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Did Dreamcast have soul?

>Support for Sega's own fast/streamlined/documented SDK or Windows CE (to make porting games from the PC easier)
>Hitachi SH4 chips
>480p with the DC's PowerVR GPU
>Rarely-used volumetric per-pixel shadows and volumetric fog features
>Order Independent Transparency and is the only system to date that came with OIT at the hardware level
>16MB of RAM
>Native VGA out support
>independent filesharing between memory cards without the console needing to be present
>a large (again, for the time) optical disc format that stored up to 1GB of data
>Plans to download Dreamcast games directly to the 40GB HDD, a feature that Xbox 360 realized
>Had the highest quality video output of the generation, while PS2 was known for having the lowest quality and looking the blurriest overall
>Jet Set Radio, Sonic Adventure, Shenmue, Soul Calibur, Jet Set Radio, Skies of Arcadia, Resident Evil Code Veronica, Dead or Alive 2 were technically impressive
>Modern game controller is heavily inspired by Dreamcast controller
>Doom 64 port has the all of the player's weapons have real-time normal mapping (DOT3 bump mapping, with tangent-space light direction vectors and three-dimensional normal texture maps, that normal mapping) that interacts with my custom dynamic lighting system (up to 16 simultaneous point sources, geometry tessellation for improved quality)
https://www.youtube.com/watch?v=wemzPFWFIN4
+Showing all 31 replies.
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Computers don't have souls.
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>>12354931
>pal
>soul
Nope
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None of that mattered when pic related why its competitor.
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>>12355376
PAL Dreamcast absolutely is soul
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>>12355417
>le palcope
lol
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>>12355417
>>12355614
PAL had the blue cases with the really pleasant blue color and thick spines. I always liked them, though they apparently break super easily. Also, PAL DC games have a 60hz option which is neat.
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>>12355381
Can't believe I threw away that beautiful blue box.. at least I still have my two Dreamcast PAL boxes, I store CD's in them, lol
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>>12354931
>Windows CE (to make porting games from the PC easier)
Someone needs to tell ChatGPT that Windows CE compatibility was rarely used because it ran so poorly compared to the native SDK that barely any devs used it. At best it was used to actually run Windows CE on the DC for trying to use the DC as a ghetto computer, but barely anyone ever bothered.
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>>12355801
No one needs to, or should, tell chatgpt anything. If you don't want to humiliate yourself shitposting retarded bullshit then just stfu. Simple as.
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>>12355614
What’s cope about it?
The blue is way better than the orange and it has the best output at 480i
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>>12355294
You know that isn't what that means
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>Plans to download Dreamcast games directly to the 40GB HDD, a feature that Xbox 360 realized
>the 40GB HDD
I'm positive this is AI because it's such an oddly worded, scrambled up half-truth of a statement. The Dreamcast did not have internal storage, let alone 40 fucking gigs. But Sega did have plans to partner with British set-top box manufacturer Pace to basically shove Dreamcast innards into one of their boxes and allow users to download DC games from a paid service.
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>>12357510
no, it's just the average /vr/ trolling. 40 gig HDDs were impossibly large in 1998 when the DC came out, they only became affordable 4-5 years later. In 1998 if you were splurging you could have maybe a 6GB one.
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>>12357524
The 40gb figure is from an actual press release about the DC set top box as cited by this article. It's a classic case of ChatGPT having info on hand but getting its wires crossed.

https://www.thedreamcastjunkyard.co.uk/2014/03/setting-pace.html
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>>12355294
mine does *pats computer*
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>>12354931
>Modern game controller is heavily inspired by Dreamcast controller

AI is getting sloppier.
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>>12358889
The dpad being below the stick and controllers having analog triggers began on the Saturn 3D pad and then carried over to the DC pad. Changing the SNES diamond layout to have A on the bottom instead of a B began on Dreamcast, which the Xbox also followed.
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>>12359165
Yeah, I am aware of the 3D Saturn pad. So the only innovation of the Dreamcast controller that stuck was the placement of one arbitrarily named button on a handful of controllers? Thats not “heavily inspired”, any modern controller far more closely resembles the DualShock than the Dreamcast pad.
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>>12359165
If you think about it, all they really did was cut the C and Z buttons off the Saturn pad, rather than just copying Nintendo
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>>12360004
Yes.

Nintendo having buttons in the wrong alphabetic order really pisses me off
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>>12359165
They just copy what Sega designed just as Sony did with Nintendo. Big companies got close Sega and Nintendo only to fuked them both in the ass later lol
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>>12357510
>>12357524
>In early 2001 it was announced that Sega were in discussions with UK-based Pace Micro Technology (whose CEO, Malcolm Miller was previously the head of Sega Europe) to incorporate Dreamcast technology into their digital televsion set-top boxes[31]. It was an ambitious plan, in which Dreamcast games could be "downloaded" from a "games channel" and stored on an internal 40GB hard drive; the user would either pay to play the game once, or "hire" it for a period of time[31]; there was also talk of being able to "transmit" said games to external "hand-held devices" for play on the go[31].

