Playstation Architecture: A Practical Analysis
11–20 of 118 posts
Re: Playstation Architecture: A Practical Analysis
#12For anyone interested how it was developing for the original PSX (and therefore under hardware constraints) How Crash Bandicoot Hacked The Original Playstation https://www.youtube.com/watch?v=izxXGuVL21o Immensely interesting video! "Old" hardware makes me feel so humble regarding what we have now. Hardware limitations back then really pushed developers towards novel approaches and solutions.
https://www.pcmag.com/news/first-kirby-game-was-created-with...
Re: Playstation Architecture: A Practical Analysis
#13For anyone interested how it was developing for the original PSX (and therefore under hardware constraints) How Crash Bandicoot Hacked The Original Playstation https://www.youtube.com/watch?v=izxXGuVL21o Immensely interesting video! "Old" hardware makes me feel so humble regarding what we have now. Hardware limitations back then really pushed developers towards novel approaches and solutions.
Those war stories videos are very interesting and impressive. But I’m personally glad I’ve never been asked to program a video game in assembler using a trackball and no keyboard. https://www.pcmag.com/news/first-kirby-game-was-created-with...
Re: Playstation Architecture: A Practical Analysis
#14What's amazing is that it had only 2 MB of RAM, that's at least 2000 times less than a cheap phone has today. In fact, that's less than a moderate quality mobile phone photo as stored on disk.
Re: Playstation Architecture: A Practical Analysis
#15Spyro looked a lot better without the textures IMO
From the examples it looks like the textures in Spyro were mostly about hiding all the ugliness around the edges from the straight gourand shader output, aside from the characters.
Re: Playstation Architecture: A Practical Analysis
#16What's amazing is that it had only 2 MB of RAM, that's at least 2000 times less than a cheap phone has today. In fact, that's less than a moderate quality mobile phone photo as stored on disk.
Say for (a silly) example you want the first 10 000 digits of Pi. It's pretty easy to just store that today. But back then you didn't just have to know what Pi is, you had to have the smallest program to calculate it that you can think of.
Would be interesting to hear too how Tekken 3's coders managed to work with 2 MB of RAM.
Re: Playstation Architecture: A Practical Analysis
#17Re: Playstation Architecture: A Practical Analysis
#18Another great article about PSX architecture, with regards to the DOOM port specifically: http://fabiensanglard.net/doom_psx/index.html I highly recommend the series about various ports of Another World on the same website as well.
Re: Playstation Architecture: A Practical Analysis
#19Another great article about PSX architecture, with regards to the DOOM port specifically: http://fabiensanglard.net/doom_psx/index.html I highly recommend the series about various ports of Another World on the same website as well.
Re: Playstation Architecture: A Practical Analysis
#20For anyone interested how it was developing for the original PSX (and therefore under hardware constraints) How Crash Bandicoot Hacked The Original Playstation https://www.youtube.com/watch?v=izxXGuVL21o Immensely interesting video! "Old" hardware makes me feel so humble regarding what we have now. Hardware limitations back then really pushed developers towards novel approaches and solutions.