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Re:Another World Ported to FPGA by bzzzt on Saturday July 15, 2023 @02:10PM (#36739498)
Depends on what you consider 'full game VM'. Adventure games from Infocom ran all game code on a VM, and so did the graphical adventures from Sierra and LucasArts. The latter two used some native graphics primitives of course.
Re:Another World Ported to FPGA by joshvm on Saturday July 15, 2023 @03:43PM (#36740268)
Scumm is a good example. There was a port for the original DS that ran well enough.

https://wiki.scummvm.org/index.php/Nintendo_DS

Re:Another World Ported to FPGA by jmiskovic on Saturday July 15, 2023 @05:35PM (#36741167)
Another World is on a whole other level. SCUMM is from '89 and the NDS came out in 2004. Another World game came out in 1991, and because it used the VM it could be back-ported to Apple IIGS (1986), the computer that's 5 years older than the game itself!

The graphics exclusively used real-time rendered polygons with support for transparency, which nobody knew was even possible at the time. Along with researching the new rendering tech, the same person created everything else except the music - the memorable & immersive world, an original story, concept and cover art, strong cinematics that were SoTA at time, graphics and animation, innovative level design, puzzles, the game logic - over just 2 years. It also defined a new 'cinematic platformer' genre, with later titles like Flashback, Blackthorne, Oddworld, and recent LUNARK. It's simply incredible feat.

Re:Another World Ported to FPGA by egypturnash on Saturday July 15, 2023 @06:26PM (#36741504)
real-time rendered polygons with support for transparency, which nobody knew was even possible at the time

Aegis Animator was doing pretty much the same sort of rendering on the Amiga, in 1985.

I never did much with it, what with being a kid at the time, but it was fun to play with and looked pretty cool. I don't think its rendering was as tightly optimized as Another World's was, though.