Live data from Hacker News

How Naughty Dog Fit Crash Bandicoot into 2MB of RAM on the PS1

quora.com

111–120 of 254 posts

Re: How Naughty Dog Fit Crash Bandicoot into 2MB of RAM on the PS1

#111
post #89

Earlier quoted context omitted.

Nice read. I really like this part: "But we worried about the camera, dizziness, and the player’s ability to judge depth – more on that later." It's interesting that they were concerned with dizziness and the camera, concerns which seem to have unfortunately evaporated in most 3d games made since, to their detriment.

These concerns are back for VR. Also, remember that Crash Bandicoot was made at a time when devs weren't sure how mouse-look should work.

Well, mouse look was already in use with shooters at that point; it was well known. Maybe you mean behind the character third-person camera? Or just the concept on consoles?

Re: How Naughty Dog Fit Crash Bandicoot into 2MB of RAM on the PS1

#112
post #34

> Ultimately Crash fit into the PS1's memory with 4 bytes to spare. Yes, 4 bytes out of 2097152. Good times Wow. Just wow. One can only imagine the amount of hard work and sweat that was put into making this possible. And the pride of developers when it actually worked and the game has become a success. Great story.

The story of how Mew (Pokemon) came to be is also pretty interesting. From memory: when they were getting close to shipping, they had a completely full cart (only one or two bytes to spare). They removed all of the debugging stuff, which freed up enough space for a new Pokemon to be defined. A programmer secretly added Mew right before they shipped, and Nintendo didn't find out until a couple of weeks later.

That sounds like a rumor. Mew already existed in the storyline unless that programmer then added the entire Mew storyline (inc. Mewtwo) - otherwise there was no reason for Mewtwo to exist

Re: How Naughty Dog Fit Crash Bandicoot into 2MB of RAM on the PS1

#113
post #6
post #3

Pretty amazing what kind of skills game development required back then. One side of me is happy that we have all these great tools today, the other is sad because you hardly use this low level stuff in todays software development world. We are solving different problems today, but the level of software development skills required for a game that today could be done by a single person in Unity in a few weeks is quite…

Just try to code for mobile or embedded platforms. Yeah they might get bigger storage every year, but the reason why Google, Apple and Microsoft do talks about package size on their developer conferences is that size is number one reason for people to avoid installing apps, or to chose which one to remove. Also given how the app life cycle works on mobile platforms, big apps are being killed all the time they go into…

Embedded yes, but modern mobile is miles away from this. ~1GHz dual core, triple issue out-of-order CPU with 512MB-1GB RAM and maybe 10-20GB storage? That was a reasonable desktop PC not that many years ago.

Re: How Naughty Dog Fit Crash Bandicoot into 2MB of RAM on the PS1

#114
post #19
post #3

Pretty amazing what kind of skills game development required back then. One side of me is happy that we have all these great tools today, the other is sad because you hardly use this low level stuff in todays software development world. We are solving different problems today, but the level of software development skills required for a game that today could be done by a single person in Unity in a few weeks is quite…

Some day I will write a blog post about the tricks we have to pull off to fit all code & assets - or get animations running at 30FPS - on Pebble. Trust me when I say this: low level development is alive and well at hardware companies.

Yup, you see quite a few people from game dev make the transition to the embedded space when they decide that working 100hr weeks isn't their idea of fun.

Re: How Naughty Dog Fit Crash Bandicoot into 2MB of RAM on the PS1

#115
post #112

Earlier quoted context omitted.

The story of how Mew (Pokemon) came to be is also pretty interesting. From memory: when they were getting close to shipping, they had a completely full cart (only one or two bytes to spare). They removed all of the debugging stuff, which freed up enough space for a new Pokemon to be defined. A programmer secretly added Mew right before they shipped, and Nintendo didn't find out until a couple of weeks later.

That sounds like a rumor. Mew already existed in the storyline unless that programmer then added the entire Mew storyline (inc. Mewtwo) - otherwise there was no reason for Mewtwo to exist

maccard posted a source a moment ago: http://www.nintendo.co.uk/NOE/en_GB/news/iwata/iwata_asks_-_...

The character of Mew was meant to be referenced through the story, but not actually catchable. Considering that you can only get Mew by exploiting bugs in the game, it's pretty believable that it wasn't added above the radar.

Re: How Naughty Dog Fit Crash Bandicoot into 2MB of RAM on the PS1

#116
post #91

Great post! Unfortunately it's on quora

I don't mean this sarcastically but what's wrong with quora? I've always found it to have pretty good content but your comment seems to be implying it's assumed to be a bad place to read things. Why?

To read the rest of this comment, please log in or append a secret URL parameter to the URL.

Re: How Naughty Dog Fit Crash Bandicoot into 2MB of RAM on the PS1

#117

> and this had to be paged in and out dynamically, without any "hitches"—loading lags where the frame rate would drop below 30 Hz. This is what gets me. Modern game development seems to say "eh, a little hitching won't hurt anyone", and then we wind up with games that run like shit. Even on consoles.

I work as a programmer in games industry,and I feel like the problem is made worse by artists and level designers who add more stuff without worrying about performance. I can make a super efficient physics system or model loader,but that only means that someone somewhere is going to add more particle effects or lights or whatever, or maybe placing too many props in the scene so PS4/X1 can't handle it. In fact, the se…

Back when I was somewhat involved in the gaming industry a very, very smart programmer told me the reason his game with his new fancy, innovative, advanced engine didn't work out.

If you make it possible for level designers to make six square mile levels, they all make nothing but six square mile levels.

Re: How Naughty Dog Fit Crash Bandicoot into 2MB of RAM on the PS1

#118
post #16

Old console games are great examples of how creativity benefits from constraints.

Or that survival bias is a real thing. People only remember the good games that survived obscurity for tens of years, while ignoring the majority of terrible games that didn't.

A lot of people like to claim "old games used to be better!" but pick any month of the 1990s and look at the newest releases for that month, I bet for the average month there might be one title you've even heard of.

Re: How Naughty Dog Fit Crash Bandicoot into 2MB of RAM on the PS1

#119
post #50

Earlier quoted context omitted.

Except unlike smartphones, the PS1/N64 did not support VM or even had any storage to page to. So no, it's not the same.

iOS documentation: "Instead, if the amount of free memory drops below a certain threshold, the system asks the running applications to free up memory voluntarily to make room for new data. Applications that fail to free up enough memory are terminated."

That has nothing todo with what op is referring to. Even on iOS you have a virtual memory system, like a normal PC does. If your app runs out of ram it will page to storage and the OS handles this for you. The PS1/N64 did not have any storage beyond RAM and also no virtual memory management so you had to write all the paging from CD/Cartridge to RAM yourself. Quite a difference.

Re: How Naughty Dog Fit Crash Bandicoot into 2MB of RAM on the PS1

#120
post #89

Earlier quoted context omitted.

Nice read. I really like this part: "But we worried about the camera, dizziness, and the player’s ability to judge depth – more on that later." It's interesting that they were concerned with dizziness and the camera, concerns which seem to have unfortunately evaporated in most 3d games made since, to their detriment.

These concerns are back for VR. Also, remember that Crash Bandicoot was made at a time when devs weren't sure how mouse-look should work.

[deleted]
Post reply on HN