Re: Dreamcast/bumpmapping
Posted: Wed May 20, 2020 2:48 pm
Wow! A basket weave patterned road and grass. Nice effect. 

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.
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 .
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.
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?
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
sadly, that homebrew is not available, all we have is just that screenshots.Ian Micheal wrote: Homebrew showing bump mapping on dreamcast
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.