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Metal gear solid 1 on pc
Metal gear solid 1 on pc










  1. #Metal gear solid 1 on pc Pc#
  2. #Metal gear solid 1 on pc series#
  3. #Metal gear solid 1 on pc windows#

For example the camo-suit basically used the framebuffer as texture, from the location where the character was rendered - so it looked a bit like shimmering! Konami used quite a lot of rendering trick that were not available back then. The other team-mates were able to get software/hardware renderring (directx I think 3, or was it 5?.). Basically on the PSX when you draw a triangle, the "chip" makes all numbers integer pixels, and each vertex "sticks" to a concrete pixel - this makes "shimmering" like feature, and I was able to get around it.

#Metal gear solid 1 on pc Pc#

On my part I'm really proud that I was able to do a global-hack where I kept the fixed-point coordinates sub-pixel precision, so our PC port did not "tremble" or "shake" like others to come. As we couldn't do shit about having the original mod-music working, we relied on couple of then popular MGS web-sites and "stole" from them the whole music piece, and other things which came as an audio "pre-rendered" form, and then played them directly from our game. Then I had something to find all places where these pointers were used and mask them out when they had to be read, but kept the 24-bit highest bit in there (okay, it's a bit like tagging I've learned much later when I did some Common Lisp). It's possible that we might've messed up some of the AI tweaks, but no one complained, and we were young and did not care.

#Metal gear solid 1 on pc windows#

To work on Windows we had to ensure that we don't go above the 16mb (and the exe starts from 4MB), we also had all overlays for the game compiled-in rather than doing the swapping as the game did, but we had plenty of space even then to fit. This was used for example to indicate whether the C4 bomb was planted on the ground, or on the wall instead of keeping a booblean/bit flag for it. The game used a tricky pointer hack, basically on the PSX accessing a pointer with the highest-24-bit set means read it from the CPU cache, otherwise not (or maybe the other way around). Since our port was more or less "wrap" the PSX libs as PC, we didn't have to change too much, just on the surface - a bit like patching here and there. So 600kb+100kb, leaves you about 1.0mb for objects, "scenerio" files to be loaded, etc.

metal gear solid 1 on pc

Each character would have a "main" like function that accepted (int argc, const char argv) and handled the arguments from there (these were directly from the TCL scripts). TCL-like language was used to script the game, the radio, traps/objects in the game, etc. so/.dylib/.dll files that knew about the main part. The main part would declare entry-points to be reached, and the "swapped" overlay were like many. About 600kb were a main/shared/common part, and if I'm not mistaken 100kb or a bit more were swapped (the overlay). Game used overlays for the executable part. We were never given their internal sound mixer, but the popular metal gear tune was "mod"-like with very short samples - all of this + game effects was fitting in a 512kb audio buffer (adpcm). If models were skinned they would've required all the colors used anywhere on the body, and would produce other unpleasant effects (different sampling frequency, especially on the shoulders, etc.) Konami's character modeling is top-notch. As such it was possible to use very little colors per texture (16) and use palettes (which is a very small "texture" in the graphics memory). Some textures were covering only the front part of the body, others arms, etc. Models were not "skinned" as it was popular in the day. The opening paragraph and copy has been updated to reflect that.I worked on the port of MGS to PC back in 1999-2000. Might as well bring the classics over too.Ĭorrection: The original story mentioned that MGS 1 + 2 hadn’t been ported to PC, but that was incorrect: the games were ported in the early ’00s and haven’t been made available on digital platforms since. A replay of Metal Gear Solid is wonderfully timely too - after all, we got Death Stranding on PC this year.

#Metal gear solid 1 on pc series#

The series hasn’t been officially announced by Konami, but as is often the case with classification ratings, releases are never far away. It’ll be brilliant to see a new generation of fans enjoy Kojima’s craziness all over again. Many games have been inspired by the original Metal Gear Solid games, but few have twisted and turned the way MGS 1 and 2 have. This is my Metal Gear, and I can destroy it if I want to.’”

metal gear solid 1 on pc metal gear solid 1 on pc

‘In a sequel you have to meet people’s expectations, but you also sort of have to go against them and deceive them I think. ‘Was I scared that people might not be happy about the new character? Not really,’ he says. “Some members of the team expressed concern that players would want to play Solid Snake throughout the entire sequel, but Kojima says he was determined to bring a secret new character to the game.












Metal gear solid 1 on pc