Tag Archives: MAME

Ridge Racer 2

Ridge Racer 2 was a slight update to the series, adding linkable multiplayer and a revised soundtrack with several new tracks in addition to remixed versions of the original.

The announcer voice has been altered slightly, and has several new links in response to the players driving ability.

Some graphic effects have changed, whilst the textures are mostly similar to the original, the lighting effects have changed with RR2 using a hue/fog effect to simulate the day to night cycle, rather then the original which dimmed and changed the Sky texture.

Lastly a rear view mirror has been added, which required a redesign to the HUD.

Emulation – MAME Vs Vivanonno

Emulation for the game has improved over the years with the MAME System 22 core benefiting from being years in development, whilst Vivanonno has not been updated since 2003. Between the two emulators there are some diferentces in the rendering, with there being some unique advantages between the two.

Mame is considered to be more accurate to the arcade version, but Vivanonno has some advantages like texture filterning which System 22 is not capable of. This gives the game textures a less blocky appearance.

Comparison

Vivanonno on the left, MAME (238) on the right

Night Time Effects

The MAME version now has a black ‘fog’ effect that covers the track at night, compared to Vivvanonno which misses the effect and leaves the track at full draw distance.

Billboard

This flickers on Vivanonno but works fine on MAME

Cars not aligned correctly on track

The cars on the Vivanonno version are sunk into the track slightly and are missing the shadows. The brightness is also different, also notice the curve of the car, above where it says RIDGE

Score screen error

Not all of the textures appear on the Vivanonno version

Texture Bleeding

Some of the road textures bleed or overlap, causing the effect

Chevrons

On Vivanonno the chevrons will dissapear at a cetain angle, noticable when you are drifiting.

A fork of MAME allows for limited linked play with both instances of MAME, at the moment this is currently running on one machine but should be possible over a local area connection. However latency will be tight since these arcade machines were meant to be linked close together which rules out internet play.

Screen this is displayed when waiting for other players to join, the attract screen on the linked machines changes to indicate players can join.

Starting position for both machines in one game

Boundary break

Thanks to MAME and a few cheats (Drive Anywhere), the car can escape the track, allowing us to get a better view of the scenery.

Another look at the audience at the start of the track, exactly the same as the first Ridge Racer

A look at the buildings outside the track

The fake cars in the other side of the tunnel have changed slightly, they seem to have more detailed textures, but are now lacking wheels. Unless these are floating. anti-gravity cars?

View of the city at night, the game simply swaps the textures rather than apply lighting effects, and the skybox has changed

More information

Ridge Laser – Remix album by Namco

Ridge Racer

One of the first textured 3D racing games, and mostly known of being a launch title on the first PlayStation console. However it appeared a year earlier in the arcades. The arcade version runs on much more powerful 3D hardware, runs in a higher resolution, a higher framerate (60fps vs 30fps on the PS1) thanks to it’s Evans & Sutherland 3D hardware, which was previously used to power their simulations and CAD hardware.

Arcade

Released to the arcades in 1993 and running on the System 22 hardware, which was in direct competition with Sega’s Daytona USA and Midway’s Crusin USA.

PlayStation

The game was ported to the original PlayStation in 1994 as a launch title, and was considered to be an acceptable port of the arcade despite the downgrade made in order to run on the PlayStation hardware. The PlayStation port has support for the Namco neGcon controller, that allows the player to replicate analogue steering by twisting the controller as at the time the dual analogue controller wasn’t available.

Ridge Racer Hi-Spec

Runs in a resolution of 320×480 which is higher than the original release but less than the arcade version. The main attraction to this version is the 60fps upgrade and the gouraud shading, which enhances the graphics greatly. However there are only two cars on the track, with only 1 in time attack, and the texture quality has been reduced slightly. I had to disable texture filtering and display then unfiltered since it just looked like an N64 game. The polygon count of the cars and track may also have been educed, since the guide mentions optimised textures and polygons.

