4/19/2023 0 Comments Sonic spinball rom usIt was that doing 3D on the Saturn was uniquely much harder because the hardware was designed for 2D sprite manipulation rather than polygons. Nothing good enough to boast about on here though. But I have gone back and written some homebrew stuff for the older consoles since. Instead specialising in PC games (and 8-bit micro computers before IBM-compatibles took over) instead. Unfortunately I wasn’t lucky enough to have access to any dev kits for any generation of consoles prior to the PS2 / Dreamcast era. Which was one of the many issues developers had with that console. Unfortunately from the stories I’ve read, Sega were really late in delivering an SDK for the Saturn instead expecting developers to continue to write code in assembly. SN Systems, being by that point acquired by Sony, would have been excellently placed for the PlayStation dev kits. As you say, an expectation likely driven from PC development. Yeah C was definitely available for the 16 bit but and think I recall C++ being available for the N64 but that was a later generation (and thus released several years later) than the Mega Drive and SNES era.īy the time the N64 / PlayStation / Saturn generation was released, it was more common to expect SDKs. I think there's a lot of "transposing of knowledge" there, where people know how 8-bit games got built, and assume it was the same for the 16-bit era, but I suspect the 16-bit era was where the transition away from that started, so there was a bit of both. The thing is that once it's compiled down to a final rom, all the scaffolding used to build it is gone, so there's so little evidence left that it's pretty plausible for people to think it was just done completely in assembly (particularly since there's significant evidence of hand-crafted assembly routines in such a product, since they did that for parts of it). I'm merely relating hearsay here, but at least one primary source (Secret of Evermore) suggested this was the case. They were usually "touched up" in assembly there would be inlined assembly stuff for a lot of core loops and hardware interaction, but apparently quite a few games actually used "high level languages" for large tracts of the code. I was really surprised to discover that quite a few games in the SNES/Genesis era actually weren't written in assembly.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |