| TIP: Click on subject to list as thread! | ANSI |
| echo: | |
|---|---|
| to: | |
| from: | |
| date: | |
| subject: | Re: what is the IIgs? : good idea.... |
I don't know what kind of overhead it would take for the //gs to handle all the conversions mentioned, but it seems that some sort of dynamic recompilation might be more in order. Since you're wanting to capture the strengths of the //gs hardware, then you might have to get clever about conversion of the sound and graphics. For example, take the midi music and convert it to a format more streamlined for the // gs sound chip with an appropriate, yet tuned sound bank that only contains the necessary instruments. (or use a midi-to-mod conversion tool, I'm sure there's thousands of them out there). The less work the //gs has to do during the game, the more you can spend on making the interpreter as fast and efficient as possible. After all, it wouldn't be a good game if it were too slow to enjoy. A million extra brownie points to whomever makes "Day of the Tentacle" work on a //gs. -B --- SBBSecho 2.12-Win32* Origin: Derby City Gateway (1:2320/0) SEEN-BY: 10/1 3 34/999 120/228 123/500 128/2 140/1 222/2 226/0 236/150 249/303 SEEN-BY: 250/306 261/20 38 100 1404 1406 1410 1418 266/1413 280/1027 320/119 SEEN-BY: 393/11 396/45 633/260 267 712/848 800/432 801/161 189 2222/700 SEEN-BY: 2320/100 105 200 2905/0 @PATH: 2320/0 100 261/38 633/260 267 |
|
| SOURCE: echomail via fidonet.ozzmosis.com | |
Email questions or comments to sysop@ipingthereforeiam.com
All parts of this website painstakingly hand-crafted in the U.S.A.!
IPTIA BBS/MUD/Terminal/Game Server List, © 2025 IPTIA Consulting™.