History SugarWiki / GeniusProgramming

1st Dec '16 1:16:04 AM rjd1922
Is there an issue? Send a Message


** ... debugged Super Smash Bros. Melee all by his lonesome. It only took him two weeks--which was all the time he had to get it out.
** And last but not least, as revealed after his unfortunate passing, [[http://www.siliconera.com/2015/12/30/how-satoru-iwatas-zealous-work-helped-in-the-unlikely-localization-of-pokmon/ Iwata was basically responsible for Pokemon being localized.]] Game Freak wanted to move over to the next generation in the series, but Iwata insisted on doing the development work for the localization with just Teruki Murukawa assisting him. And Iwata was ''the company president of HAL Laboratory at the time''. Without Iwata, Pokemon would not be a global phenomenon. Rest in peace, you wonderful man.

to:

** ... debugged Super ''Super Smash Bros. Melee Melee'' all by his lonesome. It only took him two weeks--which was all the time he had to get it out.
** And last but not least, as revealed after his unfortunate passing, [[http://www.siliconera.com/2015/12/30/how-satoru-iwatas-zealous-work-helped-in-the-unlikely-localization-of-pokmon/ Iwata was basically responsible for Pokemon Pokémon being localized.]] Game Freak wanted to move over to the next generation in the series, but Iwata insisted on doing the development work for the localization with just Teruki Murukawa assisting him. And Iwata was ''the company president of HAL Laboratory at the time''. Without Iwata, Pokemon ''Pokémon'' would not be a global phenomenon. Rest in peace, you wonderful man.
23rd Nov '16 8:55:13 PM erforce
Is there an issue? Send a Message


** Naughty Dog cut their teeth on the first ''CrashBandicoot''. They developed it as a Playstation 1 exclusive, and when it came out it was so much better than anyone had ever managed to accomplish on the console that other developers cried foul, insisting that Naughty Dog had used secret libraries provided by Sony to them and them alone. The opposite was true: they used as little as possible of Sony's stuff, and essentially hacked as much of the game as possible to run as close to the hardware as they could make it, effectively developing their own development as they went. The result was ''way'' ahead of what anyone had managed on the meagre (even for the times) power of the Playstation 1. You can read about many of the tricks they used in [[http://all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/ Andy Gavin's post mortem]] for the game.

to:

** Naughty Dog cut their teeth on the first ''CrashBandicoot''.''[[VideoGame/CrashBandicoot1996 Crash Bandicoot]]''. They developed it as a Playstation 1 exclusive, and when it came out it was so much better than anyone had ever managed to accomplish on the console that other developers cried foul, insisting that Naughty Dog had used secret libraries provided by Sony to them and them alone. The opposite was true: they used as little as possible of Sony's stuff, and essentially hacked as much of the game as possible to run as close to the hardware as they could make it, effectively developing their own development as they went. The result was ''way'' ahead of what anyone had managed on the meagre (even for the times) power of the Playstation 1. You can read about many of the tricks they used in [[http://all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/ Andy Gavin's post mortem]] for the game.
2nd Nov '16 2:27:55 PM kensu
Is there an issue? Send a Message

Added DiffLines:

** John Harris, who is profiled in the Steve Levy book ''Hackers'' had to downgrade Jawbreaker (an off-label ArcadePerfectPort of {{Pac-Man}} for the Atari8BitComputers) to play on the Atari2600. Since the process of testing code for the 2600 as you wrote it was extremely laborious, he wrote a 2600 emulator for the Atari 800. Let that sink in; an Atari 2600 emulator was written for a home computer in 1981!
31st Oct '16 11:42:18 PM rjd1922
Is there an issue? Send a Message


** The game's NES port is no less impressive. It features ''3D vector graphics'' on an 8-bit system, long before the Super FX and other console 3D accelerators. The unreleased GameBoy version is just as impressive.

to:

** The game's NES port is no less impressive. It features ''3D vector graphics'' on an 8-bit system, long before the Super FX and other console 3D accelerators. The unreleased GameBoy UsefulNotes/GameBoy version [[https://www.youtube.com/watch?v=hFEtHJYs3mo is just as impressive.impressive]].



** SNES Advance and Snezziboy are particularly impressive -- fully playable UsefulNotes/{{SNES}} emulators squeezed into a GameBoyAdvance.

to:

** SNES Advance and Snezziboy are particularly impressive -- fully playable UsefulNotes/{{SNES}} emulators squeezed into a GameBoyAdvance.UsefulNotes/GameBoyAdvance.
23rd Oct '16 11:20:10 AM dmeagher13
Is there an issue? Send a Message


* ''VideoGame/RollerCoasterTycoon'' kept stats on every visitor, in addition to controlling all their [=AIs=] simultaneously, all while animating all of it and allowing the user to interact with it. And all this could run on a PC made in the early '90s, without lag. The secret is that the system was ''programmed in raw Assembler'', only relying on more high level code for graphical stuff.
** The same secret allowed ZSNES to run games at full speed well before its competition, but it's showing its age now as one of the few actively maintained programs that can't be compiled as 64-bit, due to the incompatibility of 32-bit and 64-bit assembler and the changed calling conventions for C code (64-bit mode added extra registers, which made it possible to use some to pass arguments), nor can it be ported to any other platform besides x86. The devs currently have no plans to address this.

