First of all, kudos on such a great remake. It's pretty impressive that you guys got so much done so fast. My thanks.
I'm curious though, about exactly how the game was reprogrammed. I have a 3DO console and did a little research on it. To my knowledge, no one has created a successful 3DO emulator. I don't know whether this is because no one cares to do so or because writing one would be prohibitively difficult. My question is, essentially, does the UQM run on a 3DO emulator or did you actually rewrite the code for the seperate platforms? Also, what programming language was the original 3DO version written in? Assembly for the ARM processor in the 3DO? Or C? Or what?
does the UQM run on a 3DO emulator or did you actually rewrite the code for the seperate platforms? Also, what programming language was the original 3DO version written in?
Well, the original source code for the 3DO version was mostly (if not all, I don't know exactly) in C. They took the code and ported it to be cross-platform and run on modern systems; it doesn't run on a 3DO emulator.
Thanks for the info. I'm kind of surprised the wrote the 3DO version in C. Was that what the original PC version was written in? I was under the impression that with consoles you often did not have the luxury of writing in C or C++ because you needed assembly or something else to eek as much power out of the thing as you could.
Was that what the original PC version was written in? I was under the impression that with consoles you often did not have the luxury of writing in C or C++ because you needed assembly or something else to eek as much power out of the thing as you could.
I believe in both cases, *most* parts of the code were written in C, but some of the low level stuff almost definitely had to have been done in assembly. Regarding the consoles, that definitely was the case for say, a NES, but I guess the 3DO dev kit had a compiler that optimized everything well. But I honestly know close to nothing about the 3DO.