you know the first 2 gta 3D are 1 GB in size don't you.
also reason rockstar didn't make one is because of nintendo rules of avoiding reusing gameplay used on other consoles,while sony was "rehash and add high quality textures no one cares in reality"
Pic related had a map 16 times larger than GTA San Andreas it self recreating a large part of Los Angeles, including most of Beverly Hills and Santa Monica, with most street names, landmarks and highways reproduced accurately and was one disc only.
Nintendo handicapped it with the babby DVD's so it wasn't very proficient at large-scale data streaming for open worlds. There are some open world games that did fairly well running on Gamecube all things considered but they're the exception rather than the rule.
Rockstar likely wasn't encouraged to port it by the Gamecube's "kiddie" demographic and lackluster third-party game sales too. I think Vice City and GTAIII ports could have happened (especially considering they got those environments running on PSP UMD discs which store roughly the same amount of data as a Gamecube disc) but San Andreas would not have been feasible.
High-speed data streaming is not a necessity for the GTA trilogy because what's being streamed in are simple geometry mapped with textures already in memory, and when not in memory, they are so low quality as to not be a problem—the proof is that if you put these games on a USB, they run flawlessly through the PS2's pitiful USB 1.1 ports (around 700kb/s; about 3x slower than the inner tracks of a mini-DVD).
Most of the trilogy's filesizes comes from the audio, with San Andreas in particular able to be cut down to 400MB without radio stations. San Andreas's stations have roughly 13 hours worth of audio, whereas VCS's stations have roughly 8. Keep in mind that VCS has lower quality audio on PSP than the PS2 version, which comes out to 3.6GB, so through compression and/or removing songs San Andreas could work on the Cube.
Nintendo handicapped it with the babby DVD's so it wasn't very proficient at large-scale data streaming for open worlds. There are some open world games that did fairly well running on Gamecube all things considered but they're the exception rather than the rule.
Rockstar likely wasn't encouraged to port it by the Gamecube's "kiddie" demographic and lackluster third-party game sales too. I think Vice City and GTAIII ports could have happened (especially considering they got those environments running on PSP UMD discs which store roughly the same amount of data as a Gamecube disc) but San Andreas would not have been feasible.
The real reason these games never came to the Gamecube is that "mature" games generally didn't succeed on Nintendo.
Of the N64's 20 best-sellers, only 3 were rated T or M in the US, compared to 13/20 for the PS1. With the Gamecube, Nintendo doubled down on the family-friendly image and E-rated games continued to dominate the brand. Rockstar no doubt saw the meagre sales of RE0 and REmake – which Capcom anticipated to be mega-hits that would move millions of Gamecubes – and decided Nintendo wasn't for them.
Nintendo actually tried to break the mold with the Gamecube by publishing M-rated games like Eternal Darkness and Geist, and the ill-fated "Capcom Five" exclusivity deal but it was ultimately in-vain because all those games sold like shit with the exception of Metroid Prime I guess if you count that.
No one who enjoyed GTA or Halo was gonna be interested in getting a retarded purple lunchbox with a fisher price controller that couldn't play DVD's and had virtually no online gaming support.
[...]
The real reason these games never came to the Gamecube is that "mature" games generally didn't succeed on Nintendo.
Of the N64's 20 best-sellers, only 3 were rated T or M in the US, compared to 13/20 for the PS1. With the Gamecube, Nintendo doubled down on the family-friendly image and E-rated games continued to dominate the brand. Rockstar no doubt saw the meagre sales of RE0 and REmake – which Capcom anticipated to be mega-hits that would move millions of Gamecubes – and decided Nintendo wasn't for them.
What do you expect when you design a console like a damn kids toy!
Weren't Rockstar kinda screwed by Nintendo about Body Harvest as well? I think Nintendo was publishing that, but because of delays they just ran from that deal. But yeah, Nintendo was the kiddy console, with notable exceptions (Capcom).
