Why is Emulation so Hard?
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Simply Put: What is a Stack?
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The Design Secrets Behind Star Fox 64
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@mr.k8660
@mr.k8660 3 күн бұрын
53k views with no dislikes ! Props to you
@partlyawesome
@partlyawesome 5 күн бұрын
I think blaming the engineering team is a bad call here, they're not the ones that decide the scope.
@boogeyman2868
@boogeyman2868 8 күн бұрын
is this a viable option for someone who wants to work remotely, freelance or fixed employer i dont care - while living in the philippines? they can dump me on salary to make me more interesting - at the moment i am to make a choice into which field i want to go in hard. i can afford to practice alot and do all kinds of courses. i do not have a degree. is this a viable section? embedded remotely? i appreciate any info very much! i have to add: in my opinion, AI is a pile of steaming horse doo doo. im that type of guy.
@derbydriver
@derbydriver 12 күн бұрын
The thing that NFS HS gets right, and modern racing games get wrong about music… is that in HS, you feel like the songs are the soundtrack to your epic racing or car chase scene in a movie. The songs feel organically connected to the action, they make you feel like the star. Modern games rely almost entirely on licensed music, which doesn’t feel special, doesn’t feel connected to the racing. It’s just music you can hear on the radio or anywhere else, at any time.
@HaveYouTriedGuillotines
@HaveYouTriedGuillotines 13 күн бұрын
I always thought the Jag suffered from hardware complexity issues, but it sounds like the system wasn't very complicated... But all the different components in the system had a tendency to trip over their own or each other's feet, and nothing in the system really ran in sync properly. This is quite different from the the problem the Saturn and PS3 had, where the architecture was incredibly complicated but ran very fast and smooth if you knew how to actually control it.
@ArneChristianRosenfeldt
@ArneChristianRosenfeldt 3 күн бұрын
Sync happens via the system bus and is a major slow down. Rather all subunits should get input and output queues and leeway in their timing. Pipeline! I tried to read up on a simple bus and thought SPI or I2C. But those are more complicated! With a parallel bus no stop bits are needed. We recover no clock like RS232. Also there is a star topology for requests.
@randomgamevideos241
@randomgamevideos241 15 күн бұрын
Am assuming we now have far superior hardware that beats the cell processor ? or maybe if we mixed the current hardware we have with the cell architecture, will we have some wicked system ?
@grlff
@grlff 21 күн бұрын
thanks for the video very interesting
@bellowingsilence
@bellowingsilence 24 күн бұрын
I’ve become fascinated recently with how the PS1 and the N64 both went all in on using the imperfections of the technically inferior composite and RF signals most people were using to get the games on their TV to their advantage… yet the two consoles went about doing that in ways that were quite different.
@hamthe3rd
@hamthe3rd Ай бұрын
Another thing about development on the Jag, various direct ports used the 68000 almost exclusively as the main CPU for programming, almost completely ignoring Tom and Jerry. This is something other Utubers have mentioned when deep diving into software quality and why some titles look 16 bit while others like Rayman and Tempest 2000 excelled.
@GORF_EMPIRE
@GORF_EMPIRE Ай бұрын
Yes.... Gee.... they look 16 bit because they are simple ports from 16 bit machines.
@HuGiv5
@HuGiv5 Ай бұрын
We need a new video about this showing games as examples.
@ninjaoftherift1620
@ninjaoftherift1620 Ай бұрын
Im doing a post bacc in CE im really excited to learn the hardware software i enjoy doing programming web software engineering in the front end because its visual and interactive same applies to embbeded and robotics i hate programming databases for example
@euphorik3120
@euphorik3120 Ай бұрын
odd for as smart as you are you did not find an answer to what blast-processing is. you just about described it when explaining the hardware spects. specific hardware data operations of the VDP, DMA and bandwidth combination unique about the Genesis console is what SEGA quoined as blast-processing. similar to the S.N.E.S. unique hardware/software process of scaling + rotation being labeled at number 7 among its modes of operation has nationally quoined "mode-7" to be the term for its scaling + rotation method of operation. whereas now many dunce hats think scaling + rotation is mode-7 any time they see that on screen by whatever computer or console applies that. mode-7 is only a S.N.E.S. thing. scaling+ rotation is scaling+ rotation and blast-processing is only a SEGA Genesis thing.
