Oh man,,, that sounds like a real challenge ! At least from my understanding of how the polygons are renderd vs texture UVs. When textures are applied to our modern hardware triangle produced/renderd meshes, they UV map differently vs. being applied to the true Quads of the NV1 and Saturn. For example since Xtreme uses a lot of ramp blocks, if you have a ramp piece on the original hardware with a side that looks like a triangle , the NV1 is actually using a quad and overlapping 2 vertex to form the triangle's 3ed point. The texture in turn squashes evenly at that point where the vertex are brought together. However on a quad made of triangles (modern hardware) if you move the 2 points together, than the UV does not squash the same way. It will also squash differently or not at all depending on which points moved vs the triangulation. There was one Sega Saturn emulator ( I think it was SSF) that has an option for software rendering that could render the Saturn/NV1 styled tri shaped quads on our modern systems. When you switched it to hardware mode , it rendered standard triangles with the new-school screwed up Texture UV mapping. Take this Sonic Jam model that I have over here as a reference. I had to cheat a bit in my modeling package to reproduce the Saturn style triangles by subdividing the triangle to keep the texture UV distribution even all the way across non uniform quads. This pic shows our modern hardware example in the raw, check out the nasty triangle deformations on the textures. (Sure the uniform shaped quads look fine) Now for the Saturn type rendering ( although I've cheated here it looks the same as Saturn basically) Notice how the 2 circled polygons look so much better. For some AXSX's recreated levels, since I cant use subdivisions trick (above) because it would make fisheye inconsistent between blocks. I actually had to fake it with the subdivision than bake the textures with a much higher resolution and align them to the triangle's UV space to fake the Saturn styled look and feel, but yeah only a few levels will benefit from this as its a lot of work. In this level recreation of a magazine screenshot we see the faked ramp blocks each with its own baked texture. Ignoring the above art hacks...my question is this, will you be attempting to keep the Saturn style rendering for triangle shaped polygons ? And if so, would you be going for a software renderer or hardware rendering but using some kind of programming wizardry? Even without reproducing the Saturn styled rendering, I think your re-coding project is still going to kick so much ass when done. So very looking forwards !