If I'll ever hear the news about Doom Eternal being successfully ported to Nintendo DS, I'm gonna be 99.9% sure that was Randy Linden who did it.
@twqzjsidIsndusiakdixisqjeksixi2 жыл бұрын
Well, someone is making Mario Galaxy to DS, a incredible feat by itself. But Doom Eternal would be fantastic.
@elimalinsky70692 жыл бұрын
One of the most impressive feats of programming happened in 1982 with the release of 1K ZX Chess for the ZX81 home computer. As its name suggests it's a full chess program running on just 1KB of RAM, which includes an AI opponent. In actuality it was even less at around 700 bytes. That's 700 bytes for rudimentary graphics, rule set and all the AI routines to play the game.
@eduardopazhurtado38822 жыл бұрын
Doom 3 is a safer bet.
@richterdelgan1232 жыл бұрын
On the ps vita
@randallinden2 жыл бұрын
Too kind -- thank you for the confidence and kind words!
@lpnp94772 жыл бұрын
"'Thumb"' is a subset of 'ARM'." Hmm, yes, this makes sense.
@pacomatic98336 ай бұрын
Now that I think about it, they should've called it "hand"
@DissociatedWomenIncorporated5 ай бұрын
@@pacomatic9833you just know some development meeting would’ve dissolved into laughter after, perfectly innocently, someone described implementing something as “a quick Hand job”. I think naming it “Thumb” was probably the right way to go.
@_..-.._..-.._4 ай бұрын
Thumb is an _extension_ of arm. Now that I think about it, that’s probably why they named it thumb 🤔 I know ARM originally meant Acorn Risc Machine, but they are Brits after all, they love a cheeky joke.
@_..-.._..-.._4 ай бұрын
😂 Smoking a corncob pipe in a meeting: _“Thumb is a subset of ARM” “Mmm, yes yes, quite right, do continue!”_
@DissociatedWomenIncorporated4 ай бұрын
@@_..-.._..-.._ being familiar with not only 80s/90s British computer culture in general but Acorn specifically, I can _guarantee_ it was named that way as a joke.
@jessragan67142 жыл бұрын
How odd. He put two years into this game, using every trick in the programmer's book to make it function on ill-equipped hardware, and it never got used in an official capacity. Nobody else even knew it existed until eighteen years later.
@themadmallard2 жыл бұрын
very odd, but for people with talents that coincide with their interests, its not unusual to imagine those folks have a compulsion to see if they can "figure it out" one way or another, regardless if they ever share it. He seems the type with that profile
@kissmyacidrocks2 жыл бұрын
"A Man May Do an Immense Deal of Good, If He Does Not Care Who Gets the Credit"
@quantumuniversetvinc.61172 жыл бұрын
Could be that little people cared or heard about it despite his forum posts etc. Sometimes things just go unnoticed. I would totally have been all over this game
@Simone-xe9cw2 жыл бұрын
Not my field of work but when something's too "tailored" for a specific job and uses a lot of tricks to work, it's hardly reusable nor maintainable.
@DasAntiNaziBroetchen2 жыл бұрын
I'm obviously not even half as smart as him, but I have 100+ projects that have never seen the light of day. I can relate. Either I lose interest and forget about it, or I think it's not good enough and then forget about it.
@3DSage2 жыл бұрын
As someone who programs 3D the GBA, this is truly amazing!
@AlexOlsenpang8 ай бұрын
I love your vids
@CarthagoMike2 жыл бұрын
I really love these 'impossible port' stories
@mannym8ker2 жыл бұрын
the sheer patience of this man to program GAMES using ASSEMBLY language from SCRATCH, I don't think most people understand the excruciating work that entails.
@davidvincent3802 жыл бұрын
Yes that's insane. Games were often made in assembly in the old times (as all Genesis and SNES games for example) but they were nowhere as big and complex as Quake !
@SurriSama Жыл бұрын
Him and Chris Saywer are legends.
@mark030a Жыл бұрын
@@SurriSama Let's not forget Rebecca Heineman!
@ktvx.942 жыл бұрын
I love how Nintendo's two philosophies contradict eachother. Extremely protective of their property including hardware but using parts so old and off-the-shelf that people can still develop for and hack.
@MichaelGiacomelli2 жыл бұрын
I wrote lots of optimized assembly routines for the ARM7TDMI and had literally no idea about that register bank switching trick to get around the small number of available registers. Fascinating stuff.
@bigt41352 жыл бұрын
I thought quake on Saturn was the impossible port, this is just insane.
@randallinden2 жыл бұрын
Thanks for the compliment -- I appreciate it!
@thew0rstds2242 жыл бұрын
@@randallinden 🍻💪
@kva79220462 жыл бұрын
@@randallinden Holy shit! You're an artist. Do you think that devs are leaving a lot on the table in terms of optimisation on consoles now? How much more do you think you could get out of the Switch, or early revision Xbox Ones or PS4? What is stopping devs from getting to the metal now? Are there any who are doing it? Would you answer these questions in a long format interview with MVG?
@randallinden2 жыл бұрын
@@kva7922046 I generally believe that there's always more ways to push hardware, as long as you work hard at it. I'd be happy to do a long-form (or even a short one) interview with MVG!
