Forums - Sony Discussion - Crash Bandicoot - How it hacked the Playstation API

I was watching this video by ArsTechnica, interviewing Andy Gavin from Naughty Dog, who goes step by step explaining how he defeated some of the limitations of the Playstation software development interface.

This interview is interesting given the recent discussions we've had about the importance of loading data into memory today. It's interesting how relevant it was to games of the PS1 days, where the ability to control memory flow had a direct impact on the ability to texture surfaces in zones of the game.

I hope you find this interview insightful.

 



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Yeah I watched this a while back and thought about posting here but I forgot, lol. very interesting video. I don't know how to code to save my life but this is still a great watch. Lots of tidbits of interesting information.



Ljink96 said:
Yeah I watched this a while back and thought about posting here but I forgot, lol. very interesting video. I don't know how to code to save my life but this is still a great watch. Lots of tidbits of interesting information.

Sometimes I wish we could be able to see everything that happens behind the scenes. Most of what we hear is after the fact, or polished findings of after the fact experience. What I especially loved about the video is that it really goes deeply behind the scenes and gives us a sense of the amazing solutions the devs brought to the limitations they faced.

Are you a game developer?



padib said:
Ljink96 said:
Yeah I watched this a while back and thought about posting here but I forgot, lol. very interesting video. I don't know how to code to save my life but this is still a great watch. Lots of tidbits of interesting information.

Sometimes I wish we could be able to see everything that happens behind the scenes. Most of what we hear is after the fact, or polished findings of after the fact experience. What I especially loved about the video is that it really goes deeply behind the scenes and gives us a sense of the amazing solutions the devs brought to the limitations they faced.

Are you a game developer?

Right, the workarounds for Crash were very interesting. Especially the info about how the Artists developed the Crash model. Limitations definitely breed creativity. 

I'm not a traditional game developer per se. I like to work with pre-existing visual node based engines like Game Maker, GDevelop, Build Box, etc. I simply can't take the time to understand C, C++, C#, etc. But my main focus is on 3D modeling, texturing, rigging, etc. or Game Art. So, like how they got Crash to look and animate the way he did shows that everything isn't all pretty, perfect and well constructed in the background. And that's important for anyone in the gaming industry to soak in. 



padib said:

I was watching this video by ArsTechnica, interviewing Andy Gavin from Naughty Dog, who goes step by step explaining how he defeated some of the limitations of the Playstation software development interface.

This interview is interesting given the recent discussions we've had about the importance of loading data into memory today. It's interesting how relevant it was to games of the PS1 days, where the ability to control memory flow had a direct impact on the ability to texture surfaces in zones of the game.

I hope you find this interview insightful.

 

Oh this is very interesting and insightful, what a coincident because i am now doing some research on how memory bandwidth, iO and memory management affecting the end result of the performance of games. Probably Mark Cerny's , Ice team (Naughty dog/PS3 programer team) and most Sony team has been doing research on this and made some big impact on how ssd's worked on PS5 design. 

Glad you found this, thank you so much. 



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Only 5 min in, but very interesting. Thanks for the link.



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