@neslearns4912
@neslearns4912 Ай бұрын
This is excellent content! I’m an electronics engineer graduate working in the field for some years (13). I want to become an embedded systems engineer now since it’s always been a major interest of mine and I really took a liking to C, C++, PCB design and Robotics.
@growlie2676
@growlie2676 Ай бұрын
What's the background music?
@bgone5520
@bgone5520 Ай бұрын
doing conditional things without using if standments is not that hard. you simply compute 2 sets of data and keep the correct set of data.
@arostwocents
@arostwocents Ай бұрын
Why do Americans say Jaguar so wrong? Are there any other words where u (you) is pronounced as y (why) ? There are not in the English language. 🧐🤔
@ZygalStudios
@ZygalStudios Ай бұрын
@@arostwocents well I can't speak for all Americans, but I'm a bit of an idiot so that can account for me 😂
@Tolbat
@Tolbat 2 ай бұрын
Still hoping one day you will show us what this system is capable of, no one has a clue, they just argue about it, or walk away because of Atari Age and Reboot drama.
@ArneChristianRosenfeldt
@ArneChristianRosenfeldt 23 күн бұрын
We have a clue . Modern audio libraries are 4 times faster the the original. Towers got 10% faster. Doom and Kart run fluently. I Wonder if fight4life could reach 60fps (now 30). But then again, so many fighting games on the Jaguar already.. A racing game with nice scenery is missing. Like need for speed or outrun. I would even trade in a flat shaded street.
@jakeyoung4217
@jakeyoung4217 2 ай бұрын
I miss it
@sasapetroski981
@sasapetroski981 2 ай бұрын
Love this game ❤❤❤millenials have best video games 😊😊my best lap records are with Diablo SV
@joaocardoletto
@joaocardoletto 2 ай бұрын
To compensate for the lack of rich and varied textures the N64 would need to generate way more polygons than the competition, but it also failed to do that. Nowadays I think Saturn and PlayStation graphics aged better, showing lots of granular details, even if they are pixelated and wobbly. With few exceptions, N64 games look blurry and lifeless.
@emiel333
@emiel333 2 ай бұрын
Lovely video. Subscribed.
@theintellect5004
@theintellect5004 2 ай бұрын
Online or on campus?
@MrSnapy1
@MrSnapy1 2 ай бұрын
Most games just ran on the 68000 which is why many games looked 16 bit because it was.
@GabeKMusic
@GabeKMusic 2 ай бұрын
So fascinating - great video!
@jh5124
@jh5124 2 ай бұрын
Yeah it helped a little bit. But if computers are random access why do you need to POP things off the stack to say to get to something or access something 3rd from the top? And where does the popped stuff go?
@Scoopta
@Scoopta 3 ай бұрын
5:48 SATA? OG XBox was IDE??????
@JohnCrawford1979
@JohnCrawford1979 3 ай бұрын
I wouldn't say the architecture has gotten simpler, as the X-Box has an 8 core CPU with custom AMD Zen 2 architecture. The biggest advantage today is that there are all sorts of dev. kits. Part of the drawback, though, is this often means, outside of attempt at troubleshooting, it's possible to make a game with minimal understanding of 'bare metal' or machine core coding. Most modern OSes have pretty much hidden most in hopes the average user won't fool around inside and accidentally mess things up.
@JohnCrawford1979
@JohnCrawford1979 3 ай бұрын
Basically, the Saturn was kind of like a precursor to the dual core processors.
@JohnCrawford1979
@JohnCrawford1979 3 ай бұрын
How much was 'hard to work with' regarding the Saturn a matter of the switch from 2D to 3D games?
