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Old 14 October 2017, 03:42   #43
Tsak
Pixelglass/Reimagine
 
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Join Date: Jun 2012
Location: Athens
Posts: 1,032
Quote:
Originally Posted by Retro1234 View Post
This is my thought to prerender everything put might not quite work as I'm pretty sure the PSX uses real 3D objects and and all the prerendered sprites throughout the game would take up a lot of space.
Space is not an issue, but RAM is. However the game can load any needed stuff with each screen or set of screens (means there's no need to load from the get go all prerendered sprites). I'm sure 1,5- 2mb are more than enough to allow you to play a few rooms without any loading interruption. And as I already mentioned there's not even needed to go and prerender all 3d objects and anims to perfection. With clever compromises any smoothness or detail lost will be hardly noticable.

Quote:
Originally Posted by MigaTech View Post
This is yet another reason why I started this thread, because I too thought this would be possible. I have continually stated the 33MHz speed of the PS, not to mention the screen modes.
I think there's no real comparison between the Amiga and PSX, the later has specialised custom harware to pull off it's magic (just like the Amiga has it's own), so the CPU speed is not much relevant here. Plus for a nice Amiga port you'd still need to make a lot compromises. Unless you make it for 060 in which case I too think a 1:1 port could easilly be created. But where's the fun in that?
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