The radio stations audio files could be compressed using Factors 5 MusyX technologies , a highly efficient Vorbis audio compression. Vorbis audio from Factor 5 provides a 13 to 1 compression ratio with sound quality that is far superior to MP3 and a custom data format optimized for game console memory limitations.
Nintendo just kept making stupid decision after stupid mid bugglin decision that fucked them over for years, due to their paleosaur japanese pride, boomerism, and greed.
>N64 >flip flops architecture to be cheap fucking over the KI1 port was supposed to have and be superior >Worse textures then ps1, so disguise it with extrene bilinear and squash >Carts over CDs because muh Cart and chip feeDUUURRimean MUH PIRACY AND LOADING TIMES GUYS! >GameCube >This time making a powerful console that dwarfs the PS2!! >Fucks up again with UNIQUE FORMAT with MiniDVDs because FUCK PAYING SONY FOR DVD FEES! NO WERE NOT BITTER, SHUT UP!! >Retarded ass controller >Wii >Gimmicky Pandering to non gamers >Weaker them Xbox360 and only barely comparable to OGxbox >Emphasize Widescreen TV playing and later games are Widescreen only. >But make it a fucking SD 480p/i console, so it looks like shit and plays like shit on Modern TVs >Console with the most Shovelware Kusoge then others. >Wii U >Weak 360 specs qith only 720p for HD >Pisspoor marketing as a Wii Addon, nobody bought it, need to port most of its games to Switch. >Retarded ass Classic Controller >Switch >Umderpowered, cant do full 1080p, still not even at PS3 early graphics. >Horrible Toy Controllers that die >More fucking gimmicky shit with Mobile gane ports cause Demoralized Jap Society.
Its like Nintendo never truly recovered from their biggest fuckup, shunning Sony with the Super Nintendo CD, instead they should just done the Nintendo Playstation and maybe incorporate SOME of the Project Reality into it.
>>N64 >>flip flops architecture to be cheap fucking over the KI1 port was supposed to have and be superior
The SGI workstation proved to be an incredibly good choice, providing 3d graphics not seen by even the PC until the voodoo graphics card which was far too expensive for most home users at the time.
textures then ps1, so disguise it with extrene bilinear and squash
This actually made me laugh out loud. There's no point having 4k detail textures when they're all warped and there's hardly any polygons so it's a bunch of weird curves. PS1 texture detail is like when they try putting HD textures on old games like quake - it's just so unnecessary and doesn't really work and most people take them off.
over CDs because muh Cart and chip feeDUUURRimean MUH PIRACY AND LOADING TIMES GUYS!
Everything on the cart was instantly accessible freeing up all the memory for the actual gameplay. That is the main point of the carts. Everything had to be loaded into memory in the playstation games so you had a few kbs for the actual game.
>Everything had to be loaded into memory in the playstation games
N64 code had to be loaded into memory to be executed too... That's not a PS1 thing, that's a computers thing... that's why the system has RAM...
I do feel the n64 was hurt by it's ucode design and shared memory setup
Apparantly writing (real) custom ucode was very challanging and made ps2 development looked easy in comparison.
The default ucode supplied initially (used most earlier titles) did focus too much on accuracy, making it slower than it has to be. this was rectified somewhat in later updates.
Nintendo also didnt want to share any documentation in the earlier years, and even when provided it was a developer hell, very prone to introduce subtle and hard to solve bugs.
Another issues was the memory setup, shared memory between CPU and GPU could easily lead to both fighting over the same resources, slowing down things as a result. Also the z-buffer, while a cool feature, did eat a lot in the available bandwith as well
As for carts, I do feel it would've been better off with a CD-Drive, but was probably skipped for cost saving reasons with added bonus of anti-piracy
they planned to do it
but nobody knows for sure why it didn't happen there are only guesses
probably not the kiddy thing after all they made several gta ports for the gameboy
I don't understand how Nintendo didn't see how the miniDVD format really was the bottleneck of the GC especially in the long-term. 1.46GB is not enough for most games mid/late six-gen. There are tons of games during that era that were released on PS2/Xbox but not on GC. The former could even handle dual-layer DVDs which held 8.54GB.