@ihavetubes2 жыл бұрын
@@randallinden You da man
@ninjapants76882 жыл бұрын
I remember years ago a dude made Quake on GBA using his own "Yeti" engine that was super impressive.
@bwabbel2 жыл бұрын
Think about how crazy modern games could be if they were developed to run as efficient as possible
@kusayfarhan99432 жыл бұрын
The only studios that come close squeezing out as much power out of a modern console are, insomniac, Naughty Dog, and Santa Monica Studios. They program as close to metal as possible.
@pelgervampireduck2 жыл бұрын
if all programmers were like this we would be playing Doom Eternal on a Pentium 4 with 1gb of ram and a 256mb graphics card.
@ryno4ever4332 жыл бұрын
It would increase development times and raise costs to the point that it wouldn't work out unless you had a team of master programmers and engineers. On paper though, it would be pretty sick.
@Klaeyy2 жыл бұрын
@@kusayfarhan9943 id Tech is also a contender with their modern doom engines. The games look amazing, run on switch and put out 300-500 fps on ultra with the best hardware
@bwabbel2 жыл бұрын
@@ryno4ever433 i know that it wouldn't be realistic. But it's interesting to think about what todays hardware is actually capable of
@norullzz2 жыл бұрын
FYI, the problem with branching code is pipelining, where the next instruction is loaded into the CPU before the result of the previous is know. This means that you need to halt to processor with every branch, because we don't know what the next instruction is going to be. In modern processors this can be mitigated by prediction, but as the recently discovered Apple M1 vulnerability packman attack has show, this comes with its own risks.
@awilliams17012 жыл бұрын
I remember I did the self modifying code. I was working on a dos based graphics engine. Mostly 2d, but it had 3d as well. At one point I made it a graphing calculator as well. And it had battleship and a card game. I wanted to make it into an RTS as well, but that never happened. It was using templates and GCC in that era didn't have any debugging support for templates. If I knew that I never would have used them, but it depended on them so much I couldn't justify removing them. Anyway.........I had dozens of functions for drawing bitmaps. solid color 8 bit on 8 bit. Solid color 16 bit on 8 bit. Solid color 24/32 bit on 8 bit. Solid color 16 bit on 16 bit (you get the idea) as well as masked, uniform transparent, and 8 bit alpha channel transparent options. I had a dummy function header to call draw each image depth type, it would then get assigned by the resolution type eliminating at least a few branches. It did help with performance, but it was very minor and you had to draw a lot of small images to even get a 1 FPS difference. Not really worth it for that, but it made organizing them a lot easier.
@VioletGiraffe2 жыл бұрын
I also paid attention to that bit about branching code, since I doubt this old ARM CPU has a long enough pipeline to make it a problem.
@MicroChirp2 жыл бұрын
Prediction is exsctly what made Quake run better with high end CPUs of its time
@matthewtymaja37608 ай бұрын
Programming the ARM in the mid-90s, I tended to count a branch as ‘3 instructions’ in terms of timing, and memory load/store as 2; the pipeline was 3 instructions in total back them, and unrolling loops etc made a huge difference! Delving into x86 later in the 90s, I managed to build a software renderer that did 16-20fps at 640x480, fully texture mapped, all degrees of freedom, on a 486. Those were simpler times (also quite fun working around the lack of registers on a 486, disabling interrupts for portions of each scanline to hijack certain registers!)
@Don_Ramiro6 ай бұрын
@@awilliams1701 weirdo...
@infinity2z3r072 жыл бұрын
Going back to 96 and seeing Quake running on a $99 handheld from five years later would blow my literal mind.
@risq18092 жыл бұрын
Just wanna say thanks for making some of the best content on this site, your videos have gotten me into retro games again.
@chemergency2 жыл бұрын
I think we would have seen more attempts at 3D games on GBA if the DS hadn't dropped a mere three years into its lifespan.
@NeoTechni2 жыл бұрын
Imagine if he ported it to DS.
@eyeball2262 жыл бұрын
Wow, was it really such a short gap? The GBA's lifespan feels like an eternity to me due to my age at that point.
@kevboard2 жыл бұрын
@@eyeball226 2001 to 2004 yeah... it felt longer back then
@randallinden2 жыл бұрын
It was a shame that the GBA didn't have as long a lifespan as I had hoped it would -- oh, well. Such is life sometimes.
@kevboard2 жыл бұрын
@@randallinden you bet on the wrong horse! should have done an N-gage port 😜
@hard4games2 жыл бұрын
Fascinating as always! Thanks for covering this! 😊
@redey12902 жыл бұрын
Didn’t know anything about this port existing, but as soon as I heard “Randy Linden” I knew it’d be interesting and a technical marvel.
@randallinden2 жыл бұрын
Too kind!!! Thank you for the compliments and kind words!
@mi-nk2 жыл бұрын
@@randallinden your stuff is always super impressive!
@seamistseamist2 жыл бұрын
@@randallinden Your account was created literally today, june thirteenth.
@josephscottadams392 жыл бұрын
@@seamistseamist MVG is that influential!
@seamistseamist2 жыл бұрын
@@josephscottadams39 I'm trying to say that it's probably fake.
