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How many carts would it have taken to put Final Fantasy 7 on the N64?

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How many carts would it have taken to put Final Fantasy 7 on the N64?
>>
If you take out all the fmvs only one.
>>
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Biggest N64 cart was ~60MB, and FF7 is around 1GB so... a fuckload.
>>
>>376100840
This
>>
>>376101429
Nintendo only makes quality cons-
>>
>>376100751
They managed to get re2 on an n64 cart, but that was a really late n64 game, plus ff7 is bigger.
>>
>>376101429
Most of space was FMV.
Audio can be compressed with N64 Fonts.
>>
>one cart bundled with VHS tape of all the FMV scenes
problem
solved
>>
>>376102807
>play up to a certain part
>pause
>pull out VCR
>pop in VHS
>fast forward to cut scene
>watch
>fast forward to end while looking away so I don't spoil anything
>put away VCR and VHS
>resume game
>>
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>>376102947

lmfao
>>
>>376102807
>VHS
What's that?
>>
>>376102947
kek
>>
>>376101972
>Most of space was FMV.
That and a lot of the game data was shared between discs.
>>
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>>376100751
64 Cartridges
>>
>>376102947
>pull out VCR
>implying the N64 isn't plugged directly into the VCR because the TV doesn't have composite inputs
>>
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>>376101429
Resident Evil 2 was only 60mb?
>>
>>376103368
A little over. Not quite 64 MB. They took a lot of shortcuts to cut it down, but RE2 on PS1 was only like 300 MB so it's not like they had the same amount of stuff to cut down.
>>
>>376103039
Get lost, kid!
>>
>>376102807
Thats a fucking terrible idea
>>
https://www.youtube.com/watch?v=HfWzVdPwBpY

48 minutes of FMV. Let's say they can compress this shit without looking janky using 90s compression standard that would make it around 100-150 MB. That's not including all the background FMV during the gamplay. Let's just assume its around 20 MB so that's already 120 MB of FMV assets. So more or less with the biggest cartridge they will need at least 3-5
64 MB catridges for it.
>>
>>376103497
So RE3 could have been easily done you think?
>>
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>>376102807
>>
>>376103727
Well I don't know about easily. RE2 was a huge pain in the ass and incredibly expensive to make because they had to make custom carts for it and they were actually heavy compared to regular carts. It probably could have been done but it probably wasn't worth doing, especially since discs were so incredibly cheap comparatively that you could sell less copies on just the PS1 but make more money because your overhead is lower.
>>
It would look like shit but what if they replaced FMVs with stills and text?
If I recall rightly the PSX version of Toy Story 2 has fmvs for the story but the N64 version didn't.
>>
>>376102807
That's actually a really smart solution if they absolutely had to port it, you could have screens that tell the player to go to a certain timestamp on the tape and hold A when done to resume the game.
>>
>>376100751
1 and only 1.

Why because it would have been a game about collecting hidden clone statues and jumping over pitfalls with an awkward sluggish semi-real time combat hybrid that you could play through in an afternoon.


Now if you want the math the large carts for N64 are 64mb. FF7 was about 1.7GB total without the duplicate data on each disc if I recall. So about 27-28 carts.

Except the N64 was capable of rendering things in the same way or passing that many textures for backgrounds because its garbage buffer size so it still wouldn't work anyway.
>>
I always wished we'd somehow get our hands on more popular games' source codes.
I'd love to see someone port the Crash trilogy to N64 and Mario 64/OoT to PSX
>>
>>376103857
>it's heavy

Your not fucking wrong. I could kill someone with my copy if it dropped on them. The cart board is also a diffirent colour. Its white.
>>
>>376104109
The backgrounds for FF7 were almost entirely pre-rendered images. The N64 could run the actual gameplay parts of FF7 with ease, it would be unimpressive by N64 standards outside of the sheer amount of pre rendered shit.
>>
>>376103165
this, my tv for years only had coax
>>
>>376104262
The problem would be the sheer number of backgrounds and enemy models. FF7 wasn't impressive for the visual fidelity, it was impressive for the amount of fucking content it had on top of some of the best prerendered cutscenes at the time. It would be hard, even with massive, massive compression to even fit all that shit on a cart. Resident Evil 2 has like 1 hour's worth of actual content but was still a nightmare to port over.
>>
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>>376100751
3 if Square was god tier at compression.

Just look at the magic of the Resident Evil 2 and Megaman Legends ports.
>>
except you're all forgetting the fact that if FFVII was on the N64 with multiple carts it would be unbeatable because you have less than half a second to switch the carts
>>
Ahead of its time but would it be possibly with a flashcart device?
>5 roms built in
>3 for each 'disc', 2 are roms that are literally just cutscenes
>Get to a FMV place
>Game saved your current location to Control Pak as well as a note of which cutscene to play
>Switches to cutscene rom and plays cutscene
>Saves to control pak to say cutscene has played and puts you in next location
>Switches back to game rom and you continue
>>
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>>376104515
Stack them like a Sega genesis.
>>
>>376104515
Even FFVII on PS1 supports save and load to continue: It's not like Heart of Darkness where you *must* swap to move on.
>>
>>376103639
They could have done something like S&K only have the FMVs on the extra cartridges. Maybe. Heck, I don't know.
>>
>>376104851
N64 used batteries to save and it's not like one cartridge is going to magically know that you're end of the previous one
>>
>>376105091
you saved on playstation on a way that wasn't possible on n64?
>>
>>376105091
They could have used the N64 memory card. Tons of games did.
>>
>>376102807
I think a better is to just ship CDs that can be played on your computer, and certain cutscenes require a password to play, and the n64 game gives you the password when it is needed
>>
>>376105170
Yes you underaged dingaling.
>>
>>376105387
>said the anon who doesn't know about N64 memory cards
>>
>>376105387
what was it like to be a poor kid?

it must have been weird only having one system
and the system isn't even the brand name one, it's the knock off?
did you get made fun of at school because of it?
>>
>>376101429
Majority of the game's space was taken up by FMV. You could actually start up one disc and then replace it with another and aside from FMV it will play perfectly fine due to it being mostly the same files duplicated across all 3 discs.

