![]() This does not apply to in-game cutscenes. The PlayStation 2 version uses far lower fidelity assets throughout the in-game races, particularly character and gear models. The Xbox version supports full Dolby Digital 5.1 throughout the entire game and all cutscenes. The GameCube version supports Dolby Pro Logic II audio for the game and cutscenes, with the PlayStation 2 version additionally having support for Dolby Digital 5.1 during CG cutscenes. All versions target 60fps, with the PlayStation 2 version exhibiting the most drops in performance on original hardware, the GameCube version running the best, and the Xbox version mostly sticking to its target frame rate, with frame drops being especially common when played on an Xbox 360. The GameCube and PlayStation 2 versions run at their consoles' native resolution of 640x448, while the Xbox version runs at the console's native 640x480. There are several differences between all versions. Sonic Riders, like many 6th-gen Sonic games, was first developed for the GameCube, and then ported to PlayStation 2 and Xbox, with the Xbox version serving as the basis for a Windows version. The Chao that runs the shop has its lower body fully modeled but this can't be seen normally due to the fixed camera showing you the front only.ĭiscuss ideas and findings on the talk page. You can patch this behaviour out by modifying 0x513764 ( push 05) in the DRM-free version version of the game with e.g. This causes the game to swallow keyboard input messages, blocking hotkeys, including their own. Note: Out of the box this feature doesn't work on modern OS, because the developers set the DISCL_EXCLUSIVE flag in the call to DirectInput's SetCooperativeLevel function. If you create a folder called " ScreenShot" in the PC version of Sonic Riders and press the F11 key, the game will save a screenshot to the folder. PX Plus Ver.0.87.02 Build:15:30:24 Windows Screenshot Functionality (C) SEGA Corporation Creative Center Graphics Sect. □ Movement Extrapolation (Roll-forward/Real-time prediction of player position) □ Anti-CheatĪn optional feature for when things become more stable.Present in the PS2 version's executable are a couple of strings related to the libraries used for this game. ✔ Post-Race Pause/Results Menu Synchronization ⚠ Separate Item Random Number Generator (Can desync on extremely unstable connections.)\ ⚠ Random Number Generator (Desyncs in single-screen mode due to off-screen objects seeding RNG.) ✔ Control Player Post Race Finish (It's Funny!)\ ✔ Accurate Race Start Time (~1 frame difference) ✔ Accurate Physics (Speed, Rotation, Position, Turning, AnalogInput) ✔ Disconnect Clients Leaving Stage Select Post Race\ □ In-Race ✔ Return Straight to Stage Select Post Race ![]() ![]() □ Custom Game Modes (Relay, Hide & Seek) □ Menu Synchronization ✔ NAT Punching (No Port Forwarding Required) ✔ Custom Jitter Buffer (Reduced Player Stuttering) □ Not Yet Implemented (Low Priority) □ Netplay / Online Multiplayer Tread at your own risk.įor more information, please visit the documentation, it's cool. This project is a "work in progress" while it is usable/playable, I have high personal quality standards and don't yet consider this project "ready for public consumption" at this moment in time.
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