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 » Comment on: Porting: iPhone to Nintendo DSi
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Foxi4 Poland

  Thu, February 21st, 2013 at 19:33
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Answer 1:
Problem #1 - Too little RAM
Problem #2 - The CPU and GPU are far too weak to run even basic iPhone games
Problem #3 - No Multitouch support crosses out a lot of iPhone games which require gestures
Problem #4 - The resolution is much, much lower - 256x192 per screen will require resizing of graphics

All in all, my number one problem would be the platform itself - there's too much of a specs discrepancy between the two.

Answer 2:
a. One magician, one genie and one shaman. Their function would be trying to conjure resources that aren't there. :lol: Seriously though, provided the game would theoretically be able to run on the DSi, I would probably put 15-25 people on it - 2-4 designers for touchscreen-specific functionality conversion "on-paper", 8-16 programmers to port the game and 3-6 3D Model artists to adjust the models and textures if necessary. They could all playtest the game while at it - alternatively I'd hire additional few lads just to play it. Let's face it - iPhone games are not huge, porting them should not require a huge studio.
b. A few months, provided there aren't any hurdles on the way.


Keep two things in mind though - I'm not a professional coder, I merely have fun with homebrew every now and then. That, and as I said, the DSi is far too weak to pull off most iPhone games - you can port DSi software to the iPhone but not the other way around.



This post has been edited by Foxi4, Thu, February 21st, 2013 at 19:41
 
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