to:

* ''VideoGame/RollerCoasterTycoon'' kept stats on every visitor, in addition to controlling all their [=AIs=] simultaneously, all while animating all of it and allowing the user to interact with it. And all this could run on a PC made in the early '90s, without lag. The secret is that the system was ''programmed in raw Assembler'', Assembly language'', only relying on more high level code for graphical stuff.
** The same secret allowed ZSNES to run games at full speed well before its competition, but it's showing its age now as one of the few actively maintained programs that can't be compiled as 64-bit, due to the incompatibility of 32-bit and 64-bit assembler and the changed calling conventions for C code (64-bit mode added extra registers, which made it possible to use some to pass arguments), nor can arguments). Being written in x86 assembly also means that it can't be ported to any other platform besides x86.CPU architecture, meaning that you won't ever see a version of ZSNES for smartphones, for example. The devs currently have no plans to address this.



* When AlLowe made ''VideoGame/LeisureSuitLarry 3: Passionate Patti in Pursuit of the Pulsating Pectorals'', he found a way to eliminate the loading time between room changes (which must have been pretty long on machines of the time) in the bamboo maze. He did this by using the same background for every room of the maze. The background had exits in every possible direction. The exits that weren’t supposed to be open in a particular room were covered up with overlays. To hide the fact that it was always the same background, he mirrored it, along with the overlays, every time you left the room. This also saved a lot of memory and disk space.

to:

* When AlLowe made ''VideoGame/LeisureSuitLarry 3: Passionate Patti in Pursuit of the Pulsating Pectorals'', he found a way to eliminate the loading time between room changes (which must have been pretty long on machines of the time) in the bamboo maze. He did this by using the same background for every room of the maze. The background had exits in every possible direction. The exits that weren’t weren’t supposed to be open in a particular room were covered up with overlays. To hide the fact that it was always the same background, he mirrored it, along with the overlays, every time you left the room. This also saved a lot of memory and disk space.
18th Oct '16 6:12:46 PM Meyers07TheTroper
Is there an issue? Send a Message


** OBLIGE Level Maker allows one to make high quality DOOM level sets, Roguelike style, in less that 5 minutes for a full 30-map WAD.

to:

** OBLIGE Level Maker allows one to make high quality DOOM level sets, Roguelike style, in less that than 5 minutes for a full 30-map WAD.
18th Oct '16 6:07:47 PM Meyers07TheTroper
Is there an issue? Send a Message

Added DiffLines:

** OBLIGE Level Maker allows one to make high quality DOOM level sets, Roguelike style, in less that 5 minutes for a full 30-map WAD.
18th Oct '16 5:30:44 PM Meyers07TheTroper
Is there an issue? Send a Message


** ''VideoGame/BrutalDoom'' has locational damage (such as [[BoomHeadshot headshot]] and limb damaging) programmed to an engine that wasn't known to support such feature. It also has myriads of weapon specific death animation, more than simply "died by gunfire" and "gibbed by rocket launcher"

to:

** ''VideoGame/BrutalDoom'' has locational damage (such as [[BoomHeadshot headshot]] and limb damaging) programmed to an engine that wasn't known to support such feature. It also has myriads of weapon specific death animation, more than simply "died by gunfire" and "gibbed by rocket launcher"launcher". The AI is also tweaked to actively hunt the player as possible after the player is spotted.
18th Oct '16 5:22:58 PM Meyers07TheTroper
Is there an issue? Send a Message

Added DiffLines:

** ''VideoGame/BrutalDoom'' has locational damage (such as [[BoomHeadshot headshot]] and limb damaging) programmed to an engine that wasn't known to support such feature. It also has myriads of weapon specific death animation, more than simply "died by gunfire" and "gibbed by rocket launcher"
28th Sep '16 3:20:03 PM bwburke94
Is there an issue? Send a Message


* ''VideoGame/KingdomHeartsChainOfMemories'' on the GBA had full FMV opening and closing scenes that MATCHED the quality of the PS2 Opening and Closing for KH1. On a GBA cart. They managed to do the impossible by essentially turning the FMV into one incredibly long GIF sequence. Oh, and to top it off, they had a secret Riku mode too.

to:

* ''VideoGame/KingdomHeartsChainOfMemories'' on the GBA had full FMV opening and closing scenes that MATCHED matched the quality of the [[VideoGame/KingdomHeartsI original PS2 Opening and Closing for KH1.game]]. On a GBA cart. They managed to do the impossible by essentially turning the FMV into one incredibly long GIF sequence. Oh, and to top it off, they had a secret Riku mode too.
This list shows the last 10 events of 396. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=SugarWiki.GeniusProgramming