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- Path: sparky!uunet!wupost!tulane!agwbbs!Paul_Trauth
- From: Paul_Trauth@agwbbs.new-orleans.LA.US (Paul Trauth)
- Newsgroups: comp.sys.amiga.games
- Subject: Re: SEGA Genesis on Amiga? ][
- Distribution: world
- Message-ID: <Paul_Trauth.1axn@agwbbs.new-orleans.LA.US>
- Date: 26 Dec 92 19:24:37 CST
- Organization: The Amiga GateWay BBS * New Orleans, La.
- Lines: 42
-
- In a message dated Fri 25 Dec 92 2:26, Jsmcgi01@ulkyvx.louisville.edu
- wrote:
-
- J> In article <1992Dec23.201649.2820@serval.net.wsu.edu>,
-
- J> I have heard that it is ridiculously easy to port games from the SEGA
- J> Genesis
- J> to the AMIGA due to the similarity between the two systems.
-
- The only -real- similarity, from what i've heard, is that they both use a
- 680x0. (There's a 68000 in the genesis, and a widely varying 680x0 in the
- Amy...)
- The Amiga is mostly bitmap-oriented; the sprites are very hard to use
- effectively as there are so few, and they're so small. (AGA solves the size
- problem, but not the number problem, i think...)
- The Sega, on the other hand, has lots of sprites, and has a
- character-mapped background... (character-mapped backgrounds save memory,
- but are less versatile in some ways.)
-
- J> If I recall correctly, there used to be ads in AMIGAworld magazine in
- J> which
- J> SEGA basically said, "Hey if you can program the AMIGA, you can
- J> program the
- J> Genesis, come work with us."
- J> Is this true?
- Well, if you can code in 680x0, you should be able to program for the
- Genesis, once you got its custom chips straight in your head. They DID
- advertise for programmers in Amigaworld a ways back; as i recall, the
- American division uses Amigas SOMEhow in development.
-
- But you can't just recompile for the Amiga. Why do you think none of the
- Sonic-wanna-be games are anywhere near as colorful? The hardware's quite
- different.
-
- -- Via DLG Pro v0.995
-
- - be zorch, daddi-o --------------- paul (raccoon) trauth ----------------
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