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Found 8 results for "5259381879213b9644519a51c19e7def" across all boards searching md5.

Anonymous /v/715208845#715229646
7/12/2025, 7:00:49 AM
>>715229582
>1995 - Saturn releases, was designed around a new Hitachi CPU, SH-2
>1996 - Bernie Stolar gave STI the NiGHTS engine to mess around with for a few weeks while they were making X-treme, but Yuji Naka threw a temper tantrum and threatened to quit Sega in response, so they had to let go of it
>1997 - Dreamcast with SH-4 as a joint venture between Sega and Hitachi
>Sonic Jam is released for the Saturn, containing Sonic 1-3 ported by Naka himself to SH-2 and elements from the then-forthcoming Adventure
>Sonic Adventure begins development as a showcase for Dreamcast hardware. Adventure fields, 10 Sonic stages, transparencies, lighting, FMVs, voice acting, etc
>Chaos according to Iizuka the director was made to shock, surprise people, something you would say "this is only posible on the Dreamcast"
>Genesis can't do transparency, Saturn can't do transparency, 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
>SA1 was a game made by a maximum of 100 people, and only 11 people went to the US. Then, it was no longer possible to make 2 on that scale. I was hoping to make a small-scale game in the U.S., but at the time, Naka told me, “You can take our Japanese members with you and just make 2.” So when it came time to make 2, the starting point of the project was “How can we make 2 with this (small) number of people?”
>1999 - Iizuka goes to USA to patch up SA1 and begin SA2
>Iizuka: I had these ideas in my mind from when I was making Sonic Adventure 1 that if I were to make a second game, I wanted to have a “rival character who looked exactly like Sonic” and to be able to play two scenarios, one with Sonic and the other with the rival character
>2000 - Dreamcast was flopping hard. Iizuka was determined to sell it on the Dreamcast at any cost
Anonymous /vg/530872308#530904875
7/12/2025, 6:44:58 AM
>>530904468
>1995 - Saturn releases, was designed around a new Hitachi CPU, SH-2
>1996 - Bernie Stolar gave STI the NiGHTS engine to mess around with for a few weeks while they were making X-treme, but Yuji Naka threw a temper tantrum and threatened to quit Sega in response, so they had to let go of it
>1997 - Dreamcast with SH-4 as a joint venture between Sega and Hitachi
>Sonic Jam is released for the Saturn, containing Sonic 1-3 ported by Naka himself to SH-2 and elements from the then-forthcoming Adventure
>Sonic Adventure begins development as a showcase for Dreamcast hardware. Adventure fields, 10 Sonic stages, transparencies, lighting, FMVs, voice acting, etc
>Chaos according to Iizuka the director was made to shock, surprise people, something you would say "this is only posible on the Dreamcast"
>Genesis can't do transparency, Saturn can't do transparency, 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
>SA1 was a game made by a maximum of 100 people, and only 11 people went to the US. Then, it was no longer possible to make 2 on that scale. I was hoping to make a small-scale game in the U.S., but at the time, Naka told me, “You can take our Japanese members with you and just make 2.” So when it came time to make 2, the starting point of the project was “How can we make 2 with this (small) number of people?”
>1999 - Iizuka goes to USA to patch up SA1 and begin SA2
>Iizuka: I had these ideas in my mind from when I was making Sonic Adventure 1 that if I were to make a second game, I wanted to have a “rival character who looked exactly like Sonic” and to be able to play two scenarios, one with Sonic and the other with the rival character
>2000 - Dreamcast was flopping hard. Iizuka was determined to sell it on the Dreamcast at any cost
Anonymous /vg/530637967#530649798
7/10/2025, 9:20:42 AM
Reminder of Dreamcast soul.

Sonic Adventure's original lighting was really ambitious and dynamic, it's a shame they had to downgrade it before launch, they also brought the framerate down to 30 before release too so it running stable was obviously a high priority. If you look at some early pre-release footage you can see both better lighting and 60FPS gameplay

>Hitachi SH4 chips
>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

In the Tokyo International Forum, you can see the Ninja Lights system in action. Dynamic shadows, lights and other effects that aren’t seen in the final game.

The final game removed most of the Ninja Lights system, but some of it is still leftover. Some objects like the TVs still use Ninja Lighting.

The Dreamcast had the ability to perform what was called Order Independent Transparency which SA2 used extensively for things such as item balloons and artificial chaos. When SA2 and SA1 were ported to Gamecube, many of the lighting and transparency features that the Dreamcast had couldn't be replicated and they were never fixed.

Sonic Adventure and Sonic Adventure 2 were extremely ambitious. Sonic Adventure 2 is a much, much, much more robust game internally than SA1. I cannot stress that enough. It is much more flexible in every conceivable way, and it is really impressive how much Sonic Team improved on in such a short time frame. But it is still obviously based on SA1 and shares a lot of infrastructure, albeit greatly improved

The main lighting issues SA2B has are the inability to draw the DC version’s shadows and specular lighting, which affects a lot of stuff (GUN robots, Shadow’s shoes, possible Sonic’s jaw even).
Anonymous /vr/11857292#11857470
7/10/2025, 9:16:47 AM
Anonymous /vg/530499932#530508248
7/9/2025, 6:30:14 AM
Sonic Adventure's original lighting was really ambitious and dynamic, it's a shame they had to downgrade it before launch, they also brought the framerate down to 30 before release too so it running stable was obviously a high priority. If you look at some early pre-release footage you can see both better lighting and 60FPS gameplay

>Hitachi SH4 chips
>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

In the Tokyo International Forum, you can see the Ninja Lights system in action. Dynamic shadows, lights and other effects that aren’t seen in the final game.