@SRC2672 жыл бұрын
GBA is underrated. So many hidden gems on it like RoboCop prototype was released and great ports
@Mr.Atari26002 жыл бұрын
GBA sold over 81 million units, making it the 10th most sold system of all-time. it outsold the PSP & is right behind the Xbox 360 & PS3. It's far from underrated.
@HeavyStoneCloud2 жыл бұрын
PS2 is underrated
@dondraper44382 жыл бұрын
@@Mr.Atari2600 Gameboy Advance was the first time we had proper and I mean proper 20hour+ games on a handheld. Which was also common with the GBA, not just a few lone games but a prevalent theme.
@cormano642 жыл бұрын
People use the word "underrated" without thinking about what it actually means...
@DMartinov2 жыл бұрын
@@cormano64 the word “underrated” is overrated.
@TheAlStewartArchives2 жыл бұрын
Randal Linden is a genius, and also seems like a humble chap and all round good guy. Some very interesting interviews with him on KZbin.
@randallinden2 жыл бұрын
Thanks for the very kind words -- I appreciate it!
@seamistseamist2 жыл бұрын
@@randallinden That account was created the same day this video was updated.
@TheAlStewartArchives2 жыл бұрын
@@randallinden You are most welcome Randal!
@me1ne2 жыл бұрын
Crazy how you can get used to news like this. Always have to remember all the work behind the scenes...
@TheFieryWind992 жыл бұрын
Hopefully someone gets to pick up all the code and stuff from Linden and actually makes an entire port of QUAKE for GBA. This is too good to leave alone.
@SirRob24 Жыл бұрын
So Linden made the port demo and then sent it to id Software? That must have been one hell of a "full circle" moment for John Carmack and the boys considering that's exactly how they started back when they were working for Softdisk. Before they developed Commander Keen they recreated Super Mario Bro's 3 on the PC and then sent it to Nintendo to be like "hey, we can bring Mario to computers", a feat that at that time seemed completely impossible. So it had to have been pretty cool for them to have someone approach them doing the same thing that they themselves did years earlier.
@merman19742 жыл бұрын
That's some clever coding, optimising code like that to really make use of the hardware is an overlooked skill these days with game engines and faster processors. I'm impressed by the textures and lighting in there, the GBA wasn't designed to do that.
@povilasstaniulis94842 жыл бұрын
Being a developer, I can only say: wow. Just wow. This is a truly a work of art. Master developers like Linden are an extremely rare breed. Very few modern devs are able to write code like this nowadays. Where you have to make use of every CPU cycle, register and bit of memory. Sadly, it was a bit too late for this port. Compare that to many modern programs, often written using gargantuan multi-layered frameworks which have absolutely zero respect for resource usage. Often the only thing developers of those programs care about is to write their programs faster, not better. And that's not really their fault, because that's pretty much how most software development works nowadays. Companies aren't willing to spend money on developer time for code optimization and most users don't care either as modern hardware can often compensate the performance impact of bloated code.
@josephscottadams392 жыл бұрын
Your right. No company is willing to spend the amount of time it takes to optimize down to the metal. It's a money game. Only smart people doing this on their own time with no time pressures can pull this stuff off these days.
@andresbravo20032 жыл бұрын
Such an interesting port. Randy Linden is really great for porting Quake to the GBA.
@ThePerfectKiosk2 жыл бұрын
I've attempted software rendering on Virtual Boy using carefully hand-crafted assembly, but the CPU-VRAM interface is the performance bottleneck and it can't work with any reasonable frame rate. Even running just a triangle rasterizer from the cache and managing all variables in the CPU registers, I was only able to fill about half the image area before running into overtime.
@zakazany19452 жыл бұрын
Virtual Boy 🤮
@ArneChristianRosenfeldt2 жыл бұрын
that is a thing I never understood with PC graphics cards either. The CPU can just fire and forget the data. Even if the PPU only uses every 4th cycle to write to memory, this should be still faster than a loop on a CPU. If we happen to write two bytes into the same word, the PPU can just collect the two. Maybe you tried to read from VRAM? You don't need to do this in the middle of a span. Sadly ARM TDMI has no out of order operation. Would really help if you could write 8 bit pixel pairs where 0 is defined as transparent and the PPU does the read modify write cycle internally. Yeah, but Nintendo only wanted 2d on that system.
@arthur...barros2 жыл бұрын
watching this type of video makes me feel that we live in a parallel universe and MVG is fetching this unreleased ports from a worm hole portal, and we got stucked with 2D run to the mill GBA games on our childhood
@legros7312 жыл бұрын
Lol the 2D game are way better look better and are way more fun than a shitty port of quake Still impressive but the real question is why even bother doing this
@HiDefHDMusic2 жыл бұрын
@@legros731 to prove you can, duh
@Duomaxwell02M2 жыл бұрын
@@HiDefHDMusic I'm a retro gamer, and Randy Linden's work is one of the reasons I modded my GBA to have an IPS screen and continue to play games in it. Between the GBA ports of Doom/Doom 2, Max Payne and experimental stuff like this and the Tomb Raider port, makes it worth it to be a retro gamer. No need to deal with stupid microtransactions/season passes too.
