Sumez wrote:
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First of all:
The MD/Genny already has tons of 1990's era tech games. Why make another one? Shouldn't we push things forward?
Sure, but making a game on MegaDrive is hardly "pushing things forward", and that's obviously not the intention with a release such as this.
My post was exlusively directed at the discussed assumption that the thing on the PCB was some kind of FPGA, MCU, or essentially a coprocessor running game logic, which would mean the program that makes up the game essentially isn't a MegaDrive game, but a game designed for that hardware instead.
For a game that's specifically
marketed as a celebration of the MegaDrive, don't you think there's at least some kind of irony to that?
No. If the Mega Drive was still alive, devs would competing and using any enhancements they could find. I see innovation--and you can't call it dead if there's still innovations rolling out. I don't see irony. I see, "I ain't dead yet, muthafucka."
It's still progress, because pushing things forward on the platform itself is progress. Obviously, the hardware presents limits that cannot be overcome, but that's the point. The MD/Genesis has a unique charm.
It doesn't make a damn bit of difference if the coprocessor handles some logic. Looking at the video, the cart is still using the MD/Genny hardware for visuals and sound duties. Furthermore, the ability to offload logic to a coprocessor wasn't unprecedented in the 16 bit era. Super FX and SA-1 allowed it. (I guess you could go all "console wars" and make it a Sega vs. Nintendo thing. Be my guest, there. Won't change a thing.)
It's just a faster coprocessor. That's unsurprising, because it's almost 2021.
Sumez wrote:
Using tech to make consoles do things they weren't normally capable of is interesting. I'm personally interested in that stuff. But it's a very different thing from making a homebrew game specific to that platform.
Star Fox. *Drops mic.*
Sumez wrote:
In fact, you said it yourself. Modern homebrewers have a lot of advantages over professional development teams of the era.
No. I didn't. I said the opposite. I did say the devs innovated and used modern technology to level the playing field between their small team and large team of professionals that got paid.
Sumez wrote:
Not only do we have decades of research, documentation and reverse engineering to look back on, we have much better tools and resources available. Emulators, debuggers, and even helpful utilities to create and convert artwork that are still improving to this day.
And finally, we have a lot more time. Most MegaDrive games were churned out in half a year.
Paprium took eight years.
Paprium took eight years.
Yes. It took eight years because nobody is getting paid. That's hundreds of hours of work. Have you ever worked on a dev team? Yes, I have.
Sega's in-house programmers knew the hardware intimately and they did a good job teasing out the machine's abilities. The only platform I know of that makes a quantum leap with modern documentation is the Atari 2600.
Sumez wrote:
If you're claiming the people behind Paprium "won't make a penny of profit" I think you have a lot of research to look up on.
You won't recoup hundreds of hours of work. Paying me pennies an hour isn't a real profit. It's a labor of love. Between the software and hardware design, I can't imagine how much time and energy they have invested.
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Successful homebrews are expected to push the platform forward with significantly fewer resources (and rewards). That's why the cart is enhanced and I don't see the problem.
Sumez wrote:
I'm not sure what the point is, or how the above makes sense. How does "enhancing the cartridge" relate to the resources available to the developer?

Are they able to make a game using fewer resources due to a coprocessor in the cartridge? In what way? You still need to create everything that makes up the game, including game design, engine, stages, and lots of graphics and animations, etc. The amount of resources are still the same.
One scenerio is an ARM processor. The ARM would feed instructions (and a ton of no ops to the MD hardware registers). The ARM would "race" the Mega Drive. Because the ARM runs faster than the Mega Drive, the slack time (between sending updates to the Mega Drive and during no-ops) would be available for logic. Additionally, the game's state would "live" on the ARM cart. That allows a large share of the game to be written in C++. That makes development (writing, debugging, and iterating) significantly easier.