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From your work with the LVL stuff it looked like the engine on the whole was a bit hacky and inflexible too, right?
e: @ Paul, new page
Also just because it plays well doesn't mean that it's a good port, or that it would be easy to bring to any modern platforms.
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Exactly this - what I'm saying is that technically it sucks because all they did was re-implement the PSYQ functions to work with DirectX. Its literally a PS1 emulator - and a buggy one at that. For example each sprite should be its own DirectX sprite, but its just one huge image that gets locked and has its pixels manipulated directly. This is VERY bad for performance - these days not an issue, back then it was an issue. Also since its a PS1 emulator they have to allocate a huge image for the PS1 framebuffer, a waste of memory - again not a problem now but would have been back then.
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You mean like this?
I always got the impression these were promotional screens only.
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Yup - you can tell from Abes red eyes, they match the sprites JAW used, so while most of these screens where doctored up to look nice, this is actually what the PC version should have looked like.
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Now don’t get me wrong, I would have loved if this happened, but being an exact playable copy of the console game rather than having higher-res graphics doesn’t make a game a junk port. Rather the opposite in fact.
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These days people expect the PC version to have higher res textures, more tessellation, lighting, higher polygon models than the Console versions, else it gets the "OMGZ THIS IS A BAD PORT" screams. But now engines are optimized per platform, AO and AE just had the PS1 lib layer hacked up to make it work on PC, not really a "port" as such at all.
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I still have no idea what you mean with any of that. The only time I hear any difference is if they are played side by side.
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If you think the secret area sound is the same on PC and PS1 you must have much worse hearing than me
maybe I'll create a youtube video that shows the diffs. The PC version of the game does not implement reverb and other PS1 SPU hardware sound effects, this is why it doesn't sound as good. Additionally there are other strange bugs in the emulation where a channel sometimes plays a sound indefinitely - this can be worked around by pause/unpausing the game and the sound stops.
In the modding thread someone used some 3rd party lib to play an AO sound track that did support all sound effects correctly, needless to say it sounded a lot better.