Porting Test Drive II from SNES to PC, Part 2: The first native intro slice

Porting Test Drive II from SNES to PC, Part 2: The first native intro slice The first two days in asmdump were about measurability. The next phase, from February 28 through March 2, was about repla...

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Porting Test Drive II from SNES to PC, Part 2: The first native intro slice

Source: DEV Community

Porting Test Drive II from SNES to PC, Part 2: The first native intro slice The first two days in asmdump were about measurability. The next phase, from February 28 through March 2, was about replacing a narrow front-end slice with native code. That is the point where the project stopped proving that it could extract data and started proving that it could replay behavior. The runtime target was small on purpose The port/ runtime was never meant to be a full game engine in week one. It was a controlled execution environment for known assets and known frame windows. By this stage, port/README.md already described a focused runtime: SDL2 window and renderer fixed 60 Hz loop 256x224 framebuffer direct SNES BG rendering from extracted VRAM + CGRAM + PPU state optional OBJ composition from extracted OAM sequence playback for extracted scene windows indexed palette-animation playback for compact native clips That last distinction mattered immediately. Some intro segments are better represente

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