What'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.
I think these programmers were forced to understand their subject matter much better than today. 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 o…
Playstation Architecture: A Practical Analysis
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Re: Playstation Architecture: A Practical Analysis
#22What'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
#23Earlier quoted context omitted.
I think these programmers were forced to understand their subject matter much better than today. 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 o…
yeah but modern programmers are also solving harder problems. Compare games from early consoles and today, the scope is vastly larger.
Re: Playstation Architecture: A Practical Analysis
#24What'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.
I think these programmers were forced to understand their subject matter much better than today. 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 o…
Sure, we used Assembly when performance was the ultimate goal, but also plenty of high level languages, including stuff like Clipper for database front ends.
512 KB with a couple of MHz are already capable of doing a lot of stuff, one just needs to actually think how to properly implement it.
Re: Playstation Architecture: A Practical Analysis
#25What'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.
I think these programmers were forced to understand their subject matter much better than today. 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 o…
A floating point division on two three digit numbers used to be used as a good enough approximation to 𝛑.
Re: Playstation Architecture: A Practical Analysis
#26For 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.
On the same note, I discovered this[1] yesterday. An explanation of why things looked a warped in PS1 games. The explanation actually blew my mind. I had heard the term zbuffer before but didn't really know what it did. [1] https://www.youtube.com/watch?v=x8TO-nrUtSI
Re: Playstation Architecture: A Practical Analysis
#27Re: Playstation Architecture: A Practical Analysis
#28For 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.
Extended version: https://www.youtube.com/watch?v=pSHj5UKSylk
Re: Playstation Architecture: A Practical Analysis
#29Earlier quoted context omitted.
I think these programmers were forced to understand their subject matter much better than today. 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 o…
"back then you didn't just have to know what Pi is, you had to have the smallest program to calculate it" A floating point division on two three digit numbers used to be used as a good enough approximation to 𝛑.
Re: Playstation Architecture: A Practical Analysis
#30Earlier quoted context omitted.
I think these programmers were forced to understand their subject matter much better than today. 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 o…
Which is why I find so ironic that many still think only languages like Assembly, C or C++ have a place in IoT on devices like ESP32. Sure, we used Assembly when performance was the ultimate goal, but also plenty of high level languages, including stuff like Clipper for database front ends. 512 KB with a couple of MHz are already capable of doing a lot of stuff, one just needs to actually think how to properly implem…