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Thanks for writing! I'm impressed by your dedication and effort, but also a thanks for your writing style, which was really easy to follow. I've read a lot about the SNES and Mega Drive before, but you've given me the best understanding of how the sprite updates per frame are limited by CPU time (and it's nice to see someone else who suffered with bad 50Hz versions). Are you tempted to try this for another console. I've always wondered how horrible programming the N64 must be!


Thanks, I'm glad you enjoyed the article! I actually have made several games for other consoles (GB, Mega Drive, Atari 2600, Atari Lynx, Neo Geo), that you can find here: https://drludos.itch.io/

And I wrote two other articles like this one, that try to cover "how the console works" and their limitations I faced during each project:

- Making a Game Boy Game in 2017: https://www.gamasutra.com/blogs/DoctorLudos/20171207/311143/

- Making a Mega Drive /Genesis game in 2019: https://www.gamasutra.com/blogs/DoctorLudos/20191019/352537/

I hope you'll enjoy them too! :)

For the Nintendo 64, this is way beyond my current programming skills (3d and all that). But I know that Matt Philips (who made the incredible Mega Drive game Tanglewood in 2018) was toying with N64 development and sharing about his experiments on Twitter: https://twitter.com/bigevilboss


which of the consoles you've developed for was the most pleasurable/least hassle to work with?




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