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xdaniel 980 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Level: 64 ![]() Posts: 454/982 EXP: 2153761 For next: 60336 Since: 12-04-08 Pronouns: he/they From: Germany Since last post: 26 days Last activity: 3 hours |
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>>ESTABLISHING LINK...DONE. >>FETCHING POST DATA...DONE. >>EXECUTING POSTDISP.BIN...
It's far more likely that Grezzo, who ported the game to the 3DS, were given the original game data, before ex. the models were converted into N64 F3DEX2 display lists, and based their work on that. I'm guessing they ported the game engine (not graphics!) to the 3DS - which was written in C to begin with -, rewrote that to use whatever formats the 3DS uses for 3D models, for music and sound effects, then added 3DS-specific stuff like touch screen support. Then somewhere along the line, the assets - models, textures, etc. - were updated or redone to have a higher resolution, more details, whatever. Writing code to emulate N64-specific graphics commands, texture formats, etc. would not have been cheap, either. They'd need to recreate half of the N64's graphics chipset from scratch in C, just to reuse old, low-resolution, low-detail models and textures. That's another thing, texture resolution and color depth is really limited on the N64 - they just couldn't have had ex. higher resolution textures if they interpreted the original data. What you're thinking would've been completely unreasonable from at least the business standpoint, and from common sense. ____________________ |












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