» Wed Feb 02, 2011 1:44 am
To comment one some of what was said, well, last fall, yes, a modern version of Daggerfall would certainly fit on a DS cartridge. While I don't think that the map data might compress too well, (it's already more or less procedural generation script, it seems, which pretty much doesn't compress) any text, scripts, and textures would compress. Audio would compress even more, and video even better. The biggest savings, though, would be by implementing a modern skybox instead of the game's complicated system of having hundreds of sky textures, could all be replaced with a single skybox, with a single background image for forests, mountains, deserts, etc, that would be adjustible in color to match the time of day/night. This would probably bring the sky data down from 236MB to around 1MB.
As far as the DS's capability to handle an "open-ended" game, it's kinda a moot point, that I really see only brought up by those too young to remember older games; you clearly don't need massive processing power to make a huge game. Chances are that most people laying such claims were born after the release of many massive, open games.
Further, as noted, the DSi is vastly more potent than the original DS; the original was around 1.5-2 times as powerful, by comparison, as the original Sony Playstation, in both processing power and memory. The DSi increases the RAM to 16MB, and runs the main CPU at 133MHz. This also places it dramatically closer to the PSP in power, particularly in terms of memory. (note that the PSP Slim and Light and 3000 have 64MB total, though for games, nothing past 32MB can be PROGRAMMED; the rest can only server as cache, to ensure compatability with first-gen PSPs) Given that Daggerfall was originally programmed, if memory serves, to run on a system with a 90MHz CPU and 8MB of memory, and has beaten every console and hand-held games for how open and large it was, there is no doubt that the DSi would be able to technically handle it all.
My only questions would regard to how it might look; I haven't been able to tell much about the DSi's new specs, though it does appear to use the same software-based rendering, which does mean no texture filtering support. (admitedly, at 256x192, filtering won't matter much) I don't know if they lifted the 1,024-polygons-per-scene limit, though, as that could curtail drawing distance quite a bit. However, in the end, it'd wind up looking like a fairly modern game in terms of lighting and textures (say, a PS2 game) but with the polygon counts of a PS1 game. Still quite workable and useable.