Page 1 of 3 123 LastLast
Results 1 to 20 of 53

Thread: True GameBoy Advance 3D

  1. #1
    Insert Coin (Level 0) Custom rank graphic
    iPadCary's Avatar
    Join Date
    Oct 2013
    Location
    New York City
    Posts
    17
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    0
    Thanked in
    0 Posts

    Question True GameBoy Advance 3D

    Since the GBA is, practically speaking, a compact SNES, I was wondering if it also shared
    that 2nd greatest console of all time's [Intellivision, of course, being #1] property of
    being able to generate 3D flatshade polygons, alá the SuperFX chipset.

    Are there any 3D flatshade polygonal games out there for GBA that may've escaped my notice?

    Thanks, guys!
    Last edited by iPadCary; 01-26-2014 at 09:14 AM.
    "Technology Alone Is Not Enough.
    Married With The Liberal Arts & The Humanities,
    It Yields Us The Results That Make Our Hearts Sing."

    STEVEN P. JOBS

  2. #2
    Kirby (Level 13) Tanooki's Avatar
    Join Date
    Aug 2012
    Posts
    5,966
    Thanks Thanks Given 
    4
    Thanks Thanks Received 
    2
    Thanked in
    2 Posts

    Default

    Star-X I believe woulld be what youre looking for.

  3. #3
    Key (Level 9) Satoshi_Matrix's Avatar
    Join Date
    Jan 2011
    Location
    Ontario, Canada
    Posts
    1,956
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    0
    Thanked in
    0 Posts
    PSN
    Satoshi_Matrix

    Default

    It's my understanding that the GBA doesn't actually have any ability to render 3D visuals, and that every 3D effect on the system is pseudo effects using mode 7-ish scaling and bitmap forced perspective techniques. See games like Stuntman and Asterix & Obelix XXL for prime examples.

    However, this shouldn't take away from the GBA's accomplishments. In fact I feel its the other way around - some developers were able to push 3D-like visuals out of a system incapable of 3D. It's pretty impressive in my book.
    check out my classic gaming review site: http://satoshimatrix.wordpress.com/

  4. #4
    Kirby (Level 13) Tanooki's Avatar
    Join Date
    Aug 2012
    Posts
    5,966
    Thanks Thanks Given 
    4
    Thanks Thanks Received 
    2
    Thanked in
    2 Posts

    Default

    Satoshi you're basically right. I think the best way I've ever put it to someone in the past was that the GBA as far as 3D games go is a handheld Sega Saturn. Neither system has actual dedicated 3D video capabilities, both have to have a software engine drive the visuals. As such, both systems also have the same failings in displaying polygons with textures on them. A fantastic comparison really is Sega Rally Saturn vs V-Rally 3 GBA. Both of them fairly well look similar, both display polygons the same way in the same style of game. Both titles also for polygons at the fringe of the screen at their largest(think road) will warp and warble the effect while in the farther background stuff just pops in and out after a range as it is all it can handle. Asterix I suppose would be comparable to something like Croc on the Saturn for the same display qualities of a third person platformer.

  5. #5
    16-bits, yo Custom rank graphic
    BlastProcessing402's Avatar
    Join Date
    Sep 2011
    Posts
    1,281
    Thanks Thanks Given 
    1
    Thanks Thanks Received 
    7
    Thanked in
    5 Posts

    Default

    Quote Originally Posted by Tanooki View Post
    Satoshi you're basically right. I think the best way I've ever put it to someone in the past was that the GBA as far as 3D games go is a handheld Sega Saturn. Neither system has actual dedicated 3D video capabilities, both have to have a software engine drive the visuals.
    I thought Saturn's problem wasn't that it completely lacked dedicated 3D, but rather that it used quads for polygons instead of triangles like most every other 3D system.

    Also that the machine had been designed for 2D and had 3D tacked on late in the process surely didn't help, but I don't believe it was completely absent.

