This is such good content that you don't even mind the clickbait-quality memes, that's how good these videos are.
@mastercheapgamer278runners96 жыл бұрын
+elPatrixF Yep, much better without them. I definitely agree with you! : - )
@Visuwyg6 жыл бұрын
I think his click-baity sensational thumbnails kinda cheapen his amazing content honestly... but if he likes them, I won't complain :)
@TheLeofication6 жыл бұрын
That’s something I noticed too. The videos are great, but the titles are so clickbaity..
@KaliTakumi6 жыл бұрын
How is that clickbait
@vinisasso5 жыл бұрын
I saw no clickbait in this video's title. He even cared to put the right quotes around 'impossible' so to say that accomplishment was never indeed impossible but still hard to do, hence deemed impossible by some people not knowledgeable enough to pull that out. So no clickbait here, just informations about something hard to accomplish by programming Saturn's hardware, it just happened that he was the talented programmer to do that, right?
@YellowYoshi3986 жыл бұрын
As a diehard Saturn fan, it's great to have had devs like you developing for the system, devs who didn't see the Saturn's weirdness as an obstacle but as a challenge to be overcome. It's an even greater blessing to have you making videos so many years later so that all this knowledge can fall into the hands of the people! If only there were more Jon Burtons in the world, we would have seen more devs push the Saturn hardware to its limits and more great games made for this criminally underrated system.
@JMFSpike3 жыл бұрын
I'm a big Saturn fan myself, but don't let your fandom blind you. There is nothing wrong with the way developers thought of the Saturn. The console was just notoriously difficult to develop for, and I would imagine that few developers were probably both smart and talented enough to utilize the Saturn to it's full potential. Just so nobody misunderstands what I just said, I'm *not* saying that they weren't smart and talented, I'm simply saying that you would have had to be *exceptionally* smart and talented to get the most out of the console. A lot of patience was probably required as well. The fact is that the PS1 was just so easy to develop for and that's why most developers didn't even bother with the Saturn. Can you really blame them? The N64 is also said to have been difficult to develop for, but it was more worth developing for because the console was far more successful then the Saturn. Unfortunately, the Saturn was really only a big hit in Japan. On a side note, I've always thought that the Saturn was by FAR the best console of it's generation when it comes to the transition from 2D to 3D. It was the ultimate 2D gaming console, yet it was perfectly capable of 3D games as well. While both the PS1 and N64 were capable of 2D games, they were definitely made with 3D games in mind and not 2D games at all. From what I've heard, the Saturn could also apparently do some cool effects in 2D games that the PS1 could not (although the PS1 could apparently do effects in 3D games that Saturn couldn't.) Also, while the PS1 did have a handful of 2D games on it (Edit: after posting and thinking about it a little, I realized that there are far more then just a handful), Sony did not like seeing 2D games on the PS1 at all. I'm pretty sure Nintendo had no problem with it, but again, the N64 was not made with 2D gaming in mind either and actually had even fewer 2D games on it then the PS1 did.
@MarphitimusBlackimus6 жыл бұрын
But what's with all these "impossibles"? Was anything possible on these consoles? Do any of these games even actually exist? 🤔
@Shadowthehedgehogxx36 жыл бұрын
nothing is real, existence is impossible
@c0mpu73rguy6 жыл бұрын
Do we even exist?!
@televisionandcheese6 жыл бұрын
Half life is possible on Saturn! Nothing is impossible !
@commandantcousteau68746 жыл бұрын
When two youtubers with excellent thematics works together,this always lead to an unexpected but great result.
@Zikar6 жыл бұрын
From my understanding of old PC and console games, it's a miracle if you got the game to display anything other than error text.
@GameSack6 жыл бұрын
Amazing video! I have wondered about this since the 90s. Thank you so much for explaining this!!
@mikecontra88446 жыл бұрын
Game sack!?!? Looks likes Joe's in the house, Sega fans rejoice. How about a TT feature some day, or something hardware orientated with John ? Hardware pushers don't even start to describe this teams talents. PS. Long time viewer, thanks for all the good videos you and Dave have done over the years. :)
@LeoVaderBR6 жыл бұрын
I say the same! I have also always find TT games way impressive! Such a great opportunity to finally see how those classics were coded by the creators themselves. BTW, I love Game Sack!
@DukeDudeston6 жыл бұрын
2 great videos from my 2 fave channels on same day, Although... I think I used the wrong grit sandpaper on my MegaDrive cart. Greendog still plays like shit.
@bmhedgehog26 жыл бұрын
Sup Game Sack!
@flaps8056 жыл бұрын
i knew if i looked down in the comments id see this goofy ass
@Larry6 жыл бұрын
Sega never worked out how to do fades on their system. If you look at their final games, they just used a mesh for anything supposed to be translucent.
@theobserver42146 жыл бұрын
Larry Bundy Jr why do I always see you on these videos?
@drunkensailor1126 жыл бұрын
Larry Bundy Jr not in burning rangers.
@ZipplyZane6 жыл бұрын
Blank Blank: because Larry watches these videos about retro stuff, and likes to comment on them. And you likely subscribe to Larry or at least watch his videos. So the KZbin algorithm shows you his posts.
@dhkatz_6 жыл бұрын
It's weird, because I don't nor do I know anyone that watches his videos yet I still see him everywhere
@khhnator6 жыл бұрын
panzer dragoon 2 did had transparent enemy bullets tough, one that i remenber of the top of my head are the last boss green round bullets
@colonelsandwich6416 жыл бұрын
It's amazing how we take these things for granted nowadays, when programmers used to get crafty in order to pull off effects like these. I'm glad developers today have access to easier tools such as Unity and UE4, but it's still really cool what you guys were capable of back in the day.