This build of the game was bundled on the Ridge Racer Type 4 bonus disc, and was not a standalone version of the game. It was meant to showcase a 60fps game on the original PlayStation hardware, and what sacrifices were needed no be made, as Namco were keen for later Ridge Racer titles to be running in 60fps. Ridge Racer V for the PlayStation 2 would be the first home game to be running at 60fps.

Zeebo

The game was ported to the Zeebo, a home console released in Brazil by TecToy and QUALCOMM, graphics have been slightly altered and the music is rendered entirely in MIDI.

Comparison

PSone on the left, using moderate enhancements in the Duckstation emulator with the Mame emulation of the arcade in the middle and the Hi-Spec version on the right, I wanted to see if I could get the PSone version to match the arcade in terms of image quality by upping the resolution to 640×480 and enabling texture filtering, something with System 22 lacked.

Arcade emulation seems to have issues rendering the flag, which is supposed to flap freely, maybe a physics issue with one of the Texas Instrument DSP?

The game isn’t a straight port and some design changes had to be made, the HUD has been changed around and the track objects have also changed. Some buildings have also been changed to be in line with the PSone limitations. On the right you can see the effects of the shading which affects the art style slightly, giving a more realistic look. The ground textures have also been altered.

It’s worth mentioning that System 22 also supported gouraud shading, but Ridge Racer did not utilise it until Rave Racer in 1995.

Sunset differences between the two ports, The Hi-Spec mode does not have a night time version.

Game over is rendered in 3D for the arcade version, a static image on both PSone versions.

Comparison of the night sky, In the middle of a race the sun will set on the intermediate and time trials courses, to simulate a Le Mans race, the arcade shot is taken from one of the attract demos.

Boundary Break (Arcade)

With the help of some cheats in MAME, we are able to disable the collision detection, allowing us to move outside of the track. This gives some interesting close ups of some in game environment buildings.

Ridge Racer System 22

A look of the city from a different angle

Ridge Racer System 22

In the first tunnel, there is a path that is blocked off and is inaccessible

Ridge Racer System 22

A closer look at the other tunnel, with a view of the cars, normally these aren’t directly accessible. Namco used lower resolution models of the cars, since you typically see these driving in a distance.

Ridge Racer System 22

Another closer view of the cars, the tunnels ends abruptly to the outside, and the cars just disappear, and respawn at the other side after a few seconds.

Ridge Racer System 22

Before the end of the tunnel, theirs an intersection to another tunnel, which leads to a dead end

Ridge Racer System 22

The ground near the bridge, you can see the low detail textures, since System 22 didnt support texture filtering, giving a minecraft appearance

Ridge Racer System 22

Another shot of the beach, sometimes if you break out of a track early on, your car remains on a higher evaluation allowing for a top down view for later sections of the game

A look at the buildings near the beach

Ridge Racer System 22

A closer look at the crowd at the start of the game

Tire Garage Starblade, one of the shops near the overpass. Starblade was a 3D rail shooter

The buildings lack modelling towards the rear, since this view would not be available normally in the game. Also note the gap in the Sky where a bit of the blue sky is visible. Seems Namco displayed an overlay across the sky when it was night time, something the MAME emulator has issues replicating accurately.

Italian tomato, some sort of resturant or obscure namco game?

A closer view of the construction site, the trucks are levitating…

Ridge Racer System 22

View of the city, some of the building’s are quite long

The boats in the beach section

One of the many restaurants near the beech, this building appears multiple times. Also this game predates lightning effects, as the game is supposed to in night time mode but the building appear as if its daytime, however in the starting section, the buildings do change to a night time effect.

A distant island, near the marina

Another restaurant building

Ridge Racer System 22

Alternative view of the dead end tunnel, I’d like to try and do this to the PSOne version.

Todo: Mjlonir emulator was capable of running the system 22 versions of Ridge Racer with graphics acceleration, but as it was based on an older version of MAME it suffered from a lot of emulation and graphics issues, and uses an outdated rom set. Vivanonno was another emulator that was worth a look at.