It's a busy Tuesday, but nonetheless it is still Profile Tuesday.
This week brings us Tim Hume, who did the Mac programming for Fallout 1 (pretty much all by himself):<blockquote>I did all the programming, of course. But my job also involved proof-reading the manual, getting someone to do a desktop theme in the Fallout style, and doing a few interviews.
My main role was programming. I had to get the sound, graphics, game play, etc. to work on the Mac. This was the first game that I had that much responsibility for. It was a lot of work.
I had a lot of problems getting the performance to be good enough. All the design and development decisions were based on the PC's strengths and weaknesses. The waves and fire were done using palette switching. That was fast on the PC, but slow on the Mac. It would have been faster on the Mac to animate it using frames. The Mac wasn't limited to 8-bit color like the PC was at the time.
Other bugs showed up from using a different compiler for a different operating system on a different CPU. I was using CodeWarrior on the Mac, and they were using Microsoft Visual C on the PC. Of course, a good thing with this was that these two versions would uncover bugs that might not have been caught if there had just been the PC version. This helped the PC development go a little faster. The problem for me was that I was the only one tracking down all the ones that showed up only on the Mac, and there were a dozen to find the ones showing up on the PC.
One of the fun things I added to the Mac version that wasn't in the PC version was having the Pipboy talk. I used the Mac's Text to Speech capability. When the Pipboy came up, it would say hello. It would have different greetings on various holidays. I'm not sure if many people noticed it. When the game was ported to OS X, they dropped that. I don't know why.</blockquote>Link: Fallout Developers Profile - Tim Hume
This week brings us Tim Hume, who did the Mac programming for Fallout 1 (pretty much all by himself):<blockquote>I did all the programming, of course. But my job also involved proof-reading the manual, getting someone to do a desktop theme in the Fallout style, and doing a few interviews.
My main role was programming. I had to get the sound, graphics, game play, etc. to work on the Mac. This was the first game that I had that much responsibility for. It was a lot of work.
I had a lot of problems getting the performance to be good enough. All the design and development decisions were based on the PC's strengths and weaknesses. The waves and fire were done using palette switching. That was fast on the PC, but slow on the Mac. It would have been faster on the Mac to animate it using frames. The Mac wasn't limited to 8-bit color like the PC was at the time.
Other bugs showed up from using a different compiler for a different operating system on a different CPU. I was using CodeWarrior on the Mac, and they were using Microsoft Visual C on the PC. Of course, a good thing with this was that these two versions would uncover bugs that might not have been caught if there had just been the PC version. This helped the PC development go a little faster. The problem for me was that I was the only one tracking down all the ones that showed up only on the Mac, and there were a dozen to find the ones showing up on the PC.
One of the fun things I added to the Mac version that wasn't in the PC version was having the Pipboy talk. I used the Mac's Text to Speech capability. When the Pipboy came up, it would say hello. It would have different greetings on various holidays. I'm not sure if many people noticed it. When the game was ported to OS X, they dropped that. I don't know why.</blockquote>Link: Fallout Developers Profile - Tim Hume