Re:A remaster with no old code: Crash Bandicoot was rebuilt ...
by le-mark on Thursday October 04, 2018 @12:54PM
(#18141565)
All true, yet for PS1 there was the net yaroze dev system that was distributed for some time. I actually had a copy at one point.
Seems inconcievable it wouldn't just been easier to use a software emulator and the original data from the cd. But then I don't know if there is a good software emu for the PS1?
Re:A remaster with no old code: Crash Bandicoot was rebuilt ...
by motwera on Thursday October 04, 2018 @01:02PM
(#18141637)
It's likely that Vicarious Visions was unable to get the source code from Naughty Dog due to Activision being unable to get it via Sony, though I'm not 100% sure about that since VV mentioned that majority of the original code is virtually unusable in a blog post.
https://blog.us.playstation.com/2016/12/03/crash-bandicoot-n...
Otherwise, console game build systems were far to finicky to repro later (at least up to the 360/PS3 generation). You would need a huge collection of confidential tools from the manufacturer and those tools sometimes had OS/driver/hardware dependencies that can be reproed reliably with a VM. Think USB driver for the GameCube debugging connection. IIRC, the PS1 and N64 required add-in cards to connect a PC to them. Then there was the propriety test disc/cartridge burners.