@youtubesuresuckscock6 жыл бұрын
The work they're doing today is far more amazing than anything that was done in the 90s. The brainpower that goes into a modern bleeding edge game engine today is humbling. Game dev used to be completely hacky dog shit. Games weren't even designed to run at variable refresh rates, resolutions or aspect ratios. It was nothing but global variables, hacks, special cases, and glitchy ass looking workarounds like the one described in this video (whose end result didn't even look that good when the game originally shipped, IMO).
@Banzeken6 жыл бұрын
Big Blue Frontend Is that why all the major engines (Unreal, idTech, CryEngine) had their roots in the 1990s and were all expanded upon by people for years down the line? That's right, nothing today is special. Making games now all requires that you use someone else's tools refined through the decades and add some scripts here and there to make a new game out of an existing framework. If anything, being a lazy hack is the current norm.
@jonahabenhaim12234 жыл бұрын
Banzeken there can still be amazing games out there
@3DSage6 жыл бұрын
You are the best on KZbin at explaining complicated graphical properties in a well worded and simple visual way that anyone can follow.
@codecoderr74956 жыл бұрын
exceptional mad language skillz people can teach anything language related.
@PlayerOneStart6 жыл бұрын
Wow! One thing I keep finding incredible during these coding secrets videos is that Sega (the manufacturers of the hardware) did not (or could not) find a way to do this themselves. But instead a 3rd party developer finds a way. Really cool as always.
@bigblue3446 жыл бұрын
After sonic and knuckles sega lost a few brain cells.
@nuckm6 жыл бұрын
the same happened with Naughty Dog when they developed Crash Bandicoot. ND completely destroyed Sony's internal team when they attempted to challenge the Bandicoot by making their own shitty in-house platformer, failing to get anything even close to looking as good. This is nothing compared to the lengths that Andy Gavin and the other folks went to make Crash Bandicoot possible, completely hacking the PSX in the process and crossing lots of boundaries they weren't supposed to. Just storing the levels required they write their own tool which had a sort of adaptive compression, meaning it would compress completely differently if they moved even just one polygon. Some time, they got the level to compress under the size limit, but then they could never get a compression as good after making changes, meaning they had to alter the level over and over again until the algorithm finally managed to get it down again. You can read Gavin's blog posts about the development of Crash Bandicoot to learn more. Pure intellectual brilliance in every department over at Naughty Dog during these years, whether it be programmers or artists.
@ourlad13376 жыл бұрын
Sega did manage transparencies in the likes of burning rangers and panzer dragoon Saga. Still, Sonic R is on another level with how impressive it is.
@inendlesspain47246 жыл бұрын
Maybe just because they created the console doesn't mean they were imaginative enough to exploit all its capabilities. I don't know what led Sega to include all those tools and functions on the console that made the fading effect of this game possible, but I really doubt it was specifically to accomplish said effect given how complicated the whole process is and that it seems like only TT Games managed to pull it off, and that was after taking a very deep look into what the console was capable of. Maybe Sega of Japan (or any of their internal divisions) also looked at these functions and didn't think much of them, but TT Games not only took them into consideration, but combined them together (sprite color calculation ratio and the Saturn's shading effects) to accomplish something apparently the console wasn't designed to be capable of.
@elijahtoombs35246 жыл бұрын
@@bigblue344 be quiet
@vincells6 жыл бұрын
*_Mr. Naka I don't feel so good..._*
@mikecontra88446 жыл бұрын
I Dunno... Burning rangers was quite the technical feat
@noop9k6 жыл бұрын
Mike Contra with graphics that wouldnt be a problem for Playstation at all.
@herploderplo66456 жыл бұрын
beaten to the punch
@killerb20996 жыл бұрын
"That's Iwata-san, you rude rodent!"
@RichRacc4 жыл бұрын
That pfp is a mood
@BuckBumbleYT4 жыл бұрын
As someone who’s working on home brew for Saturn when you got to showing the mountain frame by frame and then for lack of a better word “showed your work” my brain melted. I know that you guys definitely didn’t get enough credit for these impossible things you pulled off throughout the years.
@RoddyDev6 жыл бұрын
Damn, hearing about that the Saturn actually renders distorted sprites is new to me! Learning something new everyday...
@youtubesuresuckscock6 жыл бұрын
The Saturn wasn't even designed to be a 3D machine. It was just so good at manipulating sprites Sega was able to cobble together something after seeing the Playstation and filling their trousers in horror.
@gruntingskunk22374 жыл бұрын
Big Blue Frontend that’s amazing
@TronicGames7 ай бұрын
@@youtubesuresuckscock This is an urban legend that has been plenty busted.
@immaguy79056 жыл бұрын
Robotnik: "And when I'm done, half of the Animals will still exist."
@mrcyberpunk6 жыл бұрын
Sally, Bunny, Rotor! No Come Back... "Hi I'm Shadow" "and I'm Big the Cat.. FROGGEH!!" NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
@Mastermind89084 жыл бұрын
"Half" the animals? OH SNAP!
@Mastermind89084 жыл бұрын
@@mrcyberpunk I see you were more a fan of the more serious animated series. The "Scratch & Grounder" series was good for a laid back laugh, but I preferred the other version in the 90s. Loved the opening theme song too.
@mrcyberpunk4 жыл бұрын
@@Mastermind8908 Satam was always the superior. But everyone can agree Undreground was the weakest series.
@Mastermind89084 жыл бұрын
@@mrcyberpunk Yeah, I tried but just couldn't get into Underground. Three Sonics saving music? This isn't Footloose people.
