Yeah, basically that. All they had to do was develop more first party software in '95 and '96, not release another add on.
Duke Nukem 3D for the Sega Genesis longplay "Because one bad Duke game longplay in one week wasn't enough..."
#31 Posted 30 August 2014 - 10:26 AM
#32 Posted 01 September 2014 - 07:38 AM
Duke of Hazzard, on 21 August 2014 - 01:20 AM, said:
That Wolf3D Genesis port is brilliant. I assume this proves that a better job could've been done with the official SNES port, considering the SNES isn't any weaker than the Genesis.
The SNES is considerably weaker that the Genesis when it comes to raw CPU power. Memory bandwidth is limited on the SNES too, I believe it can't update as many tiles per frame as the Genesis can which is why it used a zoomed Mode7 layer to get around that limitation with Wolfenstein 3D. Weak CPU and powerful graphics processing to make up for it is a common Nintendo console trait.
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The SNES handled Doom acceptably, although memory constraints meant that sprites, textures and sound samples had to be cut. The SNES also couldn't handle the code for the BFG sparks, so the BFG shot became just a huge very damaging blob instead.
It's probably more accurate to say that the SuperFX2 chip handled doom acceptably. Also, SNES Doom isn't really Doom, at least the engine isn't. It was custom built by Randy Linden (of the Playstation emulator Bleem! fame) for the game. Random trivia, but Doom 2 for the GBA is the only other official Doom game that uses a non-Doom engine, instead using a 3D engine developed specifically for the GBA that was also used for Duke Nukem Advance!
#33 Posted 01 September 2014 - 11:16 AM
The Doom engine is responsible for the game mechaniscs, not necessarily the rendering. Thus I think it's not correct to say these ports don't use Build engine.