Live data from Hacker News

Doom crash after 2.5 years of real-world runtime confirmed on real hardware

lenowo.org

51–60 of 221 posts

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#51

About a year ago I was looking at Crash Bandicoot timer systems and I found that Crash 3 has a constantly incrementing int32. It only resets if you die. Left for 2.26 years, it will overflow. When it does finally overflow, we get "minus" time and the game breaks in funny ways. I did a video about it: https://youtu.be/f7ZzoyVLu58

I think many games were that way. SotN definitely has a global timer. On a native 32-bit system it makes sense, especially when the life of a game was a few months to a few years on the retail shelf. No player is going to leave their system running for 2.27 years so what’s the point of even tesing it? Who knew at the time they were creating games that would be disassembled, deconstructed, reverse engineered. Do any o…

Isn't this common in the computer game scene? Shouldn't you asume your game will be disassembled, deconstructed, reverse engineered?

Although for old games released before internet was widespread in the general population, it might have not been this obvious.

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#53
post #38

Earlier quoted context omitted.

Fun fact: Doom is now a Microsoft property, along with Quake, StarCraft, WarCraft, Overwatch, all of the adventure games from Infocom and Sierra, and of course Halo. Microsoft pretty much owns most of PC gaming. Which is what they've wanted since 1996 or so.

> Microsoft pretty much owns most of PC gaming. So valve next?

As long as Gabe is alive, no way.

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#54

Earlier quoted context omitted.

Longer vsync pauses but larger frame time deltas so it’s basically the same speed of play. The only thing that was even noticeable was the UI lag.

Erm. No, like lots of games during the era quite a lot of stuff is tied to the frame rate, so the 50Hz region game just runs slower than the 60Hz one as next to nobody bothers to adjust for it. The clock for the hidden weapon does run at the same rate for both unfortunately, hence it being harder to get in 50Hz regions.

Wouldn't a slower tick make it easier as you get more wall time to do the same challenge.

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#56
post #38

Literally unplayable, someone should fix that. Doom is actually such a good game, I always go back to it every few years. The 2016 reboot is also pretty fun, but the later two in the series didn’t do it for me.

Fun fact: Doom is now a Microsoft property, along with Quake, StarCraft, WarCraft, Overwatch, all of the adventure games from Infocom and Sierra, and of course Halo. Microsoft pretty much owns most of PC gaming. Which is what they've wanted since 1996 or so.

They own the past of PC gaming, as well as Call of Duty but that is more popular on consoles than PC nowadays. Those listed are small time compared to Counter-Strike 2, Dota 2, League of Legends, Valorant, Roblox, Apex Legends, Marvel Rivals and a number of hard-hitting games every year such as Witcher 3, Elden Ring, Baldur's Gate 3 etc.

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#57

Earlier quoted context omitted.

Erm. No, like lots of games during the era quite a lot of stuff is tied to the frame rate, so the 50Hz region game just runs slower than the 60Hz one as next to nobody bothers to adjust for it. The clock for the hidden weapon does run at the same rate for both unfortunately, hence it being harder to get in 50Hz regions.

Wouldn't a slower tick make it easier as you get more wall time to do the same challenge.

No? Wall time (that the challenge runs on) is unchanged, game time (Vsync) is running at 83% of full speed (50Hz vs 60Hz), so if something tied to frame rate (animation, walking speed etc.) takes 1 second to do on NTSC, it'll take 1.2 seconds to do on PAL etc.

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#58
post #8

Not a comment on the post, but I sure wish Jira would load even half as quickly as this site.

It takes serious hardware investment [0] to pull that off. [0] https://lenowo.org/viewtopic.php?t=28

> Host it on the Fritzbox 7950 instead?

It's a router.. oh my god that made me laugh

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#59
post #38

Earlier quoted context omitted.

Fun fact: Doom is now a Microsoft property, along with Quake, StarCraft, WarCraft, Overwatch, all of the adventure games from Infocom and Sierra, and of course Halo. Microsoft pretty much owns most of PC gaming. Which is what they've wanted since 1996 or so.

> Microsoft pretty much owns most of PC gaming. So valve next?

They missed that window when Sierra was still the publisher for Half-Life. Besides, Valve is not a publicly traded company and Gabe Newell as former manager at Microsoft has no interest in getting back together. Valve is betting everything on Linux right now to be more independent from Microsoft.

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#60

Earlier quoted context omitted.

I’m going to wager that the cutscenes are all XA audio/video DMA’d from the disc. Opening the disc kills the DMA and the error recovery is just to end the cutscene and continue. The program is in RAM, so a little interruption on reading doesn’t hurt unless you need to time it to avoid an error reading the file for the next section of gameplay.

That’s a solid guess. And if that’s the case, that’s actually pretty good error handling!

I recall that handling disc eject was an explicit part of the Tech Requirements Doc (things the console manufacturer requires you to comply with). They'd typically check while playing, while loading and while streaming.
Post reply on HN