@shukterhousejive6 жыл бұрын
The other, equally insane way to do transparency was the _Burning Rangers_ method: DMA objects to a tile layer, use the transparency functions of VDP-2 (the "background" graphics co-processor) and then copy them back to the sprite layer. The catch: your game runs like dogshit because you bottleneck the entire system. No wonder everyone else just gave up and used the dithered effect.
@stephandolby6 жыл бұрын
It's important to remember that VDP1 ships its data to VDP2 regardless, but I agree, the approach was novel, if somewhat flawed - the fires had to be rendered in half-resolution to keep performance up, and there was a ton of glitching. NiGHTS may not have been as adventurous but the results were better.
@codecoderr74956 жыл бұрын
DMA does not cause much more bottlenecks than memory controller itself, (if CPU shares same bus to DMA and Memory Controller). Bottleneck would be copying insane ammounts of memory between CPU/RAM directly on timing critical events (such as horizontal blank or graphics engine bus access), not to mention the graphic corruption it would cause. This is where I see Nintendo virtuosity by enabling OAM access during hblank so you can do neat special effects without copying back the same line. But that requires a different hardware engineering approach. Well, programmers back then learnt the hard way and knew porting code would be "you either prove it or you suck"
@Patkall6 жыл бұрын
Hello Mr. Burton. I just finished playing your Director's Cut of 3D Blast and it was amazing. All new features were great, but maybe I liked old chaos emeralds system better and also time challenges are very hard, but that's to be expected. Overall great re-release and I love your content. Greetings from Poland.
@philrod16 жыл бұрын
Watching these videos always makes me feel a little ashamed of my own coding. I rarely think about the hardware beyond the very general sense. Another fine coding secret there, sir!
@alexbuccheri56354 жыл бұрын
It's crazy that back in the day, the developers also had to be hardware experts in order to realise the ideas they had. I can't imagine this is the case now.
@TalonTheRetroGamer6 жыл бұрын
The thumbnails are always great for this channel
@lostboy6266 жыл бұрын
Such dedication to perfecting your art! I have so much appreciation for what you did to push Sega's hardware! Thanks for the videos! I love hearing your insights, and you break it down so well for us who aren't coders.
@ajmetz826 жыл бұрын
You made me so proud to be a Saturn owner Christmas 1997, =)....and still to this day even. Sonic R is brilliant, and I've always wanted to know how this was done, =D.
@pabstkkx6 жыл бұрын
Coding Secrets is maybe the best thing I've seen on KZbin. Keep up the great work!
@BlueSatoshi6 жыл бұрын
Well, that explains why the Saturn used quads. Still, that 12 layer method's amazing!
@Redhotsmasher6 жыл бұрын
BlueSatoshi I believe the Saturn was originally developed with the aim of creating the ultimate 2D graphics machine and its 3D rendering capability was a bit of an afterthought.
@globalistgamer64186 жыл бұрын
My guess is that until the PlayStation was revealed, Sega expected the typical 32-bit home console game to use an engine similar to Outrun or Space Harrier rather than Daytona USA; the Saturn approach would be more performative for this.
@sharksandbananas6 жыл бұрын
This is an amazing video, very well put together! Especially the quad overdraw explanation. Been wondering about Sonic R's fade effect for a while. Until this video, my best guess was maybe the hardware had built in some kind of early Direct3D8-like fog effect but the reality is so much more impressive! This series as well as the megadrive coding secrets means a lot to me. I'm so grateful you put in all this effort and look forward to future videos.
@gamecomparisons6 жыл бұрын
This is amazing. I had no idea Saturn games could gouraud shade / light the entire scene. I thought gouraud shading was pretty well limited to objects and character models and that's about it outside of the Slave Driver engine games. This is amazing. Also, to the distorted sprite comments (the video was accurate). Quads and Triangles are both polygons, and the PS1 and Saturn both rasterize their polygons in 2D in a very similar fashion, as the video displays. Folks ought to try not to fall in to the "Saturn was hard to code for" internet hype. Saturn had more processors to optimize for. Saturn was NOT a traditional 3D renderer by any standard. There WAS NO STANDARD at the time. The choice at the time was triangles with affine texture mapping glitches and polys that literally pop out of place every few frames, or "distorted sprites" before 3D acceleration became consumer priced.
@SerBallister4 жыл бұрын
PS1 scan converted polygons instead of building them using lines, so the PS1 could do some basic transparency without overdrawing and messing it up. I heard from people that worked on the Saturn that it was hard, no internet 2nd hand stories here.
@notanimposter6 жыл бұрын
Your Coding Secrets videos are some of the most fascinating videos on the Net! Thanks!
@zyrobs6 жыл бұрын
Excellent explanation, but there's one thing I don't understand. To the best of my knowledge, the VDP2 color calculation only works with Palette sprites, not RGB ones, since RGB sprites don't have enough bits to store any color calculation data (RGB being 15bit colour and 1bit to select RGB). So you have to use palette sprites to do the background fade. But you also do a transparent shield, which HAS to be RGB, because polygon transparency only worked in RGB sprites... on paletted ones, it would corrupt the palette index. So what is going on there? Extreme micromanagement to draw each sprite a different way depending on distance?
@zyrobs6 жыл бұрын
Also, when a shield is drawn over a far-away, half faded polygon, the shield completely draws over it, with no transparency. Is that normal for an rgb pixel with semitransparency on, to overwrite a palette index pixel underneath it?
@GameHut6 жыл бұрын
Transparent shield was RGB. Palette sprites for background fade. Two different draw routines.
