Competition #14 - Sega Rally 2 (Ended)

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CD AGES
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Re: Dreamcast Live Competition #14 - Sega Rally 2

Post#61 » Tue May 08, 2012 11:52 am

Should work with all DC browsers, originated from a Japanese Dream Passport sender so a bit of work was required to strip off the file encryption.

I play SR2 in VGA 60hz however I lock the framerate to 30FPS otherwise it jumps all over the place. This is done via a code at the start. It does make the game slower but a consistent framerate is essential in any racer!


Is this feature to lock the games framerate ONLY available in the JPN version!?
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Re: Dreamcast Live Competition #14 - Sega Rally 2

Post#62 » Tue May 08, 2012 11:57 am

Well, with 8 minutes left in the competition I officially give up. I even tried manual transmission as rjay suggested but no luck. I'm having a hard time just getting below 39 seconds on the first lap. Oh well, can't say I didn't try.

Update:

The final scores are in! Congratulations to the champ, rjay63!


1. rjay63 - 1' 46" 689

2. Alec1382 - 1' 47" 349

3. Neohound - 1' 50" 189

4. pcwzrd13 - 1' 53" 784

5. DCent - 1' 59" 974

Be sure to vote for the next competition if you haven't already done so.
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rjay63
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Re: Dreamcast Live Competition #14 - Sega Rally 2

Post#63 » Tue May 08, 2012 1:58 pm

CD AGES:

No, the code should work with all versions. I only have the PAL game. If you are playing Arcade Mode you should enter both the graphic removal code & 30FPS codes for a consistent framerate. If you just enter the 30FPS code by itself, you will still have framerate jumping.

Sadly these codes show that the Dreamcast was probably not capable of handling arcade perfect Model 3 conversions. This may be a reason why Scud Race and Daytona 2 did not appear on the console.
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Re: Dreamcast Live Competition #14 - Sega Rally 2

Post#64 » Tue May 08, 2012 2:10 pm

Where are the codes? Where exactly must they be entered. Is there any way you can make video explaining this? :oops:

Sadly these codes show that the Dreamcast was probably not capable of handling arcade perfect Model 3 conversions. This may be a reason why Scud Race and Daytona 2 did not appear on the console.


What about Sega Bass, VF3tb or VOOT? These titles are model 3 games and they run smoothly. I personally think the issue with Seag Rally stems from the game ported to the dreamcast using windows CE and a tight deadline.
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Re: Dreamcast Live Competition #14 - Sega Rally 2 (Ended)

Post#65 » Tue May 08, 2012 3:53 pm

CD AGES:

60FPS Code: At the 'Press Start Screen', enter Up-A-Down-Down-Left-Right-B-B-Down (do not use this by itself)

30FPS Code: At the 'Press Start Screen', enter Up-A-Down-Down-Left-Right-B-B-Up

A noise will sound if you have entered the codes correctly.

I think the Model 3, while less powerful than the Dreamcast, had quite a few graphical tricks that even NAOMI 1 and the original XBOX console couldn't do. I remember with Outrun 2 XBOX the developer stated they were not able to put in all the animation effects on the Daytona USA 2 course. You're right about Sega Bass though and Sega Rally 2 using Windows CE. Virtua Figher 3tb was also rushed IMO. VOOT I can't comment on but the upgraded coin-op version was released on NAOMI so possibly some sharing of resources there?

Here's a clip of the Daytona USA 2 course from the JPN XBOX version of Outrun 2 and a direct recording from the arcade machine. You'll notice the arcade version has a great big red skeleton in the middle of the course, bats by the haunted house and people on the rollercoaster.

[youtube]http://www.youtube.com/watch?v=Nc_yhgPRMfE[/youtube]

[youtube]http://www.youtube.com/watch?v=AOCjFIZuMe4[/youtube]

The latter clip actually got me into playing Daytona USA 2 seriously. I had won a competition on the game in late '99 but back then it was only for the money! :twisted:
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Re: Dreamcast Live Competition #14 - Sega Rally 2 (Ended)

Post#66 » Tue May 08, 2012 4:35 pm

What do you mean when you say don't use 60fps code by itself.

Umm... I thought Outrun 2 ran on a Sega chihiro board (2SP was lindenburg hardware, or that I'm sure). I simply love 2SP!

Thank you so much for the info :D
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Re: Dreamcast Live Competition #14 - Sega Rally 2 (Ended)

Post#67 » Tue May 08, 2012 5:43 pm

CD AGES:

If you want a consistent framerate on Arcade mode, you need to use both codes. The 60FPS code takes out the background effects and the 30FPS locks the framerate. You are welcome to use the 60FPS by itself but they will still be frame jumping, even with less background detail.

Outrun 2 and Outrun 2 SP both ran on the XBOX based CHIHIRO board. Outrun 2 SP EX (the arcade cabinet with two steering wheels for the same car) ran on Lindbergh. CHIHIRO had more memory than XBOX so when the arcade conversion of Outrun 2 SP happened (Coast 2 Coast) the ending animations had to be taken out (shuttle take off, birds flying etc). They were present on the Japanese PS2 version and XBOX360 release albeit re-drawn and not as pretty IMO.

Speaking of Outrun 2 Coast 2 Coast, here is my infamous Heart Attack run from way back in 2006:

[youtube]http://www.youtube.com/watch?v=yed39SxKD68[/youtube]


and if you think that's good, this is how it should have been done!

[youtube]http://www.youtube.com/watch?v=PekrM_0ng30[/youtube]
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MSR ghosts/time trials and official DLC: https://www.dreamcastlive.net/metropoli ... r-dlc.html

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Re: Dreamcast Live Competition #14 - Sega Rally 2 (Ended)

Post#68 » Tue May 08, 2012 6:09 pm

Well your previous statement was confusing considering you mention that the model 3 board had some tricks that the Naomi or even the xbox couldn't do:

I think the Model 3, while less powerful than the Dreamcast, had quite a few graphical tricks that even NAOMI 1 and the original XBOX console couldn't do. I remember with Outrun 2 XBOX the developer stated they were not able to put in all the animation effects on the Daytona USA 2 course.


Anywho, thank you for the codes. They def improve the overall experience, although I wish they didn't remove some of the car effects like dust skids and water effects when goin through puddles
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