TES DS

Post » Tue Feb 01, 2011 4:25 pm

I applaud your grass-roots movement & have sent a similar (though less referenced) message. lol, It kinda feels like writing your state representative or congressional leader :)
I'm playing through Deep Labyrinth right now & see that IT IS POSSIBLE.
Here's to hoping.
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Vera Maslar
 
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Post » Tue Feb 01, 2011 5:15 pm

well actually, we jsut need to persuade them to make it, but not like, start work on it immediatly, jsut have it as a future project :)
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yermom
 
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Post » Tue Feb 01, 2011 5:25 pm

I just know it's posssible because I played metroid prime hunters and seeing videos of deep labyrinth. Also think about games like ocarina of time on n64, that was a big game to, and I'm sure the DS can handle even more. actually I liked the looks of the N-gage elder scrolls game Shadowkey, it was just made on a bad handheld with a bad game engine, but it looked alright. I think Bethesda themself would never make an Elder Scrolls for DS themself but I'm sure if there was another company could make it, just like with metroid hunters, normally a metroid game is made by retro studios but this one was by NST. It's just a problem with todays developers, the games we want they don't make cause they make the ones we don't want.
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Betsy Humpledink
 
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Post » Tue Feb 01, 2011 2:16 pm

How about a elder scrolls game where you play god and train heros and make them fight other gods and you can trade heros with your friends or npc gods and also there is like a god gym where if your heros can beat the leader of the god gyms heros you get a badge and you store your heros in a ball and when you throw them they pop out !!!!!!!

Sig-worthy.
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yessenia hermosillo
 
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Post » Tue Feb 01, 2011 1:35 pm

Actually, just as a note, the DS cartridges are up to 1 or 2 gigaBITS, meaning that they are 128-256MB in size. (there are also 64MB and even 32MB sizes available) However, on the flip side, Daggerfall's large space also comes from the fact that it uses a lot of elaborately pre-done images. For instance, the "arena2" folder for the game, which contains effectively all the data for everything, is ~512MB in size, but 236MB (46.1%) of that is used for sky textures, since they have a bunch of different sky/horizon background images for each type of terrain, and pretty much an entirely different re-done image for about every couple minutes of sunrise/sunset for each type of sky, as this texture included the sun's position as well.

In modern types of game, that would be replaced by a multi-part skybox; te sun would be its own type of object, and hence the sky itself would just be a plain background, with cloud textures placed over it, like in Morrowind or Oblivion. Instead of spending 236MB, they could accomplish the same effects, but even allowing for the moons to be seen, and more variance in the clouds, for only a couple MB.

Also, the next-biggest taker of space would be Daggerfall's pre-rendered video clips, which amounted to 82.1MB. (16.0%) Back in 1996, video compression all but didn't exist, though, as what video decoders existed then were horrifically inneficient; on a modern system, including a handheld, the same videos could've been played at the same quality for perhaps 10-20MB.

In total, here are the types of data that either take up a lot of space, or are spread among a LOT of files... In other words, giving an idea of how much space you might need to make a game comparable to Daggerfall.
  • Sky textures - 236MB (46.1%)
  • Video Clips - 82.1MB (16.0%)
  • Textures - 44.5MB (8.7%) - There are 469 textures used, all applied to the ground, and 3D arcitecture found in ARCH3D.BSA.
  • Assembled "building blocks"/BLOCKS.BSA - 31.3MB (6.1%) - This data contains pre-assembled "modules" that are linked together to form dungeons and towns. They're about 100-200 feet squared each.
  • Meshes/ARCH3D.BSA - 25.8MB (5.0%) - Note that all NPCs, enemies, loot piles, foliage, and the like are sprite-based. This encompasses purely buildings and dungeon architecture.
  • WOODS.WLD - 24.7MB (4.8%) - I BELIEVE this contains all the outdoors data for the entire game. I.e, the terrain type for each of the game's few million outdoor cells.
  • Maps/MAPS.BSA - 21.1MB (4.1%) - I BELIEVE this contains all of the maps for the world, namely the placement of all ~3,000 locations on the map, as well as the composition of each, as assembled from the "building blocks" of BLOCKS.BSA.
  • Daedric prince animations - 10.1MB (2.0%) - These are the full-screen animations where you see each of the 16 daedric princes upon summoning.
  • Interface images - 7.6MB (1.5%) - 263 such images, this is the artwork for the entire interface.
  • Sounds/DAGGER.SND - 7.3MB (1.4%) - Daggerfall has no voice-overs outside of cutscenes save for King Lysandus screaming "VENGEANCE!" and guards shouting "HALT!"
  • Quest Scripts - 1.3MB (0.3%) - Noteworthy as there are some 491 such script files, accounting for nearly 250 quests types.
  • Game Music/MIDI.BSA - 1.2MB (0.2%) - The MIDI music is VERY small, and is all contained in one file.
  • Books - 0.7MB (0.1%) - The game has 91 books, none of them quest-related, none of them scrolls, and none of them providing a bonus to your skills.
  • Other - ~18.7MB (3.7%)


