How Death Rally Got Ported 89
An anonymous reader writes "Last year, I got the opportunity to port Remedy Entertainment's Death Rally to modern platforms off its original MS-DOS sources. I wrote an article about the porting process for Game Developer magazine, and now I've posted the text of the article for general consumption. 'The source software platform was DOS, Watcom C, and some Dos4GW-style DOS extender. The extender basically meant you could use more than 640k of memory, and would not need any weird code for data larger than 64k. The game displayed in VESA 640x480 and MCGA 320x200 graphics modes, all with 8-bit palettes; there was no true color anywhere. There were also some per-frame palette change tricks that emulators have trouble with. The source code was mostly pure C with a couple dozen inline assembly functions. There were a few missing subsystems, specifically audio and networking, which would have to be replaced completely anyway, as well as one file for which the source code was lost and only a compiled object was available.'"
Re:How I Got the First Reply (Score:1, Funny)
...by clicking "Click To Reply" (and using some inline assembler)
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There was no true color anywhere
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Re:How I Got the First Post (Score:4, Interesting)
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Nah, it's just they were great games. Daikatana is as old as those you mentioned, but I don't think there's a single Slashdotter that'd submit himself to play it again if they even finished it the first time around.
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Daikatana is as old as those you mentioned,
Daikatana was originally planned to release Christmas of '97, so even if it had released on time, it would be a year newer than the others mentioned. Of course, it was finally excreted onto the market in 2000, so it's by no means as old as those mentioned.
Looking back at "classic" games is always done through the microscope of nostalgia. You remember the good ones and forget most of the rest, (with the exceptions of memorable cockups like Daikatana.) Anyone remember the glut of FPS's shortly after Doom?
Re:How I Got the First Post (Score:4, Insightful)
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Im afraid this analogy does not work in Slashdot...
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Not a lot of modern FPS react better than Quake.
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I hadn't played anything too seriously since Quake3 and Unreal Tournament 2K4. Truly fun competitive FPS seems have died after that. I do greatly enjoy the Left 4 Dead franchise however, which goes to show that the genre isn't a complete bust nowadays.
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I played Deus Ex and System Shock 2 for the first time in 2008, nearly a decade after they were released. They're now my favourite games of all time.
My favourite strategy game is X-Com. I played that for the first time in 2009, 15 years after release.
I played Doom 2 in 2007, three years after Doom 3. The latter is fun, but a stinkin
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Quake, Duke3D, ... Maybe they focused more on gameplay than graphics.
I'm amused at the irony of referring to games like Quake as "gameplay rather than graphics" :)
When Quake came out, the most notable thing about it was how it was pushing the graphics barrier. Sure Quake was fun too, but I still remember people sitting around saying "But all these older games I like playing from the 80s are so much more fun, developers should concentrate on gameplay rather than graphics!" And indeed, the FPS genre since the
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That is ironic, wow. Quake was revolutionary, in that it moved away from pixel/raster rendering to polygons, but it's lineage came directly from real, fun games too. That's why Quake pioneered such new gaming techniques such as rocket jumping, fragging and infatuation with zombies :)
Full disclosure: I spent a few hours last night paying Death Rally, and wish I was at home now so I can play more!
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This reminds of many hours wasted on my Apple ][e (Score:1)
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http://en.wikipedia.org/wiki/Autoduel [wikipedia.org]
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Death Track (Score:2)
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Unlike Death Track... Death Rally is actually playable, and isn't rated up for its age and nostalgia filter like that rose-tinted young idiot like many on that site have "reviewed" and putting up broken rips of games that often get DOSBox bug reports because abandonia is a bunch of morons that upload bugged rips. Some "preservation" mission they've got there, if they were serious about that, pristine disk images and complete manual and feelies scans would have been done... but nah, to 'own' a DOS game in th
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could be what is there is the best that could be found 20+ years later.
floppies are fragile after all.
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Death Track was awesome. Resurrection was an absolute abomination that tarnished the name.
This game was created by members of Future Crew (Score:4, Insightful)
I remember when this game came out. It was created by some members of the demo group Future Crew [wikipedia.org]. The soundtrack features track(s) by Purple Motion.
I wonder what the code looked like! Demoscene coders were known to optimize the heck out of it for speed. I remember this game was super impressive and smooth on the barely-pentium computers in 1996. Not to mention fun.
Re:This game was created by members of Future Crew (Score:4, Interesting)
Members of Future Crew turned into Remedy Entertainment later on. The Demoscene [scene.org] is awesome.
A number of people who work in the industry today came from the demoscene. [bitfellas.org]
Mikko "Memon" Mononen, founder of Demoscene group Moppi Productions [inside.org] and developer of the legendary Demopaja Demotool, is a programmer at Crytek, located in Frankfurt, Germany. He expanded the company-owned CryEngine with spectacular effects.
Graphics artist Xenusion of the group Plastic [nazwa.pl], an exceptionally gifted graphician, participated in demos such as 195/95 and Final Audition. He's been working on the fascinating world of Crysis as a concept artist.
Slashdotted to hell (Score:5, Informative)
Copy from Google Cache:
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Original specs: ...
* 60-plus MHz CPU
* 8MB RAM
New specs: ...
* 1-plus GHz CPU(s)
* 1-plus GB RAM
why?
Selling computers, perhaps? (Score:1, Insightful)
I don't consider that a port: that's an abortion.