It wasn't faster nor did it have enough RAM in the ways a GTA game would really need to function. There was less RAM that was useful for realtime applications and the dvd drive was actually the slowest of the generation so it would handicap streaming data.
High-speed data streaming is not a necessity for the GTA trilogy because what's being streamed in are simple geometry mapped with textures already in memory, and when not in memory, they are so low quality as to not be a problem—the proof is that if you put these games on a USB, they run flawlessly through the PS2's pitiful USB 1.1 ports (around 700kb/s; about 3x slower than the inner tracks of a mini-DVD).
Most of the trilogy's filesizes comes from the audio, with San Andreas in particular able to be cut down to 400MB without radio stations. San Andreas's stations have roughly 13 hours worth of audio, whereas VCS's stations have roughly 8. Keep in mind that VCS has lower quality audio on PSP than the PS2 version, which comes out to 3.6GB, so through compression and/or removing songs San Andreas could work on the Cube.
High-speed data streaming is not a necessity for the GTA trilogy because what's being streamed in are simple geometry mapped with textures already in memory, and when not in memory, they are so low quality as to not be a problem—the proof is that if you put these games on a USB, they run flawlessly through the PS2's pitiful USB 1.1 ports (around 700kb/s; about 3x slower than the inner tracks of a mini-DVD).
Most of the trilogy's filesizes comes from the audio, with San Andreas in particular able to be cut down to 400MB without radio stations. San Andreas's stations have roughly 13 hours worth of audio, whereas VCS's stations have roughly 8. Keep in mind that VCS has lower quality audio on PSP than the PS2 version, which comes out to 3.6GB, so through compression and/or removing songs San Andreas could work on the Cube.
[...]
The real reason these games never came to the Gamecube is that "mature" games generally didn't succeed on Nintendo.
Of the N64's 20 best-sellers, only 3 were rated T or M in the US, compared to 13/20 for the PS1. With the Gamecube, Nintendo doubled down on the family-friendly image and E-rated games continued to dominate the brand. Rockstar no doubt saw the meagre sales of RE0 and REmake – which Capcom anticipated to be mega-hits that would move millions of Gamecubes – and decided Nintendo wasn't for them.
good post. did not know this about the ps2’s.
>the proof is that if you put these games on a USB, they run flawlessly through the PS2's pitiful USB 1.1 ports (around 700kb/s; about 3x slower than the inner tracks of a mini-DVD).
I read it, and it's bullshit. GTA3's file size is too big to fit onto a fat32 USB drive.
OPL will not recognize exfat USB drives on any version. So why are you trying to lie about this? Did you expect nobody to call you out on this?
Google won't demonstrate it for you because it's banned in your country? The burden of proof is on you you disingenuous fucker, yet I will make the foolish mistake of entertaining your idiocy anyway:
Here is a thread from Reddit (also banned in your country) where people recommend using exFAT on OPL: https://www.reddit.com/r/ps2/comments/wv8v3s/opl_fat32_vs_exfat/
Here is the forum post from the very developers of OPL announcing the feature is now available: https://www.psx-place.com/threads/testers-needed-open-ps2-loader-with-exfat-support-files-above-4gb-on-usb.37455/
1 week ago
Anonymous
>The burden of proof is on you
Still waiting for the demonstration of the game running off of USB.
1 week ago
Anonymous
How can I prove it when YouTube is banned in your country?
1 week ago
Anonymous
If you can't, post an iso that will work over usb so others can recreate your experiment. Getting all angry and seething about this won't change the fact you've yet to demonstrate.
1 week ago
Anonymous
Literally any ISO of the game will work. With how obtuse you are I have to assume you are an ESL or a troll. Also, >tacit concession that Google/YouTube is banned in your country
Kek.
