Lets say I was creating a Sega Genesis game, but I decided to add 32x features/effects later on. Could I just initialize the Sega 32x during boot when I start programming and forget about it until the future when I am ready to implement 32x features or would I be required add more code to monitor the 32x further in my code?
Also, is it possible to create a "hybrid" 32x game? Like could I design something that would boot in a plain old Genny, but then with a 32x, it would set off a flag so the 32x would turn on and "32x features" would be enabled in the game?
The reason I'm asking is because I know very little about programming the Genesis and even less about programming the 32x. A friend of mine and I are planning to teach ourselves 68k assembly programming heavily over the course of the next year. I have an ultimate goal I wish to achieve; a 2d platforming clone of a semi-popular modern game (of which I wish to remain anonymous as I'm not making promises that I will ever reach that point). I would eventually NEED to use the hardware sprite handling + scaling and rotation ability of the 32x as I know the Genesis will not be able to handle the amount of sprites the game will require and do not wish to design nor will I have the extra processing power for software sprite scaling and rotation. However, I'll need to learn the (so I've heard) more difficult SH2 assembly before then. I'm sure a lot of this is documented somewhere, but I wish to know from the "pros" before I start!
Thanks ahead of time!



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