Compression methods are also far better now than they were back with Daggerfall, so it's not that big of a deal. It should be possible to fit on a DS cart.
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sas
 
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Post » Tue Feb 01, 2011 12:43 pm

Compression methods are also far better now than they were back with Daggerfall, so it's not that big of a deal. It should be possible to fit on a DS cart.

Yeah. and considering that (as I mentioned in a another thread), Quake has been ported to DS, and Quake II is also possible if you have a memory expansion, then at least Arena should be possible, and I don't see Daggerfall as a too far-fetched thing either.
http://quake.drunkencoders.com/
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Terry
 
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Post » Tue Feb 01, 2011 5:26 pm

Compression methods are also far better now than they were back with Daggerfall, so it's not that big of a deal. It should be possible to fit on a DS cart.

Yep, Daggerfall is pretty much uncompressed.

Yeah. and considering that (as I mentioned in a another thread), Quake has been ported to DS, and Quake II is also possible if you have a memory expansion, then at least Arena should be possible, and I don't see Daggerfall as a too far-fetched thing either.
http://quake.drunkencoders.com/

Quake is a very nicely coded piece of software. It's clean, very optimized and portable.

The Daggerfall source is a mess, with lots of assembler in it, and they changed lead programmer 4 times during the development, who had to spend a large amount of time figuring out what the previous guy wrote. It's rather clunky and not very portable. Not to mention that it's rumored that they lost the source when they moved the office back in 1997.
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Georgine Lee
 
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Post » Wed Feb 02, 2011 1:06 am

The Daggerfall source is a mess, with lots of assembler in it, and they changed lead programmer 4 times during the development, who had to spend a large amount of time figuring out what the previous guy wrote. It's rather clunky and not very portable. Not to mention that it's rumored that they lost the source when they moved the office back in 1997.

Heh, no matter how many times I hear about it I can't help but be astounded as to how much crap that game has gone through.

I think I'll try to 7z the contents of my Daggerfall CD, and see how much space it takes... I took backup of my WolfenDooM compilation yesterday (an hour of setting up a logical folder structure, and a crap load of bat files), so I decided to back it up afterwards. I managed to get it down from 138 to 36mb, so it might be interesting to see what happens to Daggerfall.
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jeremey wisor
 
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Post » Wed Feb 02, 2011 12:48 am

Well the version of Daggerfall i use to have (gone, it got wiped off meh pc :( ) was about 500ish MB, so what would 500mb be compressed...
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Jodie Bardgett
 
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Post » Tue Feb 01, 2011 1:55 pm

Damn, I just remembered the compression thingy:
Original = 561MB
7z(standard settings) = 132MB
:mellow:
It would fit. I've read a bit about certain DS games, and I've found out that some of the Final Fantasy games on it around the same space. Don't know if it could handle the compression though.
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~Amy~
 
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Post » Tue Feb 01, 2011 2:51 pm

DSI now has more power than the DS. 256MB of flash based memory (RAM) and roughly 500mhz of processing power. ;)
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Solène We
 
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Post » Wed Feb 02, 2011 1:00 am

DSI now has more power than the DS. 256MB of flash based memory (RAM) and roughly 500mhz of processing power. ;)