@DogsRNice2 жыл бұрын
@@legros731 why bother making a garbage comment
@legros7312 жыл бұрын
@@DogsRNice why are you responding if it's a garbage comment clown This demo is a waste of time it impressive for a GBA game but it look like shit and surely play the same And 2d game still look good today and play well can't say the same for early 3d game Now go play with yourself elsewhere clown
@markdaga17114 ай бұрын
The madlad still isn't done. He's porting the complete Ultimate DOOM to SNES again for Bethesda, using a mysterious "Super FX 3" Chip. In 2024. What a guy.
@christopherleadholm66772 жыл бұрын
These are the kinds of stories I enjoy hearing about. Keeps me motivated when i get stuck on something.
@joshuatheawesome94402 жыл бұрын
Every time I see a video like this, it makes me wonder what modern hardware would be capable of with this level of optimization.
@nickwallette62012 жыл бұрын
Well, I would say mostly: Platform exclusives, late in the system’s life cycle.
@bltzcstrnx2 жыл бұрын
Modern games are made by artists not programmers, so there's that. Also in modern systems, programmers no longer have direct access to the hardware. So we wouldn't see these kinds of hardware level optimisation in recent years.
@nine16902 жыл бұрын
Exactly, it literally cannot happen. Similar to the advent of operating systems for PCs, consoles too gained operating systems. In both situations it obfuscated the hardware from the end user, allowing for simpler use (in the case of PCs) and less talented developer requirements. Additionally, hardware specs increased so rapidly that unless you were doing an ambitious port (like Witcher 3 to the Switch) and weren’t a completely incompetent moron then it was a safe bet your software ported over without much change. Really the last time I can think of that hardware played a genuine role in game dev was the PS3, which was an insanely powerful console that no one knew how utilize.
@bltzcstrnx2 жыл бұрын
@@nine1690 modern "obfuscation," or abstraction to be more precise, is not done to make things simpler. It is to better have seperation of concerns among internal systems. This is needed in modern OS because they need to have better resource sharing management and security requirements. Old ways of direct hardware no longer suitable for modern development because of this. No abstraction means that a resource can only be used by exactly one program. Not to mention people nowadays are very sensitive in terms of device security. Running a software that have full access to your hardware is a security nightmare. The simpler part is just a by product of this since now you can hide more complicated routines under an API. This will in turn call another API that usually abstracting another routine and so on. Edit: other thing to note is that modern hardwares are very complex. Having developer to manually manage all of this complexity is just too much. There are no comparison in terms of complexity between GameBoy hardware and current modern console/PC hardware. Even the boot up process is far more complex than entire GBA hardware.
@rnelson14152 жыл бұрын
I've learned in the last 15 years that homebrew communities can really pull some amazing stuff. This is incredible work.
@nessearthbound31072 жыл бұрын
As a CS student, I can only dream to be as good of a coder as Randy Linden. I don't do a lot of coding in my free time due to other hobbies and I'm increasingly interested in theoretical CS, but he def inspires me to improve my coding skills!
@mysteryencoder99972 жыл бұрын
You def want to do it as a hobby, traditional education isn't enough and gives you the core concepts as it's meant to, it's really having a passion for this stuff that takes you to the level of Randy.
@nicholasallen90352 жыл бұрын
These are my favorite videos you’ve been doing, particularly since I’ve been porting my own 3d engine to the pico system lately. I’m no where near Randy’s level of optimization and the rp2040 is a more powerful chip, but it’s inspiring to see these accomplishments.
@i-heart-google71322 жыл бұрын
I'm not a fan of consoles, but I love the geeky exploration of the good old times. I wish there was a similar channel dedicated to PC games.
@SlickOnTop2 жыл бұрын
An impressive port engineered by an impressive mind.
@TwinOpinion2 жыл бұрын
Programmers like Randy Linden are freakin' rock stars in our eyes! The unsung masters that chill behind the curtain. Wordsmiths and mathematicians... Crafting and abstracting beautiful works of art... We salute you!
@randallinden2 жыл бұрын
Thanks so much -- I appreciate your very kind words and thoughts!
@TwinOpinion2 жыл бұрын
@@randallinden We love your work, sir! What you've done for software, video game preservation, and emulation is simply staggering!
@randallinden2 жыл бұрын
@@TwinOpinion Again, thank you for the kudos and appreciation -- I'm honoured to have had an impact on technology throughout my career.
@seamistseamist2 жыл бұрын
@@randallinden Account created today, most likely a fake.
@tyguy38762 жыл бұрын
Back when a dev couldn't rely on hardware to pick up the slack in programming efficiency. Stuff like this and Roller coaster tycoon will always be impressive 👍
@Δημήτρης-θ7θ2 жыл бұрын
As I said above, you shouldn't exploit programming tricks or rely on timing on today's consoles. All consoles after the PS3 and Xbox 360 aren't static hardware (for example they have "pro" versions) and future hardware and OS versions will not be able to replicate every quirk perfectly, let alone timings.
@bltzcstrnx2 жыл бұрын
Back then game developers were programmers. Nowadays 80% of the team are artist.
@johntrevy12 жыл бұрын
@@bltzcstrnx Especially with most devs using established engines.
@lpfan44912 жыл бұрын
@@Δημήτρης-θ7θ Sure, but simple self-optimization is still ignored way too often and some games are made worse for absolutely stupid reasons.(Such as making mobile games half as fast on intended hardware by including bloated anti-emulator code.) It is still a valid thing to look up to people who actually know what they are doing in their version of the given field.
