Capcom To Use Emulation In Upcoming Products 75
JayBonci writes: "The emulation and classic gaming world has been a large grey area for a while. The subject of reverse engineering other products for the sake of emulating has come up numerous times (see also the Bleem and Connectix lawsuits), but what about emulating your own stuff? It seems that Capcom is going to use emulation as a standard way to make more games cross platform. The blurb is short, but an interesting though. How viable a solution is this? If the performance hit is fairly minimal, how will this affect the future of cross platform game development? It's an interesting solution, IMO."
Re:Hasn't this already been done? (Score:1)
Later they created SCI, which was used for a while until sierra dropped their classic adventure games. (I'm still mad about that. :<)
Anyway, other games also use scripting engines, it is a very common practice. Only consoles until lately didn't really have the hardware to do such things. (You're dealling with limited memory.) So now there is more of an influx of games using them.
I wouldn't be suprised for one of the Internet languages, Java, Internet C++, C#, etc... to eventually be fast enough to run a game for real. I think you could argue that it would in fact could work now if they extended one or more a bit.
Not emulation at all, just a common protocol.. (Score:2)
"Starting next fall Capcom will allow users of personal computers, PlayStation 2, Dreamcast, Xbox and GameCube to enjoy online matches with other players regardless of the machines they use" (emphasis mine)
Note: "enjoy online matches". In other words, if you have MvC2 for DC, you can play online against someone playing MvC2 on PS2. That says absolutely nothing about the underlying code, emulation, APIs, anything -- just that they can talk to one another online. (qv the fact that just because multiple systems support HTTP, it doesn't mean they all emulate one another..)
Re:Is this really such an innovative concept ? (Score:2)
The article is a bit sparse, but it implied binary compatibility, while SDL, OpenGL and OpenAL only provide source compatibility. But yes, they're more likely to be developing a common API on all platforms, which may well lead to their 25% reduction in development costs. Note that there's no real benefit in true binary compatibility -- they still have to ship seperate versions for each console anyway due to the media differences (CD, GD, DVD, cartridge, etc.)
I asked John Carmack at Quakecon '00.... (Score:1)
Although I can see where there could be a performance hit, with today's fast processors I can't see how the hit would be very large considering you could write your game or program to one API and make it as tight and fast as possible. You also wouldn't have to worry about compatability concerns.
Has anyone heard of any other gaming companies doing something like this?
Re:java for consoles? (Score:2)
Planetweb 3.0 for SEGA Dreamcast will offer java support. The current "2.0" release offers support for SWF compliant up to Flash 3.0 features as well as MP3 support. Version 3 will also add the ability to play streamed MP3 and use the SEGA Ethernet adaptor, and probably some other cool things. I think 2.0 also supports the Dreamcast mouse when it is released. Most of the hardware releases will coincide with the release of Quake 3 Arena for Dreamcast.
Also, doesnt the PS2 have USB ports? Kind of makes the "two controller ports" a non-issue.. plus the fact that like the original PS, they could easily develop a multitap adaptor to add more ports.
Also, when (if) the Dreamcast zip drive is (ever) released, it adds USB to the Dreamcast. The hardware already exists, someone just has to start creating enough games that use the drive before it's viable to start mass production and selling the thing. The DC's Maple bus (controller port protocols) probably are only good up to 1mb/s which isnt really good for mass storage, video, etc. even though the Maple standard allows for 1, 2, 4, and 12mb operating modes (may be a little off on the exact numbers though)
~GoRK
Re:Is this really such an innovative concept ? (Score:1)
Maybe they'll just help port the JDK to DC, PS2, X-Box, etc, and then write everything in Java. Then it really will be emulation :)
Re:Seems unlikely to be true emulation (Score:1)
The only way that an emulator would pay off is if a program is written almost entirely in asm. And I doubt that this is the case (nowadays), because it kills code portability. Capcom knows that hit games will be ported to consoles and maybe even the PC.
That being said, I suspect that Capcom has actually developed some sort of "portability API", and is incorrectly attaching the "emulation" buzzword to it.
Re:Not emulation at all, just a common protocol.. (Score:2)
Please, no more posts about what they might be doing to emulate these systems!!! They are NOT USING EMULATION AT ALL. They aren't even talking about a Java-like VM. Whoever wrote this story made a really bad misinterpretation of what Capcom is doing.
