I owned the Saturn version as a kid and didn't like it because of the difficulty. Back then all I cared about was the gameplay, as a kid you don't think of what it took to make the game. Its crazy that all these years later one of the creators is kind enough to provide such interesting insights. Its a real treat.
@@techleontius9161 Indeed, but I get what he's saying. The game is an incredible achievement on a technical level, doing things that should not be possible on the hardware. It's a true work of art. All he's saying is that he didn't appreciate that before but does now. As for the gameplay, many hate it, but there seems to be a whole lot of people who really like it as well. Even if you're one who doesn't, this is not going to come even remotely close to being on your "One of the worst games ever!" list.
My favourite part of old games is how you can tell that the developers did their best to get as much out of hardware as possible.. or even more. I hope you'll also do one for Sonic 2 and 3, I heard of a lot of tricks they used like interlacing for split screen and lock on technology.
Honestly, that's something I find consistent with older Travellers Tales games, they were usually technical masterpieces, but game design was just okay. Though they fixed that in recent years, Lego games are loads of fun.
I think graphically sonic 3 & k is equally impressive as sonic 3D blast, the scrolling and some of sonic 3 backgrounds and effects are supercool, blue spheres is very cool way of doing 3D
Same, after learning from game devs, you immediately start thinking like one. The other thing that came to mind, is reusing sprite data so only the parts that change get more sprites. Apparently that was used a lot in some other games.
I really miss this sort of stuff from modern game development. These days there’s just so much memory and storage available developers don’t have to fight for resources or do clever things to make the game run. As an example I always remember how proud Core Design were about getting Lara’s pony tail to swish around in Tomb Raider 2. These days it’s all just PhysX properties applied to a 3D model and if they want to improve the frame rate they just drop the resolution, they don’t have to shave pixels to try and save disc space. In fairness modern video games are complex in different ways, but I do feel it’s a shame the days of exploiting hardware quirks to do things never seen before are over, it was so much more exciting back then!
Get ready for even worse storage requirements. Unreal 5 allows you to import ridicules high poly models with 8K textures and the engine seems to automaticly scale all of it depending on how close to an object you are. So if you think games were big already, get ready for "The devs don't have to bother optimizing much, but every big game needs like 500gb fast storage."
While I don't see our advanced computing power as a bad thing, I do admire the challenge that comes with wrestling with older hardware to produce a working game. Being a modern programmer, I have huge respect for the retro devs that brought us here, those guys could pull off some crazy effects.
There's a real elegance to how memory was conserved in classic games, it's amazing how every last bit of power was squeezed out of the highest end titles on just about every platform of the 20th century. Like with Yars Revenge on 2600 and Pokémon on Game Boy. Just imagine how insane a PS3 game could look if someone could squeeze every bit of performance out of that console, let alone anything newer.
@@ohnoitschris Great comment. Everyone here lamenting this "lost art", myself included, but in reality it isn't lost at all. The game has just been changed.
Discovered your channel from some friends. Can't stop watching. LOVE what you're doing here. I grew up with these games, it's like opening my mind to something I've always loved but never fully appreciated.
Just incredible, mpeg works in a similar by only removing redandent pixels in a frame, the mpeg decoder then copies and multiplies all those redandent pixels back on it’s places were it belonges to, pretty clever.
I like your breakdowns of Sega hardware and data compression. Sega always had a habit of doing things cheaply instead of with care and quality, so it's interesting to see this play out from a programming perspective. From one programmer to another, keep it up. :)
I'm not a programmer or anything, but I love watching your videos. They're so calming, zen almost. It's also really cool to see how you crafted such amazing art using what, by today's standards, seem like basic tools. I am a musician though, and I know from experience, the best art is always created by those with a very limited set of tools. Limitations mean you need passion and REAL creativity to realise your vision.
Modern devs don't have to deal with this stuff 'cause modern technology is very powerful and therefore forgiving in terms of performance. While I agree with the sentiment, the idea of teaching a skill that we don't actually need any more seems like a waste of school time. It'd be like teaching Latin to an English class - sure, it's cool, but maybe the newer, more relevant stuff should be more of a focus.