@SomeRandomPiggo Жыл бұрын
@@Δημήτρης-θ7θ Not all optimizations are unsafe like that, there are plenty that are just good design like Quake's BSP for collisions and PVS for working out what the player can see at one time. The majority of modern software prioritizes getting something to the level of "working" without actually making it spend CPU and GPU cycles effectively
@gravesddd2 жыл бұрын
The amount of depth you do for these videos MVG. My fucking man. You got Randy’s notes and everything
@NicholasBrakespear2 жыл бұрын
Imagine an alternate reality where people with programming talent like this were hired as optimization specialists across the gaming industry, like wizards called in to finalize game engines. Imagine the performance; imagine how much more we could be doing with what we already have.
@josedorsaith52612 жыл бұрын
But instead we chose HR departments and diversity quotas
@NicholasBrakespear2 жыл бұрын
@@josedorsaith5261 And unnecessary new shading techniques when core gameplay and physics haven't been polished.
@adc_ax2 жыл бұрын
@@josedorsaith5261 certified gamer moment
@alexanderfreeman2 жыл бұрын
@@josedorsaith5261 HR departments are incredibly important. For instance, they're a place employees who've been harassed can turn to for help.
@adamboye892 жыл бұрын
@@josedorsaith5261 what?
@outerheaven2k72 жыл бұрын
Randy! wf0 #Elitegamer / #Bleem from the olden days - Glad to see you're still rocking! Gdlk skillz
@randallinden2 жыл бұрын
Shoutout to #bleem and #elitegamer! I miss those days very much!
@seamistseamist2 жыл бұрын
@@randallinden Account created today, most likely a fake.
@DisktraDev2 жыл бұрын
The Saturn version was already impresseive, but this one surely rocks !! Great video dude :D
@uncaringbear2 жыл бұрын
I've worked with master-level assembler programmers. They truly are a different breed of animal.
@Sly2Cooper2 жыл бұрын
This is not only a technical achievement, but a form of art. A triumph of human mind. Too bad NDS and PSP could easily handle Quake or Quake 2 ports but never got official releases.
@drpepper47322 жыл бұрын
I've never watched your videos before but this was randomly suggested to me and I have to say, great content. It was really interesting and you broke it down in a way that me, who has no knowledge of how hardware or even software works, could understand. Great video I look forward to more of these impossible ports
@startedtech2 жыл бұрын
Amazing that this was a one man project that wasn't ever finished, I love these crazy ambitious ports.
@randallinden2 жыл бұрын
Thanks for the kind words and compliments -- Technically, I didn't do it all by myself -- Aardappel made the levels, Karsten Koch and another guy did the music and I had modelers create the 3D models.
@shadowman982 жыл бұрын
Loved the episode. I always enjoy these deep dives that talk a bit about the architecture of the system and the strange use cases of that architecture for optimization. Really inspiring for a current CS student.
@philtkaswahl21242 жыл бұрын
Appreciation for carefully crafted assembly language is always welcome to learn about, and Linden deserves that appreciation for his coding.
@Pablo-V2 жыл бұрын
I was waiting for a video as soon as I seen this. Good job!
@JB2X-Z2 жыл бұрын
oh my gods it's been years since I've heard the name LikSang Why do you make me feel so old
@stutheironman2 жыл бұрын
Could watch videos on Quake ports all day. Always an interesting subject
@robertmcknightmusic2 жыл бұрын
Awesome video, very cool port/explanation
@amirmoradi95952 жыл бұрын
really cool! Thanks MVG for taking the time to share these amazing stories with us. Watching your video over breakfast before I start work. Great start to my day
@V3ntilator2 жыл бұрын
Randy Linden did the impossible several times. Randy is one of a kind and a legend.
@randallinden2 жыл бұрын
You are too kind -- thank you so much!
@seamistseamist2 жыл бұрын
@@randallinden Account created today, most likely a fake.
@mortenera22942 жыл бұрын
@@seamistseamist Stop already, goddamnit. I'm tired of seeing you call him a fake
@seamistseamist2 жыл бұрын
@@mortenera2294 I already apologized in multiple comments, now in this one, sorry.
@tetraphobie2 жыл бұрын
Been binge watching some of your videos recently and I'm really enjoying them. I love how you combine the historical aspect with fairly in-depth explanations of what was happening behind the curtains in the code and hardware. Most other retro game youtubers are like, "here's an unopened game I got from ebay. It has a cool manual and stuff. Thanks for watching and see you next time."
@SatoshiMatrix12 жыл бұрын
For _many_ years, I argued against 3D games or sections on GBA as merely being trickery; you can't actually do 3D, you can only do force perspective psuedo 3D that only looks good when not in motion. Seeing stuff like this back then would have totally changed my mind.
@FamousWolfe2 жыл бұрын
If you think about it, 3D videogames themselves are just mere trickery. They're basically fooling your eyes into thinking you're in a 3D environment when all you're really doing is just staring at pixels on a screen lol.
@pretzelboi642 жыл бұрын
@@FamousWolfe What do you think the brain is doing? The cones and rods in your eyes are laid flat in the retina. Your own brain is just staring at a 2D image of the world and infers depth through neural processing.
@Murukku472 жыл бұрын
Good job with the in-depth technical explanation for how this was accomplished, great video!