Head on over to CurmudgeonGamer.Com and get something more worth your while. What are they secretly booting a modified VM with FreeDOS and then running Death Rally.exe as a shell and trapping anyone from seeing what they're doing? Just...just stop ruining my memories, all you 6-year-olds that watched me play when the games came out. Now all these young-blood 22-year-old College students are earning their U$30K College-duhploma debt and start nagging at my
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I don't consider that a port: that's an abortion.
CurmudgeonGamer.Com? That's not a site, it needs an abortion.
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Off the top of my head, to support higher-overhead system calls to the modern platforms it's being ported to, probably.
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Why are we modding him funny? system specs for running windows 7 32bit are exactly the same as running the game.
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Which makes sense - while the game would play on something significantly less, the OS and libraries would take significantly more resources.
And man, does that bring back porting nightmares - I ported some stuff from DOS to Mac circa MacOS 7 (maybe even 6... long time ago - pre-Codewarrior, which was my preferred mac tool later on) and having to deal with 64k and 640k barriers on DOS and 32k paging on the mac was probably the most frustrating thing about it. The code was all C and printed lots of C strings,
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Ahhh, the original Dune. About once a year I fire up dosbox and play it from beginning to end just for nostalia's sake.
"Hello Paul. I'm duke Leto Atreides, your father."
Gee, thanks for reminding me...dad.
Additionally, companies like EA and Infogrames are sitting on piles of rapidly decaying cultural heritage, including the whole portfolios of Bullfrog and Origin.
Yeah, thanks for that. Instead of spending my next weekend in a productive way I'll be stuck replaying Syndicate. ;-)
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Deathrally really shined in competitive play. I hope it gets added at some point!
Coral Cache (Score:1)
all you do is add nyud.net to the domain and no more slashdot effect, e.g http://www.remedygames.com.nyud.net/games/deathrally [nyud.net]
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That's not what got slashdotted...
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why dont people use the coral cache anymore???
My work blocks those links as "proxy avoidance"
Still fun (Score:3, Informative)
Cool where is the Linux version? (Score:2, Interesting)
Or the MacOSX version. Doesn't seem that hard to port a DOS game to those other platforms at the same time, given that an old DOS game isn't going to use a bunch of Windows APIs that are tough to port.
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works well with wine
Death Rally's Music & Six Degrees of Separatio (Score:5, Informative)
It's time for a game of Six Degrees of Separation: Future Crew Edition
The music's composer was Jonne Valtonen [wikipedia.org], however for any of you familiar with the PC demoscene, you'd probably better recognize him as Purple Motion. In the early-to-mid 90s, Purple Motion was a member of the Future Crew [wikipedia.org], the famous Finnish demo group responsible for the legendary demo Second Reality [wikipedia.org], the same demo on which Purple Motion was the principle musician.
The Future Crew often wrote their own tools; one of those tools was Scream Tracker [wikipedia.org]. Purple Motion didn't write it (he wasn't a coder nor a member of the Future Crew at the time), but it was the tracker software he used for all of the Future Crew demos he worked on. Ultimately he's responsible for a number of the masterpieces written in Scream Tracker.
This brings us to Death Rally. When the Future Crew split up in 1995, the bulk of the members gravitated towards a new company started by former Future Crew members: Remedy Entertainment. Remedy is of course is the developer of Death Rally and Purple Motion was one of the Future Crew members to move to Remedy.
And thus, this is why the music for Death Rally is written in Scream Tracker 3. Death Rally's music composer came from the group that created Scream Tracker in the first place, and that was the tracker software that he had the bulk of his composing experience with. And while I obviously can't speak for him, I'd imagine he preferred S3M.
Future Crew documentary from ASM 2010! (Score:5, Interesting)
I submitted this to /. [slashdot.org] a few days ago, but I guess no one cares:
"The Demoscene Documentary [demoscenedoc.com], with an embedded video that seems to show English closed captions/subtitles overlay correctly, and Pouet [pouet.net] mention a seventeen minutes and 10 seconds Finnish YouTube video [youtube.com] (turn on its "Transcript" option to read the English texts to go with the video) showing a "documentary episode about the world famous Finnish demogroup, Future Crew [wikipedia.org]. First presented at Assembly [assembly.org] 2010..."
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I did not know about this. Thank you!
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No problemo! It just came out over the weekend due to Assembly 2010 [assembly.org]. :) Now, if /. editors would post my story for everyone to see. [grin]
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This is Slashdot: Kdawson will probably post it with a completely screwed up summary in a couple of weeks. (And I really wish I was kidding)
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Hahaha, then I will link to my comment. I wonder if we can link to my original submission.
References (Score:2)
I started reading Snow Crash two days ago.There is a car called the "Deliverator" in Death Rally. Awesome! (game shot) [imagehost.org]
Dark Sun (SSI Gold Box) (Score:2)
If anyone happens to know who may be contacted regarding this, please let me know...
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Why's it called "Death Rally" anyway? (Score:2)
So, why is this game called Death Rally? I had some vague memory of it, and sure enough I played it for a while back when it was new. There's no running people over for points. There are spectators on the race track but you get nothing for mowing them down, in fact it's a bad idea as it slows your car.
I'm surprised this got republished at all. It's got Duke Nukem in it with his portrait, and he says, "Hail to the King, baby!" when he wins the race. It also has a digitized sample of Tommy Chong saying
I read... (Score:1)
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I read... (Score:1)
Wonderful analogy (Score:2)
From the article, regarding re-implementation of assembly functions:
That's the joy of programming in a nut
Sweet (Score:1)
Brings bk memories (Score:1)