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Another World ported to FPGA

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41–50 of 76 posts

Re: Another World ported to FPGA

#41
post #2

I wonder how common were full game VMs in the 90s. For a game older than myself, wouldn't a VM layer incur a great performance penalty on PCs from that time?

The trick to these earlier VMs, from the Infocom Z-Machine and Wizardry's interpreted Pascal code, through SCUMM, Sierra AGI and SCI, Another World, the Horrorsoft games, etc., is that they recognized that the games they were making were primarily going to be "content-delivery mechanisms": lots of text and graphical assets, driven by relatively simple computations: the authoring constraint is only related to the hardware in terms of I/O and data compression. So the code that was being run by the interpreter was mostly run-once "initialize the scene" and then some animation timers.

The opposing idea is represented more by arcade gaming, and later, stuff like Doom and Quake: The game is relatively intimate with the hardware in what it simulates, while the kind of definition that makes up a scene is more on the order of "put a monster here and a health pickup there", which aligns it towards being map data, instead of scripted logic.

Re: Another World ported to FPGA

#42

Earlier quoted context omitted.

It was far more important to have the same software work on Amiga, x86 (DOS), Mac and the whole slew of different machines than came and went. Today we have fewer machines than the great explosive growth of the 80s. Consider that most 'software' today is JavaScript interpreted by the Web Browser. It's not like those portability concerns didn't exist in the 80s, if anything, it was harder because you had to make your…

The Infocom text adventures (e.g. Zork) were based on a VM https://en.wikipedia.org/wiki/Z-machine

Which is stll working with libre implementations (frotz) and OOP based compilers targeting the Z-machine (inform6 +inform6lib).

Re: Another World ported to FPGA

#43
post #14

Off topic, but I was excited to find out Another World is on Steam... but isn't available to play on macOS 10.15 Catalina or above. The incompatibility with 32-bit makes me extremely frustrated; it seems as if in 2023, with quantum computing, DL models, and people porting games like this to FPGA, there should be a way to get 32-bit software to run on modern hardware. It's bizarre to me. Steam specifically recommends…

Only macOS dropped 32bit compat. Join linux my friend

True, I run a vanilla fedora, never touched the driver and buy most games on steam without thinking about compatibility. ( I play low demanding games, but still )

Re: Another World ported to FPGA

#44

Earlier quoted context omitted.

Only macOS dropped 32bit compat. Join linux my friend

Android is dropping 32bit support. I can't play planescape: torment on my phone because of this.

Yes, you can. Find a gemrb build for Android, maybe from F-Droid.

Re: Another World ported to FPGA

#45

Earlier quoted context omitted.

It was far more important to have the same software work on Amiga, x86 (DOS), Mac and the whole slew of different machines than came and went. Today we have fewer machines than the great explosive growth of the 80s. Consider that most 'software' today is JavaScript interpreted by the Web Browser. It's not like those portability concerns didn't exist in the 80s, if anything, it was harder because you had to make your…

> Consider that most 'software' today is JavaScript interpreted by the Web Browser. I thought most software was MS Excel sheets with interacting formulae :-)

And as it happens, early versions of Excel used a bytecode running on a VM instead of native code. Though the motivation was not portability, but rather memory requirements:

> In most cases, p-code can reduce the size of an executable file by about 40 percent. For example, the Windows Project Manager version 1.0 (resource files not included) shrinks from 932K (C/C++ 7.0 with size optimizations turned on) to 556K when p-code is employed.

> Until now, p-code has been a proprietary technology developed by the applications group at Microsoft and used on a variety of internal projects. The retail releases of Microsoft Excel, Word, PowerPoint®, and other applications employ this technology to provide extensive breadth of functionality without consuming inordinate amounts of memory.

http://sandsprite.com/vb-reversing/files/Microsoft%20P-Code%...

Re: Another World ported to FPGA

#46
post #27

I remember playing Out of this World on my Sega Genesis as a kid, and I could not believe that graphics would ever get better than this; I had never seen fully animated cutscenes like that on my Sega and thought it was incredible. Obviously graphics did get better, but I feel like Another World still holds its own artistically. The graphics are still very stylish and distinct, and upon replaying the game again about…

Flashback has a sequel : Fade to black

Re: Another World ported to FPGA

#47
post #35
post #19

Earlier quoted context omitted.

Depends on what you consider 'full game VM'. Adventure games from Infocom ran all game code on a VM, and so did the graphical adventures from Sierra and LucasArts. The latter two used some native graphics primitives of course.

Scumm is a good example. There was a port for the original DS that ran well enough. https://wiki.scummvm.org/index.php/Nintendo_DS

Another World is on a whole other level. SCUMM is from '89 and the NDS came out in 2004. Another World game came out in 1991, and because it used the VM it could be back-ported to Apple IIGS (1986), the computer that's 5 years older than the game itself!

The graphics exclusively used real-time rendered polygons with support for transparency, which nobody knew was even possible at the time. Along with researching the new rendering tech, the same person created everything else except the music - the memorable & immersive world, an original story, concept and cover art, strong cinematics that were SoTA at time, graphics and animation, innovative level design, puzzles, the game logic - over just 2 years. It also defined a new 'cinematic platformer' genre, with later titles like Flashback, Blackthorne, Oddworld, and recent LUNARK. It's simply incredible feat.

Re: Another World ported to FPGA

#48

The intro was fantastic. Even with a PC speaker / no sound card. Having to swim away as your first action, and then escape from some kind of lion is one of the most brutal game experiences ever. Even if you played that game for 1 minute you will remember that game forever.

I have the same memory of playing for one minute and getting stuck. I went back to it 25 years later and beat it. Once you get over the reaction-time hump, it’s a glorious and memorable game.

Re: Another World ported to FPGA

#49
post #2

I wonder how common were full game VMs in the 90s. For a game older than myself, wouldn't a VM layer incur a great performance penalty on PCs from that time?

Memory was often the constraint on low-end computers "back in the day", so code density was a reason to have a VM. This is why Wozniak shipped a VM in the Apple II's ROM.

https://archive.org/details/byte-magazine-1977-11/page/n147/...

Re: Another World ported to FPGA

#50
post #35

Earlier quoted context omitted.

Scumm is a good example. There was a port for the original DS that ran well enough. https://wiki.scummvm.org/index.php/Nintendo_DS

Another World is on a whole other level. SCUMM is from '89 and the NDS came out in 2004. Another World game came out in 1991, and because it used the VM it could be back-ported to Apple IIGS (1986), the computer that's 5 years older than the game itself! The graphics exclusively used real-time rendered polygons with support for transparency, which nobody knew was even possible at the time. Along with researching the…

real-time rendered polygons with support for transparency, which nobody knew was even possible at the time

Aegis Animator was doing pretty much the same sort of rendering on the Amiga, in 1985.

I never did much with it, what with being a kid at the time, but it was fun to play with and looked pretty cool. I don't think its rendering was as tightly optimized as Another World's was, though.

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