo of RE2 on the GBA, I'm sure the 3DO could do something like this..

https://youtu.be/8VEFHJBZ-r8?t=53

The 3DO would handle the backgrounds and effects with few issues.
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>>12554867
A Castlevania: Symphony of the Night 3DO port would have been pretty interesting.
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Why don't you port it yourself?
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Make it a Killing Time style FPS instead of a direct port.



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