A remaster with no old code: Crash Bandicoot was rebuilt nearly from scratch
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Re: A remaster with no old code: Crash Bandicoot was rebuilt nearly from scratch
#2https://www.youtube.com/watch?v=UZAetHANJJ4
https://www.engadget.com/2017/07/03/crash-bandicoot-n-sane-t...
Re: A remaster with no old code: Crash Bandicoot was rebuilt nearly from scratch
#3Naughty Dog used Lisp to write Crash Bandicoot. They had something they called GOAL--Game Oriented Assembly Lisp. From what I understand, this was a DSL they wrote so they could write assembly language using Lisp syntax, and call it from Lisp functions.
https://web.archive.org/web/20070127022728/http://lists.midn...
Re: A remaster with no old code: Crash Bandicoot was rebuilt nearly from scratch
#4This is buried in a comment but it's worth mentioning. Naughty Dog used Lisp to write Crash Bandicoot. They had something they called GOAL--Game Oriented Assembly Lisp. From what I understand, this was a DSL they wrote so they could write assembly language using Lisp syntax, and call it from Lisp functions. https://web.archive.org/web/20070127022728/http://lists.midn...
Re: A remaster with no old code: Crash Bandicoot was rebuilt nearly from scratch
#5https://all-things-andy-gavin.com/2011/02/02/making-crash-ba...
Re: A remaster with no old code: Crash Bandicoot was rebuilt nearly from scratch
#6This is buried in a comment but it's worth mentioning. Naughty Dog used Lisp to write Crash Bandicoot. They had something they called GOAL--Game Oriented Assembly Lisp. From what I understand, this was a DSL they wrote so they could write assembly language using Lisp syntax, and call it from Lisp functions. https://web.archive.org/web/20070127022728/http://lists.midn...
It's as true now as when I first said it in 2005-2006.
Re: A remaster with no old code: Crash Bandicoot was rebuilt nearly from scratch
#7Otherwise, console game build systems were far to finicky to repro later (at least up to the 360/PS3 generation). You would need a huge collection of confidential tools from the manufacturer and those tools sometimes had OS/driver/hardware dependencies that can be reproed reliably with a VM. Think USB driver for the GameCube debugging connection. IIRC, the PS1 and N64 required add-in cards to connect a PC to them. Then there was the propriety test disc/cartridge burners.
Re: A remaster with no old code: Crash Bandicoot was rebuilt nearly from scratch
#8Re: A remaster with no old code: Crash Bandicoot was rebuilt nearly from scratch
#9The only method I’ve seen work semi-reliably for archiving console game source is to grab the physical machine that made the final build, spray paint “Do Not Dispose! Build archive!” on its side and stick it in a back room. Even that has a 2% chance/year to end up in a dump. Otherwise, console game build systems were far to finicky to repro later (at least up to the 360/PS3 generation). You would need a huge collecti…
Seems inconcievable it wouldn't just been easier to use a software emulator and the original data from the cd. But then I don't know if there is a good software emu for the PS1?
Re: A remaster with no old code: Crash Bandicoot was rebuilt nearly from scratch
#10This is buried in a comment but it's worth mentioning. Naughty Dog used Lisp to write Crash Bandicoot. They had something they called GOAL--Game Oriented Assembly Lisp. From what I understand, this was a DSL they wrote so they could write assembly language using Lisp syntax, and call it from Lisp functions. https://web.archive.org/web/20070127022728/http://lists.midn...
"Any sufficiently complicated Lisp or Scheme program will eventually be rewritten in C++, Java, or Python." It's as true now as when I first said it in 2005-2006.