A majority of the FMVs were useless fluff as well like elevator moving scenes and such.
>>
>>376105247
Computers weren't nearly as common back in the 90s as they are now you dingus.

>>376105469
Not that anon but tell 10 games that used the memory cards for N64.
>>
>>376105526
>Not that anon but tell 10 games that used the memory cards for N64.
why?
>>
>>376105569
Because you are making it out as if it was a common add-on that most people had. And it was definitely not.
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>>376105526
I can immediately tell you five at least, because I own them.
Hexen, Doom 64, Duke Nukem 64, Gauntlet Legends, and Quake.
>>
>>376105617
>3 of them are by the same company.

Gee, I wonder if there's a pattern between all of those.
>>
>>376105614
"N64 used batteries to save" makes it sound like it was the ONLY way to save data, which is wrong.
>>
>>376105617
Mystical Ninja Starring Goemon did too. That fucked me up for a while because I didn't have one for like the first 3 years I owned an N64 so I never got to beat it for a REALLY long time.
>>
>>376105526
Fighter's Destiny
Turok
Mario Kart 64
Perfect Dark
Duke Nukem Zero Hour
Tony Hawk's Pro Skater 2
Castlevania 64
Winback
Quake 2
Nightmare Creatures
>>
>>376105617
mario kart 64 used it for ghost data
i remember rayman 2 and quest 64 both being games i had to finish without powering off the system when the battery in the card died
>>
>>376105775
A lot of those games didn't require the memory card. So you still wouldn't buy one because of them.
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>>376103857
RE2 64 is such a miracle tech conversion, I loved watching and learning what all the devs had to do to get it to fit on an N64 cart, truly a different time.
>>
>>376105854
What point are you trying to get at anyway?

>N64 used batteries to save, this was the only way
>No, N64 could use the same method PS1 used
>No it couldn't
>Yes it could
>No it couldn't
>Yes it could
>Prove it
>[proof]
>That isn't proof enough
>>
>>376105983
someone get this guy a cigarette and a blindfold!
>>
>>376105614
>>376105671
>>376105854
The majority of games with saving needed a memory card to do so.
http://n64.icequake.net/mirror/www.elitendo.com/n64/usa_boot_save_faq.html#s2
You can compare that with the lists below it (which show the other save types).

And of the nearly 200 games, only 33 of them don't require the memory card, instead having other means to save (like a password or just on the cart itself). I counted.
>>
>>376105983
I wasn't the anon that said the N64 used batteries and I never said it couldn't do it any other way. I'm saying that the memory pack was not a common accessory so "just save bruh" isn't a practical way to solve the problem.

Then again putting the game in 3 carts and charging 200$ for it back in 1997 isn't practical at all to begin with I guess.
>>
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Was this necessary? Games like GTA5 are massive, but only required a single disk for the 360 version.
>>
>>376106170
They probably just had you download GTA5 after putting the disc in and the disc was just the verification that you owned the game. FFXIII I believe was before the time where Microsoft was requiring you to install the game to compete with bluray.
>>
>>376106170
GTA 5 doesn't have pre-rendered scenes I assume.
>>
>>376106170
Cutscenes are heavier than 30 assets repeated 3000 times across a geometry that is the map.

Also this >>376106170
>>
>>376106293
Fuck I meant >>376106256
>>
>>376106159
see >>376106142
You need the memory card for roughly 54% of the N64 library.
It's more common than you think.
>>
>>376104262
The N64 had a texture buffer of about 4kb. Meaning each texture you want to load had to pass through that one at the time.

Yea N64 could render Cloud and crew with no problem. But if you thought PS1 had bad load times imagine it needing to pause for every flat image on the screen and every room transition and not having the ability to load the battle in the background with a short transition, but instead had to load those bits in parts.

N64's GPU was awesome, roughly around a Voodoo 2 at the time if I recall though the VooDoo 3 came out shortly after. But it was also released later too by a couple of years.

Its problem though is in two parts. Texture buffer being embarrassingly small so it usually stuck with shading off a color palette, which is neat and why N64 has that cartoonish style in its game, but it was partly because it had to.

The other problem was a lack of communication between its parts. Most of its bus were smaller than the parts they worked with, meaning 64 bits going through a 32bit lane or low speed to the ram or just the fact that the CPU couldn't access the damn Ram, but had to go through a coprocessor instead. Nothing talked to anything well or half the time directly so it was a nightmare of bottlenecks and latency.

Seriously I am not a big fan of Rare games outside of maybe Battletoads, but the functional and impressive games they managed to make on that console is nothing short of programmer genius. I know enough programming to know how damn hard they had to fight to make those games decent.


tl;dr N64 had a Ferrari engine in a Pinto and damn good designers working around that, PS1 style games had no hope of running on it even if they could fit on a cart.
>>
>>376106170
GTA 5 has 2 disks for the 360
>>
>>376106170
Depends on how much you like installing from online when you put the disc in.
>>
>>376100751
FMVs were a mistake.
>>
>>376100751
Without FMVs 1. With FMVs roughly 20.
>>
>>376103165
>>376104318
>there are people in this thread who didn't have to use RF adaptors to play N64 on their black and white televisions with 12 inch screens.

You all disgust me.
>>
How did resident evil games on n64 play and control?
>>
>>376102947
Exactly
was just about to post this
Thread posts: 74
Thread images: 9


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