@zyrobs6 жыл бұрын
Wow, that must've been hell to micromanage given that you have to upload all the palettes in advance to the VDP2.Also, you didn't mention it in the video, but you used transparent quads for the rainbow trail on the speed booster. Non-textured, single colour polygons with gouraud shading, to keep the speed up. You can actually see the transparent pixel overdraw bug on those, but only if you pause the game since it is so fast.
@GameHut6 жыл бұрын
zyrobs yeah, the emulator I used to capture footage drew them as non-transparent so I didn’t bother explaining them, but in short, the transparent corruption is avoided due to the orientation they are drawn at to avoid the overdraw corruption (apart from the join)
@JCorvinusVR6 жыл бұрын
I do a lot of programming myself and I just gotta say your bag of tricks is pretty damn impressive. I love these coding secrets videos.
@EposVox6 жыл бұрын
Woah. Good stuff.
@SianaGearz6 жыл бұрын
Sometimes i think people just follow me around the Internet. It's like it's made of these inescapable paths, even though hypothetically, anyone can go anywhere anytime.
@CuppaJoeGamer6 жыл бұрын
As a chance to geek out for a moment, thank you for these insightful videos on your past work as I grow a better appreciation for game development and the minds behind the projects, but also thank you so much for being a part of Sonic R. That game shaped me and my families' childhood in so many great ways, most of it for me was the soundtrack, but the game itself kept us coming back for more. Again, thank you so very much!
@stcrussman6 жыл бұрын
Retro Game Mechanics Explained and Game Hut need to have a chat.
@Retrovibes6 жыл бұрын
Back in the day, whenever I saw Travellers Tales I knew it was a quality title. I stopped gaming regularly in the late 90s so I don't know much of their work after the 16-bit era, but I'm glad there's such interesting content on KZbin passionately made by one of their members.
@RaposaCadela6 жыл бұрын
Programming on the Saturn seemed like the hardest thing ever! You guys were absolute geniuses!
@graysongdl6 жыл бұрын
I think programming in general was the hardest thing ever. There was no GameMaker Studio or Unity. Just lots and lots of hard work.
@SianaGearz6 жыл бұрын
And then Playstation 2 came along, which was more conventional, but not necessarily easier, lots and lots of quirks, just little bouts of weirdness and a high errata density.
@ajmetz826 жыл бұрын
With the Dreamcast giving up the ghost, and the Xbox and Gamecube a year away though, the PS2 had the console market to itself for a year, so it made sense for developers to focus on PS2 besides all the hype.
@Clownacy6 жыл бұрын
I really don't like the mentality that you have to be a "genius" to program. It's just something you get good at, like writing, drawing, composing, any regular skill.
@RaposaCadela6 жыл бұрын
Me saying "genius", is just a way to say that he was really clever with this. In all of their games, Traveller's Tales studyied the hardware they were working on to make the best out of it, and Sonic R is an awesome example of that.
@kellalizard6 жыл бұрын
I just want to congratulate you on this channel. I got lead here by KZbin as I'm interested in Sonic and have been following you for a while now. Even though I don't have the means to create games, the way you describe and explain is so easy to understand and isn't condescending. I want to thank you. I hope your channel continues to grow! ♥
@KGRAMR6 жыл бұрын
Great video as always Jon! Can you do a video explainin how Radiant Emerald has transparency effects galore, in addition to the fading effect? That would be pretty awesome! :D
@GameHut6 жыл бұрын
The whole track was drawn using one mix mode of 50%. Same technique as the video explains
@kaysond6 жыл бұрын
Another fantastic video. Thanks for sharing the behind the scenes of 90s game development. It's fascinating
@heidirichter6 жыл бұрын
I love this. This shows why for me, the magic has gone with the modern machines. Now, with machines virtually limitless (in comparison to the 80s and 90s), it's childs play to do something like display a true-colour bitmap, or playback some music while also playing appropriate sound effects. I read something the other day that sums it up nicely for me - limitations breed creativity. So trying to achieve an effect like this, or showing plenty of colours on an earlier machine, is far more interesting to me. And yes, I know there are still limitations these days, but they're not as limiting, if you get what I mean?
@DumDoDoor6 жыл бұрын
Right on. Like, spot on! ^^d
@Felix4Gaming6 жыл бұрын
Ok, but look at the new more advanced techniques we use to push hardware further, like light prepass, indirect rendering, screenspace reflections, etc. Light prepass/deferred rendering alone is already really interesting to study. The concept is simple, but implementation details to get good performance are not as trivial. Such as accurately compressing the normals down to 2 values in screen space and reconstructing them later, or how to reconstruct both diffuse and specular lights from just 4 float values, rather than waste a whole 3 channels on specular highlights. It may not require as much low level coding expertise, but makes up for it in programming and mathematical technique.
@GiuseppeGaetanoSabatelli6 жыл бұрын
And yet games like PUBG still look like ass.
@UltromanTheTacoman6 жыл бұрын
Try making a beautiful game, by today's standards, that runs well. Trust me, it's not easy, and there is still magic being created every day in the industry.
@Felix4Gaming6 жыл бұрын
Lassi Kinnunen you could not be more wrong! A huge portion of the budget is dedicated to graphics! It has become a sort of arms race. And engines constantly push graphics technology further. Have a look at unreal, they keep,adding new graphics features all the time. Most recently they added some very cool volumetric light probes, and distance field shadows. Very cool stuff. Speaking of elite, have you heard of elite dangerous? Its running on the cobra engine, a custom bespoke engine by frontier, which does still push technology further. Getting all these procedural assets to run smoothly is no small feat! To think that studios no longer squeeze as much performance as they can is incredibly naive. What sells games these days are graphics, (hence all the impossibly good looking demos at E3, and the push for 4k in the console space).
