The game uses fixed point for all the math instead of floating point.If you’re not particularly keen to dig into the code yourself, Nightdive has already had a poke around: System Shock‘s Mac version is native to the Power Mac platform, so you’ll need to run an emulator to get it working (among other details). Unfortunately, you can’t just grab the code, make some changes and play away. ![]() So deciding to add on console support for a PC game like they did is a huge commitment for a AAA game, it is not simply a matter of using an engine that works on all the platforms, all the QA has to be repeated and there are different extra steps for every platform but they didn't even get to that step.Although Nightdive recently put the brakes on its high-def remaster after losing its way, it hasn’t stopped the developer following through with its plan to punch out the code for 1994’s System Shock, which introduced us to SHODAN, the creepy AI with a fetish for meat bags. Also with consoles, the devkits for each were priced ridiculously at something like 3000 for PS3 and more for XBox360 (and those things red-ringed like crazy, went through three in three years), and there were test versions and special development versions one had to use to debug, I remember there was one special PS3 that was I want to say 10000 that was the size of a desktop computer that our resident graphics guru got. If you aimed too low, one had customers without product for an extended period (most traditional game sales are in the first weeks), if you aimed too low, you had to eat those DVDs/carts at a loss after the retailers returned them. ![]() I haven't worked in the industry in a while but I vaguely recall one had to purchase production time and essentially predict your sales for Sony/Nintendo if the system was hot in the marketplace.
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