@randallinden2 жыл бұрын
MVG and I spoke for over an hour going over the technical tricks and techniques I used in the prototype -- it was a great conversation that I wish he had recorded!
@seamistseamist2 жыл бұрын
@@randallinden Account created today, most likely a fake.
@chaolachao2 жыл бұрын
Sublime stuff Don't forget to check out Cyboid, which uses many quirks of Randy's Quake engine. Runs incredibly well even on shitty 10 y/o ARM hardware.
@randallinden2 жыл бұрын
Thanks for the compliments and kind words -- I appreciate it and, yes, Cyboid is available on Amazon's AppStore if you're curious to see how the game finally turned out.
@seamistseamist2 жыл бұрын
@@randallinden Your account was created today, refer to my other reply to you on Grongy's comment.
@bichwattefaq2 жыл бұрын
I think you mean 20-year-old ARM hardware. Shitty 10-year-old ARM hardware is like an iPhone 4S
@seamistseamist2 жыл бұрын
The account is real actually, false alarm.
@nomadic_shadow2 жыл бұрын
That was nice of Randy to give you all of this info. These impossible port videos are my favorite series of yours.
@Savayone2 жыл бұрын
If it ever finished and released to retail back then, this would, undoubtedly, be the most graphically intensive official game on the GBA. Though, I wonder if a homebrew group would try to port Quake to the GBA again. I mean, considering freaking Tomb Raider got a GBA port, it would be amazing to see.
@mortenera22942 жыл бұрын
Hey, let's not exaggerate now. It's only two levels + Lara's mansion
@velzekt2 жыл бұрын
That is absolutely nuts and Linden is a programing wizard. An Einstein of coding.
@krull19812 жыл бұрын
That Linden kid knows his onions.
@dissposablehero2 жыл бұрын
I love these looks into technical achievements in gaming history. Great work from Lyndon. Thanks MVG for telling this story.
@randallinden2 жыл бұрын
An extra thanks to MVG for pointing me to Forest of Illusion who released the prototype -- without both of them no one would know about the project!
@seamistseamist2 жыл бұрын
@@randallinden Account created today, most likely a fake.
@BB-pn2qv2 жыл бұрын
Carmack would even respect this
@midnitepagan91182 жыл бұрын
Thank you MVG. All these behind the scene stories you make gives us nerds a great insight on how games were developed. Awesome job and much love from Australia. We want more XD
@mdessureaults32 жыл бұрын
This looks insane, looks like something that should be on a DS or PSP
@sfdntk2 жыл бұрын
What an incredible port, holy heck! It would have been awesome if you could have included some of your conversation with Randy in this video, or even made a separate video (for Patreon maybe?) showing the full interview. I would love to hear the two of you discussing the intricacies of the process; given your high level of knowledge and ability to ask pertinent questions, and Randy's deep knowledge of the engine and the insane techniques he used to make this happen, I'm sure it would have been an extremely illuminating discussion.
@randallinden2 жыл бұрын
Maybe one day MVG will do an interview -- I'd be happy to talk his ear off for hours if he'd let me!
@seamistseamist2 жыл бұрын
@@randallinden Account created today, most likely a fake.
@GXSCChater2 жыл бұрын
Great video! That engine is amazing! Im not the best programmer but ive been battling with a slow engine on nes to push the graphics and elements as much as possible, Im learning using look up tables to bypass math like multiplication is always great, and finding other tricks to lower the amount of a huge function running multiple times in a frame really helps too.
@Astrialx2 жыл бұрын
The opening seconds of that lovely music of your video is so NICE!
@The_0p3r8t0r2 жыл бұрын
Guess it goes to show that over time as more management got involved and more deadlines got thrown at programmers the more bloated the code gets, given enough time and only the pressure of just wanting to make it work look how lean the code gets to create this. Maybe we'll see this more and more given how much more powerful hardware is getting
@Mankey6192 жыл бұрын
It’s just amazing that a handheld like the GBA manages to make ports of FPS games. Looking at Quake on the GBA is indeed one amazing achievement here. Even Doom,Wolfenstein and Serious Sam came into this. The GBA is amazing.
@JTread20032 жыл бұрын
He should develop ports for switch, this guy really knows how to make ports. That’s very impressive, too bad it was never released
@thetechconspiracy22 жыл бұрын
The problem with modern games is that they are designed to run on a specific engine such as Unity or Unreal, and rewriting the entire game to be optimized for the weaker hardware of the Switch would cost way too much money for not much in return. Older games like Doom and Quake were a lot simpler, to where it is feasible for an individual or small team to rebuild the engine from scratch, optimized for the hardware specific to that console, taking advantage of the custom video and sound hardware offered by the system. That isn't to say that there isn't anywhere a Switch port could be optimized (I'm sure if developers wanted to they could find plenty of ways to optimize fairly easily), but the fact is the Switch is flat out less powerful than the PS4/Xbox One, and the money that it would take to optimize the game to run on a custom engine (especially written in assembly, if Nintendo even lets you use it nowadays) won't be made back in sales, especially if the port is released years after the original release, ESPECIALLY when compared to the next-gen platforms.