@zecle6 жыл бұрын
whenever they talk about sonic r graphics, i remember a magazine article from that time saying "graphics look more like what you can see on the nintendo 64 than the saturn". it hyped me so much but it was already too late.
@hudgynsasdarl69676 жыл бұрын
I don't want to go, Mr. Burton
@Elkplaysandpaints6 жыл бұрын
FINALLY! Someone explains the difference in the Saturn and PlayStation's ways of rendering 3D in a way that I can understand! Excellent video. I actually was never curious about the fading backgrounds until now. Somehow I never really noticed it in relation to most other Saturn games like Daytona USA. It's amazing you had such a rich understanding of how to work with the Sega Saturn.
@saraha1806 жыл бұрын
This is a great video. I'm curious, as somebody who was an insider at the time, do you feel there was any merit to Sega's decision to go with the quad-based rendering model they chose (beyond perhaps expediency in the Saturn's dev process)? We've seen a lot of videos from you about some of the challenges it creates. I can imagine the reasons that might have motivated them, but were there practical _advantages_ from your perspective?
@bigsyrup85673 жыл бұрын
I don’t know much about how video games are made, but Sonic R was one of my favourite games as a kid. I have fond memories of getting it to run on my dad’s shitty old PC at 6yrs old. Fantastic to see a channel from someone who worked on it. We still remember and appreciate all the hard work you guys did all those years ago.
@kyle_bearr6 жыл бұрын
You're a freakin wizard at this stuff wow
@codecoderr74956 жыл бұрын
I call this former sega dev "old school programmer". ps: emu author here
@digidev6 жыл бұрын
God I love your videos. They are very in depth yet simple to follow. I grew up with Nintendo consoles but always had a thing for sega and I still do to this day. It clearly shows that you loved doing your job and I admire you for that.
@Arunotaku6 жыл бұрын
Thank you soooo much, dunno if you read my request on last video but this is exactly what I wanted to know :D
@GameHut6 жыл бұрын
yep!
@Arunotaku6 жыл бұрын
I love so soo much what you are doing with your channel, any chances to have more details on an old interview you gave to Sega Saturn Magazine: What special effects and techniques are you most proud of in the Sonic R engine and why? You replied: The cross fading "misting" effect, the reflective water, and the compression technique used to calculate visible polygons. Can we have information about the compression used to calculate visible polygons ? Did the cross fading was a huge deal compared to what the Saturn offered in other games ? Can you explain why ? :D
@adamplenty16456 жыл бұрын
According to Retro Gamer's "The Making of Sonic R" article, Burton said he was most pleased with the reflective surfaces, because the Saturn simply doesn't support them.
@GameHut6 жыл бұрын
This very video explains why the cross fading was a huge deal...
@Arunotaku6 жыл бұрын
GameHut oh sorry i didn’t understand it was the same stuff. Thanks again 😇
@Visuwyg6 жыл бұрын
I love your Saturn coding tricks! That console was such a goofball. Amazed how you still remember it in such detail!
@jaekoff50506 жыл бұрын
Was the Saturn as difficult to code for as people say it was?
@inendlesspain47246 жыл бұрын
Yes, yes it was. To give you an idea how much, think that the Saturn's 3D capabilities were better than those of the PlayStation. But 3D games on the Saturn still looked like shit (most of them anyways) compared to those of Sony's console because programming anything 3D on it was that difficult. And well, you know, Sega killed the console before developers could get used to its hardware, and what was left gave the Saturn the reputation of being "that console that couldn't compete with the PlayStation because it had some shitty 3D". Sad, very sad...
@noop9k6 жыл бұрын
Jorge Enrique Riera Saturn’s 3D capabilities were always worse than PS1. Bad transparency (usable only for special cases), slower drawing, being limited to quads even if you want triangles, wasteful redrawing of the same pixels, inefficient use of video memory due to framebuffers being fixed size, lack of uw-mapping (shown by Gamehut in another video). Only minor feature that saved it sometimes was support of 2D mode7-like effects that complemented real polygons on some games, typically used for drawing ground and/or sky.
@El_Cheapo6 жыл бұрын
If you look at theoretical specs and numbers, the Saturn has a HIGHER polygon per second count than the PlayStation. For example, check out this article www.racketboy.com/journal/ps1-strength-and-weaknesses-vs-n64-sega-saturn
@jc_dogen6 жыл бұрын
"saturn had perspective corrected texture mapping" no it didn't...
@sendylie17746 жыл бұрын
N64 is also difficult to program, but the outcome is not as bad as Saturn. N64 uses triangle to draw polygons like PlayStation, so it also capable of 3D.
@beegyoshi78716 жыл бұрын
This is so good keep doing this, you are one of the few with actual good content even though I don’t really know what you are talking about half the time
@SproutyPottedPlant6 жыл бұрын
Yes! Saturn seems quite different from the PlayStation.
@PlayerOneStart6 жыл бұрын
Yep! I feel that if Sega had made it easier to program for, it would have seen better success. Maybe not enough to beat the Playstation, but still better than it ended up doing.
@PlayerOneStart6 жыл бұрын
True dat!
@PlayerOneStart6 жыл бұрын
Yeah, that definitely did not help.
@Titleknown6 жыл бұрын
Isn't it also true that part of it was because a lot of the Saturn's best games didn't get released in the US because that a-hole Bernie Stolar kept them from being so because they were 2d and "nobody wants 2d games anymore"?