That was the last game I bought (or was bought more precisely) for the Mega Drive, before getting an N64. Loved it, the intro blew me away at the time!
Not only this game is an awesome accomplishment, I’ve found it amazing the fact it even had a CGI intro... in a cartridge... back then I believe it was the first and only maybe?!
Since Sonic is symmetrical, wouldn't it be possible to cut the up & down animations in half and mirror them with offset animation frames? Or even simpler: Sonic moves to the exact same poses but mirrored while running (left step is a mirror of right step) so only half the animation frames would be needed for that!
JUST before you mentioned your compression technique, I called (aloud) "RLE!" Really loving this channel. Do you really have enough backlog to post as often as you have, so far?
He's reposting all the coding secrets videos from his other channels, Game Hut. It was a series there but he decided to make it a separate channel. So I suppose once he's posted all the old videos the upload rate will go back to his normal pace (one video every few weeks)
but you dont need to store all those colors, just polygons of color to be rendered back in to an image. a green 5x3 square would just be color reference to (0,255,0),5,3. if the device cant store code instead of an image then make the image the code that generates soncc.
I asked in the GameHut video but I haven't got a respond yet. I'm currently working on a sprite to tile sampler for custom sprites in modding games, I would like to know if you have any additional advice on what algorithm to use, right now I'm just using what you explained in the video. I'm also having trouble looking up techniques for this since I don't know what this is called specifically. So here's my question, is there an advantage/disadvantage for using larger but fewer tiles vs smaller but more tiles? Like at 2:49, let just say we ignore one of the pixels on the top right tile of the leg, it can then be represented by just 2 8x8 tiles Another example I have is if there are two 8x8 squares, one on top, one at bottom but the bottom one is shifted 2 pixels to the left, the best way to sample this obviously is use two 8x8 tiles, but with your method mentioned in the video, shifting the entire sprite within the grid will not help and you will have to use a 16x16 tile
In some cases (like the 8x8 you mentioned) using two sprites but not on 8 pixel boundaries would be better like you explained. But they are rare and complicate things a lot! We had a utility that just auto-shifted the image through all 64 positions and found which one would use the least sprites. Then I tended to hand correct any odd cases
Shouldn't the direct up and direct down take half the space each? I assume that when the left foot is forward it looks the same as when the right foot is forward so half the animation should simply be the other half mirrored
Could the straight down and straight up animations also use mirroring the sprites base on if Sonic was on his left or right foot? Assuming Sonic was symmetrical and not shaded differently on one side.
Could you possibly discuss what all went into transferring Sonic 3D from one platform to the other (Gen to Sat, or vice-versa; whichever came first) or at least what the differences are between the two (changes in which fans aren't already aware of, of course lol)? Additionally, was there any reason why the Saturn version has a totally different soundtrack, instead of having Senoue remix them with more realistic instrumentation? I love Mr. Jacques' soundtrack, I've just always been curious about the change.
Modern devs: Making our game less than 200 GB is hard guys :( Old devs: We had to crush every hex out of every animation of sonic that we could to get the game to fit.
That's because the cartridge ROMs were expensive, not compressing graphics translated directly into lower profit margins. PC customers HDD space on the other hand..
couldn't you have mirrored the front and back frames for the second half of the animation? it's something I've seen used in a Sonic fangame (Sonic Robo Blast 2) which displays sprites in a similar way. the walk animation is 16 frames long, but only 8 frames are stored for the front and back angles, the other 8 are mirrored from the previous ones
Maybe it will even be better to separately store animation for the head and body. Because the head just rotates left-right few degrees. I think you need just 64 head pictures for all 16 directions x 12 animation frames. p.s. I love this way of coding, I enjoyed assembler coding for c64, every byte, every cycle is important. Respect to all exceptions but a big percentage of modern coders waist resources like a drunk billionaire.
I don’t think they bother which such clever compression these days. Well done to all coders who optimised hard to meet these restrictions and be as efficient as possible. Developers these days seem to think “ah, they’ve got 1TB hard drives, we’ll just throw the code on there.” 200GB later...(COD etc.)