  6. #6
    Kirby (Level 13) Tanooki's Avatar
    Join Date
    Aug 2012
    Posts
    5,966
    Thanks Thanks Given 
    4
    Thanks Thanks Received 
    2
    Thanked in
    2 Posts

    Default

    Maybe but that's how I had it explained to me long ago which is why it was a master of the 2D titles (Capcom arcade and all) but also at the same time when it had stuff cross ported over from PS1 it took much longer having to redo basically a lot of stuff as it wasn't an easy pop'n drop like PS1 to other system ports were compared. As I understood it before the Saturn wasn't able to generate a 3D polygon on the fly like the PS1 did, but it did do them, but it had to do it by brute force muscling it over the larger mass of independent processors the system had and the higher levels of video memory to use. And due to that it was a hell of a lot harder to get equal performance in 3D off a Saturn game versus the PS1, plus it couldn't do much for special effects the PS1 could handle such as transparency (which is why a game like SOTN/NITM) had to dither effects. So while at base the Saturn could do higher resolutions than the PS1, they had to dumb it down to the minimum to via software and multi-processor muscle inch out similar effects. The Saturn had to run 8 processors to pull off kind of what the PS1 could do on the Saturns best day which was sad. Supposedly late in development when they learned how the PS1 was made and Ridge Racer was a flagship they threw a 2nd main CPU on there, same one, causing BUS issues along with more video chips causing bottleneck so some developers didn't even use the 2nd main chip. It really doesn't surprise me why Saturn emulation has been historically really slow, a hot mess, and few will touch it versus how the PS1 emulation just flowed out there due to the much more simple design, same with N64 more or less.

    I really loved the Saturn, had one around 2000-2004 when I had to part with a lot of stuff in a depressing time of money woes, but I wouldn't get one again, same can be said of PS1 to be fair and I enjoyed the Saturn more. :P

  7. #7
    Key (Level 9) wiggyx's Avatar
    Join Date
    Feb 2012
    Posts
    1,844
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    0
    Thanked in
    0 Posts

    Default

    I recall it being extremely difficult to program 3D games for the Saturn because of its chipset and how those chips communicated with each other. I could be wrong though.

  8. #8
    ServBot (Level 11) davidbrit2's Avatar
    Join Date
    Feb 2003
    Location
    Southwest Michigan, USA
    Posts
    3,860
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    0
    Thanked in
    0 Posts

    Default

    Super Monkey Ball Jr. was an extremely impressive arcade port. Give that one a try.

  9. #9
    Red (Level 21) Jorpho's Avatar
    Join Date
    Jul 2002
    Location
    We're all mad here
    Posts
    13,554
    Thanks Thanks Given 
    2
    Thanks Thanks Received 
    2
    Thanked in
    2 Posts

    Default

    How about Iridion 2?
    http://www.hardcoregaming101.net/iridion2/iridion2.htm

    Perhaps Star Wars: Flight of the Falcon? Or Crazy Taxi GBA? (Neither is very good, but they're both sort of 3D.)
    "There is much pleasure to be gained from useless knowledge." --Bertrand Russel (attributed)

  10. #10
    Key (Level 9) Satoshi_Matrix's Avatar
    Join Date
    Jan 2011
    Location
    Ontario, Canada
    Posts
    1,956
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    0
    Thanked in
    0 Posts
    PSN
    Satoshi_Matrix

    Default

    ^ pseudo 3D.

    Every single time. There are no 3D games on GBA, only games that simulate it to varying degrees of success. Other examples are any of the FPS games like Duke Nukem Advance or as mentioned, the third person platformer Asterix & Obelix XXL.
    check out my classic gaming review site: http://satoshimatrix.wordpress.com/

  11. #11
    Insert Coin (Level 0)
    Join Date
    Sep 2009
    Posts
    32
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    1
    Thanked in
    1 Post

    Default Has everyone forgotten the Blue Roses engine?

    There are true 3d games on the GBA, handled through software, and fully textured to boot. Wing Commander IV and Smashing Drive are two of the better ones, because space and a straight ahead road don't really tax the processor. Mostly though, you'll want to stick to hybrids. Max Payne, for example, features a 3d character in a 2d space - honestly, I prefer the GBA version for the overhead view and old school gameplay.

    The textures will distort in many 3d games, for the same reason you can see it happen in many early PSone titles. As for the Saturn, it did run on quads instead of 3 sided polygons, and properly programmed, the system could even run Virtua Fighter 2 in high definition while the PSOne and the N64 struggled to run games in standard CRT resolution at the time.
    Last edited by AbnormalMapping; 01-27-2014 at 09:11 PM.

