All 3DO M2 info is now here.

M2 related information in here please.
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Post by Windows Killer » Wed Mar 07, 2007 4:37 pm

Trev wrote:Any additional info? I've read about the dance game demo before, but I've never heard of PonPon.
Here's the Pon Pon flyer:

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Post by Gir Draxa » Sun Mar 11, 2007 6:40 pm

What is Pon Pon? Heh, think a cross between the game MEMORY and WHACK-A-MOLE.

True, it's quite a simple little title, but it's out there. Here's a link to PONPON Land (which by the way is the true title of the game for the M2 ぽんぽんらんど)

PONPON-LAND

Oh, and for those who're wondering if it's the same title, check this out :

M2 PonPon Set

There were a few Japanese sites that sold the M2 & PonPon as a package deal. Though you'll have to just search for PONPON LAND (ぽんぽんらんど or ぽんぽんランド in Japanese) and hope for some good luck. Hey, you might even ask PONPON LAND.:)

Enjoy!

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Post by NikeX » Mon Mar 12, 2007 2:45 pm


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Post by Gir Draxa » Tue Mar 13, 2007 6:00 am

I take it since you found the PON PON Sheets then you also have these, but I'll post them anyhow. :)

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Bousai Simulation System
(Disaster Prevention Simulation System)
"This system was demonstrated at the 50th anniversary festival of an Osaka fire-fighting brigade, from which Matsushita Electric got the letter of thanks." (from the M2 System website)



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Jukenen No Kagayaki from China Sonnet
A series of games for testing the elderly. Includes, memory, hand eye co-ordination, reaction time, judgement and more.

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Post by NikeX » Wed Mar 14, 2007 3:49 pm

Thanks,
here are some 3DO M2 release notes of a former M2
developer which Ive found


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Im gonna put my website back online, if I have enough content.

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Post by NikeX » Wed Mar 14, 2007 4:18 pm

Some information about my Dev Kit
I got from a former M2 developer:

http://www.r3tr0.de/3DO_M2_big15.jpg

The chip express chip was called Bridgit - it's main purpose was to allow the Mac host to be a bus master (via DMA) on the 602 bus. The chip with the fan is the main M2 ASIC. I _think_ the chip with the 3DO logo is the Opera cel engine - the Bulldog team (later "Cagent") had originally hoped to emulate the 1st gen 3DO inside M2, but for business reasons that idea was discarded. The unpopulated headers were logic analyzer headers with pinouts made match a HP (1xxxxx series?) logic analyzer pods. They connected to the 602 bus.

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Post by Trev » Thu Mar 15, 2007 1:24 pm

Brief excerpt from an IGN interview form October 1996, shortly after Interplay had moved development of Clayfighter form M2 to N64.
N64.com: What kind of difficulties or benefits are you encountering as you develop for N64? Like for instance, did Nintendo just sell you a workstation and say good luck? Or did the company provide you with a large development library from which to work?

Jeremy: One of the great things about N64 is the lack of bull&$#! you have to cut through to do what you want with the machine. The N64 manual is literally one small binder. This is as opposed to about seven binders 3 inches thick for M2, with a huge library of stuff that you had to use. N64 gives you the specs on accessing the hardware. And from there, it's your boat. I think, off-hand, you have like two files to include. That's it. Yawn. The less-is-better approach works here. Our programmers love it, I love it. It's great. In addition, we have support at Nintendo that we can contact for any little problems. The hardest part was getting a functional SGI.
Was N64 really that much easier to develp for? Maybe it was a case of teams not coming to grips w/so much power so early on?

The above is the only mention of M2 in the interview, but if any wanted to read it in full, it is here ...

http://ign64.ign.com/articles/060/060352p1.html

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Post by Windows Killer » Sat Mar 17, 2007 1:14 pm

NikeX wrote:Some information about my Dev Kit
I got from a former M2 developer:

http://www.r3tr0.de/3DO_M2_big15.jpg
I thought you wanted to leave the internet forever because of the planned "Vorratsdatenspeicherung" in Germany? ;) (sounded ridiculous enough)
Was N64 really that much easier to develp for?
Yes, it was. The problem with the 3DO and the M2 was that the developers never got to see the hardware docs, 3DO kept them secret. So they had to use all the slow and buggy functions that the OS provided, instead of programming for the hardware directly.

