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Sega Saturn emulators

371 bytes added, 18:15, 13 August 2023
Emulator development
Unlike the PlayStation and Nintendo 64 which used triangles as their basic geometric primitive, the Saturn rendered quadrilaterals with forward texture mapping. This proved to be a hindrance because most of the industry's standard design tools were based on triangles, with independent texture UV coordinates specified per vertex. One of the challenges brought forth by quadrilateral-based rendering was problems with textured surfaces containing triangles. To make a triangular-shaped object, rendering had a fourth side with a length of zero. This technique proved problematic as it caused texture distortion and required careful reworking to achieve the desired appearance—Sega provided tools for remapping textures from UV space into rectangular tiles. These complications can be seen in the Saturn version of ''Tomb Raider''<ref name=DreisbachCG/>.
 
For more information about Sega Saturn hardware and reverse engineering;
[https://www.copetti.org/writings/consoles/sega-saturn/ Rodrigo Copetti: Sega Saturn Architecture analysis]
[https://www.youtube.com/watch?v=ODJl6U1lp_Q MVG: How the SEGA Saturn CD Security was defeated]
[https://www.psdevwiki.com/ps4/Sega_Saturn_Emulation PSDevWiki: PS4's Sega Saturn Emulation]
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