Cool stuff like this is what got me into programming in the first place. However, all of these cool tricks are unnecessary in the real world due to advancements in technology. People rarely think about optimization anymore because most of the time it isn't even needed.
What you did on the Genesis was amazing. How did you manage to find one in the UK? We only had MegaDrives? It is a shame that making games these days doesn't involve the same level of technical knowhow and ingenuity.
Whenever you say "It took this much cartridge space" i'm always wondering just how much space is taken up by what. I'm not sure if thats information you usually have, but I think it would be interesting to see how the cartridge space is used for everything.
You'd also have to imagine these techniques are extremely specialized to each console's hardware. With how much storage space computers/games consoles have and how far away from the actual metal we are now (We code games in C, C++, Unreal, Visual Basic, we have drivers and OpenGL and DirectX as middlemen... No one programs in Core i5 ASM unless you're making an operating system) the returns would be quite deminished.
Nowadays, other optimization techniques are used, saving even more, but mostly from overwhelmingly larger baseline. Otherwise, AAA games would'n work either - there is always the concept of "Get the most of the hardware. No, no, no, that's not enough - you need more than the hardware is built to handle.". It just grows in scale and therefore needs different techniques (i.e. sprite batching, cache abuse etc.).
well it's art in the same way as letterpress printing was an art, it was just too time consuming to keep being viable. Also, I for one don't miss working with limited hardware in which you have to account for every memory cell and every register
If you were to make a new game, could you tell us how to program a game? Im struggling as a beginner, I really want to make a game, is it possible? Do I need a physical dev kit?
And these days devs wouldn't bother with umpteen rounds of efficiency gains and would simply bump up the minimum "required" spec instead. I often wonder where we'd be today if devs had maintained that mindset of making everything as compact and efficient as possible. Skyrim in 600MB, I guess. Instead we now "need" 2GB RAM and 700MB HDD space to run Pac-Man.
He's decided to separate out videos where he actually reveals 'secrets' from games he's coded himself; from those where he looks at other people's games and reverse engineers what they did.
As soon as I saw the bunch of zeroes in the graphics representation, I immediately remembered of the encoding method used in the gb Pokémon games. There's a very good recent video on that.
This is a spin-off channel from GameHut; I believe the intention was to separate videos about games he actually programmed from those coded by other people.
=SONIC 3D ACTUALLY LOOKING LIKE ARCADE *SEGASONIC THE HEDGEHOG* AND TRAVELERS TALES DIDNT CREATE S3&K OR SA2,THOUGH .........AND IF THAT KIND PICTURE ON PREVIEW,WHY DIDNT SPEAK WITH HARD FINNISH ACCENT =........HEHE
Love this video. The RLE comment reminded me of this recent video on Graphics Compression in Pokemon. Not sure if you've heard of this channel but you might get a kick out of it ruclips.net/video/aF1Yw_wu2cM/видео.html
the thing that pisses me off about modern games is their RAM usage.... DCS flight sim used to run PERFECT on 16 gigs (which in the ddr3 days was a lot.... and in the ddr4 days, is still good, but more people are recommending 32 gigs) . if everyone developed like they only had 256K...... hell, even 8 gigs..... we would have FAR FAR FAR FAR FAR better optimized games . today, they just develop like EVERYONE has at least 16 gigs of ram...... even if the game doesnt use a lot of CPU and, especially, not much GPU power . no one comes up with these "shortcuts and hacks" like they used to. its all just lazy coding.... knowing people have the RAM . ive seen so many games, in the last 5 years, that you need to restart after a match or 2..... because of memory leaks . it starts out at 10 gigs..... and ends up burning up ALL 32 gigs of ram..... till it overloads the hard-drive / SSD / m.2 and then the game starts lowering FPS..... till it ends up CRAWLING around at 5fps . DCS had a HUGE memory leak...... which has now been solved but it took them 2 years because the solution was "just go from 16 to 32 gigs" . and people were willing to drop in two more RAM sticks . idk.... i started coding making mods in c++ for "men of war" and i ran into an issue where my mod was 6 times bigger than the stock game and had crashes because of it . the faster (and more RAM) players had..... the less crashes you would get but you were still limited by the "weakest link"..... as the multiplayer match would end if one player crashed . like..... you would shoot at a tank.... and at the FRAME of impact the game needed to load a LOT of crap (shell penetration, targets armor and slope, the effect for non-pen or penetration..... and then the explosion" . i ended up cutting out 3 gigs of my 12 gig mod..... memory usage which i felt was pretty damn good for someone who was only coding for 1 year..... with no training . i got rid of a CRAP TON of redundant stuff..... even making my own "base game" patches which kinda sucked.... as we could not play with anyone else, and they could not play with us . but it was just me and 3 of my friends..... who would play like 6 to 8 hours EVERY GOD DAMN DAY after school so it didnt matter if the version was miss-matched . ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- . and thats how i got my computer science degree . started out as a nerd who wanted to improve an existing mod...... ended up making my own mod refining my own mod and then ended up re-coding parts of the base game engine to get further refinements.... . made me interested in coding..... and i went full nerd on it
"And for today's extra content, we have this Sonic. It looks extremely dangerous and may attack at any time, so we must deal with it."
