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Boom Shakalaka! Jam Through the Years - Video Game News - Yahoo! Video Games
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Adisak Pochanayon wrote:'The most accurate version is arguably the Atari Jaguar edition, developed by The Conduit studio High Voltage Software and self-published by Atari. '
That was the project from HELL for me. 1 Programmer and 4 months to port 400,000 lines of assembler. I still have no idea to this day how I was porting 3,000 lines of production quality assembler for 4 months straight.
So you did do it in assembler like the arcade version?
I've compared them all to the arcade. Yours may well be the closest version. Saturn and PSX versions broke away from the arcade's style.
HVS a few years ago said you guys had a working C compiler for the Jags big chips that was implemented after WMCJ and eventually used C++?Yeah, that was a 100% asm port. We didn't have a working C compiler on the Jaguar at the time (there was an experimental GCC but it was buggy). Not to mention asm-to-C would have just taken more time. Plus I had to do all the arcade hardware emulation and a rewrite of the sound system and graphics layers.
The other versions also had very sucky slow load times... up to 30 seconds off CD. The Jaguar version was all compressed on ROM so loaded instantly and actually decompressed graphics on the fly as it drew them.
Yeah, Scott Corley used C++ on Ruiner Pinball but all my work on Jag was 100% asm. I actually did a couple mostly ASM ports for PC as well - NBA Hangtime and NHL OpenIce. The main games were ported in asm but the hardware emulation layer was a combination of C and asm there.
Thanks for the chat Mr. Pochanayon. Good Luck with Mortal Kombat.Adisak Pochanayon @adisak may 17, 2014 wrote: fwiw the DSP code I wrote for NBA Jam was amazing. Ran audio in one context and supported full async code in the other. You could literally run two local programs (audio mixing + user code) locally on DSP.