As for Clayfighter:

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Post by Mobius » Sat Mar 17, 2007 7:24 pm

WindowsKiller wrote:...
Trev wrote:Was N64 really that much easier to develp for?
Yes, it was. The problem with the 3DO and the M2 was that the developers never got to see the hardware docs, 3DO kept them secret. So they had to use all the slow and buggy functions that the OS provided, instead of programming for the hardware directly.
I've been reading through the 3DO SDK, and this is addressed at one point. Basically, what it comes down to, is that you can't write directly to the hardware because there are so many different hardware variations and configurations. There were lots of plans for more configurations with different amounts of RAM, VRAM, etc.

Writing to an OS instead of hardware has a lot of advantages as a programmer -- like extensive memory and thread management. It's quite nice for someone that doesn't have much experience developing for a game console, making it easy to jump right in and get working software up and running.

On the other hand, I would imagine that the Clayfighter developers, having had more experience writing to platforms like the SNES and Genesis, would be much more used to writing to the hardware directly, making it difficult to transition to something like the 3DO or M2.

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Post by Windows Killer » Wed Apr 18, 2007 2:04 pm

Photos of my current 3DO M2 collection:

http://videogamecollectors.com/gallery/album439

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Post by NikeX » Wed Jul 18, 2007 11:10 am

Me too:
http://videogamecollectors.com/gallery/Tekknorg
the first ones are new added.

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Post by NikeX » Sun Oct 07, 2007 7:16 pm

I've made some screenshots of my M2 Development & Emulation Card "working".


This is the Desktop of my M2 Apple PowerPC.
You can see the 3DO_M2 folder and the Comm3DO (preferences /
communication for M2 Development Card) to start the "shell" and the video out

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Here you can see the M2 Emulation Settings of the M2 Emulation Card
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M2 Emulation - again
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Preferences - after activating Comm3DO, there are various bootscripts and you can choose from Flash / Debug / PAL / NTSC
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After the "OK": The M2 wakes up (I re-flashed it here)
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Finish
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This is PostPro 3DO: Convert graphics like M2 .utf texture or png to Photoshop RGB / Index
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This is a converted graphic into 3DO Cel format.
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This is the 3DO M2 Font Builder (I wrote "Maker")
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I generated Symbol 10 pt as a M2 font.
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M2 Font Builder Information
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More inside of my profile.

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Post by parallaxscroll » Sun Feb 17, 2008 9:20 am

Someone scanned some of the later Next Generation magazine M2 articles (which makes me wish I could read the rest that were not scanned) a few years ago. I managed to bring up the index of them on web archive and I've re-uploaded those articles.

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Post by parallaxscroll » Sun Feb 17, 2008 3:00 pm

Here's a cleaner (better than YouTube) version of the pre-rendered CG
FPS demo used to hype the M2:

http://www.leemarrs.com/animation/anima_index.html

It's the 4th video down "Shooter Room".


What I REALLY, REALLY, REALLY wanna see though, is video footage of THIS dungeon-corridor FPS scene in motion

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Obviously this was also prerendered CG, not something M2 could've done.

I saw it in motion on television in 1995. As I recall it was incredibly smooth, 60fps, totally anti-aliased. The lighting was awesome. textures amazing. wicked cool. It looked better than anything that Dreamcast or PS2 ever did years later, and at least on par with the most impressive stuff ever seen on Xbox or Gamecube (maybe more so).

The truth is, even SGI's most powerful hardware of the time, Onyx RealityEngine2, costing $100,000 ~ $200,000 or upto several million dollars in multi-rack configurations, was NOT capable of doing any of these pre-rendered CG "M2 PR" demos, in realtime. They were done, pre-rendered on lower-end SGI workstations.

