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- hi there. Bertrand speaking.
-
- Sorry I didn't answer before. I was on vacation in Corsica.
-
- > >I'm seriously thinking of doing a PC version of Bad Mood. This could
- look
- > >like a very stupid idea because Doom exists for PC. But it is not for
- the
- > >following reasons:
- > Hmm... I dont mean to be pesimistic, but converting Bad Mood would be
- quite
- > difficult, with all the code in 680x0 and DSP assembler... perhaps a
- better
- > approach would be to use the WAX (or other) engine, but with BMW loader
- and
- > networking code...
-
- Well, what I meant was really a Bad Mood compatible engine on the PC.
-
-
- > >When a bit of code is necessary, it can be implemented in different
- ways.
- > >First, a script version should always be available. In some cases, this
- > >script could be a limited version just here for intermachine
- > >compatibility.
- > If networking, all the versions must have identical effect - otherwise
- the
- > game would be inconsistant.
-
- Yes, of course. It seemed obvious to me, but I should have said so. What I
- mean is that the code can be /optimized/ for a given machine. What I meant
- also is that if a machine is not powerful enough, we can put a minimal
- equivalent of the effect. For example, a dynamically created 3D sprite
- could appear on some machines as a collection of precalculated sprites.
- See what I mean?
- Anyway, the principle can be used for all kinds of things. It enables us
- to have a nearly universal game.
-
- > >This enables for automatic compatibility: we can make an amiga or mac
- or
- > >ZX81 (not) version and use all BMWs and chars without modification.
- > Why not ZX81? Or perhaps ZX81 emulators... these give more memory... :)
-
- OK, let's do it... NOT!
-
-