I am not an expert in C programming or 3DO development. However, I noticed that on 30:16 and throughout the code, you are using uint32 or int32 as the data type almost everywhere. Is there a specific reason for dedicating 4 bytes to each variable? Considering the significant memory constraints of the 3DO hardware, wouldn’t it be better to use smaller data types like uint8 or int8? Could you please explain?
The 3DO uses an ARM60 CPU. Only bytes and 4 byte words are supported for load and store. All registers are 32bits. There are CPU costs to using non-word sized integers. Unless you really need the space then using them will increase the CPU costs. For small numbers, less than 256, then bytes will be free'ish but depends on usage. But you really shouldn't be using 16bit ints.
Have you checked out the Killing Time Resurrected official modding SDK release? It has all the 3DO version's maps originally made with DEU, which were only partially converted due to the engine's way of handling enemies etc. (there's a .txt document explaining more about it). Not sure how useful they might be for the project, but it's a noteworthy curiosity nonetheless! Also, do you think it'd be possible to add a melee weapon that can instakill the enemies if the player goes unnoticed (i.e. the knife, which is restored in Resurrected)?
Hey there! Thanks for looking out, and it is a noteworthy find indeed. @Tristan885 a member from our 3DO discord recently posted about it. So far I've only used graphics assets to test with, so it has been helpful. I am curious about the maps and other information included, and will be checking it out soon.
Really impressive, can't wait to see more.
This is really impressive and lots of dedication, just like 3DO HD.
It’s very refreshing to see the 3DO all of sudden getting the love it deserves.
I thought I left a reply but it was gone lol Thanks for your interest in this project!
@ you’re welcome and happy new year! Keep up the amazing work for this much understood machine.
Just found your channel. Love this content! Keep it up man!
Thank you!
thats some really nice progress! pretty exciting to see thanks for sharing
Much appreciated! I look forward to sharing more progress soon.
I am not an expert in C programming or 3DO development. However, I noticed that on 30:16 and throughout the code, you are using uint32 or int32 as the data type almost everywhere. Is there a specific reason for dedicating 4 bytes to each variable? Considering the significant memory constraints of the 3DO hardware, wouldn’t it be better to use smaller data types like uint8 or int8? Could you please explain?
The 3DO uses an ARM60 CPU. Only bytes and 4 byte words are supported for load and store. All registers are 32bits. There are CPU costs to using non-word sized integers. Unless you really need the space then using them will increase the CPU costs. For small numbers, less than 256, then bytes will be free'ish but depends on usage. But you really shouldn't be using 16bit ints.
Have you checked out the Killing Time Resurrected official modding SDK release? It has all the 3DO version's maps originally made with DEU, which were only partially converted due to the engine's way of handling enemies etc. (there's a .txt document explaining more about it). Not sure how useful they might be for the project, but it's a noteworthy curiosity nonetheless!
Also, do you think it'd be possible to add a melee weapon that can instakill the enemies if the player goes unnoticed (i.e. the knife, which is restored in Resurrected)?
Hey there! Thanks for looking out, and it is a noteworthy find indeed. @Tristan885 a member from our 3DO discord recently posted about it. So far I've only used graphics assets to test with, so it has been helpful. I am curious about the maps and other information included, and will be checking it out soon.
@@TheFieryWind99 oh and yes on the melee!