And here we go
VAT DE FACK
*whirring sound effects*
*squelch!*
Now I want the Hydraulic press channel to crush Sonic. Either a play doh one or a real cartridge.
I honestly thought this video was by Hydraulic Press before I clicked on it
I owned the Saturn version as a kid and didn't like it because of the difficulty. Back then all I cared about was the gameplay, as a kid you don't think of what it took to make the game. Its crazy that all these years later one of the creators is kind enough to provide such interesting insights. Its a real treat.
Well, actually, games aren't demos. They are made to enjoy gameplay.
@@techleontius9161 Indeed, but I get what he's saying. The game is an incredible achievement on a technical level, doing things that should not be possible on the hardware. It's a true work of art. All he's saying is that he didn't appreciate that before but does now. As for the gameplay, many hate it, but there seems to be a whole lot of people who really like it as well. Even if you're one who doesn't, this is not going to come even remotely close to being on your "One of the worst games ever!" list.
My favourite part of old games is how you can tell that the developers did their best to get as much out of hardware as possible.. or even more. I hope you'll also do one for Sonic 2 and 3, I heard of a lot of tricks they used like interlacing for split screen and lock on technology.
He's talking about games he participated in making. Mainline Sonic games were on Sega, not Traveler's Tales.
You didn’t think lock on technology was well known?
@@lev7509 Also, even still, he made a Sonic 2 video.
Sonic 3D Blast is the most impressive Sonic game on the Genesis imo even though the gameplay itself isn’t perfect
Honestly, that's something I find consistent with older Travellers Tales games, they were usually technical masterpieces, but game design was just okay. Though they fixed that in recent years, Lego games are loads of fun.
@@ShinoSarna technical masterpiece, but not when judged by the majority of players. The curse of TT
Thankfully hes done a patch for the game. So now the game is even better than ever.
I think graphically sonic 3 & k is equally impressive as sonic 3D blast, the scrolling and some of sonic 3 backgrounds and effects are supercool, blue spheres is very cool way of doing 3D
I find the game a lot more fun with the homing attack mod.
I'm rather proud of myself that my first thought was "You can mirror some of the animations".
Same, after learning from game devs, you immediately start thinking like one.
The other thing that came to mind, is reusing sprite data so only the parts that change get more sprites.
Apparently that was used a lot in some other games.
That's what Doom does too.
That makes monsters (and players in multiplayer) swap handedness.
That's the fun part of watching channels like this or Kiwami Japan, you start to pick up things and think like them
16 different run animations. All of which look like he's making a mad dash after a fart gamble didnt pay off.
I really miss this sort of stuff from modern game development. These days there’s just so much memory and storage available developers don’t have to fight for resources or do clever things to make the game run. As an example I always remember how proud Core Design were about getting Lara’s pony tail to swish around in Tomb Raider 2. These days it’s all just PhysX properties applied to a 3D model and if they want to improve the frame rate they just drop the resolution, they don’t have to shave pixels to try and save disc space.