1 week ago
Anonymous
>Literally any ISO of the game will work
It won't, I've tried 2 already and split my own. No dice. Provide a working one.
1 week ago
Anonymous
Huh, that's weird, tens of thousands of people have had no problem playing GTA whereas the stupid cunt who makes preposterous claims because he's too fucken retarded to make one Google search has trouble getting games to work.
1 week ago
Anonymous
So you can't provide it because you never had it. Makes sense, so it seems the problem GTA would have on gamecube is indeed a speed one.
1 week ago
Anonymous
nta but something is very wrong with you. As has been explained and proved to you there is nothing technical about why GTA3 can't run on gamecube and especially not speed issue, which is pants-on-head retarded.
I think a lot of it is just because early on Nintendo didn't want to be associated with such a criminal and violent series of games. Sure they had plenty of mature games, but there's still a difference between a mature game where you see blood and guts vs one where you are a criminal assassinating people, picking up prostitutes, etc. There was a huge moral outrage about it at the time, lots of parents with kids did not want it in their home.
The only reason Nintendo got a bunch of mature games in the end is because they realized that the gamecube was getting a reputation as being more for kids, which is a death sentence - ironically more among actual kids rather than adults. So that's why they went out of their way eventually to release ridiculous titles like BMX-XXX.
1 week ago
Anonymous
>the problem GTA would have on gamecube is indeed a speed one
True crime runs well on it, how different can it be?
nta but something is very wrong with you. As has been explained and proved to you there is nothing technical about why GTA3 can't run on gamecube and especially not speed issue, which is pants-on-head retarded.
I think a lot of it is just because early on Nintendo didn't want to be associated with such a criminal and violent series of games. Sure they had plenty of mature games, but there's still a difference between a mature game where you see blood and guts vs one where you are a criminal assassinating people, picking up prostitutes, etc. There was a huge moral outrage about it at the time, lots of parents with kids did not want it in their home.
The only reason Nintendo got a bunch of mature games in the end is because they realized that the gamecube was getting a reputation as being more for kids, which is a death sentence - ironically more among actual kids rather than adults. So that's why they went out of their way eventually to release ridiculous titles like BMX-XXX.
Give me an iso or demonstrate the game playing over usb, prefably in a webm.
>the problem GTA would have on gamecube is indeed a speed one
True crime runs well on it, how different can it be?
>True crime runs well on it
It does not. It might be the worst port of the generation.
16MB of which is literally useless precaching RAM, which has no realtime application and only serves to move large data chunks and store audio. So it's more like 27MB. For reference, Dreamcast had 26MB.
Wut? Useless??
While ARAM could be used for audio processing, some ambitious developers thought it would be a waste to leave that 16MB of RAM sitting there just for audio when they only have 24MB of regular RAM. They couldn't directly map this 16MB of RAM, but they could use it as virtual memory by paging data in and out via Direct Memory Access!
Games commonly achieved this through accessing currently unpaged memory and triggering an exception. Then their specially programmed exception handler would map in memory from the ARAM into the page they were trying to access while paging something else out (which if accessed later on, could be paged back in!) When the exception handler returned program execution back to where it was, the fetch/load/store would go through as if the memory was mapped all along. Some of the most demanding games on the GameCube resorted to this to get an edge over their competition by essentially having an extra 16MB of virtual memory to work with.
A few notable known games
Star Wars: Rogue Squadron 2, Star Wars: Rogue Squadron 3, Star Wars: The Clone Wars and Spider-Man 2
Rogue Squadron 3 in particular moves larger data chuncks from ARAM, this game alone standa tall with huge amount of polys on screen beating even the most demanding Wii games, high resolution textures , self shadows, dynamics lights, uber shaders all of this targeting 60fps , this game is way ahead anything the PS2 could pull off .
