IbizaPocholo
NeoGAFs Kent Brockman
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What.. Wait. He codes the whole game NIGHTS in fucking Assembly!?
The skill of that guy
seems like throwing accusations without evidence has been big against himYuji Naka going off lately, pretty cool.
it's bad, really really bad, worlds look cool like the environmental art is great, but the character designs are pukeatronicNaka’s truth bombs make me want to try Balan Wonderland….
Someone should ask him if he really attacked Cerny when they were making Sonic 3.seems like throwing accusations without evidence has been big against him
would like to hear his sideSomeone should ask him if he really attacked Cerny when they were making Sonic 3.
The run animation in the demo made me laugh for the entire 5 minutes I played it.it's bad, really really bad, worlds look cool like the environmental art is great, but the character designs are pukeatronic
Generally speaking, if a game looked technically impressive and didn't use new chips, they probably locked someone in a room until they could figure out how to code that stuff in assembly. Games done in C just were not optimized enough, and anything more "high-level" than C was out of the question.What.. Wait. He codes the whole game NIGHTS in fucking Assembly!?
The skill of that guy
What.. Wait. He codes the whole game NIGHTS in fucking Assembly!?
The skill of that guy
Christ, those guys were wizards. I can't even begin to imagine the effort they put into that. Down to the metal, indeed.That was pretty common place for the Sega devs. I remember them calling it "down to the metal" - basically doing in Assembly, trying to push every little ounce out of Saturn. Yu Suzuki also said same thing about it too.
ok firstly people still code to metal today. People inline assembly all the time, but only when you truly need to optimize. You act like most people can 100% beat the optimizations from an assembler and a compiler. I’ll give you a hint, they probably can’t, and definitely can’t code in such a way that is optimal to the hardware. The ones that are coding to the metal like you’re describing are the ones developing game engines. People making games don’t need to worry about that type of stuff anymore since it’s abstracted away with CoTS engines.Generally speaking, if a game looked technically impressive and didn't use new chips, they probably locked someone in a room until they could figure out how to code that stuff in assembly. Games done in C just were not optimized enough, and anything more "high-level" than C was out of the question.
It's rather unfortunate that coding to the metal of the hardware to make games run better is effectively a dead art.
I don't mind the character designs mostly, but the gameplay is god awful.seems like throwing accusations without evidence has been big against him
it's bad, really really bad, worlds look cool like the environmental art is great, but the character designs are pukeatronic
It's rather unfortunate that coding to the metal of the hardware to make games run better is effectively a dead art.
I am not sure about the game industry, but you do find assembly being used in a number of industrial applications. It all depends on how much perf you need to squeeze from the device you are working with. If you can get away with something a little bit more powerful to run a high level language you do so but in many situations you are stuck with certain piece of hardware and there isn’t much that can be done besides going the assembly route.yeah we are so far away from that nowadays. not only is noone really doing low level stuff anymore but they don't even have tailor made engines anymore either, its UE4 and Unity for everything these days
The thing is though, wasn't that part of the draw to the Playstation? That their SDK/libraries/compiler were actually great and you could get good performance out of simply writing C?Generally speaking, if a game looked technically impressive and didn't use new chips, they probably locked someone in a room until they could figure out how to code that stuff in assembly. Games done in C just were not optimized enough, and anything more "high-level" than C was out of the question.
It's rather unfortunate that coding to the metal of the hardware to make games run better is effectively a dead art.
Yuji Naka going off lately, pretty cool.
What.. Wait. He codes the whole game NIGHTS in fucking Assembly!?
The skill of that guy
Generally speaking, if a game looked technically impressive and didn't use new chips, they probably locked someone in a room until they could figure out how to code that stuff in assembly. Games done in C just were not optimized enough, and anything more "high-level" than C was out of the question.
It's rather unfortunate that coding to the metal of the hardware to make games run better is effectively a dead art.
This guy's got some brass balls.
Naka’s truth bombs make me want to try Balan Wonderland….
its pretty sad that a lot of "computer science" graduates these days have no idea what programming assembly for a specific chipset is all about. I put "compuiter science" in parantheses because colledges have hacked it up so much in the past 20 years to maximize profits that it isnt close to the same courses it once was.
Of course. Back then every single developer was coding the equivalent of Nights directly in assembly.I have to laugh out loud when people are impressed by needing to code in ASM for the Saturn hardware. It was the standard way to do things. The Saturn was a powerful nightmare, the tools were complicated and poorly documented.