In fairness modern video games are complex in different ways, but I do feel it’s a shame the days of exploiting hardware quirks to do things never seen before are over, it was so much more exciting back then!
Get ready for even worse storage requirements.
Unreal 5 allows you to import ridicules high poly models with 8K textures and the engine seems to automaticly scale all of it depending on how close to an object you are.
So if you think games were big already, get ready for "The devs don't have to bother optimizing much, but every big game needs like 500gb fast storage."
While I don't see our advanced computing power as a bad thing, I do admire the challenge that comes with wrestling with older hardware to produce a working game. Being a modern programmer, I have huge respect for the retro devs that brought us here, those guys could pull off some crazy effects.
There's a real elegance to how memory was conserved in classic games, it's amazing how every last bit of power was squeezed out of the highest end titles on just about every platform of the 20th century. Like with Yars Revenge on 2600 and Pokémon on Game Boy.
Just imagine how insane a PS3 game could look if someone could squeeze every bit of performance out of that console, let alone anything newer.
@@ohnoitschris God, this is like the 20%-of-your-brain crap but it's actually a realistic possibility
@@ohnoitschris Great comment. Everyone here lamenting this "lost art", myself included, but in reality it isn't lost at all. The game has just been changed.
Discovered your channel from some friends. Can't stop watching. LOVE what you're doing here. I grew up with these games, it's like opening my mind to something I've always loved but never fully appreciated.
Just incredible, mpeg works in a similar by only removing redandent pixels in a frame, the mpeg decoder then copies and multiplies all those redandent pixels back on it’s places were it belonges to, pretty clever.
This guy is making me appreciate the Genesis a lot more.
I like your breakdowns of Sega hardware and data compression. Sega always had a habit of doing things cheaply instead of with care and quality, so it's interesting to see this play out from a programming perspective.
From one programmer to another, keep it up. :)
I'm not a programmer or anything, but I love watching your videos. They're so calming, zen almost. It's also really cool to see how you crafted such amazing art using what, by today's standards, seem like basic tools.
I am a musician though, and I know from experience, the best art is always created by those with a very limited set of tools. Limitations mean you need passion and REAL creativity to realise your vision.
IMPRESSIVE stuff, love seeing consoles broken down to their assembly programming, THIS is what they should have thought in electrical engineering.
Modern devs don't have to deal with this stuff 'cause modern technology is very powerful and therefore forgiving in terms of performance. While I agree with the sentiment, the idea of teaching a skill that we don't actually need any more seems like a waste of school time.
It'd be like teaching Latin to an English class - sure, it's cool, but maybe the newer, more relevant stuff should be more of a focus.
@@Kapin05 also probably why everything runs off basically overclocked intel 386's
@@Kapin05 Technically someone still needs to know stuff like this, because someone has to develop the graphics drivers, primitives, and libraries.
At home with massive migraine but still watching videos on coding I’ll never do or try.
I loved the PC version of this game back in the day!
That was the last game I bought (or was bought more precisely) for the Mega Drive, before getting an N64. Loved it, the intro blew me away at the time!
I thought you were actually crushing him...
Disappointed?
u mad bro?
Not only this game is an awesome accomplishment, I’ve found it amazing the fact it even had a CGI intro... in a cartridge... back then I believe it was the first and only maybe?!
Well the CGI into was just a video file really compressed
@@paradoxzee6834 that only makes it more impressive scrub
>see's thumbnail
"I don't feel like watching hydraulic press right now"
>3 days later
"OK, maybe I'll watch this hydraulic press video now"
this music makes me want to talk saving cardridge space
Greatly enjoy these videos! Very informative and easy to understand!
the running frames from 0:32 to 1:09 aren't the frames from the final game. those seem to instead be the frames from the prototype
Since Sonic is symmetrical, wouldn't it be possible to cut the up & down animations in half and mirror them with offset animation frames?
Or even simpler: Sonic moves to the exact same poses but mirrored while running (left step is a mirror of right step) so only half the animation frames would be needed for that!
Would only work in forward/backward/left/right positions - and we might have done that, I'll have to check
@@CodingSecrets Yeah that's what I meant! You said up & down weren't mirrored and I was like what that can't be true! You mirror EVERYTHING!
