Jow Forumsaming general

ITT we talk about gaming tech. Anything from hardware to how games were programmed.

TAKE YOUR /v/ SHIT TO /v/. THIS IS STRICTLY TECH.

Thread question: what language were N64 and PS1 games made in? Were they made in assembly or C? How thefuck could you do something like FF7 in assembly?

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n64.icequake.net/doc/n64intro/kantan/step2/index1.html
hooktube.com/watch?v=foZUcPQAMvg
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It was HTML.

...

wrong have you ever even heard of cobol>?

Ok lads, openGl or D3D?

>Thread question: what language were N64 and PS1 games made in? Were they made in assembly or C? How thefuck could you do something like FF7 in assembly?

Im actually curious about this. Always thought it was some propertary lamguage or something

Why is Jow Forums just a consumerism board? There's so much cool stuff to discuss about tech, but all we get is surface level programming and consumerism. It's fucking pathetic.

lmao the average Jow Forumsay doesnt know a fucking thing

I just like 3d and graphics, m8. Seems real enough to me, and I'd be happy to rap about my favorite graphics API, transforming matrices, or... boobs.

i have a question. why is it that whenever i google any question related to gaming tech, i will always find a satisfying answer in the first result page? why did a thread have to die for this? why did you have to think of making a general thread for this? games and gaming has been the motion for technology to advance since the first monitor surfaced, why did you think there would be a need to DISCUSS gaming tech? all you want or need is found on the internet, and then more. go to a forum, not an imageboard ffs.

True
I only browse here to discuss phones and pc
I have no interest in programming or any other part in tech excelt hot sexbots with big boobies that are also sluts

Yeah, i've heard of Cobol, but have you heard of Java?

Gaming is a passion for most gamers. The whole reason I got into Jow Forums was gaming

I hate you so fucking much
Attached pic is you

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Me too. As pathetic as it might sound, Unity was a pretty good foothold into learning to program. Looking back, it's actually a real hassle to program in, as there's no debugging support, but still, I'm glad it exists.

None because devs can’t fucking handle programming multi gpu correctly

Alpha jerking move right there

Quit complaining you bitch. If you don't like it just leave. Go to Reddit if you want moderated "high quality" discussions, fucking faggot.

>picture of 3d pig
>gaming thread

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Vulkan.
Best supported API across Windows, Linux and OSX (through MoltenVK, which is now foss)

Yeah, I've heard of Java, but have you heard of Rust?

I want to make a game but can't decide on the platform to make it on. Unity is easy but overused and I know if I make my own I'm just asking for trouble. Any advice.

I always wondered what language Nintendo programmers wrote in.

This.
Stay here if you want cuck and interracial porn spammed.

mostly Japanese, user

Turns out it's mainly C++

can we get some bars about Vulcan?

Yeah I've heard of Rust, but have you heard of Julia?

Fuck.

Idk, what's the advantage of vulcan over opengl, which is my main?

"N64 game applications are written in the C programming language. However, an N64 game program is structured somewhat differently from a general C language program."

Continue Reading here user:
n64.icequake.net/doc/n64intro/kantan/step2/index1.html

Hell yeah bro

Most of them were C, some went to assembly (actually most did for anything that needed performance) and some crafted their own interpreters for things like LISP (Naugthy Dog did this for scripting in the PS1 Crash series)
Other madmen even crafted their own microcode, iirc Rare and others did this for the N64 since Nintendo is retarded

You say that like it's easy

I'm pretty sure you can use C for PS1 games. You can download the SDK and try to code something if you are interested.

T. Commie poorfag

Where to cop the SDK?

she so she makes me want to whiteknight her

She probably bought the PS4, sat in the back and had her friend take the photo.
Everything is stages nowadays.

The microcode you're talking about is not "that" microcode.
The N64 has a coprocessor DSP thing that constantly loops a 8KB program that is responsible for mixing audio channels and performing T&L operations on the triangles, before sending em to the rasterizer.
It was an undocumented mess, so most developers only used the nintendo code, but Rare and Factor 5 did their own.
Also RE2 use this coprocessor for decoding full blown MPEG, rather than the MJPEG shit found on the playstation.

The N64 was such a weird beast. It had these strange limitations but then these absolutely baller capabilities in other areas.

A CD-ROM drive and Mpeg decoder on the RCP from launch would be an absolute killer combo.

I bet on FF7 on a single disk, with 30 fps FMVs.

C, mainly. Presumably some top-tier devs went to MIPS R3000 asm when needed to squeeze maximum performance out of those systems.

Inline assembly is not that big of a deal.
Fun was to program to a system that had 6 CPUs, 5 with wildly different kinds of asm.
It had a "baby mode code in C with an playstation like API", but you lost quite a bit of performance with this.

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Jow Forums should start a project programming for this to show the onionsboy JS coders what real programmers do.

iirc they did start making ff7 with the intention of it being on the n64
i don't think mpeg-1 30fps video would be all that much smaller than mjpeg 15fps video (what psx games use mostly, though there is a lower quality 30fps mode which some use)
mpeg-2 was out before the n64 launched, but it was probably a bit late and new for it to have been something they would have gone with

the n64 was almost the worst design they could have come up with, they focused far too much on fancy shit without as much concern for the basics
like, super fast load times are /nice/, but the cost was expensive cartridges (and therefore games), that had severely limited storage space compared to competitors, and this was during the multimedia craze, fmv's may not seem that impressive now, but it was a pretty huge deal at the time. that and bigger carts cost more, so there was pressure on the devs to make smaller, shittier assets/games
or how about trilinear texture filtering? well that's nice, and it worked pretty nice on that shark demo they did, but in practice, with the limited texture cache and pressure to make small carts, it was just used as an excuse to make lower resolution textures since they don't appear blocky, the result is blurry everything, coupled with the lack of variety (since that takes up cart space!), i'd argue texturing is generally better on the psx overall

-- oh, how could i forget
>64bit
they were a bit late to the bitness war, i think people got the idea that it was bullshit after the Jaguar came out

The MJPEG used by the playstation was quite very crude, not only due not having any sort of interframes, but also due using plain RLE to compress, instead of a huffman tree as with the real jpeg.
Real Mpeg with real huffman and interframe etc completely blows up what they used out of the water.

Ah, the Saturn. I always wondered what that would be capable of in the hands of some truly skilled coders.

calm down with these meme-langs boys this is a /non-spicy/ board

this is the most impressive thing i've seen on a saturn
hooktube.com/watch?v=foZUcPQAMvg

I'm not sure if Jow Forums would be able to handle a saturn.

8-bit machines were mostly programmed in assembly. This was also the era where programmers were capable of writing efficient code.

Not always.
Some NES games just run a fuckton better than others.
Gradius II is kinda proof that the NES have enough horse power to anything as long you optimize well.

you are about 8 years late

Just go online and look for psone SDK, it should not be hard to find

Why do most game devs only properly optimized for Intel CPU's, even though AMD has had a pretty decent market-share for some time now? Will they start doing so with Ryzen being a thing?

Are devs just in bed with Intel?

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