Why is Emulation so Hard?
10:53
2 жыл бұрын
Simply Put: What is a Stack?
6:15
3 жыл бұрын
The Design Secrets Behind Star Fox 64
11:57
Пікірлер
@jh5124
@jh5124 Күн бұрын
Yeah it helped a little bit. But if computers are random access why do you need to POP things off the stack to say to get to something or access something 3rd from the top? And where does the popped stuff go?
@Scoopta
@Scoopta 8 күн бұрын
5:48 SATA? OG XBox was IDE??????
@JohnCrawford1979
@JohnCrawford1979 19 күн бұрын
I wouldn't say the architecture has gotten simpler, as the X-Box has an 8 core CPU with custom AMD Zen 2 architecture. The biggest advantage today is that there are all sorts of dev. kits. Part of the drawback, though, is this often means, outside of attempt at troubleshooting, it's possible to make a game with minimal understanding of 'bare metal' or machine core coding. Most modern OSes have pretty much hidden most in hopes the average user won't fool around inside and accidentally mess things up.
@JohnCrawford1979
@JohnCrawford1979 19 күн бұрын
Basically, the Saturn was kind of like a precursor to the dual core processors.
@JohnCrawford1979
@JohnCrawford1979 19 күн бұрын
How much was 'hard to work with' regarding the Saturn a matter of the switch from 2D to 3D games?
@John-qd1ju
@John-qd1ju 22 күн бұрын
hi, very complex. I have a question though Atari had their woes for sure, but given more time, as this project was surely rushed. Could someone with the right 'knowhow' try to fix it 'Even just to show the Jaguars' potential. I mean. Do 'you' honestly think this could have wiped the floor with the PSOne; if done correctly??????????????? Only Using What 'Is In It, or maybe, just maybe addages 'from the time that atari might have had 'if not being up against the wall' so to speak. Sorry, I hope you get my meaning. I would love to see this console be 'what it was meant to be'!
@pcmastergamerace6206
@pcmastergamerace6206 23 күн бұрын
Killzone 2 use all spu, but only 60%, 60 %!! Amazing!! 😮
@steffennilsen2132
@steffennilsen2132 25 күн бұрын
The architecture sure looks complicated, but I have to scratch my head over why they had 1mb of sdram and 1mb of dram?
@ABIYUSTAR2707
@ABIYUSTAR2707 26 күн бұрын
alr man i think i understand that but again WTF WAS THAT IAM NOT TOUCHING THAT SHIT I MEAN WHO THE FUCK THINK TO MAKE THAT MONSTROSITY
@randyfemrite7525
@randyfemrite7525 Ай бұрын
I remember Sam Tramiel saying "if the programmers aren't smart enough to figure out how to program for our machine we don't want them making games". That attitude didn't work to well....
@randyfemrite7525
@randyfemrite7525 Ай бұрын
Alien vs. Predator and SkyHammer are excellent proof of what could have been. Apparently some programmers/developers/game designers knew what to do. Battlemorph and Hoverstrike also...did I miss anything?
@slim_cana
@slim_cana Ай бұрын
Great content, very informative as a system overview :) If I can just give some constructive criticism, change the music. Something a little quieter and not as punchy would help!
@neonthefox3550
@neonthefox3550 Ай бұрын
I can tell the sound was taken from Canyon Blaster lol. It’s my favorite coaster btw at my home park
@germainlechapelain3254
@germainlechapelain3254 Ай бұрын
Ordering table/painters & Z-buffers serves a different purpose than BSP and occlusion-culling. Beside, the PS1 doesn't have a Z-Buffer either. It's not what responsible for polygon tearing (I noticed in your other video as well when talking about quads. At least I think it is yours. 😅
@duhmez
@duhmez Ай бұрын
Licensing fees were expensive but in return you got to keep console the people can actually afford to buy which means you had an actual Market to make games for
@Yeetus8740
@Yeetus8740 Ай бұрын
I like to think my mind as the Emotion Engine in the sense that its powerful
@mariuszszarek1992
@mariuszszarek1992 Ай бұрын
AAAAAAAAAAAAAmiiiigaaaaaaaaaaaaa!!!
@NoodleFlame
@NoodleFlame Ай бұрын
Blast processing was basically a catchier name for DMA, more marketable. During transfer the 68k CPU is frozen making it only viable during VBlank, while the Z80 is unnafected unless it needs to access the bus. This was a faster method of moving data from ROM or RAM to VRAM/CRAM/VSRAM and didnt require special code to send it via the data port. This made it quicker than the equivalent 68k instructions that achieved the same result.
@NoodleFlame
@NoodleFlame Ай бұрын
Anyone that asks is it really that impressive a feature? From experience, yes. You can dma new tiles graphics, scrolling, animation, fading.. and its fast and easy.
@NoodleFlame
@NoodleFlame Ай бұрын
And I have just noticed this video is 3 years old and I have added precisely nothing that wasn't already in the comments... its one of those days!