JUST before you mentioned your compression technique, I called (aloud) "RLE!" Really loving this channel. Do you really have enough backlog to post as often as you have, so far?
He's reposting all the coding secrets videos from his other channels, Game Hut. It was a series there but he decided to make it a separate channel. So I suppose once he's posted all the old videos the upload rate will go back to his normal pace (one video every few weeks)
All that makes sense… But actually programming all of this in assembly, maintaining speed and correctness. Impressive
but you dont need to store all those colors, just polygons of color to be rendered back in to an image. a green 5x3 square would just be color reference to (0,255,0),5,3. if the device cant store code instead of an image then make the image the code that generates soncc.
This episode won't be complete without a *Death Sound* somewhere.
You crushed Sonic better than Eggman.
I asked in the GameHut video but I haven't got a respond yet. I'm currently working on a sprite to tile sampler for custom sprites in modding games, I would like to know if you have any additional advice on what algorithm to use, right now I'm just using what you explained in the video. I'm also having trouble looking up techniques for this since I don't know what this is called specifically. So here's my question, is there an advantage/disadvantage for using larger but fewer tiles vs smaller but more tiles? Like at 2:49, let just say we ignore one of the pixels on the top right tile of the leg, it can then be represented by just 2 8x8 tiles
Another example I have is if there are two 8x8 squares, one on top, one at bottom but the bottom one is shifted 2 pixels to the left, the best way to sample this obviously is use two 8x8 tiles, but with your method mentioned in the video, shifting the entire sprite within the grid will not help and you will have to use a 16x16 tile
In some cases (like the 8x8 you mentioned) using two sprites but not on 8 pixel boundaries would be better like you explained. But they are rare and complicate things a lot! We had a utility that just auto-shifted the image through all 64 positions and found which one would use the least sprites. Then I tended to hand correct any odd cases
@@CodingSecrets Sweet! Thank you for your reply!
Some games use fast compression for moving graphics (such as Sugoi Hebereke).
Shouldn't the direct up and direct down take half the space each? I assume that when the left foot is forward it looks the same as when the right foot is forward so half the animation should simply be the other half mirrored
How much extra work ram did you need to have shipped on the cart itself?
none
Could the straight down and straight up animations also use mirroring the sprites base on if Sonic was on his left or right foot?
Assuming Sonic was symmetrical and not shaded differently on one side.
It's amazing how difficult it was to make games in the 90's
It was not difficult, the PROM and bankswitching tech were pricey.
Could you possibly discuss what all went into transferring Sonic 3D from one platform to the other (Gen to Sat, or vice-versa; whichever came first) or at least what the differences are between the two (changes in which fans aren't already aware of, of course lol)? Additionally, was there any reason why the Saturn version has a totally different soundtrack, instead of having Senoue remix them with more realistic instrumentation? I love Mr. Jacques' soundtrack, I've just always been curious about the change.
Maybe the audio chip was different
You can also use 1/2 of front and back view, and mirrored version for second part of animation, isn't it?
Great optimization.
Modern devs: Making our game less than 200 GB is hard guys :(
Old devs: We had to crush every hex out of every animation of sonic that we could to get the game to fit.
That's because the cartridge ROMs were expensive, not compressing graphics translated directly into lower profit margins. PC customers HDD space on the other hand..
Modern games use far more advanced techniques than mirroring and rle compression lol.
Why does Sonic run like he shit himself
You'd run like that if your arsehole was full of spikes.
couldn't you have mirrored the front and back frames for the second half of the animation? it's something I've seen used in a Sonic fangame (Sonic Robo Blast 2) which displays sprites in a similar way. the walk animation is 16 frames long, but only 8 frames are stored for the front and back angles, the other 8 are mirrored from the previous ones
This is a Impossible commentary I did there dude
How was the whole animation created? Hand drawn or rendered using some 3D software?
What is the name of the music in the background?
I am curious if the Sega Saturn port uses the same space-reducing methods.
What’s up with all the reuploads? It’s nice to watch them again, but it appears that all that’s changed is the intro.
