Author Topic: Backwards compatability enhancements?  (Read 2357 times)

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Offline attackslug

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Backwards compatability enhancements?
« on: December 11, 2005, 04:32:37 PM »
I'm not sure if this topic has been brought up yet, but here goes anyways:

It seems as if some of the classic games offered by Nintendo's download service will feature some sort of graphical or control-based enhancements.  This got me thinking about how gamecube games could be played on the Revolution.

Would it be possible for Nintendo or other publishers to offer downloadable upgrades that would allow for enhancements as well?  For example, perhaps they could offer a download that would allow for the nunchaku-remote control scheme for Metroid Prime 2.  I'd figure that this would require fairly minimal adjustments to code and could potentially give some old GC game sales a kick in the pants.  Enhanced support for these games could come pre-loaded on the system or downloaded, similar to what the Xbox360 is doing in terms of backwards compatability and enhanced HD support for older games.  
I'd doubt any sort of graphical enhancements other than an improved framerate or pro-scan support could be feasable for GC games. Creating new assets such as higher-res textures or adding support for bumpmapping (=more textures) would be pretty costly for a free upgrade.

Offline nemo_83

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RE:Backwards compatability enhancements?
« Reply #1 on: December 11, 2005, 04:58:14 PM »
Such optimization would help to counteract the lack of a harddrive or HD or 400MB of RAM.

If developers were able to turn on per pixel lighting effects for example in past 3D games, even Mario 64; then suddenly, visually the game will look more real without having to create some program that smooths out polygons to make them appear pre rendered.  

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Offline KDR_11k

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RE: Backwards compatability enhancements?
« Reply #2 on: December 11, 2005, 08:07:56 PM »
For example, perhaps they could offer a download that would allow for the nunchaku-remote control scheme for Metroid Prime 2.

That would need balancing since some fights rely on breaking your lock-on. With manual aiming while moving that would be too easy.

If developers were able to turn on per pixel lighting effects for example in past 3D games, even Mario 64

Doesn't make sense. Per pixel lighting only makes sense if you somehow modify the lighting data on each pixel. Plus the lighting in those old games isn't meant for this, it'll slow your performance to a crawl if you try to make all of those lights cast shadows for everything (the quake mods that add PPL do) and the environment will be a LOT darker.

without having to create some program that smooths out polygons to make them appear pre rendered.

Ati has that truform stuff that can add polies to such meshes. The problem is that you have to tell it what needs smoothing and what doesn't so you'll at least have to flag characterrs in the game.

Offline attackslug

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RE:Backwards compatability enhancements?
« Reply #3 on: December 11, 2005, 09:02:30 PM »
Truform support worked in some cases, and gave some really odd results in others.  GLquake was really funky using any level of tesselation -- I think that the coders tried tesselating absolutely any geometry, both for models and the actual map making for some pretty distorted visuals.  Truform was perfectly integrated into Q3 engine games like Wolfenstein, however.  I think it's pretty easy to differentiate between world and model geometry, as it's been done with most games that were patched for truform support.  While I'm pretty sure we won't see any of this, it would be more than doable.  Ultra-smooth characters running around ultra-blocky worlds look just as unconvincing as blocky characters in a blocky world.

Adding per-pixel lighting would require some pretty serious engine modifications and optimizations and would be pretty damn unlikely.  Better framerates or higher resolution for N64 games would be most likely, if the GC releases of OOT and MM are any indication.

I think that nunchaku/remote support would be pretty cool for most 1st person GC games.  True, some of the boss fights in MP/MP2 would be spoiled by the free-aiming, but I think that it would work out for the better overall.  It would certainly work much better in a game like Timesplitters, Geist, or any of those tedious WWII shooters.  
I think support for solo remote control could be fantastic for RE4. Draw a weapon with A, and the trigger becomes the new "action" button.  Timed-button pressing sequences have the graphics modified accordingly.  If they mapped the analog stick to corresponding movements, you could tilt forwards to advance (steeper tilts = run, shallow or moderate tilts = walk).  Aim the controller left or right to turn. Tilt the controller up to backpedal, and a quick filck does a 180.  Aiming would work fine with this setup.  The only issue I can think of is how to draw the knife...
Of course, I'm sure they'd save such a scheme for future RE title (or ANOTHER remake).

Offline KDR_11k

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RE: Backwards compatability enhancements?
« Reply #4 on: December 12, 2005, 04:28:15 AM »
I think it's pretty easy to differentiate between world and model geometry

Yeah, as long as you're modifying the actual game code that still knows when it's drawing level or character geometry. The emulator can't tell because it only sees a bunch of triangles.

The problem with most of those games you want to modify is that they're not Nintendo's games and they'd have to ask the publisher to produce a modified binary.

Offline ThePerm

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RE: Backwards compatability enhancements?
« Reply #5 on: December 12, 2005, 06:16:37 AM »
i beleive some companies should make total remakes of their n64 games. take body harvest...great game...it runs like crud though. I dont think it would be too much to ask to have a genuped version. Same game..just running on a better renderor. Compared to what they do yto make games like gta.....making a little game like body harvest wouldnt be bad.

im wondering about games like banjo...would they be allowed by microsoft...if infact they are just the same game, or the same game with a patch?
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Offline JonLeung

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RE:Backwards compatability enhancements?
« Reply #6 on: December 12, 2005, 07:28:33 AM »
There was a Banjo game on the GBA - Microsoft allowed that.

Games that are remade (in Microsoft's case, Conker's Bad Fur Day) might be a bit different.  If the remake isn't really a remake but just a glorified port that doesn't offer a whole lot that is new, then maybe they would feel it would cut into their sales.  I don't know if the Conker game on Xbox is still selling well or how much it's an improvement over the original but otherwise if they are allowed, it's money for Nintendo and money for Rare.  Which is part of Microsoft now.  So they get a cut.  Is that a big deal?  Would they cut out a few good games made by the now-competition to make sure the competition doesn't get any penny at all?  I don't think so, not if Nintendo would stand to make more...

Then there are some crappy Sony ImageSoft games on the Super NES.  But for some reason I liked SmartBall.  Think they'll cut that to make sure Sony doesn't get anything from that?  They probably won't get much anyway, or it won't be missed by most people if it wasn't included, so it's probably not a huge deal whichever way they go here.

Offline ThePerm

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RE: Backwards compatability enhancements?
« Reply #7 on: December 12, 2005, 07:43:09 AM »
conker on xbox is a vast improvement......however..im not talking about an enhancement that big. more like a perfect framerate, maybe better textures, and a higher resolution
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