A quick chat with Adisak Pochanayon

It does float! And doesn't get soggy in milk! :)

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a31chris
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A quick chat with Adisak Pochanayon

Post by a31chris » Wed Feb 26, 2014 3:11 am

Adisak I dont know if you seen this or not, but your work on the Jaguar version of NBA Jam TE gets some praise in this article.

http://gamesnews.yahoo.com/news-1392685
Boom Shakalaka! Jam Through the Years - Video Game News - Yahoo! Video Games
gamesnews.yahoo.com
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.

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.
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, 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.
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.
Thanks for the chat Mr. Pochanayon. Good Luck with Mortal Kombat.
What came after the Jaguar was the PS1 which for all it's greatness, ushered in corporate development and with it the bleached, repetitive, bland titles which for the most part we're still playing today. - David Wightman

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Re: A quick chat with Adisak Pochanayon

Post by a31chris » Sat May 17, 2014 8:32 am

More added to original interview. *bump*
What came after the Jaguar was the PS1 which for all it's greatness, ushered in corporate development and with it the bleached, repetitive, bland titles which for the most part we're still playing today. - David Wightman

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Re: A quick chat with Adisak Pochanayon

Post by NeoGeoNinja » Sat May 17, 2014 9:45 am

This is excellent Chris! Thanks.

I'm a rather big fan of HVS's Conduit series. I thought they were a little overlooked in the big shadow of 'next gen' FPS's elsewhere.

The Conduit series took a more oldschool approach mixed with the best motion controls you'll, most probably, ever use in FPS.

The first game has a real Perfect Dark feel to it, which really works for me...

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Re: A quick chat with Adisak Pochanayon

Post by MegaData » Mon May 19, 2014 12:44 am

I could shed some light on the C code that High Voltage had used... although I'd like to know where that information about High Voltage came from in the first place. What did they say themselves?

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Re: A quick chat with Adisak Pochanayon

Post by a31chris » Mon May 19, 2014 4:27 am

MegaData wrote:I could shed some light on the C code that High Voltage had used... although I'd like to know where that information about High Voltage came from in the first place. What did they say themselves?
What they said themselves I quoted. They used C with the Jags graphics processor. They said its the same gcc c compiler that came with the Atari development kit.
What came after the Jaguar was the PS1 which for all it's greatness, ushered in corporate development and with it the bleached, repetitive, bland titles which for the most part we're still playing today. - David Wightman

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Re: A quick chat with Adisak Pochanayon

Post by MegaData » Wed May 21, 2014 2:28 am

High Voltage appears to mention their own tool..."code was post processed with GCCGPUM (HVS tool)." Full text is now posted in the Programming section.

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