I seriously doubt even SGI's then-next-generation InfiniteReality graphics subsystem released in 1996 with about ten times the performance of RealityEngine2 (IR could do 10 million+ polys/sec with all features) could pull that stuff off in realtime, either.

Not until we get to SGI's more modern hardware of the last 5 years or so, like UltimateVision released in 2003 which uses 4 to 16 (or more) ATI R3x0 GPUs (each equivalent of a Radeon 9700/9800) in parallel, could those CGI demos be done in realtime at 60fps. We could now (since 2005/2006) have that stuff and beyond it done realtime, in-game on Xbox 360, PS3, PC, no problem but it took a decade (1995 to 2005/2006) to get there.

If 3DO & Panasonic released a new system every 3 years or so, as they were planning (3DO: 1993, M2: 1996/1997 MX 1999 ?) we would probably be playing on M5 now. 3DO Systems/CagEnt was a few years ahead of the PC 3D industry (Rendition, 3DFX, PowerVR, 3DLabs, Nvidia, ATI, etc) and also ahead of Sony and Nintendo with SGI. If that trend had continued, their current console could've been better that other current-systems. Or not, since Nvidia & ATI got much, much MUCH better with the influx of engineers from SGI/ArtX, Evans & Sutherland, Lockheed Martin/Real3D, 3DLabs etc, and Sony switched from in-house graphics to Nvidia.
Last edited by parallaxscroll on Tue Aug 12, 2008 6:56 am, edited 3 times in total.

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Post by Trev » Fri Apr 11, 2008 8:56 pm

First time I've ever seen a pic of Viz House ...


http://cgi.ebay.com/3DO-M2-System-FZ-35 ... dZViewItem

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Post by Lemmi » Sun Jun 08, 2008 12:00 am

buyatari is selling some odds and ends for the M2 on DP

http://www.digitpress.com/forum/showpos ... ostcount=2
Ex-3DO collector extraordinaire , but i still have my collection
Villagephotos is dead, need to find my old pics and find another host

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Post by NikeX » Tue Jul 27, 2010 7:34 pm

parallaxscroll wrote:Someone scanned some of the later Next Generation magazine M2 articles (which makes me wish I could read the rest that were not scanned) a few years ago. I managed to bring up the index of them on web archive and I've re-uploaded those articles.
(...)

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(...)]
A few "new" screenshots (the new video is uploading at the moment): You can see the mentioned particle effects, the great textures, better than PSX or SAT and even N64. You can move the camera in realtime around the car, and look at the last screenshot: There is a wall with a special texture. It's behind a house in a track in IMSA Racing. If you drive towards the wall, the easter egg "2D shooting game" will stat. What a surprise!

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I'm going to post endless screenshots also on my blog:
http://www.mikkai.wordpress.com

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Post by NikeX » Tue Jul 27, 2010 8:41 pm

The new IMSA video, with the 2D shooter easter egg:
http://www.youtube.com/watch?v=KiUUb--ggIw
my camera is a good one, but it makes sound effects after filming one hour.
edit: no, it's not my camera, it's magix video deluxe 15' fault. I'm working on it.

I've got a new race track in IMSA. I don't no why, maybe because of some track highscores or a glitch. The new track was gone after soft reset via P button. But here are some impressions:

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The details are amazing:

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If you're not tired, new video soon.
edit2: I've also got two new radiostations: Grunge and Pop.

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Post by NikeX » Thu Jul 29, 2010 9:12 am

And this is the new video showing the bonus track mentioned in the thread above:
http://www.youtube.com/watch?v=ESMpBJFzmIY

edit: new high definition video with IMSA glitches & stunts coming today
Last edited by NikeX on Thu Jul 29, 2010 3:32 pm, edited 2 times in total.

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Post by 3DOKid » Thu Jul 29, 2010 10:16 am

Something about that is very 3DO. Reminds me of the "milk run" at the end of Shock Wave for some reason.

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Post by NikeX » Thu Jul 29, 2010 8:13 pm

New video with a better screen:

http://www.youtube.com/watch?v=QeLGfeDHIYo

Snapshots fromt the video:
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Last edited by NikeX on Thu Jul 29, 2010 9:36 pm, edited 1 time in total.

