Maes
I like big butts!

Posts: 10176
Registered: 07-06 |
I always wondered how "low" a proper port of Doom could go with regards to requirements. For a "proper" port I mean one that can use the original resources in their standard formats (perhaps downsized, e.g. smaller maps, or redesigned, e.g. new graphics to better fit with the limitations), and uses most of the original game logic. If you recreate too many resources or end up with too radically different game code, then it borders on being a recreating.
The cut-down measures used on ports such as SNES, 32X etc. are a good indicator. Practically, I think it's impossible to go below 2 MB of addressable combined ROM + RAM space without starting to sacrifice too much, and requiring major re-rewrites. When you're dealing with machines having a bit depth < 8 and planar displays, then even the 1 byte per pixel of the original starts looking wasteful.
Edit: I'm surprised that they chose to use proper scalable "textures" for this minimal port. The ZX spectrum one uses fixed-resolution patterns that never pixelate instead, which IMO look better than ultra-low-res textures, and are probably much faster to render.
Last edited by Maes on 02-13-13 at 21:07
|