@FamousWolfe2 жыл бұрын
@@thetechconspiracy2 Sad but true, it would basically be a hobby project and nothing more. Still, I can't help but wonder how much more the Switch would be capable of if the homebrew scene were really able to take advantage of the Switch's hardware without Nintendo summoning their Litigious Lawyers to the field in attack mode lol. Guess we'll find out once Nintendo moves on and the Switch is officially EOL'd.
@lpfan44912 жыл бұрын
Honestly, I'd like to see someone push similar limits of the Wiiu. It's a pretty similar beast to the Switch powerwise and actually has more potential features to integrate(With basically every major gamefeature of the Switch being reproducable on it too. Wii-motes can substitute for the Joycons to a certain degree). It would be nice to finally smash the stereotype of "Wiiu fundamentally sucks so bad" when the only real downside it has is that it doesn't have handheld-mode.
@williamwinborne32532 жыл бұрын
Not everyone can understand a master programmer’s mind. Thanks for walking us through Randy’s ports, it’s great to watch.
@sheppo2 жыл бұрын
A potential to cover in a future impossible port? Quake 2 on the atari falcon 030, a whole play list of development progress here kzbin.info/aero/PLNs6Jw4V4vlvafSs0H3Ww_M5nMm10m0UM I know the falcon isn’t too well known but still fascinating to see how far the hardware can be pushed with proper platform specific coding
@Mockthenerd Жыл бұрын
Developers now: "You need to buy the most expensive equipment and then maybe, if you're lucky, you'll get 30fps". Developers then: "Let's get Quake to run on the GBA".
@mattfromeurope2 жыл бұрын
Randy Linden is seriously waaay up there in terms of programming legends.
@ogto2 жыл бұрын
mindblowing stuff. there's mad genius people out there doing amazing work, props to MVG as well for shining a light on them
@TheNomanSoul2 жыл бұрын
Linde is a god! His example is what I keep saying: We need better software. We have plenty of hardware power now, and I feel that software is not optimized anymore. The use of generic code is the norm.
@goob89452 жыл бұрын
This is why the mass adoption of unreal engine 5 makes me slightly sad, we won’t get as much bespoke project-specific wonder-code 😵💫😂
@TheNomanSoul2 жыл бұрын
@@goob8945 So true. And even the look and feel is the same. The art work is getting generic with photometry and character creation tools like meta humans.
@aliengenie88962 жыл бұрын
To be fair, this isn't the olden days where handwritten assembly can beat a good compiler (and even if it can, the amount of work it would take to beat a compiler by an appreciable amount would be GARGANTUAN). A lot of tricks like this only work when the hardware is absolutely uniform across all units. Good luck doing this with a PC game where there are hundreds of different combinations of CPUs/GPUs that could be used with your games, some of which have yet to even be designed. Generic code is the norm nowadays for a reason.
@TheNomanSoul2 жыл бұрын
@@aliengenie8896 I was referring to consoles. And fixed hardware platform.
@travisgatlin5362 жыл бұрын
Agreed. High level languages are absolutely necessary for lots of things, but most of those languages are built upon one massive sandwich of abstraction layers. I can only imagine what modern hardware could do if they utilized practices like those described in the video.
@Thilucken102 жыл бұрын
Incredible! Congrats for this amazing video… i love to see theese insane acomplishments
@BloodyScythe6662 жыл бұрын
aw man. really nice video but I was hoping to get a short interview with the dude - the maniac - the god - who did this
@randallinden2 жыл бұрын
I'm certainly up for an official interview if MVG wants to do one someday!
@seamistseamist2 жыл бұрын
@@randallinden Account created today, most likely a fake.
@clarencegutsy73092 жыл бұрын
This Randy Linden guy is the sort of developer you dream of being in your game studio.
@Mmmm_tea2 жыл бұрын
one thing I don't understand, why is the armor amount constantly changing ? is it some kind of debug value ?
@GraveUypo2 жыл бұрын
yes, it's frames per second with one decimal displayed.
@valenrn86572 жыл бұрын
Game Boy Advance has ARM7TDMI @ 16.8 MHz (15 MIPS) and 240 × 160 pixel display. PocketQuake was refactored for fixpoint integer CPUs such as ARM-based iPaq handheld.
@HoroJoga2 жыл бұрын
I wonder what documentation Linden read to achieve this. I don't think a normal human being would be reasonably able to create a robust engine like this without previous knowledge of how this could be achieved in a simple hardware like the GBA.
@supermaster20122 жыл бұрын
The official ARM Corporation manual for the CPU and a basic scientific method to discover things such as timings of the non-SoC components and instruction cycle costs. It's by no means a small feat but it's not incomprehensible either, the guy simply had a huge amount of patience and persistence, which is usually all that's needed to achieve anything in life. A lot of the niche information was also available already in the hombrew community, mostly from romhacking groups, it simply wasn't all collected in one friendly wiki, but the knowledge was out there for anyone willing to sit down and grind through pages and pages of obscure forum posts.
@luzten2 жыл бұрын
In the 80's, 90's and early 2000's programmers were very creative, smart and skillful, something nowadays is more hard to find.