"Kids these days"
Saying "people still code to metal today" in the most abstract sense is like saying people still wear knight armor and go jousting. Technically it still happens, often because of people specifically aiming to replicate the effect, but in we're far from the day when it was to be expected that entire games were assembly coded. Whether that's generally a good thing or not is up for debate, but it doesn't change the fact that something has been sacrificed when people jumped from assembly-compiled games to Unreal and Unity Engine.ok firstly people still code to metal today. People inline assembly all the time, but only when you truly need to optimize. You act like most people can 100% beat the optimizations from an assembler and a compiler. I’ll give you a hint, they probably can’t, and definitely can’t code in such a way that is optimal to the hardware. The ones that are coding to the metal like you’re describing are the ones developing game engines. People making games don’t need to worry about that type of stuff anymore since it’s abstracted away with CoTS engines.
But yea let’s not glorify assembly. This is coming from someone that reads assembly (arm/mips/x86) on a daily basis.
Yeah, Yuji Naka's job sure did get easier when .... oh wait.For outsiders enthralled reading about exotic console architectures and the programming feats to get impressive results from them, yes the move away from assembly and handling most game logic "coded to the metal" sucks, but for actual programmers in the field today who have extensive assembly experience or were in the industry back in the 16-bit/32-bit/6th-gen etc. days, they probably do a little dance every morning in celebration.
Saying "people still code to metal today" in the most abstract sense is like saying people still wear knight armor and go jousting. Technically it still happens, often because of people specifically aiming to replicate the effect, but in we're far from the day when it was to be expected that entire games were assembly coded. Whether that's generally a good thing or not is up for debate, but it doesn't change the fact that something has been sacrificed when people jumped from assembly-compiled games to Unreal and Unity Engine.
Yeah, Yuji Naka's job sure did get easier when .... oh wait.
Yeah, the fact that he's even saying this stuff on Twitter seems to run contrary to this. He sounds like someone who's yearning for the old days again.
What I do want to see though - is a remake of Burning Rangers with cleaner gfx. Not enough "fire fighting" games these days.
generally speaking write far better code than they did in the 90s.
Tell me that again when I don't need to download a day one patch for my console games or a fan-made mod for my PC games. At least games in the old days worked.
No they don’t … not beyond hardware drivers and even then it has to be a very specialized piece of hardware as most things are layered on top of generic usb drivers.ok firstly people still code to metal today. People inline assembly all the time, but only when you truly need to optimize. You act like most people can 100% beat the optimizations from an assembler and a compiler. I’ll give you a hint, they probably can’t, and definitely can’t code in such a way that is optimal to the hardware. The ones that are coding to the metal like you’re describing are the ones developing game engines. People making games don’t need to worry about that type of stuff anymore since it’s abstracted away with CoTS engines.
But yea let’s not glorify assembly. This is coming from someone that reads assembly (arm/mips/x86) on a daily basis.
Yeah, even though they were exponentially less complicated, they worked real good.
Get real.
You seriously used the old "someone on the internet can engineer a crash in a Sega game, therefore all retro games are badly coded" argument.
Do you realize what a shit state modern gaming is in if you actually judged a game's code by the raw number of crashes that are possible? Or, better yet, by the amount of crashes a typical gameplayer has to endure?
How about you get real?
Engineer? It happened to at least tens of thousands of people because it was so easy to trigger.
Oh. Oh.
lol. If everyone's an asshole, chances are: you're the asshole.I trust Yuji. The people who are shitting on him on twitter are the typical cancel culture shitheads, which makes me believe him even more.
If it was so easy to trigger, then:
A) Why am I only hearing of this bug now, after being infested with Sonic media for YEARS, and after playing Sonic 1 for years and hitting nearly every other bug a casual player can hit?
B) Why didn't Sega publicly address it in the time?
C) Why didn't it affect the sales of Sonic 2?
D) Why does that video look like it was recorded on an emulator, where - you know - inputs can be manipulated with TAS scripts to cause things to happen that are impossible for a normal player to accomplish? And considering how you went out of your way to find a guy actually doing the inputs for the Guile glitches in your next example, this question sticks out all the further!
BTW, since you went out of your way to credit Cermy for that work over Naka, good job dunking on him! I'm sure he's glad to hear it!
What are you gonna do now, search on YouTube for another video game bug, as if this is some sort of pissing contest? Do you realize how petty you're acting? If you really care so much about the code of modern games, shouldn't you, you know, WORK ON THE CODE, instead of trying to "win" an internet argument?
Or are you actually as much of a hack as you claim Yuji Naka to be?
Sega's certification process at the time took "a few weeks" and required re-submission for any failures, including crashes after the game was left running for days at a time. So Burt started catching any generalized, crash-worthy errors the game might trigger and disguising them as Easter eggs the player had stumbled on—such as a "secret time warp" that bounced the player around in Mickey Mania. As Burt recalls, "most things that were to crash the game just brought up the secret time warp, so Sega wouldn't know it was actually a bug."