
Dreamcast/bumpmapping
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Please check the other forums in the Dreamcast section before posting here to see if your topic would fit better in those categories. Example: A new game/homebrew release would go in the New Releases/Homebrew/Emulation section: http://dreamcast-talk.com/forum/viewforum.php?f=5 or if you're having an issue with getting your Dreamcast to work or a game to boot it would go in the Support section: http://dreamcast-talk.com/forum/viewforum.php?f=42
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- Wazza
- Posts: 1252
- Dreamcast Games you play Online: I haven't played any dreamcast games online yet.
But I'm planning to do so soon.
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- shadow
- Posts: 9
Re: Dreamcast/bumpmapping
how do you 'confirmed' F1 Racing game uses bump-mapping ?cloofoofoo wrote:I went back to f1 racing championship on the dreamcast and replaced what I thought was the bump map for the road and grass just to confirm the game uses bumpmapping . And yes it does, the road and grass became bick like.
I've logged renderer list during gameplay and see there no any BUMPMAP-type textures usage, only common ARGB1555 and a bit of ARGB4444 textures.
am I missing something and there need to check some specific circuit course ?
huh, back in the days, I've run in emulator with special logging code most of games from TOSEC DC set, but Rayman 2 was the only game where emulator yell'd "hey! bummap was used!".cloofoofoo wrote:huh, I guess many games on the dc could be using bumpmapping but we wouldnt know at all because for some reason its not noticeable .
also, I highly doubt such effects might be visually noticeable in Dreamcast games. for example Rayman 2 - no one at DC scene was aware of this game uses bumpmaps, until 7 year ago when we discovered it during this game renderer analysis.
- Ryo_Hazuki
- Graffiti Grind
- Posts: 312
Re: Dreamcast/bumpmapping
Very interesting.p1pkin wrote:how do you 'confirmed' F1 Racing game uses bump-mapping ?cloofoofoo wrote:I went back to f1 racing championship on the dreamcast and replaced what I thought was the bump map for the road and grass just to confirm the game uses bumpmapping . And yes it does, the road and grass became bick like.
I've logged renderer list during gameplay and see there no any BUMPMAP-type textures usage, only common ARGB1555 and a bit of ARGB4444 textures.
am I missing something and there need to check some specific circuit course ?
huh, back in the days, I've run in emulator with special logging code most of games from TOSEC DC set, but Rayman 2 was the only game where emulator yell'd "hey! bummap was used!".cloofoofoo wrote:huh, I guess many games on the dc could be using bumpmapping but we wouldnt know at all because for some reason its not noticeable .
also, I highly doubt such effects might be visually noticeable in Dreamcast games. for example Rayman 2 - no one at DC scene was aware of this game uses bumpmaps, until 7 year ago when we discovered it during this game renderer analysis.
Have you tested the tomb raider iv?
- Anthony817
- Shark Patrol
- Posts: 4036
- Location: Fort Worth, Texas
Re: Dreamcast/bumpmapping
Didn't Soul Calibur also have Bump mapping on some of the stages ground textures?

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- shadow
- Posts: 9
Re: Dreamcast/bumpmapping
no, there is no bump maps in Soul Calibur, just good looking textures. I suppose you meant like ground at Sophitia's stage and similar.Anthony817 wrote:Didn't Soul Calibur also have Bump mapping on some of the stages ground textures?
iirc I've checked it at very beginning. but I can check later stages too, if someone will provide game save(s).Ryo_Hazuki wrote:Very interesting.
Have you tested the tomb raider iv?
- Ian Micheal
- Developer
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- Location: USA
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Re: Dreamcast/bumpmapping
Emulators years ago dc one's did not even support bump mapping
2 years ago this emulator supported it for 2 games.. so even if there was you would not of seen it
Homebrew showing bump mapping on dreamcast
No bump mapping

Heavy bump mapping

heavy bump map applied, looks damn cool when you move the light source. Bottom image: base texture + bump map + environment map (pink / black)

http://yam.20to4.net/dreamcast/index_old.html
As you can see if you go to the site and read it yes it can be done proof is right there on that site
2 years ago this emulator supported it for 2 games.. so even if there was you would not of seen it
Homebrew showing bump mapping on dreamcast
No bump mapping

