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OneDeuxTriSeiGo | 1 month ago
Since they were able to port the interpreter over they have been able to start rapidly start porting over these titles even with a small volunteer team.
2. https://en.wikipedia.org/wiki/Game_Oriented_Assembly_Lisp
tetris11|1 month ago
OneDeuxTriSeiGo|1 month ago
Naughty Dog in general was actually a primarily Lisp studio for a long time. It was only in the PS3 era with Uncharted and The Last of Us that they switched to C++ because trying to maximise the performance out of a Lisp interpreter environment with the complexity the Cell Processors added on a time and cash budget simply wasn't feasible for them.
The Crash Bandicoot games were written in GOOL (Game Oriented Object Lisp) which they wrote prior to GOAL and the Jak and Daxter games. GOOL/Lisp of course was extremely important for the Crash Bandicoot legacy because by writing their own higher level interpreter they were given an excuse to through away the entire standard library that Sony gave them and start from scratch. That process allowed them to write a massively more performant stdlib and execution environment leading to Crash Bandicoot being able to support game environments an order of magnitude more complex than other games at the time could. And of course this allowed them to build in a system for lazy loading the environment as the player progressed through the levels which firmly cemented Naughty Dog in the video games history books.
Andy Gavin actually has an incredible blog site (including a 13 part series on Crash Bandicoot and a 5 part series on Jak and Daxter) that has over the decades documented the history of their studio's game development process and all the crazy things they did to make their games work on hardware where it really shouldn't have been able to with the tools they were provided.
https://all-things-andy-gavin.com/video-games-archive/
BrtByte|1 month ago
OneDeuxTriSeiGo|1 month ago
It's incredible seeing the community taking a 25 year old game, modernising it with accessibility features and quality of life, and even creating entirely new expansions to the game [1].
Like beyond just keeping the game preserved on modern platforms, it's keeping the spirit of the game and the community attached to it alive as well in a way that it can continue to evolve and grow.
I can only pray that PS2Recomp makes this a fraction as accessible to other games from this era.
Oh and a similar project but on the nintendo side of the world is Ship of Harkinian by HarbourMasters [2] and the Zelda RE Team [3]. Zelda RET have half the Zelda games and are well on their way decompiling and reverse engineering the other half. And HarbourMasters have taken these decomps and used them as the groundwork for building comprehensive ports and remasters of these original games to a degree that fans could only dream that first party remasters and ports would attempt.
1. https://www.youtube.com/watch?v=PIrSHz4qw3Q
2. https://www.shipofharkinian.com/
3. https://zelda.deco.mp/