They (Capcom) are just announcing that in the future they will release more games multiplatform (which many companies do now, including Capcom, and it doesn't require emulation technology.) and will allow them to be played online against others on different platforms. This just means the communications protocols will be the same.
There's a far more rational, less hyped up analysis of the same press release at:
http://dreamcast.ign.com/news/26601.html
Re:How exactly is this emulation? (Score:1)
Re:Seems unlikely to be true emulation (Score:1)
That's just silly. The MAME team has had arcade-perfect CPS-1 and Neo Geo emulation for years, and that hardware is little different from CPS-2 hardware that Capcom is using for its 2D fighters. And that's just on a volunteer basis from people who've had to get the hardware specs themselves. Capcom already has those specs.
Arcade games are never written for portability, and the age of the CPS-2 architecture makes assembly a necessity. Fortunately, the hardest bit is getting the graphics working since the game engines are fairly straightforward (hence only a 25% gain in productivity), but it would be a big help to eliminate that re-coding step.
If it's only a buzzword, I don't see how it'll help. Only hard-core techie geeks (like slashdotters) and arcade purists care whether the games are ports or the emulated article. Everyone else just cares that "Street Fighter Alpha 4 is out for PlaystationCastX! Yay!"
Re:Is this really such an innovative concept ? (Score:1)
Will let all platforms play the same ONLINE games (Score:1)
Re:This is news? (Score:1)
Namco Museum for PSX... (Score:2)
Re: (Score:2)
Re:How exactly is this emulation? (Score:2)
That's the key here: the bread and butter of Capcom are precisely these common denominator games; namely the Street Fighter series. All consoles support the technology for these, because it's such an entrenched genre. So it's pretty straightforward to write an abstraction layer for them.
Capcom's business model is to provide good gameplay and content. They're not as focused on wringing every last cycle out of the unit to show off the technology. So the emulation techique will work just fine for them, but it's certainly not a good general solution for all developers.
slightly off topic, but... (Score:1)
probably CPS-2 emulation (Score:2)
Some of its 3D fighters and fancier shooters (19XX runs on x86 hardware, I believe) aren't likely to be emulated, but the article doesn't say it'll be for all their games anyway.
Re:Is this really such an innovative concept ? (Score:1)
Re:slightly off topic, but... (Score:1)
Activision Did this as well.. (Score:1)
It was actually Atari 2600 emmulation as I remember correctly. The funny thing was, that if you took any other properly dumped 2600 rom, and renamed it to one of the roms used on the CD (i.e. Pitfall) the emulator that activision provided would almost certainly run it.<br><br>
So all I gotta say is, <b>GO CAPCOM!</b>
Use of emulation... (Score:1)
Big Machine, Little Game (Zork) (Score:3)
Speaking of Zork, I would dearly love to finish playing the original Zork. (I made it through a few puzzles when it was on ARPANET.) You can still buy PDP-10 compatibles, but the power drain is horrendous. Does CompuServ still use them? Anybody done an emulator?
(I know about the 16-bit FORTRAN vesion. Played it. Parser not as smart, not all puzzles.)
For that matter, I'd love to see a new adventure game -- graphic or non-graphic -- done the Zork way. You start with a few rooms and puzzles, and let people from all over the word bang on it. Then you grow the thing organically. Commercial adventure games were rarely as good.
__________
Best Emulator Site (Score:1)
oranges aren't apples when painted red (Score:2)
The Amiga 2k/Tao Elate system offers a better solution than emulation - which is run-time code translation and hardware abstraction to a certain degree... but they don't abstract a lot of things. Writing a high-end PS2 game requires learning 5-6 different assembly languages (EE-core, VU macro mode, VU micro mode, EE-multimedia instructions, VIF, GS). There really is no way to abstract these without diluting the power of the system.
You can write a game to the "lowest common denominator" but then you end up with crap. EA used to have this policy of "4 wide, and 4 deep" meaning every title would run on 4 systems and be translated into 4 languages. They gave up on this when they found out it was basically impossible given the demands of the customers and the time available to the developers.