@Medachod6 жыл бұрын
*+Player One Start* Well, I wouldn't say that! If they had been smart and also gave SEGA of America creative control again, as they did when they localized the Mega Drive, the Saturn may have been very formidable.
@Hacker_lyx6 жыл бұрын
This is a rare peek into hardware specific coding which never really gets talked about. It's also a really good reminder of how easier amateurs like myself have it these days. Stories like this are the reason I look up to older devs with so much respect. Any way thanks for all the great insight about tricks you've pulled off over the years. I can only hope to have stories like this to tell some day.
@mikecontra88446 жыл бұрын
TT + SS = God Coding activated. GH just shows the amazing capability's of the SS when the human brain is used :)
@liamsemicolon6 жыл бұрын
For the peasants: SS= Sega Saturn TT= Traveller's Tales GH= Game Hut
@lutyanoalves4446 жыл бұрын
ty ty peasant her
@mikecontra88446 жыл бұрын
My new secretary :)
@oom-bakkies6 жыл бұрын
Wow, this blew my mind! I've always wondered how Sonic R did that, absolutely crazy coding wizardry from back in the day. Keep up the good work!
@TheGrandtheftautops36 жыл бұрын
Great video & thumbnail 👍
@alexatkin6 жыл бұрын
Fascinating to finally understand why the shading suddenly pops into the scene. Very clever.
@GigglyMan420696 жыл бұрын
Sega i dont feel so good
@Dirk1Steele6 жыл бұрын
All these coding secrets videos are great. Please keep them coming.
@codenamegamma6 жыл бұрын
Hi, I've been doing some hacking around with the PC version of Sonic R. one of my goals was to try and get Network Multi-player working again, however in the version that people use it was removed and the patches are no longer compatible. I was wondering if you might be able to go into why it even existed in the first place (if that was something you worked on). it just seems like a rather obscure thing to add to a PC port of a Saturn Game. Thanks, CnG
@bangerbangerbro6 жыл бұрын
CodenameGamma I don't think he had any involvement in the PC version. Patches? How would patches not be compatible now if they were compatible before?
@evknucklehead6 жыл бұрын
No one You know - Patches that are meant for a specific build (or range of builds) can fail if the internal code is significantly different in subsequent builds, especially if the patches are based on changing code in specific locations within the program's files, which was often the case. It was good for earlier systems that had a limited amount of storage space and/or network bandwidth for distributing the patches. Most newer patching techniques replace entire files, meaning the patches are going to be bigger, but not as reliant on what version is already in place.
@shaneplumb-saumure77234 жыл бұрын
I've seen a trend on YT of developers giving concise and meaningful insights into how computers perform the apparent miracles they do. It is good. You're on the forefront. Carry on.
@MusicDecomposer6 жыл бұрын
Cool, Sonic R did something better than Mario 64.
@inendlesspain47246 жыл бұрын
I don't think comparing a late Saturn game with an N64 launch title (a legendary launch title but a launch title nonetheless) is a fair comparison but ok.
@vsuman666 жыл бұрын
Jorge Enrique Riera u could also say he's comparing Sonic R to the best N64 had to offer graphically. None of the later N64 games progressed further than Super Mario 64 visually, so his point is still very valid 😊
@inendlesspain47246 жыл бұрын
"None of the later N64 games progesses futher than Super Mario 64 visually" Emmmm... no? If by "not progressing visually" you mean things like low-re textures, fog and other stuff like that that's more due to limitations of the system because of the cartridge format. And even with those limitations, visual progress can be noticed. Jet Force Gemini, Donkey Kong 64, the two Banjo games, the two Zelda games, and of course Conker's Bad Fur Day, you can't compare any of those games (and many others I'm not remembering right now) with SM64 and say there wasn't any visual progress at all. That's like saying Final Fantasy IX and Chrono Cross, which are some of the best looking games on the PS1, are visually on the same level as Final Fantasy VII.
@Rihcterwilker6 жыл бұрын
Conker is ages ahead in the graphic aspect. There's no fog, a massive draw-distance, big textures, dinamic shadows, and there's the fact that the whole game has voice in the dialogues.
@inendlesspain47246 жыл бұрын
Yeah, but would you believe me if I told you that I once heard someone say that any average PS1 game already looks better than Conker? I also heard someone say that most N64 games have a framerate so low they're barely playable... What can I say? The internet sure is a weird place sometimes.
@GimblyGFR6 жыл бұрын
Another great video. Man, I love Coding Secrets... Back in the day you were always doing things that seemed impossible on the hardware you worked on.
@kaselier11166 жыл бұрын
This channel is entirely "hello! Today I want to talk to you about how every single aspect of sonic R is impossible for the hardware to support and was far ahead of its time" Awesome stuff
@nerdoutwordout62946 жыл бұрын
You (and your colleagues I'm sure) seem to have some fantastic ways to think outside the box and use logic to get great results. Thanks very much for sharing.
@katie29406 жыл бұрын
NO! NOT THE MEMES!
@DanLink90006 жыл бұрын
IT'S IN MY EYES! IT'S IN MY EEEEEYES!
@loudsonicbug21954 жыл бұрын
I love ur vids. Reminds me of how much love was put back in the days and how close to the hardware you worked.
@85MrBob6 жыл бұрын
Hi Jon bit of a weird question but I have always wondered, is Dave Burton a relation to you?
@GameHut6 жыл бұрын
Yep, brother
@85MrBob6 жыл бұрын
Ahh! thanks for the reply!