  12. #12
    Red (Level 21) Jorpho's Avatar
    Join Date
    Jul 2002
    Location
    We're all mad here
    Posts
    13,554
    Thanks Thanks Given 
    2
    Thanks Thanks Received 
    2
    Thanked in
    2 Posts

    Default

    Quote Originally Posted by Satoshi_Matrix View Post
    ^ pseudo 3D.
    How, exactly, can you tell?

    Compare Simpsons Road Rage GBA with Crazy Taxi GBA. Are those really both using the same kind of 3D?
    "There is much pleasure to be gained from useless knowledge." --Bertrand Russel (attributed)

  13. #13
    Key (Level 9) Satoshi_Matrix's Avatar
    Join Date
    Jan 2011
    Location
    Ontario, Canada
    Posts
    1,956
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    0
    Thanked in
    0 Posts
    PSN
    Satoshi_Matrix

    Default

    Quote Originally Posted by Jorpho View Post
    How, exactly, can you tell?

    Compare Simpsons Road Rage GBA with Crazy Taxi GBA. Are those really both using the same kind of 3D?
    It's simple: The GameBoy Advance does not have hardware capabilities to render true 3D visuals. Any 3D-ish games that was done on the GBA are the result of 2D forced perspective trickery and bitmap scaling.

    Crazy Taxi for GBA consists of sprites populating a bitmap space with flat textured walls. What looks like 3D visuals are in fact flat vertical textured planes that are at all times perpendicular to the horizontal plane where the sprites move. This effect was used extensively on the GameBoy Advance for FPS games, as it works very similar to the Doom Engine that powered Doom on Jaguar, and subsequently, also on GameBoy Advance.

    As I mentioned before, the crowning achievement of psudo-3D on the GBA is Asterix & Obelix XXL. It really shows how programming wizards could get around the limitations, and given how similar the hardware is in many respects, what could possibly be done on the SNES through homebrew.
    check out my classic gaming review site: http://satoshimatrix.wordpress.com/

  14. #14
    Red (Level 21) Jorpho's Avatar
    Join Date
    Jul 2002
    Location
    We're all mad here
    Posts
    13,554
    Thanks Thanks Given 
    2
    Thanks Thanks Received 
    2
    Thanked in
    2 Posts

    Default

    Quote Originally Posted by Satoshi_Matrix View Post
    It's simple: The GameBoy Advance does not have hardware capabilities to render true 3D visuals.
    Yes, but why can't it be done in software?

    Crazy Taxi for GBA consists of sprites populating a bitmap space with flat textured walls. What looks like 3D visuals are in fact flat vertical textured planes that are at all times perpendicular to the horizontal plane where the sprites move.
    What about when the sprites aren't moving in a horizontal plane, like at 1:40 in https://www.youtube.com/watch?v=HoNr...etailpage#t=98 ?
    "There is much pleasure to be gained from useless knowledge." --Bertrand Russel (attributed)

  15. #15
    Key (Level 9) Satoshi_Matrix's Avatar
    Join Date
    Jan 2011
    Location
    Ontario, Canada
    Posts
    1,956
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    0
    Thanked in
    0 Posts
    PSN
    Satoshi_Matrix

    Default

    3D visuals can be done in software I suppose, if a proper engine was written that relied on incredibly basic polygons that required very little animation. But that never was the case on the GBA. The development time, costs and cartridge size limitations all kept that from happening.

    As for the Crazy Taxi GBA game, I own it so I know all about the things that it does. Are you talking about when you collect the coins, how they fly up? Well surely that isn't surprising, all its doing is moving a 2D sprite upwards in the same plane as the car sprite. Not sure what you're getting at.
    check out my classic gaming review site: http://satoshimatrix.wordpress.com/

  16. #16
    Kirby (Level 13) Leo_A's Avatar
    Join Date
    Jul 2004
    Posts
    5,880
    Thanks Thanks Given 
    1
    Thanks Thanks Received 
    1
    Thanked in
    1 Post

    Default

    This isn't true 3D? Things like trackside trees are sprites, but the environment itself sure looks composed of polygons to me.



    Quote Originally Posted by iPadCary View Post
    Since the GBA is, practically speaking, a compact SNES, I was wondering if it also shared
    that 2nd greatest console of all time's [Intellivision, of course, being #1] property of
    being able to generate 3D flatshade polygons, alá the SuperFX chipset.
    The GBA was able to do all the special effects in the Yoshi's Island port that Nintendo had originally used the Super FX chip for back on the Super Nintendo.
    Last edited by Leo_A; 01-28-2014 at 12:36 AM.

