Joelcool7 said:
I agree in part. But making a game for Sony's cell proccessor doesn't have everything to do with graphics. It is really difficult to develope something for PS3. Even porting a 2D game to PS3 would cost over a million at least if not 3-4 million. I'm betting they are only refering to Microsoft when talking about porting. In which case they could probubly port it for a mill or two. 500k is way to cheap to port a title to even 360 as a low budget 360 title costs 4-6 mill to make according to EAGames Canada. Now I know 2D games are low budget but less then a million dollars is just irrational even to port to a single platform like 360. My bet is to port to 360 it would cost them about 2 mill maybe a little less, to port to PS3 at least 4 mill do to the cell proccessor. |
Sorry bud, the Cell has nothing to do with it. The PPU of the Cell is easily capable of handling anything the Wii's CPU can do, all by itself, and in that regard, the Cell is just a plain ole CPU.
Porting this game would consist of (a) buying a PS3 devkit, (b) getting the PS3 C compiler running, and a project built for it, from your Wii project, and ( c ) compiling it. You also will have to port the fixed pipeline graphics code you used on the Wii over, to some rudimentary RSX shaders you could probably download for free off the WWW. As far as art goes, you probably just have to ask your artists "hey, where's the source art for Muramasa again?" Then you run it through your toolchain and make sure you don't chop the resolution as much. Voila. PS3 Muramasa (or whatever).
Not hard. Certainly not expensive. 500K, unless the devs were really, really dumb.
The expensive bit of HDs comes in when you want to start adding all sorts of other textures to your stuff -- normal maps, bumpmaps, other wierd stuff. I sincerely doubt these ports will involve some sort of crazy graphics overhaul. That would kinda defeat the purpose of the styles of hand-drawn art typically present in these games, wouldn't it?