>The concept was demonstrated in early February 2001, with a preliminary device (a set-top box with Dreamcast controller ports on the top) claiming to run Shenmue, Crazy Taxi and a demo of Sonic Adventure 2. NFL 2K1 and Phantasy Star Online were also claimed to be among the downloadable games. It was claimed a download would take about 3 minutes, and up to 50-60 games could be stored on the machine.

>The project did not materialise.

>Xbox which is widely regarded as the spiritual successor, once planned to support Dreamcast games and continuing the very close links Microsoft had had with Sega. Many Dreamcast games migrated to the Xbox platform, and Sega gave the console preferential treatment during 2002 and 2003, helping to create (the albeit limited) interest in the console in Japan.

Peter Moore confirmed that most of the Dreamcast's ideas made their way to Xbox and it shows.
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>>12354931
Peak soul.
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It'll never be soulful while all these ops always feel compelled to mention other consoles.
Its identity is being in the shadow, a beta system, an also than, an alternative to get before the machine that the masses were actually waiting for arrived, an impressive novelty at the time of release compared to a console generation that was on its last legs.
404.
Soul not found.
The controller sucked ass too. Massive downgrade from the Saturn.
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>>12355376
PAL DC games run at 60Hz. So it's cool.
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>>12361378
>palfags cope 60 times a second
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>>12354931
Yes
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>>12354931
Dreamcast IS Soul.
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I would like to have a new box for my Dreamcast. Does anyone have or know where I could find the files for this version? I can only find stuff about the games boxes...
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SA1 is actually a combination of two different projects that were in development. A lot of the platforming concepts came from the more traditional 3D Sonic project (Sonic Jam has a lot of unused character animations from this project, which would later be refined and used again in SA1), while the adventure fields and narrative focus came from the rpg project (Jam's hub world was originally built as a prototype area for this project before being repurposed for Jam).

>Takashi Iizuka felt that Sonic fans had been let down because Sonic Team was not focusing on Sonic enough
>Iizuka loves Dragon Quest and Final Fantasy
>Iizuka had a dream of becoming a manga artist, which ultimately led him to Sega after realizing manga wasn’t a viable career
>In 1996 when the Burning Rangers development concluded, that whole staff went straight over to Sonic Adventure
>Sonic Adventure as a 3D game adaptation of Sonic begins development as a showcase for Dreamcast hardware. Transparencies, volumetric per-pixel shadows and volumetric fog features, ninja lighting, FMVs, voice acting, etc
>Dreamcast goes all out on transparency and lighting, supports 8-bit destination alpha blending with 24-bit sourcing 32-bit z-buffer. SA1-2 used diffuse+specular lightning based on palette indices like some Saturn games
>Iizuka was able to request more RAM for the console specifically for Sonic Adventure. 24mb of RAM - 16mb working RAM and 8MB for textures. Saturn only has 4MB
>Yuji Uekawa redesigned each character for Dreamcast
>Seiyuu chosen by Iizuka. Jun'ichi Kanemaru as Sonic, Chikao Ōtsuka as Dr Eggman, Nobutoshi Canna as Knuckles, Taeko Kawata as Amy
>Sachiko Kawamura designed the Chao Garden and an upgraded version of the A-LIFE system from NiGHTS where you evolve Chao
>There are some people on the Sonic Adventure team whose entire job was working on the Chao
>Sonic Adventure's FMVs were Naoto Ohshima's last job at Sonic Team. Storyboarded and edited in Premiere, effects done in Photoshop.
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>Sonic Adventure was inspired by Sonic Team's Adventure in South America
>Chichen Itza and Tikal provided the aesthetics concept of the shrine of Knuckles's race, Chaos and the serpents drawing on the walls of the temple; Cancun and Tulum provided the concept of Emerald Coast; Cuzco provided the Altar of Emerald; Machu Picchu provided the design of Windy Valley; and Ica provided the the aesthetics for Sand Hill
>Tulum resort town on Mexico’s Caribbean coast, Machu Picchu, Tikal Mayan citadel in the rainforests of northern Guatemala, Cancún in Mexico were heavy and obvious inspirations for Mystic Ruins
>The hub worlds' emphasis on exploring to find new areas and power-ups was inspired by The Legend of Zelda
>Lost World and Windy Valley were rebuilt dozens of times
>SA1 was planned 60fps, but was capped at 30fps for Dreamcast’s LANTERN engine diffuse+specular lightning based on palette indices like some Saturn games
>Sonic Adventure's entire team was composed of Sega's top-class employees, and it wasn't uncommon for them to be working on other projects at the same time as Sonic Adventure. Their competence meant that, as the development went on, they'd often undertake individual sections on their own; as a consequence of that, no one person could really see the whole picture of the development, and when the game was finally finished and they played it, it was like, "Ohhh… so that's what's going on here."
>Lost World became the standard of quality for the other stages. Many stages were remade and redesigned dozens of time before Iizuka and Naka were happy with them.
>Fumie Kumatani, Jen Senoue, and Kenichi Tokoi were Sonic Adventure's Sound Team
>Senoue' main theme "Open Your Heart" was re-wrote nine times
>With SA1 they had pushed the Dreamcast close to its limit, so they knew it would be difficult, from a hardware perspective, to surpass that for SA2

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