Speed Problem in Motobike and chocobo races in FF7 Solved

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question:
If a drawing is done with only 16bits of color.....how can anyone see it with 32bits of color? Wouldn't it remain 16bits of color, regardless?
Gaourod shading looks smoother in 32-bit
Just because your desktop is "set" at 32bit, it doesn't mean the game is shown at 32bits....especially if it was made with only 16bit....
The Voodoo 3 and below DO NOT RUN 32-Bit Full stop, period, end of discussion. They render internaly and 24-bit and dither downto output at 16-bit, IIRC, thus rusulting in the famed high quiality of Voodoos in 16-bit. The first Voodoo chip to do 32-bit was the VSA-100 used in Voodoo 4 and 5's.
If the desktop is in 32-bit, by default OpenGL app will try to render in 32-bit. This is unless the app requests otherwise, or the drivers tell it otherwise. D3D is entirely independant of this feature
So if the above is true.....how in the world can you tell, if it's running in 32bit in the first place?

This is just something I was pondering way back when....; when all this, "play FF7 in 32bit mode", came about, a long, whiles back.
You can tell by the menus. The menus in 16-bit have obvious banding. In 32-bit, this is absent.
 
question:
If a drawing is done with only 16bits of color.....how can anyone see it with 32bits of color? Wouldn't it remain 16bits of color, regardless?

Just because your desktop is "set" at 32bit, it doesn't mean the game is shown at 32bits....especially if it was made with only 16bit....

So if the above is true.....how in the world can you tell, if it's running in 32bit in the first place?

This is just something I was pondering way back when....; when all this, "play FF7 in 32bit mode", came about, a long, whiles back.

I know its 32bit because the color depth of the menu is 16.7 million colors (32bit), not 65,536 colors(16bit) . There is a huge difference between 16 and 32.

Kane could be right about the 24 bit...all i know is that its not 16bit..
 
I believe that Halflife in opengl renders in 16bit, and only that. There are registry keys where you can change the resolution and color depth, but I don't think that when you set it to "32" it even does anything.

Ok, wtf, Mofokubik. You just made me waste this post..
(he deleted a bit about half-life being in 32-bit for opengl)

But Kane is probably right about that one, yeah.
 
This is a pic of me running TFC with my V3, I guess in 32bit..
Is this 16bit, or 32bit?

HEHE sorry about messing your post up. There where no other posts while I was editing mine, so I must have clicked edit right before you posted...
 
Ok, that makes alot of sense then. I just didnt understand why the 16 bit looked so good, but I understand now.
 
Technically Voodoo 1/2 should work even without 2D card, but naturally using such a setup might prove difficult. :)

From what I heard about the mainstream models of the V2, it should be practically IMPOSSIBLE due to the complete absence of 2D-capable hardware on it.   That is assuming I'm not mixing this up with earlier 3dfx cards, which I KNOW were definitely daughterboard designs.

I doubt that. Because it doesn't need to do that. Just start a 3D application and Voodoo will switch the inputs automatically (via any API, like Direct3D or Glide, _but_ the application has to select secondary device, of course, if primary is present). I suspect that it knows what card to target via DD_GUID or Options values. FF8 uses similar method, although I can't recall the exact registry value (but it does have a dedicated 'use secondary 3D device setting').

True, but did it work like that back when DirectX5.0 was out?  For all _I_ know, DX5 may have used more primitive, arcane initialization methods which didn't involve the DD_GUID (which frankly, I never even knew existed....maybe I need to start poking around the registry more....:P).

I suppose the whole idea behind my explaination is that the "driverpath" key must correspond to the "Display" entry in the config program; and that if you select "Primary Display Driver", the key is empty.

Oh, and I retract my statement about the V2 being the only card that has a different "Display" entry in the config program; as I'm pretty sure that if you have two 3D cards in your machine, you can have a different "Display" entry (as you may or may not have already pointed out) when you select your second 3D device.  Still, I believe that the driverpath key is only used when you have a second entry.

