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	<title>Comments on: The Making Of Project Reality</title>
	<atom:link href="http://steveshepard.com/blog/2006/07/09/the-making-of-project-reality/feed/" rel="self" type="application/rss+xml" />
	<link>http://steveshepard.com/blog/2006/07/09/the-making-of-project-reality/</link>
	<description>Here writes Steve Shepard ... and why not?</description>
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		<title>By: Ian Mapleson</title>
		<link>http://steveshepard.com/blog/2006/07/09/the-making-of-project-reality/comment-page-1/#comment-14</link>
		<dc:creator>Ian Mapleson</dc:creator>
		<pubDate>Mon, 08 Oct 2007 13:01:01 +0000</pubDate>
		<guid isPermaLink="false">http://steveshepard.com/blog/?p=6#comment-14</guid>
		<description>Hi there! :)

When Onyxs were being used to develop
the first games, what aspects of the
graphics were disabled/changed/not-
used in order to match what the RCP
could do, and how did the setup
ensure the game authors didn&#039;t create
code that exceeded what the RCP was
able to sustain? (ditto for the CPU
power available) I also imagine
the RCP has certain functions that
RE2 does not have, so how were
those emulated? Indeed, were the
Onyxs using RE1 gfx or RE2? How many
RM4s?

Could you say a little more about
the history of the Indy-based N64
dev platform? How did that come
about? Several SGI people told me
one plan had been to use the RCP as
the basis for a new texture-capable
gfx board for Indy, using 1, 2, 4,
etc. RCPs to give better than MXI
performance, but that the release
delays meant the idea slid too far
into the O2 release schedule so
it didn&#039;t happen.

Cheers! :)

Ian.

PS. I had the first ever web site on
the N64 (or Ultra64 as it was at
the time), which led to this rather
fun adventure:

  http://www.gamers.org/dhs/usavisit/</description>
		<content:encoded><![CDATA[<p>Hi there! <img src='http://steveshepard.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>When Onyxs were being used to develop<br />
the first games, what aspects of the<br />
graphics were disabled/changed/not-<br />
used in order to match what the RCP<br />
could do, and how did the setup<br />
ensure the game authors didn&#8217;t create<br />
code that exceeded what the RCP was<br />
able to sustain? (ditto for the CPU<br />
power available) I also imagine<br />
the RCP has certain functions that<br />
RE2 does not have, so how were<br />
those emulated? Indeed, were the<br />
Onyxs using RE1 gfx or RE2? How many<br />
RM4s?</p>
<p>Could you say a little more about<br />
the history of the Indy-based N64<br />
dev platform? How did that come<br />
about? Several SGI people told me<br />
one plan had been to use the RCP as<br />
the basis for a new texture-capable<br />
gfx board for Indy, using 1, 2, 4,<br />
etc. RCPs to give better than MXI<br />
performance, but that the release<br />
delays meant the idea slid too far<br />
into the O2 release schedule so<br />
it didn&#8217;t happen.</p>
<p>Cheers! <img src='http://steveshepard.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Ian.</p>
<p>PS. I had the first ever web site on<br />
the N64 (or Ultra64 as it was at<br />
the time), which led to this rather<br />
fun adventure:</p>
<p>  <a href="http://www.gamers.org/dhs/usavisit/" rel="nofollow">http://www.gamers.org/dhs/usavisit/</a></p>
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		<title>By: steve</title>
		<link>http://steveshepard.com/blog/2006/07/09/the-making-of-project-reality/comment-page-1/#comment-11</link>
		<dc:creator>steve</dc:creator>
		<pubDate>Wed, 29 Aug 2007 15:29:40 +0000</pubDate>
		<guid isPermaLink="false">http://steveshepard.com/blog/?p=6#comment-11</guid>
		<description>Hi kemmedo,

Thanks for writing. The N64 was and is a great machine! 

You can send your questions via the contact link at the top of the page (or ask them here in the comments). I should say up front, though, that I won&#039;t be able to provide any technical information about the platform; that is Nintendo&#039;s privilege, not mine.

