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Original Age of Empires 2 dev talks about its usage of assembly code

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Re: Original Age of Empires 2 dev talks about its usage of assembly code

#91
post #84

Earlier quoted context omitted.

fatmap.txt discusses tiled textures a bit https://hornet.org/code/3d/trifill/texmap/fatmap.txt

I think that's what I was looking at, and read back then - it was only txt files :)

Oh I just realised who I’m talking to haha! I’m Sam from shg!

Re: Original Age of Empires 2 dev talks about its usage of assembly code

#92
post #50

Earlier quoted context omitted.

Do you want to have lunch at Tia's in Mesquite, Texas?

I do. There isn't a Tia's there anymore but there's one an hour north, still in the DFW area.

My gfs mother lives in Dallas. Let's connect next time I visit!

Re: Original Age of Empires 2 dev talks about its usage of assembly code

#93
post #65

For those interested, the competitive AoE2 scene is alive and well with one of its biggest tournaments, NAC5, going on now, an in-person LAN in Berlin. https://liquipedia.net/ageofempires/Nili%27s_Apartment_Cup/5 https://www.twitch.tv/nili_aoe https://www.youtube.com/channel/UCXeY7zz-1LsyZdnpFbffdqA

Hera joined GL :(

Re: Original Age of Empires 2 dev talks about its usage of assembly code

#94
post #11

Earlier quoted context omitted.

NEVER FORGET WHAT THEY HAVE TAKEN FROM US. WE WERE ONCE A CULTURE. NOW WE ARE LOST, FOREVER. WHITHER OUR SENSE OF BEAUTY. (etc., etc., insert architecture pics to taste) C'mon dude. The opportunity for people to talk to one another about this stuff is unimaginably better than it was back then. Like, here we are, right now, me telling you you're full of shit. What are the chances of us being able to do that in 1999? (…

[flagged]

A fair comment, unreasonably deaded. I was mean, and I did apologise for it, and I meant it - but I still did it, and that reflects poorly on me.

But: if you're going to make the case for the internet making us worse off, "people used to communicate with one another... LOOK AT WHAT WE HAVE LOST" is the worst angle possible. Good lord. I just can't even comprehend it.

Re: Original Age of Empires 2 dev talks about its usage of assembly code

#95
post #11
post #7

> A key speedup technique AoE used was realized during discussions I had with iD software programmer and optimization guru Michael Abrash over lunch at Tia's Mexican Restaurant in Mesquite, TX. How many freeform interactions like this did we lose because of the Internet's illusion of being connected?

NEVER FORGET WHAT THEY HAVE TAKEN FROM US. WE WERE ONCE A CULTURE. NOW WE ARE LOST, FOREVER. WHITHER OUR SENSE OF BEAUTY. (etc., etc., insert architecture pics to taste) C'mon dude. The opportunity for people to talk to one another about this stuff is unimaginably better than it was back then. Like, here we are, right now, me telling you you're full of shit. What are the chances of us being able to do that in 1999? (…

Oh come off it, we were saying horrible shit to one another on Slashdot in '99.

Re: Original Age of Empires 2 dev talks about its usage of assembly code

#96
post #84

Earlier quoted context omitted.

I think that's what I was looking at, and read back then - it was only txt files :)

Oh I just realised who I’m talking to haha! I’m Sam from shg!

Holy!!!! hahahaha - cheers!

Re: Original Age of Empires 2 dev talks about its usage of assembly code

#97
post #21

Earlier quoted context omitted.

You worked on the port of Metal Gear Solid?! OH MY GOD THIS IS SO COOL! Edit: Looking it up you might have worked on a larger amount of games than I thought. Very awesome nonetheless. https://www.mobygames.com/game/company:99/from:1998/platform...

Thanks!!! Yes it was MGS - the deal was with our studio to do the port from PSX -> PC and since Microsoft was the publisher, part of the deal was for Konami to port Age Of Empires (1? 2?) to PSX.

You’re also my hero. I remember being like… 13 and seeing a copy of MG:S at the store… for PC! I will freely admit it, I hid the copy behind the most boring games on the shelf, and came back and bought it a week later, it was still safely hidden. I distinctly remember the clerk that I paid was quite irritated, almost as if they couldn’t find where I hid it so they could buy it themselves.

In any event, that game, and that port, were a part of my childhood that I will always remember.

Re: Original Age of Empires 2 dev talks about its usage of assembly code

#98
post #4

I worked on port of a Konami game from PSX to PC, that was 1999-2000 - the code (C) had lots of #ifdefs like where inline assembly was placed, and the original "C" code was kept. It seemed all done by one specific programmer, and what really saved us (in porting) the game was the originallly kept "C" code. My mips knowledge was never as good as x86. So yes, it was the norm back then. My second job (1998), was working…

Before I really knew how to program, I tried to port http://advsys.net/ken/voxlap.htm to Linux: https://github.com/Ericson2314/voxlap

It was written in the same C / inline assembly style. Unfortunately seemed to me like the final ASM didn't quite do the same thing as the original C.

Re: Original Age of Empires 2 dev talks about its usage of assembly code

#100
post #66

Earlier quoted context omitted.

I think AOE was using DirectX, so I assume that was one level up the stack, ie figuring out which sprites are visible to which extent by walking different data structures and then just throwing stuff at directdraw.

DirectDraw wasn't really meant as a drawing toolkit; you _did_ have blits, but they were not hardware accelerated AFAIK and not nearly flexible enough for what the article suggests (mirror, stiple, probably other stuff). In general, what DirectDraw gave you was a rectangle you could draw pixels into, and a way to get those pixels efficiently to the screen. In other words, more like a clean abstraction over the displa…

DirectDraw did support hardware accelerated blitter, and speedup was quite significant.

http://www.roylongbottom.org.uk/directdraw%20results.htm

Even the oldest S3 VLB cards performed 8 bit copies 3-4x faster than CPU. Pretty much every VGA chipset from around 1993-94 onward had 2D accelerator, most popular were IBM 8514 derived like from S3 or ATI.

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