@demonikidoff4613
@demonikidoff4613 Ай бұрын
Thanks bro
@FR4M3Sharma
@FR4M3Sharma Ай бұрын
"When SPUs are properly utilised the CELL can do many incredible things" "Gran Turismo was delayed 3-4 years." Yeah about that, video game developers don't have that kind of time. It's why consoles like Saturn also died. Complicated but powerful hardware doesn't mean better games it only means longer dev times. It's an interesting machine to use but not in this field.
@StormsparkPegasus
@StormsparkPegasus 2 ай бұрын
Jagwire?
@StormsparkPegasus
@StormsparkPegasus 2 ай бұрын
The Saturn was designed like an arcade machine. Where the games are made by the same team that made the hardware. No thought was given to third parties devloping games. The BIG BIG BIG weakeness the Saturn had was inability to do transparencies except under very specific circumstances.
@movo786
@movo786 2 ай бұрын
Music is annoying, drowning out your words
@apollosungod2819
@apollosungod2819 2 ай бұрын
Oh noes, Zygal really believes the Nintendo 64 enviroment was TERRIBLE for game development... oh teh noes.. to Zygal Studios, he really believes all game developers had the same skills and did the SAME effort at making Top Gun quality games... Wow like imagine that... Nintendo supplied the documentation tools but according to Zygal, game developers looked at the bandwith and hit their faces on their palms because they could not flex their programming skills... that explains why most of them went back to Sony PlayStation game development even though most of those games are not even remembered cause they could not hang with the top dawgs. Wow like Zygal believes that LAZY GAME DEVs was not a term in the 90s used by hardcore gamers who worked hard for their money and did not want to waste their money on shovelware... maybe Iguana Studios, Nintendo and old RARE were exceptions to this rule... maybe Angel Studios actually bothered to read AND study all the documentation tools Nintendo gave them.. maybe those games that turned out bad were bad because of the bandwith and TERRIBLE problem, not because those game devs were cutting corners or doing the SAME effort as a PS1 game so much that the game ended up looking and playing just like a PS1 game complete with load times on a ROM Cartridge... Later in the N64 life cycle the ROM Cartridges got bigger at 64MB aka 512 Megabit.. and somehow Angel Studios broke this kid's youtube video when they made TWO PS1 CD-ROM disc;s worth of data FIT inside one single N64 ROM Cartridge and used ancient NES and SUper NES techniques like compression of data and successfuly reprogram and convert Resident Evil 2 to N64... but that was only one game and one studio... unfortunately Iguana Games didn't match that cause they were too busy spreading themselves on PC even though their N64 games were selling multiple millions.. it is amazing how Iguana Games squandered their chances at making a 64MB ROM Cartridge game that required the 4MB RAM Pack... Old RARE was basically ready to do that but games require two years of development even if you are highly skilled and experienced on the same platform... Wow so Sega of America's management staff should have been given the data you promote so people like Bernie Stolar and other Sega of America managers would not be fearing a gigantic letter N just flattening them like pancakes that way they would have said... yeah bandwith, face palm and not bothered to make Sega Dreamcast... that would have been hilarious as by 2000 Microsoft would announce Xbox and you would have the last N64 retail games coming out in the year 2002 instead..
@ALM1GHTY.PEANUT
@ALM1GHTY.PEANUT 2 ай бұрын
Great video! Background music was a bit too loud but awesome content!
@INKf3KT
@INKf3KT 2 ай бұрын
i don´t undertand anything :D
@di380
@di380 2 ай бұрын
This looks more like an ideal architecture from a programmer’s perspective. Nothing weird going on here everything can be processes in series with plenty of cache and RAM
@di380
@di380 2 ай бұрын
Regardless of their success the PS2 still seems like the most challenging and worst system to develop for
@Teste-gp7bm
@Teste-gp7bm 2 ай бұрын
Cool video. I have found a lot of data that mentions the SPUs were design for geometry workloads. Ninja Gaiden Sigma even runs those there and the whole "not IEEE754 compatible" FPUs were due to this. Sony had a library to do this, so if you think SPUs would be always abstracted, it made sense. They are also fine to process video or AI loads. But Sony needed a pixel pusher and ended up with duplicate vertex hardware on the GPU. It would also be a very underpowered system that was very late due to Cell delays. As Gabe said, this and 360 were released at a time where programmers were barely doing dual threaded code on PC, much less something as complex as this. I dont think the GPU is underpowered. Real world results show a lot of PS3 games running at 1080p and even the dashboard, where the 360 was stuck at 720p dash. It had a lot of rasterization hardware but lacked in the interconnect to the CPU and the stiff memory partitioning that wasnt a problem on the 360.
@jimmy21584
@jimmy21584 2 ай бұрын
Old PS1 programmer here. From experience, the main problem with PS1 was the lack of perspective correct texture mapping, not fixed point. Fixed point is not inherently inaccurate; both schemes are still using 32 bits of precision.
@MaxAbramson3
@MaxAbramson3 Ай бұрын
For some reason, in my memory, it used 24-bit fixed point. I can't find documentation that says one way or the other.