Therefore, I have a new, revised theory:

Primary Display Driver selected->"Driverpath" key empty; Game attempts to use the default D3D5 dlls, which by their own defaults would then attempt to interface with the primary card's 3D drivers, if any are there.

Secondary card selected->"Driverpath" key lists path to the 3D-accelerated drivers that card uses, Game then feeds that path to the D3D5 dlls and tells them to use that, similar to how we "mask" the path to the default sgt files in FF8 using our .ini files.  Or:  Game feeds that path to the DD_GUID registry key (possibly getting around your conundrum of "why not use DD_GUID?"), considering that for all we know, "Driverpath" could use a registry path, not a logical drive path.

Passthrough cable is just what the name implies, it is connected from 2D card to Voodoo, and regular monitor cable is connected to Voodoo (so, it's not a Y-cable, that would be technical impossibility anyway due to impedance, and other nice electrical thingies). So the signal passes through the Voodoo, hence the name for the cable. When 3D acceleration was turned on, Voodoo just flipped a relay, cutting off signal from 2D card, and started to send it's own signal. I can send you an image of such cable, if you want. :P

An image of the cable?  Hey, why not?  I may need it for future reference if I ever for some reason needed to install a V2 on something, LOL. :P  But seriously, I've been wondering what that thing looked like.  :D

Still, quite decent detective work, Mister Holmes. :P

Thank you for the compliment......*hopes that Jari wasn't being sarcastic for some reason there...*

Wait, I just thought of something. The FF7XP patch Doesnt use Direct3d because when I use it with FF7 on my Voodoo3 and run in hardware rendering it runs in 32bit color. Voodoo3 cant run direct3d in 32bit, it has to be 16 for direct3d to work

Mofokubik, as a fellow Voodoo3 user, I must sadly inform you that the V3 is definitely incapable of handling 32bit rendering.  At all.  Not for textures, Z-Buffering, Stencil Buffering, or any other 32-bit rendering operation.

At best, you can get what some people call a "22bpp Post-filtered output" from the card, but at the end of the day its still considered 16-bit rendering.

If the fact that you can initialize D3D and OpenGL games even though your desktop's colors are at 32bit was leading you to the conclusion that the v3 was rendering at 32bit, then you were being tricked by some safegards put into DirectDraw/D3D initialization.  As soon as you start the program, as far as I know, DirectDraw does the resolution/color depth switching to what the application wants, and then hands control of the card over to D3D.  Otherwise, you'd get an API that gives out some "failure to initialize" messages because it tried to do something that the card can't do.

With OpenGL, I believe it trys to initialize the app by defaulting to rendering at the same res/color settings that the windows desktop uses, and if it can't get that function to work, falls back to a Software Rendered, "SafeGL" mode, which is not a very good thing to use, as even the D3D software renderer is typically FASTER than how OpenGL trys to do things without hardware acceleration.
 
Technically Voodoo 1/2 should work even without 2D card, but naturally using such a setup might prove difficult. :)
From what I heard about the mainstream models of the V2, it should be practically IMPOSSIBLE due to the complete absence of 2D-capable hardware on it.   That is assuming I'm not mixing this up with earlier 3dfx cards, which I KNOW were definitely daughterboard designs.
Heh, you are not, they are purely 3D-devices.. It was more of a joke anyway.

But if it were possible to get Win9x started without a 2D card (I assume that it's impossible, have never tried), it would be easy: just look (before you remove the 2D card, silly) into your system.ini and replace the shell=explorer.exe (or something like that, can't remember anymore) with shell=c:\games\your_favorite_game.exe. And behold, when Windoze starts, it will start the game instead of Exploder-shell, and game will kick into 3D accelerated mode, and you will have video. Easy, yes?

That shell-trick actually works (but not with all games, some M$ games refuse to run if there's no explorer as shell, Midtown Madness being one such game), and can be used if you absolutely must play something that's just a bit too demanding for your hardware while running Windoze as usual. That way you can get bit more free memory, and stuff. Of course, there's the 'little' problem of exit strategy: when you quit the game. What happens? There's no Explorer running...

As for your theory: I think that you are thinking in too complicated manner.

