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Street Fighter II, paper trails (2021)

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21–30 of 41 posts

Re: Street Fighter II, paper trails (2021)

#21

> Notice how Ryu's teeth white color comes from his clothes. For Ken, artists had to reuse some of the skin color because Ken's kimono is red. That's interesting that I never noticed the slight differences in color on the teeth given their restrictions. Also... Ken is wearing a Gi, not a Kimono. Kimono does literally mean "thing to wear", but a Gi is the training clothes pictured in Ken's model.

Thank you for the clarification, I had no idea. Fixed it.

Re: Street Fighter II, paper trails (2021)

#27

I played this game to death on my megadrive (genesis) and now occasionally plate third strike. So amazing to see a bit of street fighter history and funny I'd never noticed Ken's jaundiced eyes and teeth!

The only gaming console I still own is a SEGA Saturn - and a burned copy Street Fighter 2 Alpha practically lives in the disc tray. (I use an Action Replay cartridge solution for booting burned discs called ‘Pseudo Saturn Kai Lite’.) I am fortunate enough to have a live-in music studio, and it actually lives attached to the secondary monitor in the studio for us to take breaks on and do a few fights to decompress. Pr…

Amazing! Absolutely love the alpha series too.

I only briefly had a Saturn and Virtua Cop series is still one of my most intense memories. A light gun game at home with graphics that looked like the arcade to my childhood eyes!

I wonder if kids these days will look back on the ps5 similarly hard to imagine!

Re: Street Fighter II, paper trails (2021)

#28

> Notice how Ryu's teeth white color comes from his clothes. For Ken, artists had to reuse some of the skin color because Ken's kimono is red. That's interesting that I never noticed the slight differences in color on the teeth given their restrictions. Also... Ken is wearing a Gi, not a Kimono. Kimono does literally mean "thing to wear", but a Gi is the training clothes pictured in Ken's model.

Thank you for the clarification, I had no idea. Fixed it.

Overall this is an excellent write-up and I enjoyed reading it very much! Thanks for the reply!

Re: Street Fighter II, paper trails (2021)

#29

With today's 100GB game downloads, it's easy to say that developers gave up on these kinds of tricks. But they have to be doing something (other than data compression), right? Otherwise we'd be seeing 500GB downloads?

Data compression is really good these days, and there are file formats and compression strategies that are optimized for gaming. The specific technique being used here is still used in 2D games, but there are spritesheet optimization tools available to do it automatically.

My understanding is that for the biggest games there's an intentional tradeoff to use more storage in exchange for faster load times, although the need for that has apparently lessened over time. If you go back and look at some of the big multi-disc games of the late '90s/early '00s you might be shocked by how much duplication there was in order to reduce the need for disc swapping. (You might also be shocked by how much of that disc space was required solely to support pre-rendered cutscenes.)

Re: Street Fighter II, paper trails (2021)

#30

With today's 100GB game downloads, it's easy to say that developers gave up on these kinds of tricks. But they have to be doing something (other than data compression), right? Otherwise we'd be seeing 500GB downloads?

Tricks for packing data are still relevant today, though obviously hardware has changed so the tricks are different. One important concept on today's machines is that memory latency is huge relative to the cost of executing other instructions (eg: arithmetic, logic). In some senses, such packing has become even more important as time has gone on. There was a point in history when memory operations and ALU operations were about the same speed, so it made sense to keep even small computations in memory, and retrieve them later (eg: a lookup table, possibly pre-computed). Nowadays, it is often faster to re-compute values from scratch when needed, rather than going to memory, even for biggish computations.

In today's world, the GPU largely deals with textures, but the same rule holds — it can make sense to compute values rather than doing texture fetches. Anyway, I'd say your instinct is right — developers are still using lots of tricks to get things where they are. There is still a lot of competitive pressure to provide more, more, more and squeeze the most out of the hardware.

All that said, the 100GB download is often going to be audio/video. Then probably textures. There is certainly standard compression going on for a lot of that. But not the sort of manual "these texels go here, those texels go there" fiddling of data like described in this article. Though UV unwrapping is still and art and a science (:

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