  17. #17
    Key (Level 9) Satoshi_Matrix's Avatar
    Join Date
    Jan 2011
    Location
    Ontario, Canada
    Posts
    1,956
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    0
    Thanked in
    0 Posts
    PSN
    Satoshi_Matrix

    Default

    V-Rally 3 is a Velez & Dubail game, and no, it's not true 3D.

    See their other GBA games:

    Driv3r
    Stuntman
    Asterix & Obelix XXL


    Their GBA engine was among the best on the GBA, bar none, but play any of their games and see what happens when sprites interact with the environment in ways not anticipated through normal gameplay, like rotating the fixed camera to any perspective other than dead on.

    and its' not just on the GBA. If you go back a few years, the same team pumped out some crazy impressive racers on the GameBoy Color, like Test Drive Le Mans, V-Rally '99 and Wacky Racers. The only difference with their GBA efforts is that they hardware is more advanced. It's still not actual 3D proper visuals.

    And that's the whole point - it doesn't have to be. The very fact that people think that they accomplished 3D visuals is what is so amazing, given that the GBA had no capability for that!
    check out my classic gaming review site: http://satoshimatrix.wordpress.com/

  18. #18
    Kirby (Level 13) Leo_A's Avatar
    Join Date
    Jul 2004
    Posts
    5,880
    Thanks Thanks Given 
    1
    Thanks Thanks Received 
    1
    Thanked in
    1 Post

    Default

    Looks like it fooled a lot of reviewers in the mainstream press as well. Take this excerpt from IGN's review of Stuntman.

    "Stuntman is definitely another one of those showpiece Game Boy Advance titles thanks to an incredible 3D engine that mixes texture-mapped polys and sprite-based objects."

    Or this from GameStop's review of V-Rally 3.

    "V-Rally 3 looks amazing. All the tracks are rendered in fully textured 3D. The polygons are prelit, and while the textures aren't of the highest resolution and have a tendency to swim when viewed up close, the effect is still really beautiful to behold. The use of sprite-based elements for the cars, backgrounds, and scenery fits in well with the 3D presentation, making for some great-looking tracks. "

    How does it work?

  19. #19
    ServBot (Level 11) davidbrit2's Avatar
    Join Date
    Feb 2003
    Location
    Southwest Michigan, USA
    Posts
    3,860
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    0
    Thanked in
    0 Posts

    Default

    Quote Originally Posted by Satoshi_Matrix View Post
    It's simple: The GameBoy Advance does not have hardware capabilities to render true 3D visuals. Any 3D-ish games that was done on the GBA are the result of 2D forced perspective trickery and bitmap scaling.
    Whether or not the rendering is hardware-accelerated doesn't have anything to do with it. I wouldn't consider the original Quake for PC to be pseudo-3D. If you're simulating proper 3D geometries and spatial relations, then that's good enough. In contrast, I would label games that use raster-based tricks to draw a road surface without attempting to model realistic spatial relationships to be pseudo-3D. See: Outrun, Pole Position, etc.

  20. #20
    Banned

    Join Date
    Sep 2013
    Posts
    182
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    0
    Thanked in
    0 Posts

    Default

    What about tat Top Gear Rally game?(or w/e it was called)

Similar Threads

  1. WTB: Gameboy Advance SP
    By MobilityRed in forum Buying and Selling
    Replies: 2
    Last Post: 01-19-2011, 09:37 PM
  2. Gameboy Color/Advance makes Gameboy Games Easier!
    By Cauterize in forum Classic Gaming
    Replies: 15
    Last Post: 07-16-2005, 04:32 PM
  3. BASEBALL ADVANCE (Sega) for Gameboy Advance -- Ends 6/27
    By phantomfriar in forum Buying and Selling
    Replies: 1
    Last Post: 06-22-2005, 12:47 PM
  4. WTB: Gameboy Advance
    By Joelius in forum Buying and Selling
    Replies: 1
    Last Post: 06-22-2004, 06:38 PM
  5. GameBoy Player or Composite out for GameBoy Advance ?
    By jonjandran in forum Classic Gaming
    Replies: 10
    Last Post: 06-29-2003, 01:36 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •