Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
Postmortem: Angel Studios' Resident Evil 2 (N64 Version)
arrowPress Releases
September 30, 2020
Games Press
View All     RSS

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Postmortem: Angel Studios' Resident Evil 2 (N64 Version)

July 28, 2000 Article Start Previous Page 3 of 3


Now I'm just going to take a minute to vent a little steam. Whoever invented the "big-endian" convention should be shot. We saw this coming, so I can't say that it totally went wrong, but it was a lot of hard work due to the myriad magic numbers and hard-coded values in the RE2 code. We literally had to understand and reparse every single bit of data in the RE2 library. And we did, much to the credit of every programmer on the team. This created quite a few bugs but we sacked them all.

Though the original RE2 code was written in C, it resembled Assembly language more closely than it did structured code. Given that most of us are flat out reading English, the Japanese comments weren't particularly helpful, either.

We could have done a better job through the project of anticipating dependencies and eliminating them ahead of time. This simple ounce of prevention would invariably have saved a pound of cure. I had no complaints about the programming talent, but I think there is always room for better software practice. Case in point: our failure to utilize code reviews.

Despite these minor rants, RE2 on the N64 was a great success. While we didn't hit our lofty goal of 2 million copies by January 2000, we did deliver a faithful rendition of a great game to the Nintendo 64, and even managed a few industry firsts and a couple of extras along the way. We managed to do this on time (almost) and under budget in spite of the large technical challenges thrown upon us, thanks largely to a great team, a detailed plan and schedule, and a lot of hard work!

Game Stats
Number of full-time developers:
Number of contractors:
Length of development:
12 months
Release date:
November 16, 1999
Development hardware used:
SN Systems' SN64
Development software used:
Visual SlickEdit, gcc, Debabalizer, Photoshop, Softimage
Notable technologies:
Our proprietary N64 OS and FMV compression and playback system
Total lines of code:
approximately 200,000

Thanks to Jamie Briant, Chris Fodor, and Alex Ehrath for their input in this article.

When there's no surf to be found, Todd's busy pretending to be a software engineer at Angel Studios. Drop him a line at [email protected].



Article Start Previous Page 3 of 3

Related Jobs

Deep Silver Volition
Deep Silver Volition — Champaign, Illinois, United States

Senior Engine Programmer
Deep Silver Volition
Deep Silver Volition — Champaign, Illinois, United States

Senior Technical Designer
Random42 — London, England, United Kingdom

UE4 Technical Artist
OPGG, Inc.
OPGG, Inc. — Remote, Remote, Remote

React JS Front-end Engineer (Fortnite) - Remote Hire

Loading Comments

loader image