The Making of Prince of Persia

The Making of Prince of Persia - Jordan Mechner
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Entity spawning diagrams, dynamic attributes, and The Making of Prince of Persia

Start by marking “The Making of Prince of Persia” as Want to Read: Before Prince of Persia was a best-selling video game franchise and a Jerry Bruckheimer movie, it was an Apple II computer game created and programmed by one person, Jordan Mechner. It was a journal of Jordan. Editorial Reviews. Review. "Jordan's journals are remarkable. I so wish I had kept a The Making of Prince of Persia - Kindle edition by Jordan Mechner.

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Edit Cast Credited cast: Noureddine Aberdine Himself G. Himself Gemma Arterton Herself David Balfour Himself David Belle Himself Jerry Bruckheimer Himself Ben Cooke Himself Gary Freeman Himself Elli Griff Himself Jake Gyllenhaal Himself Harry Humphries Himself Toby Kebbell Himself Ben Kingsley Himself John Maher Himself Patrick McCormick Edit Storyline In this making-of documentary subdivided into 42 segments, we learn about sets and locations, actor training and extras, cast and performances, stunts and action, production design and various effects, props, makeup, hair and costumes, adapting the video game, working with animals, and a few other production areas.

Genres: Documentary. Language: English.

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Runtime: 79 min. Color: Color HD. Edit Did You Know? Add the first question. Edit page.

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Since there were no inter-file linker back then and no final executable, only fragments modules have to communicate by jumping into the void As an example we can see in the bootloader BOOT. S and carry on.

Because there were no linkers, developers of the 80s had to know the memory layout of their engine and understand their RAM budget. It is a practice that is quite uncommon today since a lot of professionals rely on garbage collectors or use auto-resizing vectors.

Jordan Mechner’s new book will explore the making of Prince of Persia, 3 decades later

That is it for the big picture and how to navigate sub-systems. Now to understand the content of each module, you must know a bit about the CPU.

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Luckily, the is a simple 16 bits processor with only three registers that can address 64K of RAM bank switching extended that to K , no floating-point capabilities and no segmentation for a total of only 56 instructions. The drawing on the left shows how simple everything is: Grey: 64KB of RAM, including bytes reserved for the stack.

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Sometimes, when he gets excited about a new musical idea, his old energy shines out briefly; but in repose, the exhaus- tion shows in his face and in the way he sits. They want to sell it in France. I was seducing him. Patience… just a few more months… Hang on to that urge. I never do anything. Besides vast amounts of space, a couple of armchairs for visitors, my own phone, and a door that I can close, the office has the most important thing of all — equipment. This is going to be a problem.

Blue: 3 registers X,A,Y 8bits. Green: One 16 bits Program Counter. Red: One 8 bits Stack Pointer. Most operation are for loading and storing the register, X and Y register have simple instructions while the Accumulator is a little bit more fancy but overall it is straightforward and well documented.

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There were no IDEs in the 80s and there are no C source files with a main method today so we cannot really tell where the program starts. In order to know where to read first we have to know how the Apple II booted: Read the first byte X of sector 0 on track 0 from the floppy disk. S : a file that we will see it later contains POP bootloader. Jordan Mechner published his journals available as a book or a pdf. It is a very accurate description of what game developers have to go through during the development of a game: Doubt, pressure, despair hope and excitement to name only a few feelings.

A few videos from the legendary rotoscoping process and featuring "Tina LaDeau" the Princess that is mentioned in Jordan's diary ;!