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Post by Scarlettkitten » Thu Jul 29, 2010 8:39 pm

You can really see the quality in the graphics now, thanks :)

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Post by awbacon » Thu Jul 29, 2010 11:55 pm

Awesome videos. Thanks for doing them all. If you ever need help with vids, I am a filmmaker for a living and would love to be a part of documenting all the crazy new M2 stuff.

Question, since I now MUST OWN a fz-35 to play this...do you need the proto pad? or can you use a standard 3DO pad? I have never seen a proto pad for sale

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Post by NikeX » Sat Jul 31, 2010 9:52 am

awbacon, I honestly don't know, unsure about this. M2 proto pad and normal 3DO pad do have the same ports. But their inner life differ totally from each other. Should I try it out? In the FZ-35 manual it says, that the user shouldn't connect any periphery from the stores, because this could cause a fire. :shock: Does anyone have an idea?
By the way, in EDGE issue 22 UK edition July 1995 is photo of an early M2 dev kit, on page 58. Connected to a FZ-1! Which you means, maybe you can use a normal M1 pad.

EDIT: awbacon! You are a filmmaker? Can I send you a 32 minutes long video I've made with 5 others in a german bunker? To hear your opinion, if you have time. It's a hobby of mine.

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Post by bitrate » Mon Aug 02, 2010 12:44 am

NikeX wrote:awbacon, I honestly don't know, unsure about this. M2 proto pad and normal 3DO pad do have the same ports. But their inner life differ totally from each other. Should I try it out? In the FZ-35 manual it says, that the user shouldn't connect any periphery from the stores, because this could cause a fire. :shock: Does anyone have an idea?
By the way, in EDGE issue 22 UK edition July 1995 is photo of an early M2 dev kit, on page 58. Connected to a FZ-1! Which you means, maybe you can use a normal M1 pad.

EDIT: awbacon! You are a filmmaker? Can I send you a 32 minutes long video I've made with 5 others in a german bunker? To hear your opinion, if you have time. It's a hobby of mine.

Hey guys, you can safely use normal 3DO pads on FZ-35S units. It's really all I ever use on those machines as I don't want to wear down the much harder to find M2 proto pads.

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Post by NikeX » Mon Aug 02, 2010 6:51 am

Yes! I tried it out and it works! But I cannot change the view, because the small 'R' button is needed. It's on the 3D Zero Controller - the 6 button turbo joypad for the 3DO - which became later the M2 proto pad, right? Now, all you need is a FZ-35 Player. Good news for everyone!

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Post by 3DO Experience » Tue Aug 03, 2010 12:40 am

NikeX wrote:...a 32 minutes long video I've made with 5 others in a german bunker...
MMMMmmmmmmmm :twisted:
"Wait. You don't have a bag of charcoal in your gaming room???"

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Post by NikeX » Wed Aug 04, 2010 12:07 am

:idea: what do you mean? :?:

Well, this is new video, showing .csf data files and .utf texture files in the anim directory of the SDK and started via shell Comm3DO on my M2 development system - with the intense help of a very helpful user:

http://www.youtube.com/watch?v=-l_RatcWMhc

edit: a new video:
http://www.youtube.com/watch?v=3BSAj5XXW-w
or here:
http://www.gametrailers.com/user-movie/ ... sed/348265

photos from the animations and objects examples (mercury engine) testing:
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Hopefully more to come.[/img]
Last edited by NikeX on Tue Aug 10, 2010 4:07 pm, edited 1 time in total.

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Post by NikeX » Sun Aug 08, 2010 10:04 pm

I just made it (M2) and this place more known on gametrailers.com:

http://www.gametrailers.com/user-movie/ ... art/348431

http://forums.gametrailers.com/thread/3do-m2/1106000

But why is the 2D Shooter easter egg of IMSA shrinked on a flat screen?

And, the angry 3DO painted car hit me off the track:
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evidence plus M2 animations video:
http://www.gametrailers.com/user-movie/ ... ing/348530

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