@RoadStuffUK6 жыл бұрын
What about Richard Burton? ;)
@RocketLawnchair6 жыл бұрын
I love watching these videos to see how programs and designers had to get around the limitations of hardware to create such amazing feats. Thanks for showing how this was done!
@user-qw7hb4du6z6 жыл бұрын
I love coding secrets!
@xXYannuschXx6 жыл бұрын
What I love about your videos: even with limited knowledge about computers, you have absolutely no problem following your explanation.
@Asminae3916 жыл бұрын
3D was'nt made of triangle but sprite on genesis MIND BLOWN
@Armm89916 жыл бұрын
Harmonie Duquesne on the saturn*
@lokalnyork6 жыл бұрын
Not sure if this is exactly how they did it, but Virtua Fighter used same quad-based technology to display first truly textured 3D graphics on arcade machines (and Saturn/32X). IIRC they had to rewrite code for PC port as it did not supported quads.
@SianaGearz6 жыл бұрын
If you have triangle based hardware, you can just render two triangles with UV coordnates of 0/1 according to which quad corner, and it's done. If the hardware is affine, it will distort more than quad affine hardware, but it'll still work. If the hardware is perspective and you manage to retain Z/W through the pipeline, everything is going to look fine. If you have quad based hardware and are trying to render triangle based models which use UV coordinates for texture placement, give up, there's nothing you can do, you need to remodel all of your assets in quads and with exactly one texture spanning each quad corner to corner.
@BainesMkII6 жыл бұрын
There were apparently two versions of PC Virtua Fighter. As the game was released before PC 3D had standardized, a company manufactured a quad-based PC card, and it came with Virtua Fighter. A quick Google search finds the NV1, apparently Nvidia's first graphics card, based on Saturn hardware (even including a Saturn controller port). A handful of Saturn games were ported for this PC hardware. Some years afterward, a friend of mind gave me his graphics card and the accompanying copy of VF, thinking I could use it as a passable upgrade for my old PC. Unfortunately, the card was effectively useless by that point. PC had quickly standardized to using triangles for 3D, and DirectX was created. Nvidia apparently tried releasing DirectX compatible drivers for the card, but it didn't really work.
@SianaGearz6 жыл бұрын
BainesMkII, the NV1 is even more unusual than the Saturn; and it really has no Saturn compatible hardware except for the actually quite trivial game ports and the SEGA partnership to provide a batch of ported software. It's more unusual in the way that it doesn't render quadrilaterals like the Saturn, it renders quadratic surfaces, which are smooth, imagine each surface as being defined by 9 points in space, and imagine being able to represent a very close approximation of a sphere with just 6 surface primitives. However, no software except some tech demo that i have never seen in person and can no longer find, used the feature, the Saturn games used degenerated quadratics into 4-point quadrilaterals, effectively rendering same as Saturn.
@raycearcher57946 жыл бұрын
There's an added bonus in that fading in the lighting on visible objects creates a sort of atmospheric perspective too!
@SianaGearz6 жыл бұрын
Why so much storage overhead? A shift and a mask will conveniently divide all 3 or 4 colour components in half or a quarter... it will fade to black but it means you just have to work with subtractive colour, so you just subtract the last step from 1...
@GameHut6 жыл бұрын
Makes the code more efficient, and I don't think the algorithm actually just did quarters. I used that in the video for simplicity but I think the actual colour calculation algorithm was more complex in reality.
@GraveUypo6 жыл бұрын
processing power was certainly a more valuable commodity than storage space. remember, we has just left the cartridge generation where 2mb was a lot to this new cd gen with as much as 650mb available to play with. storage wasn't a bottleneck.
@SianaGearz6 жыл бұрын
But these systems don't exactly have an overabundance of RAM either for what they're trying to accomplish. Well, the hardware limitations play out differently for different projects, so if some RAM is left over, no reason not to spend it.
@some-online-dude6 жыл бұрын
Eh, 2 MiB of RAM and 1.54 MiB of video RAM isn't all too shoddy for 1995.
@Unreissued6 жыл бұрын
A truly amazing youtube channel man. Every video I watch of yours is so clever
@caracalkarting6 жыл бұрын
why does 3D blast have moral support in the credits???
@GameHut6 жыл бұрын
Making games is hard. Helps having an understanding girlfriend
@theobserver42146 жыл бұрын
GameHut I'm just wondering what TT did for the SNES ports of its games, like Toy Story and Mickey Mania. How did you recreate the "3D" effects of the Genesis version on SNES, and if you even did?
@Macboy06 жыл бұрын
The absolute chad.
@codecoderr74956 жыл бұрын
being a hardware engineer feels like living in the 50's again (since reinventing everything). I think programmers back then had to adapt to non standard ways of achievements, so they had become hardware engineers in the process. lol
@BubbaBowie6 жыл бұрын
I know nothing about this stuff. But the way you explain and present them, I find it entertaining, informative, and I actually learn what you explain.
@cooliofoolio6 жыл бұрын
I din't feel fell so good Mr. Strak.
@forgottenalex4 жыл бұрын
The fact that you still remember these coding tricks you did years ago is impressive enough. I have friends that work at InfinityWard that can't recall how they coded some of the older Tony Hawk games
@potionmonkey1576 жыл бұрын
wait, so you are saying that each polygon in the game is actually a sprite that you had to move one by one? That seems EXTREMELY tedious
@nuckm6 жыл бұрын
Shouldn't be that much different if it's still possible to use all of the standard cool matrix operations we use with triangles.
@potionmonkey1576 жыл бұрын
I mean, yeah, but let's say a character is made with 500 polygons, or "sprites". You would have to write one line of code for each and every sprite on a model, rather than just being able to write one line of code for the model.
