- #WHAT EMULATOR IS BEST FOR STAR WARS BATTLE FOR NABOO N64 SOFTWARE#
- #WHAT EMULATOR IS BEST FOR STAR WARS BATTLE FOR NABOO N64 CODE#
As you can imagine, this is very slow compared to using the GPU, and since this rendering is likely the bulk of the emulators total time spent, if you want to draw 4x the pixels say, by doubling the width and height of the screen, then it will have a massive effect on the frame rate. That frame buffer being written to is basically a texture which is then drawn flat to the screen.
#WHAT EMULATOR IS BEST FOR STAR WARS BATTLE FOR NABOO N64 SOFTWARE#
In software that just means filling those parts of memory with the value for the color. Basically, for the height of a triangle it computes the left and right edges, and draws a line between those points. Here's an example of software rendering a triangle. Often they used cheats to make it easier to maintain the frame rate, like if you know the camera will never rotate on 1 or 2 axes, you can simply the math to make it run faster. Software rendering is how things used to be done back in the day, like Doom and Quake, before everyone had graphics cards, or on computers like the Amiga and C64. Of the four, Rogue Squadron proved to be the most popular and was further enhanced by use of the N64 Expansion Pak.
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Open air levels have very large draw distance with no need to hide horizon in fog. LucasArts developed or co-developed four Star Wars games for the Nintendo 64: Shadows of the Empire, Rogue Squadron, Episode 1 Racer, and Episode 1: Battle for Naboo.
#WHAT EMULATOR IS BEST FOR STAR WARS BATTLE FOR NABOO N64 CODE#
Landscape generation code has almost nothing in common with landscape code in Rogue Squadron. It extends original microcode with command for explosions (very similar to the one for Rogue Squadron) and with commands for terrain polygons. Microcode for Naboo is an extension of the one for Indiana. Microcode for Indiana is true masterpiece. Particles system, which can output thousands particles per frame is very impressive. Cite: "Our new microcode allows almost unlimited real-time lights and a much higher polygon count than the original". I recommend to read interviews with Factor5 developers on IGN for technical details: Bringing Indy to N64 and Battling the Naboo. He wrote tons of excel sheets with explanations how things work. Hardest part of work - microcode deciphering - done entirely by olivieryuyu. The result is circa 2300 (sic!) lines of source code after all cleanups. It was huge relief when we finally squashed the last bug and completed reverse engineering stage. Many times I wished to stop that work and never return to it. Debugging was very long and painful process. The microcode has very tangled code flow. We spent six months on decoding and implementation. Factor5 programmers really pushed RSP chip to its limits. Microcodes for Indiana and Naboo are almost as large as the one for Rogue Squadron, and much more harder to decipher.
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Resulted source code has circa 1300 lines, much larger than implementation of any other microcode. It is very large and very complex microcode. We worked several months on Rogue Squadron. Until December the hardest task we completed was our previous work, microcode for Star Wars - Rogue Squadron. We started that work last December and finished it only now. The long-awaited implementation of Factor5 microcodes for "Indiana Jones & the Infernal Machine" and "Star Wars Episode I - Battle for Naboo" completed. HLE implementation of microcodes for "Indiana Jones" and "Battle for Naboo" completed.