https://fabiensanglard.net/another_world_polygons_SNES/
Rest in piece, you absolute legend.
https://fabiensanglard.net/another_world_polygons_SNES/
Rest in piece, you absolute legend.
https://github.com/Olde-Skuul/doom3do
Also, 62 years is much too young! And one month from diagnosis (because of being short of breath) to dying is really rough - although there's a lot of progress on cancer treatment, some forms have symptoms at such a late stage that they're unfortunately still a death sentence...
I will never get over the company CEO sending here PNGs of new weapon models and saying, essentially, "Yeah so you can just copy & paste these into the game, right?"
Back when Blizzard was still Silicon & Synapse, we got Rebecca's source code to Another World SNES from Interplay to use for a game we would develop, and they would publish, and I was the engine programmer.
I remember reading the source code, which was ... sparsely documented, and wondering what was going on. Like "you're writing to the DMA registers?!?"
The code was amazing, because it has has to draw polygons into 8x8 pixels cells that are stored in planar format at 60FPS. On a 3.5 Mhz processor. Blew my mind.
Incidentally, the game was called "Nightmare", and later became "Blackthorne", which was released for SNES, Genesis, and PC.
"Super Fami-Com ("FAMIly COMputer")"
Doh!
Compare Nintendo 64 = Roku-Yon (Six-Four) and PlayStation = Pure-Sute