@John-qd1ju
@John-qd1ju 3 ай бұрын
hi, very complex. I have a question though Atari had their woes for sure, but given more time, as this project was surely rushed. Could someone with the right 'knowhow' try to fix it 'Even just to show the Jaguars' potential. I mean. Do 'you' honestly think this could have wiped the floor with the PSOne; if done correctly??????????????? Only Using What 'Is In It, or maybe, just maybe addages 'from the time that atari might have had 'if not being up against the wall' so to speak. Sorry, I hope you get my meaning. I would love to see this console be 'what it was meant to be'!
@ArneChristianRosenfeldt
@ArneChristianRosenfeldt 23 күн бұрын
Some games need 100 cycles for a single pixel. So obviously there is more wrong than fillrate (which is not thaaat bad). Any optimization will cost transistors. The blitter could speed up by a factor of two or three. We ditch one line buffer. There is already a high resolution 2d mode where you have to redraw all sprites which reach over the middle of the screen. Basically kill rayman and super burnout for more real 3d performance. Full motion video was all the hype. Instead vector3 and vector 2 instructions working on registers or at least fixed point 16.16 from SRAM would be nice. GL_REPEAT . Ditch non power of two size for pictures. Interleave x,y for texture buffers. Remove all the monochrome features from the blitter. Collision detection in pixel mode?? Better overlap between GPU and blitter, so like the left x of the current span can be set to the new line value while the last is still drawn. The others may have a cycle skew. The blitter should not use interrupts, but pace the STORE instructions so that new values come just in time. So no idle blitter. Blitter needs to do alignment. Everything needs to look like pixel mode for GPU.
@pcmastergamerace6206
@pcmastergamerace6206 3 ай бұрын
Killzone 2 use all spu, but only 60%, 60 %!! Amazing!! 😮
@steffennilsen2132
@steffennilsen2132 3 ай бұрын
The architecture sure looks complicated, but I have to scratch my head over why they had 1mb of sdram and 1mb of dram?
@ABIYUSTAR2707
@ABIYUSTAR2707 3 ай бұрын
alr man i think i understand that but again WTF WAS THAT IAM NOT TOUCHING THAT SHIT I MEAN WHO THE FUCK THINK TO MAKE THAT MONSTROSITY
@randyfemrite7525
@randyfemrite7525 3 ай бұрын
I remember Sam Tramiel saying "if the programmers aren't smart enough to figure out how to program for our machine we don't want them making games". That attitude didn't work to well....
@NitroDubzzz
@NitroDubzzz 2 ай бұрын
90% of videogame devs aren't much better than amateur programmers. We all showed pity over how hard it was to make games for the ps3 and now we have 100gb call of duty games.
@randyfemrite7525
@randyfemrite7525 3 ай бұрын
Alien vs. Predator and SkyHammer are excellent proof of what could have been. Apparently some programmers/developers/game designers knew what to do. Battlemorph and Hoverstrike also...did I miss anything?
@slim_cana
@slim_cana 3 ай бұрын
Great content, very informative as a system overview :) If I can just give some constructive criticism, change the music. Something a little quieter and not as punchy would help!
@neonthefox3550
@neonthefox3550 3 ай бұрын
I can tell the sound was taken from Canyon Blaster lol. It’s my favorite coaster btw at my home park
@germainlechapelain3254
@germainlechapelain3254 3 ай бұрын
Ordering table/painters & Z-buffers serves a different purpose than BSP and occlusion-culling. Beside, the PS1 doesn't have a Z-Buffer either. It's not what responsible for polygon tearing (I noticed in your other video as well when talking about quads. At least I think it is yours. 😅
@duhmez
@duhmez 4 ай бұрын
Licensing fees were expensive but in return you got to keep console the people can actually afford to buy which means you had an actual Market to make games for
@Yeetus8740
@Yeetus8740 4 ай бұрын
I like to think my mind as the Emotion Engine in the sense that its powerful
@mariuszszarek1992
@mariuszszarek1992 4 ай бұрын
AAAAAAAAAAAAAmiiiigaaaaaaaaaaaaa!!!