The final game removed most of the Ninja Lights system, but some of it is still leftover. Some objects like the TVs still use Ninja Lighting.

The Dreamcast had the ability to perform what was called Order Independent Transparency which SA2 used extensively for things such as item balloons and artificial chaos. When SA2 and SA1 were ported to Gamecube, many of the lighting and transparency features that the Dreamcast had couldn't be replicated and they were never fixed.

Sonic Adventure and Sonic Adventure 2 were extremely ambitious. Sonic Adventure 2 is a much, much, much more robust game internally than SA1. I cannot stress that enough. It is much more flexible in every conceivable way, and it is really impressive how much Sonic Team improved on in such a short time frame. But it is still obviously based on SA1 and shares a lot of infrastructure, albeit greatly improved

The main lighting issues SA2B has are the inability to draw the DC version’s shadows and specular lighting, which affects a lot of stuff (GUN robots, Shadow’s shoes, possible Sonic’s jaw even).
Anonymous /v/714935182#714939863
7/9/2025, 6:18:34 AM
Sonic Adventure's original lighting was really ambitious and dynamic, it's a shame they had to downgrade it before launch, they also brought the framerate down to 30 before release too so it running stable was obviously a high priority. If you look at some early pre-release footage you can see both better lighting and 60FPS gameplay

>Hitachi SH4 chips
>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

In the Tokyo International Forum, you can see the Ninja Lights system in action. Dynamic shadows, lights and other effects that aren’t seen in the final game.

The final game removed most of the Ninja Lights system, but some of it is still leftover. Some objects like the TVs still use Ninja Lighting.

The Dreamcast had the ability to perform what was called Order Independent Transparency which SA2 used extensively for things such as item balloons and artificial chaos. When SA2 and SA1 were ported to Gamecube, many of the lighting and transparency features that the Dreamcast had couldn't be replicated and they were never fixed.

Sonic Adventure and Sonic Adventure 2 were extremely ambitious. Sonic Adventure 2 is a much, much, much more robust game internally than SA1. I cannot stress that enough. It is much more flexible in every conceivable way, and it is really impressive how much Sonic Team improved on in such a short time frame. But it is still obviously based on SA1 and shares a lot of infrastructure, albeit greatly improved

The main lighting issues SA2B has are the inability to draw the DC version’s shadows and specular lighting, which affects a lot of stuff (GUN robots, Shadow’s shoes, possible Sonic’s jaw even).
Anonymous /v/713210391#713219015
6/21/2025, 2:32:50 AM
SA1 and SA2 were Iizuka's passion projects for bringing Sonic into 3D

Sonic Adventure's original lighting was really ambitious and dynamic, it's a shame they had to downgrade it before launch

In the Tokyo International Forum, you can see the Ninja Lights system in action. Dynamic shadows, lights and other effects that aren’t seen in the final game.

The final game removed most of the Ninja Lights system, but some of it is still leftover. Some objects like the TVs still use Ninja Lighting.

The Dreamcast had the ability to perform what was called Order Independent Transparency which SA2 used extensively for things such as item balloons and artificial chaos. When SA2 and SA1 was ported to Gamecube, many of the transparency features that the Dreamcast had couldn't be replicated and they were never fixed for the PC port.

Sonic Adventure and Sonic Adventure 2 were extremely ambitious. Sonic Adventure 2 is a much, much, much more robust game internally than SA1. I cannot stress that enough. It is much more flexible in every conceivable way, and it is really impressive how much Sonic Team improved on in such a short time frame. But it is still obviously based on SA1 and shares a lot of infrastructure, albeit greatly improved
Anonymous /vg/528200801#528215147
6/21/2025, 2:31:23 AM
SA1 and SA2 were Iizuka's passion projects for bringing Sonic into 3D

Sonic Adventure's original lighting was really ambitious and dynamic, it's a shame they had to downgrade it before launch

In the Tokyo International Forum, you can see the Ninja Lights system in action. Dynamic shadows, lights and other effects that aren’t seen in the final game.

The final game removed most of the Ninja Lights system, but some of it is still leftover. Some objects like the TVs still use Ninja Lighting.

The Dreamcast had the ability to perform what was called Order Independent Transparency which SA2 used extensively for things such as item balloons and artificial chaos. When SA2 and SA1 was ported to Gamecube, many of the transparency features that the Dreamcast had couldn't be replicated and they were never fixed for the PC port.

Sonic Adventure and Sonic Adventure 2 were extremely ambitious. Sonic Adventure 2 is a much, much, much more robust game internally than SA1. I cannot stress that enough. It is much more flexible in every conceivable way, and it is really impressive how much Sonic Team improved on in such a short time frame. But it is still obviously based on SA1 and shares a lot of infrastructure, albeit greatly improved