Heavy bump mapping

heavy bump map applied, looks damn cool when you move the light source. Bottom image: base texture + bump map + environment map (pink / black)

http://yam.20to4.net/dreamcast/index_old.html
As you can see if you go to the site and read it yes it can be done proof is right there on that site
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- shadow
- Posts: 9
Re: Dreamcast/bumpmapping
to make things more clear:Ian Micheal wrote:Emulators years ago dc one's did not even support bump mapping
2 years ago this emulator supported it for 2 games.. so even if there was you would not of seen it
- Demul have bumpmap support since May 2013, i.e. 7 years ago as I've said earlier. (other slowpoke emulators did the same 5+years later, as usual, heh)
- I'm one of Demul developers, who discovered bumpmap in Rayman 2, and later was trying to find it in other games

sadly, that homebrew is not available, all we have is just that screenshots.Ian Micheal wrote: Homebrew showing bump mapping on dreamcast
speaking of demos - bump was used in this scene demo, cube model texture at 2:15
but we was talking about DC games, isn't it ?
Last edited by p1pkin on Fri May 22, 2020 11:56 pm, edited 1 time in total.
- Ian Micheal
- Developer
- Posts: 6280
- Location: USA
- Contact:
Re: Dreamcast/bumpmapping
Very cool I use demul when i cant use hardware I wish the demo was around to.. Some of the others ar enot working right instant dma can read from 2 places at the same time from the gdrom.. etc double buffer not working list goes on really.. Demul is close to how the hardware works still not perfect nothing can be but it's close.. still faster about 5 to 10% in DMA speed then the real hardware.. so developing on any dreamcast emulator is a fools gold
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- Crazy Taxi!
- Posts: 540
- Dreamcast Games you play Online: PSO-SCHtACK
Re: Dreamcast/bumpmapping
Actually I was wrong. It was a detail texture blended on top.p1pkin wrote:how do you 'confirmed' F1 Racing game uses bump-mapping ?cloofoofoo wrote:I went back to f1 racing championship on the dreamcast and replaced what I thought was the bump map for the road and grass just to confirm the game uses bumpmapping . And yes it does, the road and grass became bick like.
I've logged renderer list during gameplay and see there no any BUMPMAP-type textures usage, only common ARGB1555 and a bit of ARGB4444 textures.
am I missing something and there need to check some specific circuit course ?
huh, back in the days, I've run in emulator with special logging code most of games from TOSEC DC set, but Rayman 2 was the only game where emulator yell'd "hey! bummap was used!".cloofoofoo wrote:huh, I guess many games on the dc could be using bumpmapping but we wouldnt know at all because for some reason its not noticeable .
also, I highly doubt such effects might be visually noticeable in Dreamcast games. for example Rayman 2 - no one at DC scene was aware of this game uses bumpmaps, until 7 year ago when we discovered it during this game renderer analysis.
I noticed nulldc had a specific behavior . I used a program to dump the textures as they are being loaded so I used the multi bump map demo. Everytime you switch texture it supposed to switch bumpmap to match it. I can see the diffuse texture dumped but nulldc would not create the bumpmap instead it would just say unhandled texture in the console. That why realized f1 championship racing was just blending texture. It does the same for Rayman 2, on the first level there seems to be two textures that aren't loaded.
IAM guessing those are the bumpmaps.
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- shadow
- Posts: 9
Re: Dreamcast/bumpmapping
I see, and yes, NullDC might be used to check such cases based on that error message.
there is also another but not widely known bumpmap usage example - in Shenmue 2, medals / coins which player may get for special/secret achievements.
more details there https://www.shenmuedojo.net/forum/viewtopic.php?t=46918
I've extracted both bumpmap and regular textures used for bronze and silver medals, in original PVRT format, see attachment.
so, in total we have 2 confirmed Dreamcast games which uses bump map feature - Rayman 2 (grass at 1st level) and Shenmue 2 (bronze, silver and gold medals).
there is also another but not widely known bumpmap usage example - in Shenmue 2, medals / coins which player may get for special/secret achievements.
more details there https://www.shenmuedojo.net/forum/viewtopic.php?t=46918
I've extracted both bumpmap and regular textures used for bronze and silver medals, in original PVRT format, see attachment.
so, in total we have 2 confirmed Dreamcast games which uses bump map feature - Rayman 2 (grass at 1st level) and Shenmue 2 (bronze, silver and gold medals).
- Attachments
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medals.zip
- (68.66 KiB) Downloaded 380 times
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