Not RAM. Memory. For storing downloaded games. The DSi still has more RAM, but not nearly that much. And the "roughly 500MHz of processing power" is untrue.
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Farrah Barry
 
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Post » Tue Feb 01, 2011 4:45 pm

DSI now has more power than the DS. 256MB of flash based memory (RAM) and roughly 500mhz of processing power. ;)

:blink: The original DS have about 90Mhz, so I doubt they made a jump that far, for just a upgraded version of it. So I'm with rabish on this one.
But I doubt I will get it. I use a R4DS for homebrew purposes (ports of http://www.dsdoom.com/, Quake etc. Requires you to either have a shareware, or the original game) (NOT for piracy, as some use it) which won't work with the DSi, and the removal of the GBA port, so no GBA games, or the thing I use for other homebrew purposes (http://heretic.drunkencoders.com/etc.), and extra RAM (Quake II), though it probably got enough, so it won't need extra memory (total of 20mb, I guess, since Opera for DS uses a memory expansion, that increases the RAM from 4 to 20, or something like that), but since I've already spent several hundred dollars on the thing I got, I won't get a DSi, and I don't find the upgrades to be that interesting, like the Wi-Fi download thing, which practically doesn't work in Norway. And again, I say: There is NO justification for the removal of the GBA port :meh:


EDIT:
Heh, the specs for the DSi haven't even been released, at least from what I've gathered.

EDIT:
The processor is exactly the same for all of the DS types (DS, DSL and DSi) One 67 MHz ARM946E-S and one 33 MHz ARM7TDMI.

http://playbeta.net/2008/10/02/ndsi-vs-psp-3000-vs-ipod-touch.html
http://en.wikipedia.org/wiki/Nintendo_DS http://www.gamecubicle.com/hardware-nintendo_ds_spec_sheet.htm

(Not sure if credible, though).
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Jynx Anthropic
 
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Post » Tue Feb 01, 2011 8:51 pm

As appealing as it sounds, I don't think it would work. The DS could not handle a particularly deep or large game, though another Travels game would be great.
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Elisabete Gaspar
 
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Post » Tue Feb 01, 2011 9:40 am

As appealing as it sounds, I don't think it would work. The DS could not handle a particularly deep or large game, though another Travels game would be great.

DS couldn't handle a particularly large or deep game... and yet Daggerfall's minimum system requirements are roughly the same or lower than the specs of the system. And there are "deeper" and larger games on weaker systems.
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Brandon Wilson
 
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Post » Tue Feb 01, 2011 1:57 pm

I found this video the other day, It from a homebrew project called Sonic 3D (nothing to do with Sonic the Hedgehog) and in my opinion it looks great, especially for a homebrew game. If this would be in first person and with a better draw distance, it would be awesome for a TESDS!

link to the video: http://www.youtube.com/watch?v=VlmfSEJwEeg
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tegan fiamengo
 
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Post » Tue Feb 01, 2011 10:46 pm

I found this video the other day, It from a homebrew project called Sonic 3D (nothing to do with Sonic the Hedgehog) and in my opinion it looks great, especially for a homebrew game. If this would be in first person and with a better draw distance, it would be awesome for a TESDS!

link to the video: http://www.youtube.com/watch?v=VlmfSEJwEeg

That looks like a port of the NWN engine! :blink:
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Misty lt
 
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Post » Tue Feb 01, 2011 4:50 pm

That looks like a port of the NWN engine! :blink:


He used Neverwinter Night models because he is a programmer and not an artist.
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Epul Kedah
 
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Post » Tue Feb 01, 2011 6:33 pm

It would be bad that's all I have to say
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Amanda Leis
 
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Post » Wed Feb 02, 2011 1:19 am

hmmm well famous games that have went on the pc svck but i could see the elder scrolls on it but it would have to be a short game through
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Claire Mclaughlin
 
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Post » Wed Feb 02, 2011 2:11 am

Up until recently, I was skeptical that the DS could handle a large, open-world game, but then I saw the reviews for GTA: ChinaTown Wars. MetaCritic reports an average score of 94 out of 100 from the media, and 9.1 out of 10 from MetaCritic readers (I don't know why they use a 100 point scale for the media and 10 point for users). Heck, even Zero Punctuation's Yahtzee kind of liked it, although he had some serious reservations about it. So the DS could certainly do it provided we weren't expecting Oblivion's graphics.