My philosophy now is to pick a fixed target (i.e. console) and develop a game for it not worrying about portability or what might have to be done later. Then if it sells, bastardize the product and rip it to shreds to port it to other systems.
Re:slightly off topic, but... (Score:1)
http://x.mame.net/ [mame.net]
Oh, and here's a link to the official mess site here http://mess.emuverse.com [emuverse.com]
Oh, and for all you DOS'sers, MESS 37beta8 is well on it's way, with a few little surprises in store
lpopman
organically grown (Score:1)
I'm working on something along those lines in my spare time, actually. It'll be up on apiary.org (which right now just bounces you to my webhosting provider) if/when I get the core stuff together and stable.
ARDI engine also for cross-platform apps... (Score:2)
This makes sense since I'm sure there are many companies with legacy apps written for 68k machines--not just Macs exclusively--which they don't want to discard just yet, but which are sorely wanting for decent hardware. They'd run much faster on a modern x86 emulating the old processor, than on an old 68k machine.
But if you really like using Executor for Mac apps, I have a much better and more complete and satisfying solution for you. Use Basilisk II, the open-source Mac emulator, with a free copy of the Mac System 7.5.5 downloadable from Apple's own FTP servers. It's much more satisfying to have a real Macintosh OS being emulated, instead of ARDI's reverse-engineered runtime environment which, while efficient, lacks all the charm and nostalgia of running the *REAL* MacOS.
Coincidentally, I wrote a post about Basilisk II the last time emulation was mentioned here on
http://slashdot
Causes Inferior Products. (Score:1)
Gauntlet Legends for PSX has more levels.
Gauntlet Legends for PC has network play.
This is because systems are different. Some have more RAM or expandable RAM, some have larger storage capacity, some have network interface cards.
What happens to games when one version must be compatible with at least four different consoles. You only get what all the consoles can do. If one of them has less RAM, less storage, fewer ports, less polygons and less control options, then everyone who plays must play a game reduced to lowest possible requirements.
Amazing as it is that talented people can create programs that make your machine think it is another one, despite all the praise they deserve, let's not forget that emulation sucks. Compatibility, sound quality, control options, graphics and peripherals just isn't 100% up to the original.
Fight commercial emulation, not because you think it's wrong to charge for emulation, but because it's wrong to pay for an inferior product.
This is news? (Score:1)
Hmm, so to me it sounds like progamming the games in Java, and allowing the Java Virtual Machine on each of the platforms to interpret it.
This might have been amazing 3 years ago.
Hasn't this already been done? (Score:2)
How exactly is this emulation? (Score:2)
It's cool what they are doing however, They wont have to spend as much money rewriting and repackaging games, but I also can see games being written for the least common denominator in order so one platform wont have a edge over the others.
If.... (Score:1)
Big if... I remember plenty of Capcom games with terrible load times. Now, that was probably because of the hardware more than the software, but having to wait half a minute for the latest round of a fight game to load seems a bit much to me... (Yes, I have no patience at all...)
Side note: Anyone know where I can find Raiden 2?
NAMCO Museum series... (Score:1)
Capt. Ron
Emulation (Score:1)
Lowest common denominator (Score:1)
Imagine they'd tried this on the old 16-bit consoles. The SNES and the Megadrive were functionally the same (16-bit CPU, 6 button/8 direction input, etc etc). But it was the little things that made games on each one so damn cool. The likes of Mode 7 field scaling and rotation on the SNES that made F-Zero and Mario Kart totally fantastic. How do you build an emulator to support custom hardware? Coz without support for it it won't be used, and all your games will end up looking like the exact same engine with new graphics and a couple of bolt on options to keep the punters from thinking they already own the title.
Hang on.. its Capcom.. all their games ARE like that.. (Street Fighter 2, Championship Edition, Super Turbo Hyper Fighting, Alpha, Alpha 3, Zero, Super Alpha Zero, Ex, Ex Alpha, Ex Alpha 2..)
Game Platform differences (Score:1)
If Capcom is going to use emulation, I guess that might be a kind of common runtime enviroment that caters to the common features that the platforms(be it PC,Arcade boards, PS 2 or DC) would have. Won't that limit the features of the games(Graphics, memory network wise)?