@totalermist2 жыл бұрын
@@luzten It still exists, but it isn't valued anymore and hence less visible. Back then, hardware was expensive and developers were cheap. Today, it's the other way around so it simply doesn't make sense to have a developer sit down for two years to optimise the ever living crap out of their code when "good enough" actually gets projects finished. There's also another factor - online capabilities. Back in the 90s, console games were shipping as-is - no after the fact updates, bug fixes, or performance improvements. So code would *have* to be as good and as bug free as possible. Today, you can ship a beta version just to make the deadline and have a 50gb day-1 patch and no one even bats an eye anymore (which I find sad).
@FamousWolfe2 жыл бұрын
@@totalermist Back in the day, most game development companies weren't publicly traded either and didn't have shareholders to appease. This meant that game developers could really pour their hearts & souls into a game and make it really shine, rather than be forced to work on yet another fucking sequel of a game series that's been milked into oblivion because it represents less risk than trying something new. Not to mention the fact that hardware limitations really forced game devs to get creative, which I find is sorely lacking these days. Also yeah, 50gb day-1 patches really piss me off, that's why I don't preorder games and I usually wait at least 6 months until after a game's been released before I buy because that's when I consider the game "truly finished" lol.
@PixelPipes2 жыл бұрын
This is just absolutely insane. The fact that it's all there AND there's dynamic lighting? This boggles the mind.
@ThePCgamewalkthoughs2 жыл бұрын
Love these. Great stories.
@savejeff1510 күн бұрын
The bank switching and self modifying code is genius but at the same time super hard to get right. A true master of his craft
@roocrew862 жыл бұрын
Unbelievable Randy must be one of the best coders in the world
@randallinden2 жыл бұрын
Thank you for the kind words -- I appreciate it!
@roocrew862 жыл бұрын
@@randallinden thank you for your games. I wish you worked on my fav system the sega saturn. I think you could have got the best out of it
@randallinden2 жыл бұрын
@@roocrew86 Thanks, Brett -- I appreciate your sentiment and almost worked on the Saturn! As things turned out, my only experience with Sega hardware was on the Dreamcast.
@roocrew862 жыл бұрын
@@randallinden your bleemcast emulator is also amazing and I still use it today! 😃
@randallinden2 жыл бұрын
@@roocrew86 Thanks for the support -- I appreciate it and I'm glad you're enjoying bleemcast!
@oasisbeyond2 жыл бұрын
Amazing the work you put into these videos. Great you give credit to someone almost none of us know, but now we do, thanks to you. Great Video.
@W0lfenstrike2 жыл бұрын
With insane stuff like this, sometimes I wonder what could've been if the GBA lasted a couple more years before it was replaced by the NDS, but I guess Nintendo had no other choice to stay competitive, especially considering that the PSP was also looming over the horizon at the time.
@sebastianolivera49602 жыл бұрын
Great video man, i love the fact that big brains mix gaming and experiment in such fashion!
@linkthehero84312 жыл бұрын
For a system Nintendo swore wasn't made for 3D, the GBA certainly did get a lot of 3D polygonal games.
@SomeOrangeCat2 жыл бұрын
Well just look at the ZX Spectrum. Sir Clive absolutely did NOT have games in mind when he developed it, yet it has one of the largest gaming libraries of any home computer ever made.
@paranoidgenius91642 жыл бұрын
This stuff always excites me, old hardware is still blowing my mind on untapped performance. I suppose it's easier for people nowadays to create software for old hardware because the software is being created on hardware many many times more powerful than the hardware it's being created for, but I love it! Old hardware never really truly dies, it can surprise you that old dogs can still learn new tricks! I'm usually skeptical on footage claiming the software is running on certain hardware but watching you're content has taught me that you are real & I can literally hang on every word you say. Thankyou for another piece of quality content.
@orderofmagnitude-TPATP2 жыл бұрын
Wow....and I thought Saturn quake by lobotomy was insane!
@loganjorgensen2 жыл бұрын
Great rundown on Randy's accomplishments, I knew the work but didn't know the guy. ;) Shame about the timing but that happens, more than a few awesome projects coming late to the party. The GBA hardware is a very friendly engaging programming environment from what many have said about it. Oh yeah, self modifying code sounds both fascinating and grueling to manage heh.
@floatingkites24202 жыл бұрын
I'd love if you did a video like this on Asterix and Obelix XXL for GBA which was a full 3D platformer on the GBA! I'd love to see how it was able to pull of PS1 level graphics on the GBA. Great video!
@Creative_Welshman2 жыл бұрын
It makes me want to know what those guys could do with actual PS1 hardware
@alanbenson15052 жыл бұрын
Even though I have never programmed ARM, the descriptions took me back to my Z80, 6502 & 68000 days. Randy is the Harry Potter of programmers. Thanks for the video, MVG.
@Paradigmfusion2 жыл бұрын
There are programmers at Nintendo that couldnt even begin to do what this guy did.. Talk about a Magnum Opus
@orangy572 жыл бұрын
Lmao I love that the original forest of illusion upload had a comment predicting that you'd make this exact video, really interested to see how it was accomplished
@stapuft2 жыл бұрын
what is the rapidly fluctuating number, thats usually around 130 or so for? it cane be FPS, so maybe polygon count?
@universesixhit6422 жыл бұрын
I have a feeling it's the ups meter, basically how fast he's moving.
@kaydeear2 жыл бұрын
3D games on the GBA is one of my favorite topics, and having the MVG take on it is a treat.