Re:Sega Saturn Architecture – A practical analysis
by Grazester on Tuesday March 26, 2024 @09:02AM
(#39827299)
Not a whole lot. If you wanted to extract the full power of the system then you needed the native SDK.
Sega Rally 2 was ported using CE and it has frame rate issues it really shouldn't have an this is attributed to CE
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Re:Sega Saturn Architecture – A practical analysis
by ac2u on Tuesday March 26, 2024 @10:27AM
(#39828284)
I guess they had a porting job to do since the arcade hardware Sega Rally ran on wasn't Naomi(which was basically a souped up Dreamcast), and they figured if they used WindowsCE then they could use DirectX and get a PC port out of the same efforts.
But yeah, for a flagship title they should have went for a port with the official SDK.
Re:Sega Saturn Architecture – A practical analysis
by Grazester on Tuesday March 26, 2024 @04:28PM
(#39832465)
Naomi games ported over to the Dreamcast just fine. It was essentially a Dreamcast with more memory if I'm not mistaken.
Sega Rally 2 used the Model 2 board.
Re:Sega Saturn Architecture – A practical analysis
by tuna74 on Tuesday March 26, 2024 @06:10PM
(#39833430)
Sega Rally 1 used Model 2, Sega Rally 2 used Model 3.
Re:Sega Saturn Architecture – A practical analysis
by mairusu on Tuesday March 26, 2024 @04:53PM
(#39832721)
The goal was to prove to third-party developers that it was trivial to port an existing Windows game to Dreamcast. It was sort of a tech demo for the industry.
The end result though was… demonstrating the Windows CE overhead.