He decided to transfer his “coding secrets” series to its own channel, so he can do it for games he didn’t work in
Theres a video on gamehut where he explains it
Maybe it will even be better to separately store animation for the head and body. Because the head just rotates left-right few degrees. I think you need just 64 head pictures for all 16 directions x 12 animation frames.
p.s. I love this way of coding, I enjoyed assembler coding for c64, every byte, every cycle is important. Respect to all exceptions but a big percentage of modern coders waist resources like a drunk billionaire.
I don’t think they bother which such clever compression these days. Well done to all coders who optimised hard to meet these restrictions and be as efficient as possible. Developers these days seem to think “ah, they’ve got 1TB hard drives, we’ll just throw the code on there.” 200GB later...(COD etc.)
These are trivial compression techniques, what's used in modern games is far more advanced.
Would a variant of the pokemon sprite compression work for this or would it be too slow?
Why were all the videos in this series reposed about two weeks ago?
From your thumbnail I thought it was the Hydraulic Press Channel!
Cool stuff like this is what got me into programming in the first place. However, all of these cool tricks are unnecessary in the real world due to advancements in technology. People rarely think about optimization anymore because most of the time it isn't even needed.
I want to go back in time and give the president of every game company a 1tb hard drive and just see how games advance
ooooh i love optimisation
Cool!
I love the background music. Where can I get it?
I love this 😀
What you did on the Genesis was amazing.
How did you manage to find one in the UK? We only had MegaDrives?
It is a shame that making games these days doesn't involve the same level of technical knowhow and ingenuity.
shipping
Whenever you say "It took this much cartridge space" i'm always wondering just how much space is taken up by what. I'm not sure if thats information you usually have, but I think it would be interesting to see how the cartridge space is used for everything.
Google says most cartridge storage space was 4MB with some games on 5MB cartridges.
It's a shame how this is a lost art, nowadays. It's all "just add more ram" and games optimized for production time, rather than efficiency.
You'd also have to imagine these techniques are extremely specialized to each console's hardware. With how much storage space computers/games consoles have and how far away from the actual metal we are now (We code games in C, C++, Unreal, Visual Basic, we have drivers and OpenGL and DirectX as middlemen... No one programs in Core i5 ASM unless you're making an operating system) the returns would be quite deminished.
Nowadays, other optimization techniques are used, saving even more, but mostly from overwhelmingly larger baseline. Otherwise, AAA games would'n work either - there is always the concept of "Get the most of the hardware. No, no, no, that's not enough - you need more than the hardware is built to handle.". It just grows in scale and therefore needs different techniques (i.e. sprite batching, cache abuse etc.).
well it's art in the same way as letterpress printing was an art, it was just too time consuming to keep being viable. Also, I for one don't miss working with limited hardware in which you have to account for every memory cell and every register
When I think of efficient use of consoles hardware, NaughtyDog comes to mind.
If you were to make a new game, could you tell us how to program a game? Im struggling as a beginner, I really want to make a game, is it possible? Do I need a physical dev kit?
Hey Jon, are you looking for any 3D artists at TT Games? Lol
I've seen this video before, but it was a few years ago... was it reuploaded or something?
How did that mirroring trick work again?
The hardware has options to flip sprites/tiles.
Was this done like donkey Kong country
Fun fact a sonic spritesheet from the game is 215k
I always saw Sonic as someone who loves CBT
wait is this a reupload?
It is. Everything on this channel is
@@samppa_j oh right this is the second channel lmao
And these days devs wouldn't bother with umpteen rounds of efficiency gains and would simply bump up the minimum "required" spec instead. I often wonder where we'd be today if devs had maintained that mindset of making everything as compact and efficient as possible. Skyrim in 600MB, I guess. Instead we now "need" 2GB RAM and 700MB HDD space to run Pac-Man.
Very good. Do not ask what I will do with this information please
Just curious as to why are you're re-uploading your old videos from GameHut to this channel?
He's decided to separate out videos where he actually reveals 'secrets' from games he's coded himself; from those where he looks at other people's games and reverse engineers what they did.
To be honest, I thought it was a 3d model. Shows what I know.