@nuckm6 жыл бұрын
I'm assuming you mean for rendering? No you wouldn't, that's what loops are for and it's no different that tris.
@vurpo70806 жыл бұрын
That's not really how programming works. Even on older machines with hardware sprites, like the Mega Drive or the NES, you still have to draw the entire screen, including all the sprites, for every frame. So every frame there would be some code going through all the things to be drawn, and drawing all those things on the screen. That's not really any different from how we use modern GPUs, we've just invented more efficient ways of getting all of those polygons onto the screen. (and modifying what they look like) Whether you call them "sprites" or "polygons" doesn't really have any effect on how to draw them onto the screen.
@potionmonkey1576 жыл бұрын
NOW I understand, thanks.
@firstsequence71326 жыл бұрын
Fascinating, thanks for producing these videos - love to hear about the problem solving that went into creating these games - limitations really do fuel creativity.
@LiveHedgehog6 жыл бұрын
You're a genius.
@stagefatality6 жыл бұрын
Amazing. It's really nice to hear about programming and coding on the Saturn. The software based rendering has always fascinated me and seeing these tricks done with the limitations is something else.
@nw45384 жыл бұрын
I find these videos really fascinating. Keep up the great work!
@DukeDudeston6 жыл бұрын
Absolutely brilliant work explaining not only how you done this work, but why it was a challenge in the first place. What gets me though is that people say the Saturn cant do transparency with 2D sprites, but if its "polygons" are just sprites that are morphed and what not. Why couldnt devs use this technique to make full transparent sprites in 2d games.
@CcMusicAndMore6 жыл бұрын
I love sonic r because of all the impossible effects you pulled off. I played it a lot when I was just a child.
@MrGamer19926 жыл бұрын
From what I understand, another reason why games opt out for transparency is because the Saturn have 2 video chips (both capable of transparency) but it can't cross-transparent between the 2 chips (meaning if you have object 1 on the foreground in video chip 1 and object 2 right behind it and is using video chip 2, you can't have transparency in object 1 and have object 2 show. Object 2 will disappear. Now if object 1 and 2 were on the same chip, then yes the transparency will work)
@ezekielbrockmann1144 жыл бұрын
The brilliance of these videos is in how succinctly they summarize.
@demgreens4 жыл бұрын
1:48 Best description I've seen of the Saturn's 3D transparency issue.
@HasXXXInCrocs6 жыл бұрын
Genius. I love watching these, you are such an incentive coder. Really inspires me to do better myself.
@C0ttageChees4 жыл бұрын
Dude. You are brilliant. I'm so glad I found your channel.
@videogamemusicandfunstuff48736 жыл бұрын
I love this, really cool and clever. The saturn seems like it was a really fun challenge to program on.
@Blackhawk198926 жыл бұрын
I've never been a big fan of Sonic Rs gameplay but your videos really show what a technical marvel it was. Still possibly the smoothest looking game on the system.
@benbaez60446 жыл бұрын
Every time. EVERY TIME. That I watch one of your videos, I come away a literal whiz at computer coding. THIS STUFF IS AWESOME!!!! And I don't throw that out there lightly. THIS IS SICK.
@DallenMalna6 жыл бұрын
thank you so much for making these. It's like getting to explore my childhood wonder^^
@ikey15554 жыл бұрын
I'm always blown away by the ideas that game programmers and artist come up with to make something work.And from what I've heard making a Saturn game was really hard.I wish I had the brain to program but the tricks to overcome challenges like this really just make my head spin
@MatSpeedle6 жыл бұрын
I love how devs always found a way to work around these restrictions on older hardware, awe inspiring work sir! Thanks for explaining it.
@TomFJM6 жыл бұрын
I really like this channel (and video) ; I've been meaning to catch up. It's so neat to learn about tricks developers used in the past to do things the console wasn't normally meant to do. I'm also really glad you've broken your silence and have decided to share these secrets on youtube. This is a real blessing, thank you so much. 👌👌👌👌👌
@CrossoverGameReviews6 жыл бұрын
This is the only channel where I have to watch every video twice because all this info flies by me the first time, but the second or even third watch I finally start to understand.
@viktorivanov59416 жыл бұрын
Casually shows documents with a huge "SEGA Confidential" watermark over it. Love this channel
@nalicompleteworks6 жыл бұрын
Every time I think you must be out of material, you come up with some other bit of wizardry. Cool stuff as ever.
@MuffinTastic4 жыл бұрын
1:43 but why lower it down? just merge points 1 and 2 horizontally instead and the overdraw issue goes away, no?
@Notius4 жыл бұрын
This was my thought, seems like the whole issue could have been avoided by merging 1 and 2.
@Notius4 жыл бұрын
Or alternatively, just using a square sprite and drawing a triangle on it without moving the corners at all.
@MuffinTastic4 жыл бұрын
Tykras the issue with that is you end up wasting cycles drawing lots of transparent pixels, where efficiency is key
@Notius4 жыл бұрын
@@MuffinTastic That's fair, but then again you don't always need a triangle, I feel like a lot of the polygons could have just been squares instead of triangles.
@brianpso6 жыл бұрын
These stories are such an inspiration for me as a programmer. You old school devs must feel really damn proud. Doing stuff back then really was an art.
@Retrobution6 жыл бұрын
Amazing. Explained the limitations of the saturn that i had no explanation for other than "it had too many processors" all in one video! You should crowdfund a documentary where you explore the world of videogame graphics from origin to today. Would be amazing to see
@cheater006 жыл бұрын
I love those Coding Secrets videos! I subscribed :-) thanks a lot for making them!