Squadron 3 in particular moves larger data chuncks from ARAM, this game alone standa tall with huge amount of polys on screen beating even the most demanding Wii games, high resolution textures , self shadows, dynamics lights, uber shaders all of this targeting 60fps , this game is way ahead anything the PS2 could pull off .
lol this is all bullshit.
Because the gamecube sold like shit and only kids games did decently as far as sales go. The gamecube is perfectly capable of running any GTA game there were no shortage of open world games on the GC that proves this.
GameCube had less usable RAM and slower vector performance. Very bad for a physics-heavy open world game. GTAIII probably would have been downgraded a lot if it released on GameCube.
You know the audio RAM could be used since it was way to much , lots of tiltes took advantage of it , in fact the GC ended up having more available RAM than the PS2 .
It actually would ruin the image of GTA. Now you can associate it with games for adults or cool kids. Put it on GameCube and now it’s like every other game except they wouldn’t sell many copies on GC while forever ruining the image of the brand. By doing this, they also ensured Sony would help push/promote the game since it was an exclusive for a while.
Kind of break the GTA experience if you have to swap discs driving every other mile.
you know the first 2 gta 3D are 1 GB in size don't you.
also reason rockstar didn't make one is because of nintendo rules of avoiding reusing gameplay used on other consoles,while sony was "rehash and add high quality textures no one cares in reality"
Pic related had a map 16 times larger than GTA San Andreas it self recreating a large part of Los Angeles, including most of Beverly Hills and Santa Monica, with most street names, landmarks and highways reproduced accurately and was one disc only.
GTA San Andreas = 750mo
Gamecube Disc = 1.5go
re3 and reVC are a thing, why don't you port them yourself?
There's even Wii U ports which are the same architecture
>Also if you got a free one, what one would you take
What?
ps2 or gamecube
>what one
lololol
There was some quote from Miyamoto (or someone other Nintendo exec) about not liking the idea of people killing hookers on a Nintendo system.
But they put manhunt 2 on the Wii.
Opinions can change over time, look at MK1 vs MK2 on snes
Nintendo handicapped it with the babby DVD's so it wasn't very proficient at large-scale data streaming for open worlds. There are some open world games that did fairly well running on Gamecube all things considered but they're the exception rather than the rule.
Rockstar likely wasn't encouraged to port it by the Gamecube's "kiddie" demographic and lackluster third-party game sales too. I think Vice City and GTAIII ports could have happened (especially considering they got those environments running on PSP UMD discs which store roughly the same amount of data as a Gamecube disc) but San Andreas would not have been feasible.
High-speed data streaming is not a necessity for the GTA trilogy because what's being streamed in are simple geometry mapped with textures already in memory, and when not in memory, they are so low quality as to not be a problem—the proof is that if you put these games on a USB, they run flawlessly through the PS2's pitiful USB 1.1 ports (around 700kb/s; about 3x slower than the inner tracks of a mini-DVD).
Most of the trilogy's filesizes comes from the audio, with San Andreas in particular able to be cut down to 400MB without radio stations. San Andreas's stations have roughly 13 hours worth of audio, whereas VCS's stations have roughly 8. Keep in mind that VCS has lower quality audio on PSP than the PS2 version, which comes out to 3.6GB, so through compression and/or removing songs San Andreas could work on the Cube.
good post. did not know this about the ps2’s.
The real reason these games never came to the Gamecube is that "mature" games generally didn't succeed on Nintendo.
Of the N64's 20 best-sellers, only 3 were rated T or M in the US, compared to 13/20 for the PS1. With the Gamecube, Nintendo doubled down on the family-friendly image and E-rated games continued to dominate the brand. Rockstar no doubt saw the meagre sales of RE0 and REmake – which Capcom anticipated to be mega-hits that would move millions of Gamecubes – and decided Nintendo wasn't for them.
Or rather, the meagre sales helped confirm Rockstar's existing suHispanicions.
