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>devs managed to make this run on a system with 2MB of RAM
>rather than making a simple level that was under 2MB like other games, they unloaded and loaded parts of the stage to memory from the CD
old school game tech seems like magic or alchemy at times
>>
>>12280390
>rather than making a simple level that was under 2MB like other games, they unloaded and loaded parts of the stage to memory from the CD
Oh wow, Naughty Dogs were such genius game devs!!

You do realize that's literally what Super Mario Bros and every single game with scrolling was already doing in 1985, minus the CD part (which isn't that essential in the process), right?
>>
>>12280390
Streaming assets is how every modern open world works, but yeah it wasn’t common back then (IIRC).
I really miss that time when devs were expected to be clever.
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>>12280415
The difference is that CD-ROM loading wasn't instantaneous, especially with these old drives, so they were under some tight design constraints. It would explain why the levels in this game were just linear corridors.
>>
GTA didn't even have proper disc streaming until San Andreas. They literally copy-pasted the entire game three times onto the GTA 3 and VC discs so that they could have three positions to seek to at any time and just choose the shortest seek time to load. Still, they needed hard loading screens between large locations to break them up.

San Andreas had no loading screens at all with a much larger map, because they had improved the disc streaming tech to the point that the game always has something nearby close on the disc to seek to without needing to stop the player and load.
>>
>Dreamcast pirates don't understand how the disc is laid out and their early releases forces the laser all the way out to the edge
>people complain about how this wears out Dreamcast drives
>first release on PSX by Naughty Dog constantly loads data from the CD at all times
>people can't wait to slobber on their knob despite the fact this will wear out the drive quicker
>>
>>12280491
>you mean you gotta press buttons on the controller!? nigga those buttons are gonna get soft and feel terrible, maybe even not work after so much consistent use!!!
everything wears down with use and age, anon
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>>12280390
The only reason they could get away with this were the levels were linear as fuck.
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>>12280390
>I really miss that time when devs were expected to be clever.
necessity is the mother of invention. nowadays you just have 70 iqs watching youtube tutorials to make unrealslop
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>>12280551
>yeah but Mario 64 can only have these large levels by unloading the castle after you jump through the painting... lame!
>>
>>12280390
The fact that they wrote the game in custom dialect of Lisp is also impressive
>>
>>12280461
I didn't know that.
Very interesting.
>>
>>12280390
I remember reading some story about some Sony executives freaking out because they were afraid Crash Bandicoot would break Playstations all across the globe since the console wasn't meant to read the CD that often during a single play session. Dunno if it's true tho, it's probably bullshit I guess.
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>>12280769
Yeah it's bullshit, sounds cute at least.
>>
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>>12280390
>natural evolution of the 2d platforming era
>good difficulty
>good movement
>captures the spirit of 2d linear precise jumping gameplay with great level design, as opposed to lazily slapping a bunch of assets around and calling it a "level", which other 3d games of the time were doing
There's a reason Crash came close to killing Mario but revisionists will vehemently deny this fact.
>>
>>12280491
One of many reasons why emulation is superior. None of this concerns me, the game just work.
>>
>>12280769
Found it:
>Once [Sony] decided they were going to publish it, they started really studying it, and they had this analyzer tool, which is like a hardware-based analyzer where they could sort of probe the [PlayStation] as it was running and see what the game was doing. The first thing that totally freaked them out was this idea that the game was constantly reading from the CD at 300 kilobytes a second, because their models of how long the [CD drive] would last [were] based on occasional access, not constant access. They were very worried that if they shipped this game, all the PlayStations in the world would break because their CD drives would melt.
>I think it was Kelly Flock, who was one of the heads of [Sony], was like, "You're doing what with the CD?" He's like, "This is only rated for, like, 400,000 reads." I'm like, "Oh, that's kind of what we do if you were, like" — I calculated it out — "if you're playing for like three weeks." [laughs] Which isn't that long, you know?
https://www.polygon.com/2017/6/22/15820540/crash-bandicoot-an-oral-history/
Also this:
>The game we designed for ourselves we called "Sonic's Ass," because it was turning Sonic into the screen, in which case you'd be looking a lot at his ass.
lmao
>>
>>12280415
>You do realize that's literally what Super Mario Bros and every single game with scrolling was already doing in 1985, minus the CD part (which isn't that essential in the process), right?
no i didnt know that
>>12280461
>>12280790
very interesting, thanks for the info anon
>>12280778
as a kid born in 95 i was completelly amazed by crash bandicoot even in its ps2 titles, while halo and other games seemed so uninspired and bland in the playable stands at the grocery store
Even now trying out PSX games as a person who never owned the console, barely any stand up to the controls and visuals of crash bandicoot, its just amazing
>>
>>12280390
literally fucking 8bit nes games did asset streaming you retarded monkey
>>
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Yep but they still couldn’t stop the piece of shit PlayStation’s polygons from wiggling and jiggling like a fat boys man titties.

