https://safirsoft.com War Stories: How Crash Bandicoot Hacked the Original PlayStation

Andy Gavin of Naughty Dog reveals mid-90s memory management tricks and 3D animation. However, before receiving full marketing from Sony, the game was the first attempt by developer Naughty Dog to develop a 3D platform game for Sony's new PlayStation. The game's development in 1994 and 1995 - before the release of Super Mario 64 - included some real technical and game design challenges.

Photography by Sean Dukany and Editing by Jeremy Smolek. Click here to copy. Update, September 5, 2021: It's Labor Day in the US, and although most of us still call home "the office," Ars employees spend a long weekend resting and relaxing. For many, that includes playing on new and old titles. And if you need a little inspiration, 25 years ago this month, PlayStation fans first met their favorite Bandicoot. In this way, we're reviewing a new installment of our war stories that investigates the technical features behind Part 1 of this popular modern series. This video and accompanying story originally aired in February 2020 and will appear below unchanged. In his latest War Stories video, programmer Andy Gavin offers some of the tricks he used to overcome some of these challenges. This includes an advanced virtual memory exchange method that splits huge (at the time) surfaces into 64KB chunks. These components can run independently of the CD (but at a high capacity) in a small, fast 2MB RAM system only when an immediate environment and on-screen crashes are required.

The score is allowed "20-30 times" the level of detail for a contemporary game like Tomb Raider, which is really shown when you look at the game environment. Techniques similar to dynamic memory management are now pretty standard in open-world video games, all of which owe a lot to Gavin's credit to Crash Bandicoot as evidence.

Memory compression for extended animation

Get animations from Warner Bros. For Gavin and partner Jason Rubin, this was a priority — so much so that Crash himself used the 1,500 PlayStation-provided polygons per animation frame. But if you're using the standard "skeletal" 3D animation of the day, which layered body parts on virtual, robotically moving "bones," those characters still look pretty solid.

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To get this moving, the Naughty Dog team prepared and stored animated location data for all 500 different Crash heads in each in-game animation. However, to transfer all this data to the limited PlayStation hardware, we wrote a custom compression algorithm that moves the unnecessary data to the vertices that didn't move as well. The result, Gavin recalls, was "50 or 80 to 1 compression," a huge savings that contributed to the creation of highly fluid animations and animations.

Watch the full video for more stories on how to hack Naughty Dog on PlayStation. The code libraries were created to greatly speed up the memory and math available on untested hardware. Also to understand that the team decided to define the b dimension to avoid the "blank space" issue found in many early 3D platforms (note: this b dimension is a number for Doctor characters who have a lot of experience with manipulation).

War Stories: How Crash Bandicoot Hacked the Original PlayStation
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