I'm pretty certain that Windoze has enumerated hardware devices since it has had registry (which would be since 95, or was NT4 first?) and assigned GUID (Globally Unique Identifier) to them. Actually, pretty much every piece of your computer has a GUID assigned to them, some might even have several (if it's visible to system as multiple devices, like some soundcards might be).

I can send you an image of such cable, if you want. :P
An image of the cable?  Hey, why not?  I may need it for future reference if I ever for some reason needed to install a V2 on something, LOL. :P  But seriously, I've been wondering what that thing looked like.  :D
Ok. It's pretty simple gadget, as you can see. Basically a really short VGA-cable with male connector at one end, and female connector at other end. One end goes to 2D card, other to Voodoo. It would be really hard to install it incorrectly. And in a pinch it could be used as 8" long VGA-extension cord.

BTW, that particular cable is really thin, meaning that it most likely sucks. But it's from really cheap Voodoo 1, which pretty much explains why it's so thin. Orchid Righteous had a cable that was easily twice as thick (and really easy to bend. Not.)
Still, quite decent detective work, Mister Holmes. :P
Thank you for the compliment......*hopes that Jari wasn't being sarcastic for some reason there...*
No, I wasn't being sarcastic. It was pretty decent, considering that you have never had Voodoo 1 or 2.
 
I would think so too, Kane is kind of a Voodoo authority here, and pretty visible person at ngemu forums. Even though I don't always agree with everything he says, I don't doubt his knowledge for a second.
Thanks for the vote of confidence! You registered on the boards then?
From what I heard about the mainstream models of the V2, it should be practically IMPOSSIBLE due to the complete absence of 2D-capable hardware on it. That is assuming I'm not mixing this up with earlier 3dfx cards, which I KNOW were definitely daughterboard designs.
Goku7 is right here. They are accelerator devices, not graphics cards. If you notice, rather than under display devices, a Voodoo/2 will appear under 'Sound, Video and Game controllers'. There are, of course, variants that do both. There is the Voodoo Rush, a 2d/3d Voodoo 1 card. Ill fated as the glide support (pretty much essential then, and the only real reason you'd use a Voodoo now) was quite poor. UltraHLE, Screamer 2 and Screamer Rally never properly supported this card (to the best of my knowledge), and I'm sure there are more apps like that. Then there was the Banshee, the Voodoo 2 all in one card. Far better than the Rush (which IMO was aptly named ;)) but still not without it's issues. Even with that card, you were far better off with a seperate 2d card and a Voodoo accelerator board. 3dfx dropped the seperate board idea subsequently and we are left with what we have now.
True, but did it work like that back when DirectX5.0 was out? For all _I_ know, DX5 may have used more primitive, arcane initialization methods which didn't involve the DD_GUID (which frankly, I never even knew existed....maybe I need to start poking around the registry more....).
I'm pretty certain that it did work ;) I'm not sure of the mechanics of it however.
Oh, and I retract my statement about the V2 being the only card that has a different "Display" entry in the config program; as I'm pretty sure that if you have two 3D cards in your machine, you can have a different "Display" entry
Yes, but not all apps support this. For instance, when I had my Voodoo 5 in my machine, some apps reported the second card, but others didn't see it, and thus refused to use the card.
Mofokubik, as a fellow Voodoo3 user, I must sadly inform you that the V3 is definitely incapable of handling 32bit rendering. At all. Not for textures, Z-Buffering, Stencil Buffering, or any other 32-bit rendering operation.
True and yet untrue. It will do 2d rendering in 32-bit, but the 3d pathway won't allow it. Just had to revise that. OpenGL screensavers, if the desktop is in 32-bit mode, will slow to a crawl as they will use Microsoft's 'software' OpenGL rendering.
But if it were possible to get Win9x started without a 2D card (I assume that it's impossible, have never tried), it would be easy: just look (before you remove the 2D card, silly) into your system.ini and replace the shell=explorer.exe (or something like that, can't remember anymore) with shell=c:\games\your_favorite_game.exe. And behold, when Windoze starts, it will start the game instead of Exploder-shell, and game will kick into 3D accelerated mode, and you will have video. Easy, yes?
Well..... what would happen is your app would start up. That's it. When you quit, I think that Windows would either log off or shut down.... or you'd simply be shafted.

Right anything else to add? Not as far as I can think, but I'll be sure to keep tabs on this thread ;)
 
Jari, I tried out the shell-replacement trick and it seems that it doesn't want to work for me (win98). Whenever I run the game, it always has a path error. I've tried editing "SET PATH" in autoexec.bat to make sure that the paths are there, but it doesn't work out..at all. I've tried 3 games so far, each with naught of results.

But the question is.. Why would Eidos take out glide/opengl support? They clearly gave 3dfx credit in the game...besides direct3d support, what's the point?

Another thing:

Try using ff7 version 1.00, but have the game set to run in direct3d (in the registry, at least). You may be surprised by the results. At least in this version the transparent/translucent models work. The only drawback is limited ff7music support, so it's basically pointless. But it's interesting to see if it works.
 
HOWEVER, "modern" (Voodoo3 and later) 3Dfx drivers do NOT use Glide to emulate D3D or OpenGL calls, like what was apparantly done for the V1/V2 OpenGL support.

For example, in the current driver set I'm using (called the "Amigamerlin 2.9"; win9x version of course :P ), the OpenGL ICD is a file called "3dfxogl.dll"; and from what I can tell, it shouldn't need the assistance of the Glide2x or Glide3x dlls to function; as the file's properties (under the "version tab") give it a description as being the 3Dfx OpenGL ICD, version 1.1.

Actually this isn't true. 3dfxogl ICD requires GLIDE3x DLL's it uses these for handling many of the screen functions.  KoolSmokey made an initial direct OGL 1.3 driver that didn't require it (3dhq is no longer around though).  Any 'stock' 3dfx driver uses the GLIDE driver, even if it is just to set up the screen (which it's not), it's slow because it takes OGL functions and translates them to GLIDE and translates GLIDE too whatever was native with the 3dfx cards. :)  

Here is a link to a DIRECT OGL ICD 1.2 using MESA on windows the directions are that you place this in the directory of the game NOT in your windows system directory (the reason for this is clear as it will load the 3dfx driver instead of the OGL driver by KoolSmokey.. it looks in the current directory first for DLL's).

There aren't really any 'modern' driver sets mostly hacked 3dfx drivers that are repackaged.  The source code for there drivers is now widely available so it's really not a big deal. Koolsmokey though did a GREAT job of making his Win2K and XP drivers.  These are what you see stuffed in a lot of those 'driver' sets.  If it says 3dhq it's real otherwise it's pretty much what I said.. repacked stuff with some hacked fixes generally.

I've tried 8 different sets, of them the only ones that didn't give me the blue screen of death was 3dhq's :)

Cyb
 
You are all wrong!
Ive decided that Voodoo3 renders in 64bit. All you have to do is run a 3d game or program, 4 times at the same time.
32 + 32 - 32 - 16 = 16 + 8 - 40 + 16 x 2 = 32 x 32 = 64
Not only that, but base times height I win!!!!!!!!!!!!!!
 
I just added a semicolon to the original "shell=" line and put in my own thing. But I'll try it now without big path names/use of quotes. Before I would try to run it with quotes and it would do okay, but the paths would still be screwed.

[EDIT - much later]

I figured out how to do it right, but it is all in vain. What worked for me is copying all the program files needed to run the game into the windows root directory. Then it ran fine. But, there seems to be no improvement in performance in..well..anything! I ran 3dmarks with explorer.exe as the shell, and 3dmarks as the "shell", and there was no difference in the score. And YES, I made sure I had the same settings and everything.

