![]() Landscape generation code has almost nothing in common with landscape code in Rogue Squadron. It extends original microcode with command for explosions (very similar to the one for Rogue Squadron) and with commands for terrain polygons. Microcode for Naboo is an extension of the one for Indiana. Microcode for Indiana is true masterpiece. Particles system, which can output thousands particles per frame is very impressive. Cite: "Our new microcode allows almost unlimited real-time lights and a much higher polygon count than the original". I recommend to read interviews with Factor5 developers on IGN for technical details: Bringing Indy to N64 and Battling the Naboo. He wrote tons of excel sheets with explanations how things work. Hardest part of work - microcode deciphering - done entirely by olivieryuyu. The result is circa 2300 (sic!) lines of source code after all cleanups. ![]() It was huge relief when we finally squashed the last bug and completed reverse engineering stage. Many times I wished to stop that work and never return to it. Debugging was very long and painful process. The microcode has very tangled code flow. We spent six months on decoding and implementation. Factor5 programmers really pushed RSP chip to its limits. Microcodes for Indiana and Naboo are almost as large as the one for Rogue Squadron, and much more harder to decipher. ![]() Resulted source code has circa 1300 lines, much larger than implementation of any other microcode. It is very large and very complex microcode. We worked several months on Rogue Squadron. Until December the hardest task we completed was our previous work, microcode for Star Wars - Rogue Squadron. ![]() We started that work last December and finished it only now. The long-awaited implementation of Factor5 microcodes for "Indiana Jones & the Infernal Machine" and "Star Wars Episode I - Battle for Naboo" completed. HLE implementation of microcodes for "Indiana Jones" and "Battle for Naboo" completed.
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