And why not, Bethesda? DS sales just broke the 100 million mark, roughly equal to sales of the Wii, 360, and PS3 combined. That's especially significant when you consider that many of the Wii/360/PS3 sales come from people who own more than one console, meaning that there are far more people who own a DS than there are who own at least one current-gen stationary console.

And yet, from what I can tell, there's a dearth of western style RPGs on the console. Sure, there are a ton of JRPGs, but those are fundamentally different in their design concept. In other words, an Elder Scrolls DS game would have little to no competition. I'd love to have a free-roaming, open world RPG for my DS, as I find that a lot of portable games just don't have the lasting appeal of their PC/console brethren. TES DS would be a great thing to have for long car or plane trips.
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michael flanigan
 
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Post » Tue Feb 01, 2011 6:33 pm

Seeing how I just bought a DS, a TES for it would be welcome ^_^
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katie TWAVA
 
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Post » Wed Feb 02, 2011 12:49 am

Hey guys! I'm planning to make a Dawnstar Total Conversion for Oblivion, but I've got much problems playing it. How long it's gonna take, to play the game? 2 hours? 4 hours? I have to play it, but it's really difficult, because of the mini map and all the annoying stuff.
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Janette Segura
 
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Post » Wed Feb 02, 2011 1:44 am

To comment one some of what was said, well, last fall, yes, a modern version of Daggerfall would certainly fit on a DS cartridge. While I don't think that the map data might compress too well, (it's already more or less procedural generation script, it seems, which pretty much doesn't compress) any text, scripts, and textures would compress. Audio would compress even more, and video even better. The biggest savings, though, would be by implementing a modern skybox instead of the game's complicated system of having hundreds of sky textures, could all be replaced with a single skybox, with a single background image for forests, mountains, deserts, etc, that would be adjustible in color to match the time of day/night. This would probably bring the sky data down from 236MB to around 1MB.

As far as the DS's capability to handle an "open-ended" game, it's kinda a moot point, that I really see only brought up by those too young to remember older games; you clearly don't need massive processing power to make a huge game. Chances are that most people laying such claims were born after the release of many massive, open games.

Further, as noted, the DSi is vastly more potent than the original DS; the original was around 1.5-2 times as powerful, by comparison, as the original Sony Playstation, in both processing power and memory. The DSi increases the RAM to 16MB, and runs the main CPU at 133MHz. This also places it dramatically closer to the PSP in power, particularly in terms of memory. (note that the PSP Slim and Light and 3000 have 64MB total, though for games, nothing past 32MB can be PROGRAMMED; the rest can only server as cache, to ensure compatability with first-gen PSPs) Given that Daggerfall was originally programmed, if memory serves, to run on a system with a 90MHz CPU and 8MB of memory, and has beaten every console and hand-held games for how open and large it was, there is no doubt that the DSi would be able to technically handle it all.

My only questions would regard to how it might look; I haven't been able to tell much about the DSi's new specs, though it does appear to use the same software-based rendering, which does mean no texture filtering support. (admitedly, at 256x192, filtering won't matter much) I don't know if they lifted the 1,024-polygons-per-scene limit, though, as that could curtail drawing distance quite a bit. However, in the end, it'd wind up looking like a fairly modern game in terms of lighting and textures (say, a PS2 game) but with the polygon counts of a PS1 game. Still quite workable and useable.
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Monika
 
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Post » Tue Feb 01, 2011 10:19 am

If the DS can't handle something the size of the main TES games, I think it would be well-suited to a TES Adventures game like Redguard or Battlespire. The past TES Adventures games are both pretty linear and plot-driven, so the DS would most likely be more suited to this rather than a free-roaming main game.

Really, I think there are a lot of possibilities for a DS TES Adventures game. Daggerfall's click-and-drag to attack method would be perfect for the DS, and the two screens could display inventory/spells in one and the game on the other. It could work well if done right.
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Jessie Butterfield
 
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