Nintendo actually tried to break the mold with the Gamecube by publishing M-rated games like Eternal Darkness and Geist, and the ill-fated "Capcom Five" exclusivity deal but it was ultimately in-vain because all those games sold like shit with the exception of Metroid Prime I guess if you count that.
No one who enjoyed GTA or Halo was gonna be interested in getting a retarded purple lunchbox with a fisher price controller that couldn't play DVD's and had virtually no online gaming support.
What do you expect when you design a console like a damn kids toy!
Weren't Rockstar kinda screwed by Nintendo about Body Harvest as well? I think Nintendo was publishing that, but because of delays they just ran from that deal. But yeah, Nintendo was the kiddy console, with notable exceptions (Capcom).
The radio stations audio files could be compressed using Factors 5 MusyX technologies , a highly efficient Vorbis audio compression. Vorbis audio from Factor 5 provides a 13 to 1 compression ratio with sound quality that is far superior to MP3 and a custom data format optimized for game console memory limitations.
Nintendo just kept making stupid decision after stupid mid bugglin decision that fucked them over for years, due to their paleosaur japanese pride, boomerism, and greed.
>N64
>flip flops architecture to be cheap fucking over the KI1 port was supposed to have and be superior
>Worse textures then ps1, so disguise it with extrene bilinear and squash
>Carts over CDs because muh Cart and chip feeDUUURRimean MUH PIRACY AND LOADING TIMES GUYS!
>GameCube
>This time making a powerful console that dwarfs the PS2!!
>Fucks up again with UNIQUE FORMAT with MiniDVDs because FUCK PAYING SONY FOR DVD FEES! NO WERE NOT BITTER, SHUT UP!!
>Retarded ass controller
>Wii
>Gimmicky Pandering to non gamers
>Weaker them Xbox360 and only barely comparable to OGxbox
>Emphasize Widescreen TV playing and later games are Widescreen only.
>But make it a fucking SD 480p/i console, so it looks like shit and plays like shit on Modern TVs
>Console with the most Shovelware Kusoge then others.
>Wii U
>Weak 360 specs qith only 720p for HD
>Pisspoor marketing as a Wii Addon, nobody bought it, need to port most of its games to Switch.
>Retarded ass Classic Controller
>Switch
>Umderpowered, cant do full 1080p, still not even at PS3 early graphics.
>Horrible Toy Controllers that die
>More fucking gimmicky shit with Mobile gane ports cause Demoralized Jap Society.
Its like Nintendo never truly recovered from their biggest fuckup, shunning Sony with the Super Nintendo CD, instead they should just done the Nintendo Playstation and maybe incorporate SOME of the Project Reality into it.
>I didnt even had in mind the Virtual Boy, fuck
>boomerism
garbage term that is losing even more of the true meaning.
Sez who?
>>N64
>>flip flops architecture to be cheap fucking over the KI1 port was supposed to have and be superior
The SGI workstation proved to be an incredibly good choice, providing 3d graphics not seen by even the PC until the voodoo graphics card which was far too expensive for most home users at the time.
textures then ps1, so disguise it with extrene bilinear and squash
This actually made me laugh out loud. There's no point having 4k detail textures when they're all warped and there's hardly any polygons so it's a bunch of weird curves. PS1 texture detail is like when they try putting HD textures on old games like quake - it's just so unnecessary and doesn't really work and most people take them off.
over CDs because muh Cart and chip feeDUUURRimean MUH PIRACY AND LOADING TIMES GUYS!
Everything on the cart was instantly accessible freeing up all the memory for the actual gameplay. That is the main point of the carts. Everything had to be loaded into memory in the playstation games so you had a few kbs for the actual game.
>Everything had to be loaded into memory in the playstation games
N64 code had to be loaded into memory to be executed too... That's not a PS1 thing, that's a computers thing... that's why the system has RAM...
No the N64 code just points to it and it it's automatically shown. It can use it like it was in RAM the whole time in the PS1.