-Steve</description>
		<content:encoded><![CDATA[<p>Hi kemmedo,</p>
<p>Thanks for writing. The N64 was and is a great machine! </p>
<p>You can send your questions via the contact link at the top of the page (or ask them here in the comments). I should say up front, though, that I won&#8217;t be able to provide any technical information about the platform; that is Nintendo&#8217;s privilege, not mine.</p>
<p>-Steve</p>
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		<title>By: kammedo</title>
		<link>http://steveshepard.com/blog/2006/07/09/the-making-of-project-reality/comment-page-1/#comment-10</link>
		<dc:creator>kammedo</dc:creator>
		<pubDate>Wed, 29 Aug 2007 11:00:49 +0000</pubDate>
		<guid isPermaLink="false">http://steveshepard.com/blog/?p=6#comment-10</guid>
		<description>Hello!
Im absolutely into N64, a true N64 addict fan!
Could you please get in contact with me? I have some questions which only you can reply!!!

Sorry if this seems rude, it isnt meant to be!
Thanks in advance!!</description>
		<content:encoded><![CDATA[<p>Hello!<br />
Im absolutely into N64, a true N64 addict fan!<br />
Could you please get in contact with me? I have some questions which only you can reply!!!</p>
<p>Sorry if this seems rude, it isnt meant to be!<br />
Thanks in advance!!</p>
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		<title>By: Black</title>
		<link>http://steveshepard.com/blog/2006/07/09/the-making-of-project-reality/comment-page-1/#comment-9</link>
		<dc:creator>Black</dc:creator>
		<pubDate>Sat, 21 Jul 2007 20:03:14 +0000</pubDate>
		<guid isPermaLink="false">http://steveshepard.com/blog/?p=6#comment-9</guid>
		<description>&lt;strong&gt;Black...&lt;/strong&gt;

Cool! Its really cool....</description>
		<content:encoded><![CDATA[<p><strong>Black&#8230;</strong></p>
<p>Cool! Its really cool&#8230;.</p>
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		<title>By: steve</title>
		<link>http://steveshepard.com/blog/2006/07/09/the-making-of-project-reality/comment-page-1/#comment-4</link>
		<dc:creator>steve</dc:creator>
		<pubDate>Fri, 01 Sep 2006 02:37:15 +0000</pubDate>
		<guid isPermaLink="false">http://steveshepard.com/blog/?p=6#comment-4</guid>
		<description>Willie,

Thanks. I have to say, we at SGI were pretty impressed with what the developers did with the system after it left our labs. The day we saw the first pre-release Mario builds... I still get shivers. But there was definitely room to grow. If the console had more time on the market, the later games would definitely have knocked our socks off.

As for releasing the hardware and software as open source: interesting idea. What better way for the up-and-coming talent to hone their skills. At some point (maybe not yet) it&#039;ll be far enough out of date that the trade secrets don&#039;t matter.

-Steve</description>
		<content:encoded><![CDATA[<p>Willie,</p>
<p>Thanks. I have to say, we at SGI were pretty impressed with what the developers did with the system after it left our labs. The day we saw the first pre-release Mario builds&#8230; I still get shivers. But there was definitely room to grow. If the console had more time on the market, the later games would definitely have knocked our socks off.</p>
<p>As for releasing the hardware and software as open source: interesting idea. What better way for the up-and-coming talent to hone their skills. At some point (maybe not yet) it&#8217;ll be far enough out of date that the trade secrets don&#8217;t matter.</p>
<p>-Steve</p>
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		<title>By: Willie Martin</title>
		<link>http://steveshepard.com/blog/2006/07/09/the-making-of-project-reality/comment-page-1/#comment-3</link>
		<dc:creator>Willie Martin</dc:creator>
		<pubDate>Thu, 31 Aug 2006 23:57:50 +0000</pubDate>
		<guid isPermaLink="false">http://steveshepard.com/blog/?p=6#comment-3</guid>
		<description>Nice write-up. I have always been interested in how this particular console was developed and how much further the developers could push the reality co-processor if the machine had more time on the market.  If you have any other juicy details on the reality co-processor feel free to send them my way.  And ask Nintendo/SGI if they can open source the development hardware and manuals   :P</description>
		<content:encoded><![CDATA[<p>Nice write-up. I have always been interested in how this particular console was developed and how much further the developers could push the reality co-processor if the machine had more time on the market.  If you have any other juicy details on the reality co-processor feel free to send them my way.  And ask Nintendo/SGI if they can open source the development hardware and manuals   <img src='http://steveshepard.com/blog/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
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