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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
Posts: 301

Re: Dreamcast/bumpmapping

Post#21 » Wed May 27, 2020 4:00 am

I didn't know the bump mapping.
So impressive.

Posts: 268

Re: Dreamcast/bumpmapping

Post#22 » Wed May 27, 2020 5:37 am

p1pkin wrote: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).

Thanks for that, I had not personally seen them till now. Someone else had posted gifs of it.
Oh btw I was reading the change log of another dreamcast emulator called redream and it mentions "Bumpmap calculations (Death Crimson OX)".
Seems he might be right. Theres a part in the interior of a room when unhandled texture pops up as well when the main villain reveals himself( I suspect he might be bumpmapped but there hasnt been any animated bumpmapped meshes right?its probably something in the background). I could always post more later if I run into more. I cant personally tell since nulldc doesnt dump/actually use the bumpmap.


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