Good to know Nintendo wasted money on giving it lots of high speed RAM
I do feel the n64 was hurt by it's ucode design and shared memory setup
Apparantly writing (real) custom ucode was very challanging and made ps2 development looked easy in comparison.
The default ucode supplied initially (used most earlier titles) did focus too much on accuracy, making it slower than it has to be. this was rectified somewhat in later updates.
Nintendo also didnt want to share any documentation in the earlier years, and even when provided it was a developer hell, very prone to introduce subtle and hard to solve bugs.
Another issues was the memory setup, shared memory between CPU and GPU could easily lead to both fighting over the same resources, slowing down things as a result. Also the z-buffer, while a cool feature, did eat a lot in the available bandwith as well
As for carts, I do feel it would've been better off with a CD-Drive, but was probably skipped for cost saving reasons with added bonus of anti-piracy
they planned to do it
but nobody knows for sure why it didn't happen there are only guesses
probably not the kiddy thing after all they made several gta ports for the gameboy
Gameboy games could be made on a budget of peanuts and make a profit after selling modestly
Also, they weren't exactly million sellers anyway, despite how popular the Gameboy consoles were
I don't understand how Nintendo didn't see how the miniDVD format really was the bottleneck of the GC especially in the long-term. 1.46GB is not enough for most games mid/late six-gen. There are tons of games during that era that were released on PS2/Xbox but not on GC. The former could even handle dual-layer DVDs which held 8.54GB.
Short Term profits
Did the Gamecube even make a profit
It wasn't faster nor did it have enough RAM in the ways a GTA game would really need to function. There was less RAM that was useful for realtime applications and the dvd drive was actually the slowest of the generation so it would handicap streaming data.
>handicap streaming data.
Read this:
>the proof is that if you put these games on a USB, they run flawlessly through the PS2's pitiful USB 1.1 ports (around 700kb/s; about 3x slower than the inner tracks of a mini-DVD).
I read it, and it's bullshit. GTA3's file size is too big to fit onto a fat32 USB drive.
OPL will not recognize exfat USB drives on any version. So why are you trying to lie about this? Did you expect nobody to call you out on this?
>OPL will not recognize exfat USB drives on any version
Is Google banned in your country? Jesus fucking Christ
Furthermore, even before exFAT support was added, you could still split your ISO's so that they'd store on a FAT32 drive.
Instead of getting angry, demonstrate your made up claim.
Google won't demonstrate it for you because it's banned in your country? The burden of proof is on you you disingenuous fucker, yet I will make the foolish mistake of entertaining your idiocy anyway:
Here is a thread from Reddit (also banned in your country) where people recommend using exFAT on OPL: https://www.reddit.com/r/ps2/comments/wv8v3s/opl_fat32_vs_exfat/
Here is the forum post from the very developers of OPL announcing the feature is now available: https://www.psx-place.com/threads/testers-needed-open-ps2-loader-with-exfat-support-files-above-4gb-on-usb.37455/
>The burden of proof is on you
Still waiting for the demonstration of the game running off of USB.
How can I prove it when YouTube is banned in your country?
If you can't, post an iso that will work over usb so others can recreate your experiment. Getting all angry and seething about this won't change the fact you've yet to demonstrate.
Literally any ISO of the game will work. With how obtuse you are I have to assume you are an ESL or a troll. Also,
>tacit concession that Google/YouTube is banned in your country
Kek.
>Literally any ISO of the game will work
It won't, I've tried 2 already and split my own. No dice. Provide a working one.
Huh, that's weird, tens of thousands of people have had no problem playing GTA whereas the stupid cunt who makes preposterous claims because he's too fucken retarded to make one Google search has trouble getting games to work.
So you can't provide it because you never had it. Makes sense, so it seems the problem GTA would have on gamecube is indeed a speed one.
nta but something is very wrong with you. As has been explained and proved to you there is nothing technical about why GTA3 can't run on gamecube and especially not speed issue, which is pants-on-head retarded.