[EDIT - after the edit]

Ugh...I hate how someone posts before you get done editing
 
Actually this isn't true. 3dfxogl ICD requires GLIDE3x DLL's it uses these for handling many of the screen functions.  KoolSmokey made an initial direct OGL 1.3 driver that didn't require it (3dhq is no longer around though).  Any 'stock' 3dfx driver uses the GLIDE driver, even if it is just to set up the screen (which it's not), it's slow because it takes OGL functions and translates them to GLIDE and translates GLIDE too whatever was native with the 3dfx cards. :)

Yeah, I know about Koolsmokey.  Brilliant guy, I tell you; when it comes to understanding how Glide/OpenGL seems to work on 3Dfx cards.  Back when I was tryin' to figure out why FF9 had major framerate drops when several character models were on screen (the exception was for battle scenes), someone suggested I use his Glide3x update, and when I tried it with his new Glide3x, the framerate drops disappeared.  Not to mention, his hosting of the Glide source code was what allowed Lewpy to figure out why the VSA-100 option under "Draw Method" wasn't working correctly.

Here is a link to a DIRECT OGL ICD 1.2 using MESA on windows the directions are that you place this in the directory of the game NOT in your windows system directory (the reason for this is clear as it will load the 3dfx driver instead of the OGL driver by KoolSmokey.. it looks in the current directory first for DLL's).

A WORKING 1.2 ICD for 3Dfx cards?!  This I gotta see.

There aren't really any 'modern' driver sets mostly hacked 3dfx drivers that are repackaged.  The source code for there drivers is now widely available so it's really not a big deal. Koolsmokey though did a GREAT job of making his Win2K and XP drivers.  These are what you see stuffed in a lot of those 'driver' sets.  If it says 3dhq it's real otherwise it's pretty much what I said.. repacked stuff with some hacked fixes generally.

Yes, that is true.  However, I think I have a problem with the language of my post when I said "modern".  What I meant by "modern", are the driver sets that didn't need to rely on a game-dependent Mini-GL driver due to a complete lack of an ICD in ANY licensed form.  Now, not much may have changed, but at least its improved to where you don't have to select "3Dfx OpenGL" to even get hardware accelerated OGL. :P

I've tried 8 different sets, of them the only ones that didn't give me the blue screen of death was 3dhq's :)

Ouch.  You know, I heard that the Amigamerlin drivers are using the most stable builds of the 3Dhq stuff (and the set seems to have 3Dhq's blessing which may not be surprising, because Amigamerlin was one of the members of 3Dhq anyway).  But still, BSOD's were THAT common? What OS are you using; WinXP?!

True and yet untrue. It will do 2d rendering in 32-bit, but the 3d pathway won't allow it. Just had to revise that. OpenGL screensavers, if the desktop is in 32-bit mode, will slow to a crawl as they will use Microsoft's 'software' OpenGL rendering.

Exactly, Lord Kane.  The "odd" screensaver behaviour was one of the first things that tipped me off that the V3 is incapable of 32-bit 3D rendering.

And, I suppose I had yet another problem with language there, as well.  I have very rarely heard "rendering" used to refer to a 2D drawing operation, so when I said "rendering" I thought people would assume I was refering to 3D drawing operations as done with Glide/D3D/OGL.  However, you are correct, as far as DirectDraw seems to be concerned, 2D "rendering" at 32-bit color is possible, otherwise it'd be impossible to run the windows desktop at 32-bit in the first place! :P

You are all wrong!
Ive decided that Voodoo3 renders in 64bit. All you have to do is run a 3d game or program, 4 times at the same time.
32 + 32 - 32 - 16 = 16 + 8 - 40 + 16 x 2 = 32 x 32 = 64
Not only that, but base times height I win!!!!!!!!!!!!!!

ROFLAMO!!!!!
lmao.gif


Thanks, I needed that.  Seriously.

-edit-
In case you're wondering where I got the smilie, I "borrowed" it from the x-3dfx forums, in the forum of an image link, LOL.  I don't think this would be a problem, but if there's some policy that this is running up against, I'll understand it being taken down.