90’s PCs didn’t have this problem.
90s arcades didn’t have this problem.
The N64 didnt have this problem.
Only the Saturn and PSX had wiggly jiggly polygons
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>>12281184
I like it
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>>12281239
I bet you also love taking huge diseased nigger cock up your faggot rectum too, right?
>>
>>12281263
Nice projection
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>>12281274
PlayStation was and still is the console for niggers
>>
>>12281184
>couldn’t stop the piece of shit PlayStation’s polygons from wiggling and jiggling
that's why emulators are superior: no wiggling, no jiggling
>>
The difference between a low IQ tendie seethe post like this >>12280415 and an actual informative and interesting post like this >>12280461 is staggering
>>
>>12281282
why did you think about nigger cocks unprompted
>>
>>12281184
> The N64 didnt have this problem
The N64 having accurate vertexs was totally redundant. The layer of Vaseline on the screen was so thick you would not even be able to tell the difference.
>>
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Interesting watch (ignore the gay title)

https://www.youtube.com/watch?v=izxXGuVL21o
>>
>>12281184
they literally couldnt have decimals for position data so the location of stuff jumps around instead of being smooth, its crazy that games even work with all the hacky tricks they used to get the hardware going
and PSX games still looked better and less dated than N64 games most of the time somehow
>>
>>12281423
>less dated
No, the tech n64 pushed all became standard later. PSX graphics is what looks dated to the 90s but I agree PSX games lookes better most of the time
>>
>>12280778
uoh bandicoot cunny
>>
>>12281462
>not bandicooter
it was right there
>>
>>12281184
>90’s PCs didn’t have this problem.

Early 90's textured mapped 3D games on PC did have this issue as well. It was a problem that was later solved with software texture correction and early 3D acceleration cards.
>>
>>12281184
> Anita Sarkeesian
> Zoe Quinn

This is what happens when you give women too much power. They become completely retarded. Literal just: Cut and run roasties.
>>
>>12281112
You had xbox and ps2 demo kiosks in the grocery store? What country?
>>
>>12281362
You need eyeglasses.
>>
>>12281184
They actually do a pretty good job at it, you don't really notice the texture wobble as much as you do in other PS1 games. There was some trick they used to mitigate it but I forget exactly what it was.
>>
>>12280461
Unless the disc is scratched, in which case CJ is often seen floating in a blue hell.
>>
>>12280790
>Polygon
>>
>>12281869
Yeah it's a 3D game, the game's full of them.
>>
>>12280429
The principle is the same and you could argue that the technical restrictions were just different. For instance some NES games needed to bank switch to load the rest of the world, or also seemlessly switch half the background tiles loaded onto the PPU, all while the player is playing and the scrolling is diagonal. Yeah, I'm not impressed by Crash Bandicoot having the equivalent of side scrolling on a disc.
>>
>>12281702
I remember clearly there was xbox360, ps2 and gamecube demos in the Hipercor supermarket inside the El Corte Ingles mall, each having some version of halo, crash bandicoot, and luigi's mansion respectively
>>
>>12281863
On original hardware there's this one city block of Las Venturas that has never properly loaded for me, and im always driving through the LOD of the area when I pass through unless I come from outside the city limits. It's not perfect but at least it doesn't freeze and say DVD READ ERROR like 3 and VC would do in the same situation (at least I never encountered the game ever stopping like that).



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