Seems unlikely to be true emulation (Score:2)
It's more likely that they are writing their own compatibility layer for each plaform, such that the same game source can be compiled for each platform with few or no changes. Think of it as porting Linux and glibc from x86 to PowerPC, so that Apache can be compiled for both with no changes.
I suspect the E word slipped in somewhere along the line when someone who doesn't know what emulation is wrote a press release, or something.
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Wow! (Score:2)
Let's hope Sony picks up on this real quick. Why, with this technology, we might be able to play our playstation games on our PS2!
Wouldn't that be great?
Re:How exactly is this emulation? (Score:1)
This is how things go with consoles. the first year is a learning period, the second year, they finally know what they are doing, the third, they are pushing the envelope, and the fourth, they are doing more than what they thought they could ever do.
Now, if they wrote the code so that It would take advantage of each individual console's strengths and weaknesses, that each machine has, then this is cool.
Now that I think about it, it is possible, but it will take a long time for them to get it right, but how will they get nintendo, and sega to go for it? Sega uses a custom chip, as well as nintendo. The only people using standard technology is Sony, Microsoft, and PC manufactures.
Not new for Capcom... (Score:2)
Re:Seems unlikely to be true emulation (Score:3)
Because a lot of their arcade games are written with a lot of 68000 assembly in order to milk the most out of a very old processor. In order to get their 2D fighers onto other systems, all that coding needs to be re-done - which is a pain. It's much easier just to emulate that old hardware (which they're still writing games for) and have the whole arcade game running on the home systems at a fraction of the effort.
Let's turn this around... (Score:2)
It occurred to me while reading this, that there are more than a few companies, orgs, individuals writing virtual machine emulators to run other games. But suppose, instead of having to build some hardware first before developing for it, build an emulator first.
What I mean is this...
As an open source project, design the perfect (or at least really good) game machine architecture. What would the APIs for everything it needed to do look like? What hardware services would be available? Then, write and emulator for this API/hardware. The emulator could be made portable and games (or any software) could be written for the emulator standard.
There are portable libraries already, but I don't think anyone has quite gone this far. There are after the fact emulators as well, but they are limited by the capabilities of the original hardware and/or the hardware running the emulator.
Just a silly thought I had...
I doubt it will be true emulation (Score:2)
What he is really talking about is something like Java, or Pascal's p-code, or Sierra On-Lines AGI and SCI interpreter, you could even think PostScript. The word emulation was probably used so that teenage snotbags would understand it.
As a geek, there is nothing new here. I would have done the same thing their shoes.
Revolutionary == hasn't been seen before,this week (Score:2)
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it affects preformance (Score:1)
Re:Seems unlikely to be true emulation (Score:2)
old processor. In order to get their 2D fighers onto other systems, all that coding needs to be re-done - which is a
pain. It's much easier just to emulate that old hardware (which they're still writing games for) and have the whole
arcade game running on the home systems at a fraction of the effort.
That's possible, and remember, we're both guessing - but a similar story on IGN.com mentions new versions of Resident Evil specifically: certainly *not* a CPS game, and probably not a game with a great deal of assembly coding involved.
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Quadruple-Meta-Emulation (Score:1)
Old hardware? (Score:1)
It's good enough to power F355 Challenge, which is probably the most impressive game in any arcade at the moment. You're not going to be emulating this thing any time soon.
Why not. (Score:1)
Basically capcom will have very crappy games. or require 4 processor P-III 1.2Ghz processors and 1.5gig ram just to run it. It's just an example of how programmers are lazy and want to write bloatware.
Welcome to the year 2000, where we bloat our software for no reason whatsoever.
I bet most of you "programmers" cant write an app that comes in under 64K.
My opinion (Score:1)
Is this really such an innovative concept ? (Score:3)
Selling emulated titles works! (Score:2)
The CDROM included a frontend program and an emulator that would allow you to play these games under Windows. It was a great idea, and the CDROM was priced rather cheap.
I think that it is an absolutely great idea for gaming companies to release thier old titles via emulation. Especially if the price is affordable. However, I would rather see some of these companies release some of their older games, that have lost almost all of their capacity to produce cashflow, into the public domain, source and all (ID software has led the way with source releases of many of its top titles.)
