blabla wrote:Cool but i wish i could get one that's not expensive or a goldstar !
There are crazy expensive here in France, it's like paying for a new console at launch !
You lucky bastard
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
thanks. These last years prices in all retro computing and gaming have raised a lot. It was a lot cheaper hobby when nobody cared about old videoconsoles
Something like Quake would require lots of works and it requires using assembly to get decent speed.
I'm not sure he's that good at ARMv6 assembly...
Memory shouldn't be a problem though, especially since the 3DO can accept 16 colors and 64 colors cels so
you can actually store a decent ammount of textures. (Unlike the PS1 or the Saturn)
But honestly, why porting something like Quake when he (or she) could work on an original game for 3DO ?
Surely programming in asm can help your math calculation loops, but it's more a matter of not being able to directly program the video co-processors, the ARM60 isn't powerful enough to do all the math and render the scene in enough time. And having two graphic processors sitting doing nothing is a crime.
If you want an acceptable speed you need to use the cel engine, which means you need to convert the Quake II engine into a entirely new engine based on cel rendering, which means that in the end you will program an entirely new engine that just happens to load quake II files. And if you don't do some kind of preprocessing of the files to get a better suited format for the 3DO, it will be mediocre at best. So unless you want to play or view a clunky version of Quake II in the 3DO, I think there's no reason for doing it.
I think an original engine would be better both in practical and fun terms
About creating a game, well that's an entirely different beast. It takes a big amount of time and polishing to get a game done, so that's why I'm focusing on doing technical demos and prototypes.
pd. it's she
![Wink :wink:](./images/smilies/icon_wink.gif)