</disclaimer mode off>
 
Yeah, I know about Koolsmokey.  Brilliant guy, I tell you; when it comes to understanding how Glide/OpenGL seems to work on 3Dfx cards.  Back when I was tryin' to figure out why FF9 had major framerate drops when several character models were on screen (the exception was for battle scenes), someone suggested I use his Glide3x update, and when I tried it with his new Glide3x, the framerate drops disappeared.  Not to mention, his hosting of the Glide source code was what allowed Lewpy to figure out why the VSA-100 option under "Draw Method" wasn't working correctly.
Well apparently Pete got a clue as to why 3dfx cards had slow downs a lot too there are a lot of redundant repetitious and over done operations in the ICD that 3dfx made for OGL :) <note repetition and redundancy ;)>

A WORKING 1.2 ICD for 3Dfx cards?!  This I gotta see.
Well it's not a pancacia.. it still suffers from rendering to a window problems 3dfx created from there card design. So what happens is if your program only renders to a window (see Biowares Aurora toolset for NWN module editing). It shrinks the screen to a tiny itty bitty spec (320x240) and you think your screen is blank but it's not you have to kill the program to get out, it will work with Quake ]I[ though! :)

Too bad he didn't release his mesa based drivers :P Mesa is now 1.3 compliant.. shouldn't be too much of a hassel (ok maybe it's a lot  but hey I can dream ;) ).

Yes, that is true.  However, I think I have a problem with the language of my post when I said "modern".  What I meant by "modern", are the driver sets that didn't need to rely on a game-dependent Mini-GL driver due to a complete lack of an ICD in ANY licensed form.  Now, not much may have changed, but at least its improved to where you don't have to select "3Dfx OpenGL" to even get hardware accelerated OGL. :P
Ahhh! hehehe miniGL (continued laughing) sorry. ahemm..
Yeah the miniGL uses Glide2x.dll (hence the laughing). Yeah nightmare city indeed (sigh).

Ouch.  You know, I heard that the Amigamerlin drivers are using the most stable builds of the 3Dhq stuff (and the set seems to have 3Dhq's blessing which may not be surprising, because Amigamerlin was one of the members of 3Dhq anyway).  But still, BSOD's were THAT common? What OS are you using; WinXP?!
I am using win98SE now.. (sniff) lost my developement machien WAHHH! (Sorry still bummed). Need Win2k upgrade (hate XP such a PITA).

Exactly, Lord Kane.  The "odd" screensaver behaviour was one of the first things that tipped me off that the V3 is incapable of 32-bit 3D rendering.
It always amazed me WHY they were still stuck in 16 bits per pixel even at the begining of the year 2000. They are dead but sometimes I still wonder if we can learn what not to do from now defunct companies (better than doing it yourself and remain humble!)

I've found it interesting that both Nvidia and ATI are no longer JUST a graphics company I thought, had 3dfx assisted Nintendo with the GBA video system they actually might still be in business today. I guess they weren't diverse enough.

Cyb
 
Well it's not a pancacia.. it still suffers from rendering to a window problems 3dfx created from there card design. So what happens is if your program only renders to a window (see Biowares Aurora toolset for NWN module editing). It shrinks the screen to a tiny itty bitty spec (320x240) and you think your screen is blank but it's not you have to kill the program to get out, it will work with Quake ]I[ though! :)

Too bad he didn't release his mesa based drivers :P Mesa is now 1.3 compliant.. shouldn't be too much of a hassel (ok maybe it's a lot  but hey I can dream ;) )

Actually, I _heard_ that 3rd party OpenGL 3Dfx ICD devolopment would start hitting a brick wall for version1.3 compliancy, due to the lack of hardware TnL on the cards.  Of course, if it was possible to use the same HW TnL emulation routines that the D3D section (read: the Geometry Assist option)has, then such a problem could at least be worked around.  Of course, by no means is Geometry Assist perfect, but at least its a start.

As for window-based rendering, I've never really needed to do that, so at the moment it looks like I'll be able to avoid that problem with it.

Ahhh! hehehe miniGL (continued laughing) sorry. ahemm..
Yeah the miniGL uses Glide2x.dll (hence the laughing). Yeah nightmare city indeed (sigh).

Did I say something stupid?!  Or were you more laughing at the miniGL aspect of the drivers themselves?