@NoodleFlame
@NoodleFlame 4 ай бұрын
Blast processing was basically a catchier name for DMA, more marketable. During transfer the 68k CPU is frozen making it only viable during VBlank, while the Z80 is unnafected unless it needs to access the bus. This was a faster method of moving data from ROM or RAM to VRAM/CRAM/VSRAM and didnt require special code to send it via the data port. This made it quicker than the equivalent 68k instructions that achieved the same result.
@NoodleFlame
@NoodleFlame 4 ай бұрын
Anyone that asks is it really that impressive a feature? From experience, yes. You can dma new tiles graphics, scrolling, animation, fading.. and its fast and easy.
@NoodleFlame
@NoodleFlame 4 ай бұрын
And I have just noticed this video is 3 years old and I have added precisely nothing that wasn't already in the comments... its one of those days!
@demonikidoff4613
@demonikidoff4613 4 ай бұрын
Thanks bro
@FR4M3Sharma
@FR4M3Sharma 4 ай бұрын
"When SPUs are properly utilised the CELL can do many incredible things" "Gran Turismo was delayed 3-4 years." Yeah about that, video game developers don't have that kind of time. It's why consoles like Saturn also died. Complicated but powerful hardware doesn't mean better games it only means longer dev times. It's an interesting machine to use but not in this field.
@StormsparkPegasus
@StormsparkPegasus 4 ай бұрын
Jagwire?
@StormsparkPegasus
@StormsparkPegasus 4 ай бұрын
The Saturn was designed like an arcade machine. Where the games are made by the same team that made the hardware. No thought was given to third parties devloping games. The BIG BIG BIG weakeness the Saturn had was inability to do transparencies except under very specific circumstances.
@movo786
@movo786 4 ай бұрын
Music is annoying, drowning out your words
@apollosungod2819
@apollosungod2819 4 ай бұрын
Oh noes, Zygal really believes the Nintendo 64 enviroment was TERRIBLE for game development... oh teh noes.. to Zygal Studios, he really believes all game developers had the same skills and did the SAME effort at making Top Gun quality games... Wow like imagine that... Nintendo supplied the documentation tools but according to Zygal, game developers looked at the bandwith and hit their faces on their palms because they could not flex their programming skills... that explains why most of them went back to Sony PlayStation game development even though most of those games are not even remembered cause they could not hang with the top dawgs. Wow like Zygal believes that LAZY GAME DEVs was not a term in the 90s used by hardcore gamers who worked hard for their money and did not want to waste their money on shovelware... maybe Iguana Studios, Nintendo and old RARE were exceptions to this rule... maybe Angel Studios actually bothered to read AND study all the documentation tools Nintendo gave them.. maybe those games that turned out bad were bad because of the bandwith and TERRIBLE problem, not because those game devs were cutting corners or doing the SAME effort as a PS1 game so much that the game ended up looking and playing just like a PS1 game complete with load times on a ROM Cartridge... Later in the N64 life cycle the ROM Cartridges got bigger at 64MB aka 512 Megabit.. and somehow Angel Studios broke this kid's youtube video when they made TWO PS1 CD-ROM disc;s worth of data FIT inside one single N64 ROM Cartridge and used ancient NES and SUper NES techniques like compression of data and successfuly reprogram and convert Resident Evil 2 to N64... but that was only one game and one studio... unfortunately Iguana Games didn't match that cause they were too busy spreading themselves on PC even though their N64 games were selling multiple millions.. it is amazing how Iguana Games squandered their chances at making a 64MB ROM Cartridge game that required the 4MB RAM Pack... Old RARE was basically ready to do that but games require two years of development even if you are highly skilled and experienced on the same platform... Wow so Sega of America's management staff should have been given the data you promote so people like Bernie Stolar and other Sega of America managers would not be fearing a gigantic letter N just flattening them like pancakes that way they would have said... yeah bandwith, face palm and not bothered to make Sega Dreamcast... that would have been hilarious as by 2000 Microsoft would announce Xbox and you would have the last N64 retail games coming out in the year 2002 instead..
@ALM1GHTY.PEANUT
@ALM1GHTY.PEANUT 5 ай бұрын
Great video! Background music was a bit too loud but awesome content!