Reading random articles from Iwasaki's blog, I came across this:http://www.highriskrevolution.com/gamelife/index.php?e=124It briefly explains how you work with DF. And for those confused, DF was just CE mentioned earlier here, as explained in another entry, that while CE (Character Editor) was the official graphics editor of the PCE, the version used internally by Hudson actually supported both PCE and Famicom, and they just shifted each alphabet of the name up and called it DF (just like how HAL in 2001 was actually named after IBM, by shifting each alphabet down). It seemed that many tools worked with both PCE and Famicom (at least the versions used internally by Hudson), as at least AS (Assembler) and LK (Linker) both had a Famicom mode.As if I haven't plugged it enough, just OBEY and bookmark Iwasaki's blog!If you didn't know it already, he was a columnist of game magazines BiTD, who also happened to be a chief programmer in Hudson. He's a director of Ys I+II, Far East of Eden II and later, Emerald Dragon. so language barrier aside, his blog is full of game related stuff, especially those related to PCE or Hudson, and there are also many valuable information on game design and technical stuff.
Drive developers were... arcade and X68000 developers. The worst-looking MD games were from Japanese home computer devs, naturally.
Quote from: ccovell on July 27, 2017, 04:46:48 PMDrive developers were... arcade and X68000 developers. The worst-looking MD games were from Japanese home computer devs, naturally.It seems odd to me that X68000 devs would make bad looking games. The X68k tended to have graphically impressive titles.
sega stuff
Random stuff but I'm gonna add it here before I forget about them..https://www.gamasutra.com/blogs/JohnSzczepaniak/20140916/225685/PC_Engine_interviews_taken_from_The_Untold_History_of_Japanese_Game_Developers.phphttps://qz.com/766684/segas-video-game-artists-had-to-draw-pixels-by-hand-on-crazy-custom-machines-in-the-1980s-and-90s/