@douglas9265
@douglas9265 2 ай бұрын
That was a great video, I have a Jag and love to hear about the hardware and history of it. Right now I ordered an SCable and found an old flat screen TV. I am pumped about that and the fact that I can buy new games that run better, have save options and improve frames. Also, they have a lot of options of either buying a new controller or getting one custom made. All good things!
@PyromancerRift
@PyromancerRift 2 ай бұрын
Well, they pushed for parallelisation. 10 years later, sony did the same mistake. What hardware manufacturers had to do is to create an easy language to program on the machine and let the machine do the parallelisation for them.
@kri249
@kri249 2 ай бұрын
Not sure if this is related to emulation and more of a doftware issue but I'm curious if the old games graphics have been modded to match what we see on CRTs. A lot of games utilused dithering on old TVs to correct for limitations but now they look like shit on modern TVs. So I'm wondering that has been corrected for also in the emulation process.
@1337Shockwav3
@1337Shockwav3 2 ай бұрын
Love the initial intro that the Jaguar had good hardware, but really was hell for developers from different angles. As a hardware enthusiast I've had to learn the hard way how important it is to properly document your stuff and make it as accessible as possible if you want people to use your stuff.
@thedinobros1218
@thedinobros1218 2 ай бұрын
Easy answer: cartridges Cartridges feel better to hold, look good loose, not feel cheaply made, are technologically superior and have better games, and are very durable. Discs get irreversible disc rot while cartridges don’t get damaged at all. Out of the many cartridges I have seen or played, only 3 have ever not worked, out of those 3, 2 of them were very early releases for the Atari 2600. Also, at some point, you should do ‘Floppy versus Tape’ - yes, there were a few gaming systems that used floppies or tapes.
@niewazneniewazne1890
@niewazneniewazne1890 2 ай бұрын
Atari architecture being impossible to program for, nothing new given the trackrecord
@scottriddell3514
@scottriddell3514 2 ай бұрын
Why didn’t this come to the west? I suppose that was the fault of the Dreamcast
@oldschooldriver
@oldschooldriver 2 ай бұрын
because NFS 3 is better! 😊
@wf7625
@wf7625 2 ай бұрын
caption man, please!
@cesarbaratas5612
@cesarbaratas5612 2 ай бұрын
Amazing, i want to dive in embedded
@gaminginstilllife9429
@gaminginstilllife9429 3 ай бұрын
consoles use to be innovative and not tied down to X86 tech, I wish Sony never got in the game and ruined video game development and made cost skyrocket. I blame Sony
@wilhelmbittrich88
@wilhelmbittrich88 3 ай бұрын
I got my first PS1 for my 11th birthday - best present I ever got btw. But my dad said I could pick a game out, and for some reason I decided to choose this game. What a great choice it was though. I spent countless hours and days playing this. My favourite car would have either been the Porsche 911 Turbo, or the McLaren F1 GTR, both cars I still love to this day! I used to use a cheat code, which when activated, you would use your horn and it would give you a speed boost and knock any cars in your path out of the way. Watching this footage back now, I really makes me appreciate how much of a beautiful game it was for its time. This game will always hold a special place in my heart.
@ladams391
@ladams391 3 ай бұрын
The Saturn was really something special, there never was and never will be another machine like it, and it's a shame that, at least here in the West, we never got to see it live up to it's potential. There's a kind of magic to it, a mystique one might even say.
@rustymixer2886
@rustymixer2886 3 ай бұрын
Both for different reasons
@kawaii801
@kawaii801 3 ай бұрын
This explains why some games have certain lighting and shading in the App Store 64 which rick can’t be remade in emulators says they would look off I’m kind of a piggy person, so I like my games being 100% like how they’re supposed to look and not like how it has been ripped and emulator, but I also want every game that plays fast, but not too fast
@Scoopta
@Scoopta 3 ай бұрын
I'm not sure why you talk about OpenGL or Vulkan when they're both PC exclusive and irrelevant to consoles.
@Scoopta
@Scoopta 3 ай бұрын
Absolutely bulldozers when it comes to architecture theory...unlike bulldozer...bad CPU architecture joke lol
@antayat
@antayat 3 ай бұрын
Great research dude! It really is too bad that Atari shipped this system with inherent bugs. It's my understanding that they rushed this thing out the door as a hail marry to save the company. Not realizing the bugs. There is a 2600 game that builds a unique map per each play. No one has access to the pre compiled data. No one knows how it was accomplished. Even the original programmer forgot the algorithm that he derived at. Might be a neat puzzle to look into even though it's not really hardware related.
@gennarorusso9959
@gennarorusso9959 4 ай бұрын
I feel like this video sparked once again my interest in Embedded! Thank you I got lost in the university lectures, getting good grades and studying all the while forgetting what I really wanted to do.
@paulothx138
@paulothx138 4 ай бұрын
Man, all our favorite games are just a bunch of complex math formulas. 😐
@InsideOutAnus
@InsideOutAnus 4 ай бұрын
Your entire experience of reality is just signals firing in between neurons.