Event JSON
{
"id": "bb4d7f455e74a47ba14f1c72f731605b8cef10c235ecec084e8927ed4fde8488",
"pubkey": "9514f8f344dd309396ef36ea9ce44633165c2752c35cb9c52c0144ea8e14a8c0",
"created_at": 1723485573,
"kind": 1,
"tags": [
[
"t",
"hardware"
],
[
"t",
"sega"
],
[
"t",
"programming"
],
[
"t",
"segacd"
],
[
"t",
"afterburner"
],
[
"t",
"32x"
],
[
"t",
"gamedev"
],
[
"proxy",
"https://mastodon.social/@schizanon/112950350576083764",
"web"
],
[
"t",
"retrogaming"
],
[
"t",
"soniccd"
],
[
"t",
"games"
],
[
"proxy",
"https://mastodon.social/users/schizanon/statuses/112950350576083764",
"activitypub"
],
[
"L",
"pink.momostr"
],
[
"l",
"pink.momostr.activitypub:https://mastodon.social/users/schizanon/statuses/112950350576083764",
"pink.momostr"
],
[
"-"
]
],
"content": "The #SegaCD came with an ASIC for scaling and rotating sprites. This was likely used in the #SonicCD special stages to create the Mode7 effect for the tracks, and possibly other #games\n\nBut #Sega never ported their arcade super scalers to it. Instead they did ports of #Afterburner on the #32x a few years later where they do all the scaling in CPU!\n\nI'm so curious why this is! Was the #hardware hard to use? Was there additional benefit to using the 32x's CPUs?\n\n#gamedev #retrogaming #programming",
"sig": "226a10b00e8970b372a573f1a6879ad3c1a140a89be5898682fb30c7774d3ac7ea12336883c9d0e8036e8cb39e9859085a5149ea435ab628e519f4929aab15d6"
}