I think a lot of it is just because early on Nintendo didn't want to be associated with such a criminal and violent series of games. Sure they had plenty of mature games, but there's still a difference between a mature game where you see blood and guts vs one where you are a criminal assassinating people, picking up prostitutes, etc. There was a huge moral outrage about it at the time, lots of parents with kids did not want it in their home.
The only reason Nintendo got a bunch of mature games in the end is because they realized that the gamecube was getting a reputation as being more for kids, which is a death sentence - ironically more among actual kids rather than adults. So that's why they went out of their way eventually to release ridiculous titles like BMX-XXX.
>the problem GTA would have on gamecube is indeed a speed one
True crime runs well on it, how different can it be?
My moron, do you not know usbl?
Give me an iso or demonstrate the game playing over usb, prefably in a webm.
>True crime runs well on it
It does not. It might be the worst port of the generation.
>It does not. It might be the worst port of the generation.
He was probably referring to Streets of LA, not that awful sequel.
>It wasn't faster
substantiate your claims
wikipedia the drive speeds
Snoy post detected.
The GC had more RAM than the PS2, but not by much (43MB vs 40MB)
16MB of which is literally useless precaching RAM, which has no realtime application and only serves to move large data chunks and store audio. So it's more like 27MB. For reference, Dreamcast had 26MB.
Go be a nincel on Ganker, it's not welcome here.
Wut? Useless??
While ARAM could be used for audio processing, some ambitious developers thought it would be a waste to leave that 16MB of RAM sitting there just for audio when they only have 24MB of regular RAM. They couldn't directly map this 16MB of RAM, but they could use it as virtual memory by paging data in and out via Direct Memory Access!
Games commonly achieved this through accessing currently unpaged memory and triggering an exception. Then their specially programmed exception handler would map in memory from the ARAM into the page they were trying to access while paging something else out (which if accessed later on, could be paged back in!) When the exception handler returned program execution back to where it was, the fetch/load/store would go through as if the memory was mapped all along. Some of the most demanding games on the GameCube resorted to this to get an edge over their competition by essentially having an extra 16MB of virtual memory to work with.
A few notable known games
Star Wars: Rogue Squadron 2, Star Wars: Rogue Squadron 3, Star Wars: The Clone Wars and Spider-Man 2
Rogue Squadron 3 in particular moves larger data chuncks from ARAM, this game alone standa tall with huge amount of polys on screen beating even the most demanding Wii games, high resolution textures , self shadows, dynamics lights, uber shaders all of this targeting 60fps , this game is way ahead anything the PS2 could pull off .
Squadron 3 in particular moves larger data chuncks from ARAM, this game alone standa tall with huge amount of polys on screen beating even the most demanding Wii games, high resolution textures , self shadows, dynamics lights, uber shaders all of this targeting 60fps , this game is way ahead anything the PS2 could pull off .
lol this is all bullshit.
Because the gamecube sold like shit and only kids games did decently as far as sales go. The gamecube is perfectly capable of running any GTA game there were no shortage of open world games on the GC that proves this.
GameCube had less usable RAM and slower vector performance. Very bad for a physics-heavy open world game. GTAIII probably would have been downgraded a lot if it released on GameCube.
Physics heavy LMAO
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You know the audio RAM could be used since it was way to much , lots of tiltes took advantage of it , in fact the GC ended up having more available RAM than the PS2 .
Houser brothers are openly anti-Nintendo and they don't even deny it. They've explicitly admitted that's why GTA wasn't on Nintendo systems.
rockstar didn't want to put games on a babyish system
The real reason is probably super boring like they just had other plans or something, opportunity cost.
It actually would ruin the image of GTA. Now you can associate it with games for adults or cool kids. Put it on GameCube and now it’s like every other game except they wouldn’t sell many copies on GC while forever ruining the image of the brand. By doing this, they also ensured Sony would help push/promote the game since it was an exclusive for a while.