Wanting to cross post this because this remaster is no joke and at the price point we got it at:
So posting his from Katelyn Gadd, a coding wizard, regarding this port and what magic it took to even get it working:
nontwitter:
So posting his from Katelyn Gadd, a coding wizard, regarding this port and what magic it took to even get it working:
nontwitter:
Katelyn Gadd
@antumbral
"poorly done" is an interesting way to describe "someone took an ancient win32 hackjob port of a PS1 game and not only ported it to new consoles but did a bunch of hacks on it to swap in new models/textures and do a bunch of other stuff"
Katelyn Gadd
@antumbral
·
Sep 6
Replying to
@antumbral
some context for how i feel about this: I worked on a similar remaster and even *with* source code and much of the original assets it was a huge amount of work. getting it to run at all took months w/multiple programmers. actually improving the graphics took way more.
Katelyn Gadd
@antumbral
·
Sep 6
getting the original graphics code to work was weeks, then i had to partially rewrite it 3 times (once for each platform) including entirely separate shaders. my first vita one was entirely thrown out because it ended up being too slow, so that's 4 rewrites
Katelyn Gadd
@antumbral
·
Sep 6
then players expect (totally reasonably) things like high-res meshes + textures, good lighting/shadowing, updated aspect ratio, etc - for content that wasn't designed to handle any of that. we literally had to invent some new graphics techniques.
Katelyn Gadd
@antumbral
·
Sep 6
in this case it's not a romhack, they took the old x86/win32 PC version and found a way to port it to other platforms like ARM and x86-64 without using the source code. needless to say that is An Undertaking and not something that is usually done