I read a recent article that stated that the computer gaming industry has outgrown the motion picture industry by leaps and bounds. If the Academy of Motion Pictures has setup a film-preservation society, why doesn't someone setup a software preservation society (needs to start now before some of the real treasures of the software industry disappear!)
Re:How exactly is this emulation? (Score:1)
A few notes and questions.... (Score:1)
If there's no (noticable) performance decrease, emulation is a good idea from a commercial point of view. They'll only have to write those emulators once and just maintain them, instead of having to port -all- their games to -all- the systems -every- time.
Wouldn't it be possible to have more than one company use the same emulator? That is: Will it be an open standard?
And i know this sounds SlashGeeky, but will those emulators include one for Linux?
As the great Butthead would say: That'd be cool!
Re:Who's with you? (Score:1)
Infocom did this (Score:2)
Nothing new under the sun...
It depends... (Score:1)
So, wouldn't you only be able to develop games cross-platform through emulation if you developed the games for an older system that you could readily emulate?
I think standard APIs like OpenGL offer more rational cross-platform development options. And then, of course, there's always Java. Once you can actually run Java apps (like in Linux) and use the appropriate semi-native APIs (like QuickTime and OpenGL), it's not all that slow, really.
Well, that's my two cents.
Re:Emulation (Score:1)
Why Capcom has chosen emulation (Score:2)
It's not VMs. It's not APIs. It is making moving a lot of hand-tweaked assembly code easier to move from the arcade to the home system. And that's why it's news.
Re:Wow! (Score:1)
Re:Hasn't this already been done? (Score:1)
Re:Seems unlikely to be true emulation (Score:1)
I just checked the IGN.com article, but it makes no mention of emulation or cost reduction and is entirely focused on online play. I think the two articles may be entirely unrelated except for the multi-platform aspect. Too bad the emulation one is so short...
I dont think this is going to work very well (Score:1)
It takes a long while till the dev's figure out how to get the best out of a machine.
You can't really do this with a virtual machine (without making the VM really bloated, and investing a lot of time tweaking it for every platform).
Re:How exactly is this emulation? (Score:2)
Nope.
Sony has USB, to be sure, but what's under the covers is weird stuff, hence the initial crop of disappointing software from developers forced to learn a new paradigm.
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Re:Why Capcom has chosen emulation (Score:2)
Of course, I bet they put some kind of scrambling in there to make it harder than that.
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Re:Why Capcom has chosen emulation (Score:2)
Sadly, the CPS-2 encryption that these games use hasn't been broken yet. But assuming they do a simple dump of the ROMs, there's a good chance this will let the cps2shock [retrogames.com] team figure out how to decrypt them without trashing the board. It wouldn't hurt, that's for sure.
Emulation? CAPCOM?!! (Score:1)
Weren't Capcom the company infamous for making unhackable "suicide boards?" I can't remember the model name of them, but they would format themselves whenever you try to reverse-engineer them, or after a given amount of time, whichever comes first. (At which point, you'd have to get a new one sent in from Capcom; I don't think they charged full price for the replacements, but not being an arcade owner, I don't know.)
If Capcom is doing this, I would imagine it would make it a lot easier to rip the data from their game boards. (Although you'd still probably have to go through layers of encryption, self-formatting, precice voltage monitors, etc... if you wanted to crack an arcade machine.)
Re:Wow! (Score:1)
Are YOU perfect? (Score:1)
Re:Hasn't this already been done? (Score:2)
Sega did this too? (Score:2)
Re:Hasn't this already been done? (Score:2)
java for consoles? (Score:2)
but even better, now we'll see which console really is the most macho, because the exact software will be running on all of them... i hope it doesn't get dumbed down to an lcd type of deal though ^^;;
but imagine if this emulator was released to the public! we could develop for all consoles simultaneously! wow.
psx2 has only 2 controllers, dreamcast is underpowered, gamecube has encryption to deal with just about anyone trying anything, xbox has no protected memory. will capcom really save money this way? hm.
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Peace,
Lord Omlette
ICQ# 77863057
Re:Hasn't this already been done? (Score:1)
Not everything requires that you get down to the bare metal and work with OS-specific libraries.
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There is no K5 [kuro5hin.org] cabal.