----- Original Message -----From: Tony SinclairSent: Monday, April 30, 2001 11:07 AMSubject: RE: [gbadev] Tony Hawk SkateboardingNot so!Nintendo Power is a magazine dedicated to Nintendo, but they can still be filled full of rubbish. Nintendo don't have their own magazine. This like every other magazine is put together by fans of the format. The "OFFICIAL" part probably mean that they are allowed to paste the Nintendo logos etc all over the mag without getting sued.Now, although I have said this, I have been reading NP for a long time now and they have never been that far off. Not saying that they get stuff right 100% of the time, but I trust em!-----Original Message-----
From: TeleKawaru [mailto:telek@...]
Sent: 27 April 2001 17:56
To: gbadev@yahoogroups.com
Subject: Re: [gbadev] Tony Hawk SkateboardingNintendo Power is Nintendo's official magazine.----- Original Message -----From: Jonas LundSent: Friday, April 27, 2001 12:11 PMSubject: Re: [gbadev] Tony Hawk Skateboardingnintendo power is a magazine, right?simple rule: never trust magazines and the info they get! it's mostly hype or assumptions by stupid people that doesn't know their shit- jonas lund----- Original Message -----From: TeleKawaruSent: Friday, April 27, 2001 5:15 PMSubject: Re: [gbadev] Tony Hawk SkateboardingIn Nintendo Power they stated that the characters in Tony Hawk Pro Skater were pre-rendered without textures really hi-res on the computer, then they made them nice looking sprites. At least, that's what NP stated.----- Original Message -----From: Sean DunlevySent: Friday, April 27, 2001 9:18 AMSubject: Re: [gbadev] Tony Hawk SkateboardingI agree, ARM in WRAM executes very nice indeed. Shame about the lack of DIV instruction, but I suppose you can't have everything. It's funny that the way people (well the coders I saw) did what us AGB coders are doing. Code overlays. I know Tomb Raider PSX ended up being made from a HUGE number of overlays. I don't know how many, but it was a lot....----- Original Message -----From: Marc CouparSent: Friday, April 27, 2001 11:53 AMSubject: RE: [gbadev] Tony Hawk SkateboardingI wrote a mocap player on PS1 in R3000 which used a very low number of bones (9) and polys (think it was around 130-150). It only took around 12-13 rasters per player so even accounting for difference in processing power, the PS1 GPU doing the poly render for you and that it used the GTE as well as CPU for the muls in the quaternion code, I would be surprised if the AGB couldn't handle that 1 character.
That said, I'm not an AGB coder, and the character in TH would certainly need more than 9 bones.
Either way, TH looks very impressive.
Marc
-----Original Message-----
From: Chris Schmitz [mailto:Chris.Schmitz@...]
Sent: 27 April 2001 10:29
To: 'gbadev@yahoogroups.com'
Subject: AW: [gbadev] Tony Hawk Skateboarding
>> I have seen the movie of TonyHawk Skateboarding and wonder if the
charakter
>> animation was done using a bones system? I guess a bones system should
not
>> be fast enough on the GBA as we have gathered a lot of expierence while
>> developing the 3D Stadium soccer scenes for our actual PC game
"Bundesliga
>> ManagerX".. so does anybody have an idea how to do this?>I guess they do use a bones system.
>Any specefic reason, why it shouldn't be fast enough on a gba?Have you tried it allready? We did not on GBA, but on pc and there it
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