Personally, I think it wasn't a good idea to come out with a miniGL driver, they should have bit the bullet and paid  the license fees so they could use a proper ICD like everyone else did. :P

I am using win98SE now.. (sniff) lost my developement machien WAHHH! (Sorry still bummed). Need Win2k upgrade (hate XP such a PITA).

Eh, that might not be a good idea if you're trying to use the Voodoo to play games that require HW TnL capability (or at least the reporting of it in the drivers); As I have also heard that Geometry Assist doesn't work AT ALL; in that respect you're better off with Win9x.  But, other than that, there shouldn't be much of a problem...

It always amazed me WHY they were still stuck in 16 bits per pixel even at the begining of the year 2000. They are dead but sometimes I still wonder if we can learn what not to do from now defunct companies (better than doing it yourself and remain humble!)

IIRC, the performance-to-image-quality ratio wasn't balanced enough in 3Dfx's mind (points to the performance hits of the TNT and maybe TNT2 as an example), to warrant it based on the performance yields of cards in the pre-geforce generation.  Of course, the V4/V5 is perfectly capable of it; though we all know the appearance of the Geforce 256 was probably the "kick in the pants" that 3Dfx needed to add those features.

I've found it interesting that both Nvidia and ATI are no longer JUST a graphics company I thought, had 3dfx assisted Nintendo with the GBA video system they actually might still be in business today. I guess they weren't diverse enough.

_Supposedly_, VSA-100 chips were used in the HUD displays of certain fighter jets like the F-16, however I don't remember the particular source that statement came from, so I'm considering this more "rumour" than "fact".  Still, if it was true, that could be considered as diversifying.  Of course, it still sounds like a stretch.

And, AFAIK, 3Dfx was in negotiations with Sega (who later turned them down in favor of PowerVR's solution), not Nintendo; but then again I never heard anything about Nintendo working with 3Dfx for GBA system development....

Cyb[/quote]
 
And, AFAIK, 3Dfx was in negotiations with Sega (who later turned them down in favor of PowerVR's solution), not Nintendo; but then again I never heard anything about Nintendo working with 3Dfx for GBA system development....
True. SEGA of America was working on the Blackbelt system with 3dfx, based on Voodoo 2s. SEGA Japan decided to go with the NEC system even after SoA had signed the contract with 3dfx. This was one os SEGA's many cataclysmic errors before it almost died, as 3dfxsued their a$$es off for breach of contract. This coupled with the loss of money from the 32x (Who honestly thinks that 2 different architectures from the same company can co-exist when they are incompatible. The PSX/PS2 manage it by virtue of the PS2's backwards compatibility), the Saturn (I know, we'll release the console 4 months early at E3 when there are no games for it at $399. Oh shit, Sony just announced thier console at $299), and the Dreamcast itself (I know, we'll make a really nice console, and we'll make loads of great games for it, but we won't bother advertising it Oo)..... getting slighty off topic here.... nevermind.
 
I have a new question about FF7 and registry tweaking:

Under "HKEY_LOCAL_MACHINE\Software\Square Soft, Inc.\Final Fantasy VII", there is a key labled "DiskNo", and right now it's value is 0...I think it may be causing me problems.

Currently I'm having problems in which I can't get past the opening movie in the game (probably due to the fact that somewhere along the line, the TrueMotion codec got deleted or something).  The "DataDrive" key and all that is fine, though curiously enough I still only get sound and no video playback.

So, figuring it was just a case of missing codecs, I install TrueMotion off the FF7 install cd and try it out.  Of course, I had forgotten that the "driver" option was still set for OpenGL, and so now that caused the movie to not run, and also resulted in my comp locking up, to the point where I needed to do a hard reboot.

I'm about to try it again, this time with the registry set to use D3D, but I wonder.... is there any possibility the "DiskNo" key's value (currently "0", like I said earlier) is telling the game that there's no disk in the drive, thus resulting in my problems?

Or is this a key that's changed by the game during run-time, when a save file is loaded, so that it requests the right disc?  Something tells me that there's a connection here between this key and "cdcheck.exe"....

Of course, if this is possible, then that could just open up all sorts of stuff similar to the old "swap disc to have game play a random movie" trick for FF7 PSX.... :P
 
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