It's a true pleasure to keep reading the reports of Fabien Sanglard about the "polygons of Another World", one system after another. He went for people who did the ports, like a great investigator from Pix'n'Love would and mix those live coding moments with technical details about the various 16-bit architectures that make it quite exciting and pleasant to discover.
Of course, there's already a significant amount of things I have learnt about the bowels of Another World: because Eric Chahi himself documented them on his website. Like the language used for game logic, the development of the polygon modelisation tool and so on. That makes it (imho) perfectly for Fabien to focus on getting high-performance drawing primitives. But if you really want to, he covered the virtual machine source code back in 2011.
For instance the episode about the homebrew GBA port finally allowed me to understand why the heck there were thumb-vs-ARM modes and IWRAM-vs-EWRAM and things alike in gba coding. With a simple diagram of how chips and busses were connected. That could definitely help if I was to port some Bilou games to the GBA later on (likely I'll take closer attention to make that possible with "Bilou Dream Land"). But I enjoyed the description of how the Amiga used its blitter to fill polygons quickly, too. and how the SNES version could have been running at 60 fps if the manager had said yes to a SuperFX chip on the cartridge.
this is the right place for quickstuff
now running on FPGA re-implementation of the AWVM
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