As soon as I saw the bunch of zeroes in the graphics representation, I immediately remembered of the encoding method used in the gb Pokémon games. There's a very good recent video on that.
No comments on the hydraulic press channel?!
That explains why I hate the controls so much.
Gone are the days of System Optimization, now its more of a first to market driven system,
They don't know that they were using .zip
I thought you were actually crushing him.
Different world, now software just causality package a browser, a server distribution and a jre just because "fuck those few hundred MB"
is says your channel is from 2020. even your oldest videos are from 2020. how old are you?
This is a spin-off channel from GameHut; I believe the intention was to separate videos about games he actually programmed from those coded by other people.
Mini sonic
SONIC NOOOOOOOO-
Gotta go flats
NO WHY WOULD YOU DO THIS TO HIM YOU MONSTER NOOOOOOOOOO WHY HIM
why was i unnsubbed
Is someone gonna tell him?
No...
Welp, looks like I gotta do it.
Crushing flat is a fetish.
A fetish I have.
=SONIC 3D ACTUALLY LOOKING LIKE ARCADE *SEGASONIC THE HEDGEHOG* AND TRAVELERS TALES DIDNT CREATE S3&K OR SA2,THOUGH
.........AND IF THAT KIND PICTURE ON PREVIEW,WHY DIDNT SPEAK WITH HARD FINNISH ACCENT =........HEHE
So even RLE was to slow on this console?
Love this video. The RLE comment reminded me of this recent video on Graphics Compression in Pokemon. Not sure if you've heard of this channel but you might get a kick out of it
ruclips.net/video/aF1Yw_wu2cM/видео.html
the thing that pisses me off about modern games is their RAM usage....
DCS flight sim used to run PERFECT on 16 gigs (which in the ddr3 days was a lot.... and in the ddr4 days, is still good, but more people are recommending 32 gigs)
.
if everyone developed like they only had 256K...... hell, even 8 gigs..... we would have FAR FAR FAR FAR FAR better optimized games
.
today, they just develop like EVERYONE has at least 16 gigs of ram......
even if the game doesnt use a lot of CPU and, especially, not much GPU power
.
no one comes up with these "shortcuts and hacks" like they used to.
its all just lazy coding.... knowing people have the RAM
.
ive seen so many games, in the last 5 years, that you need to restart after a match or 2..... because of memory leaks
.
it starts out at 10 gigs..... and ends up burning up ALL 32 gigs of ram..... till it overloads the hard-drive / SSD / m.2
and then the game starts lowering FPS..... till it ends up CRAWLING around at 5fps
.
DCS had a HUGE memory leak...... which has now been solved
but it took them 2 years because the solution was "just go from 16 to 32 gigs"
.
and people were willing to drop in two more RAM sticks
.
idk.... i started coding making mods in c++ for "men of war"
and i ran into an issue where my mod was 6 times bigger than the stock game
and had crashes because of it
.
the faster (and more RAM) players had..... the less crashes you would get
but you were still limited by the "weakest link"..... as the multiplayer match would end if one player crashed
.
like..... you would shoot at a tank.... and at the FRAME of impact
the game needed to load a LOT of crap (shell penetration, targets armor and slope, the effect for non-pen or penetration..... and then the explosion"
.
i ended up cutting out 3 gigs of my 12 gig mod..... memory usage
which i felt was pretty damn good for someone who was only coding for 1 year..... with no training
.
i got rid of a CRAP TON of redundant stuff..... even making my own "base game" patches
which kinda sucked.... as we could not play with anyone else, and they could not play with us
.
but it was just me and 3 of my friends..... who would play like 6 to 8 hours EVERY GOD DAMN DAY after school
so it didnt matter if the version was miss-matched
.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
.
and thats how i got my computer science degree
.
started out as a nerd who wanted to improve an existing mod......
ended up making my own mod
refining my own mod
and then ended up re-coding parts of the base game engine to get further refinements....
.
made me interested in coding..... and i went full nerd on it
Cursed thumbnail lol
Cursed thumbnail
Use 8 directions and leave rest of frames with the brain.
So much work for such a lousy game
they coulda have saved even more space by flipping the running animation around when the running animation is halfway.