Yeah sameheli wrote:
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Yeah sameheli wrote:
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Have they ever spoken about how Shot Triggers releases are made? Run ahead would suggest emulation, but some of M2's games have some pretty big changes (arrange modes etc) that would suggest to me (with limited knowledge of this side of development) they either have some kind of source code, either decompiled or from the original developers.trap15 wrote:I have a strong guess that the input delay reduction is just run-ahead of 1 frame. For most everything this should be completely invisible because most game software already has at least 1 frame of input latency, but it does come at a higher performance overhead. Perhaps the system was getting over-taxed with that and failing to fill the audio buffer in time sometimes with Hishouzame (how they managed to achieve this failure mode is... beyond me). Though, from their notes they make it sound like the setting is now always enabled or something? Very strange stuff.
When the "source code" you have is assembly code at best, "porting the game to modern platforms" and emulating it is the same thing.StrzxgvNuvWvfld wrote: I'm not an expert, but once you have the source code, does it make more sense to recompile and build an emulator, or just port the game to modern platforms?
I remember they talked about developing and testing GG Aleste 3 with the help of emulation. Probably safe to say it's running on a GG emulator.StrzxgvNuvWvfld wrote:Have they ever spoken about how Shot Triggers releases are made? Run ahead would suggest emulation, but some of M2's games have some pretty big changes (arrange modes etc) that would suggest to me (with limited knowledge of this side of development) they either have some kind of source code, either decompiled or from the original developers.
Naoki Horii said:
We cut some of the fat, accelerated things by writing some assembly code and whatnot. However for the 3DS remakes, we wanted to effectively utilize the 3DS’s CPU resources as much as possible, so we wrote assembly where we needed assembly, and swapped out code as needed from the emulator, which was written in C. This took quite a bit of time, and turned into quite a magnificent bit of work. So we had to slowly cobble together performance speed by doing things like writing code that more easily hits the cache every time it’s called.
When I say emulation, I'm thinking of a program that recreates the hardware of the original machine in code, so the rom believes it's running on the the original platform and works as it should without any changes to the original code.Sumez wrote:When the "source code" you have is assembly code at best, "porting the game to modern platforms" and emulating it is the same thing.StrzxgvNuvWvfld wrote: I'm not an expert, but once you have the source code, does it make more sense to recompile and build an emulator, or just port the game to modern platforms?
I wouldn't be surprised if they are doing a bunch of high level emulation stuff running on top of things to smoothen the experience, but if you're expecting a game to run completely arcade perfect on a platform it wasn't designed to run on... that's basically what emulation means.
Interesting! I'll read that properly when I have a little time.Rastan78 wrote:I remember they talked about developing and testing GG Aleste 3 with the help of emulation. Probably safe to say it's running on a GG emulator.StrzxgvNuvWvfld wrote:Have they ever spoken about how Shot Triggers releases are made? Run ahead would suggest emulation, but some of M2's games have some pretty big changes (arrange modes etc) that would suggest to me (with limited knowledge of this side of development) they either have some kind of source code, either decompiled or from the original developers.
Another thing they talked about in the past was the so-called Gigadrive emulator. Basically it simulated an imaginary MD console with somewhat higher specs. That would give them headroom to add on 3D effects like on the 3DS Sega Ages series.
Here's a thread with some info about those games that might be telling about their process:
https://gbatemp.net/threads/research-m2 ... or.475800/
This basically never happens nowadays. You had to rewrite the game from scratch back in the day of porting from one console to the other because the option of running it in an emulation environment simply wasn't a thing. Nowadays it's much easier to use emulation rather than converting an old game to the native language of every new system on the market. It'd be a huge time and cost sink for questionable gain, especially given that emulation quality for some of these releases (M2's in particular) is really damn good.When I say port, I'm more thinking about converting the logic to c++ or similar and making a version of the game that runs without the need for software emulation of the original hardware. Nothing wrong with assembly source for a company that specialises in this kind of thing, surely?
I don't think this is really correct. Is porting game code any more difficult than porting an emulator? Look at that version of Ikaruga that was released on the X-Box 360 and then ported to every platform under the sun, surely that isn't a Naomi emulator? And we know M2 don't always use emulation because Virtua Racing isn't built that way.BareKnuckleRoo wrote:This basically never happens nowadays. You had to rewrite the game from scratch back in the day of porting from one console to the other because the option of running it in an emulation environment simply wasn't a thing. Nowadays it's much easier to use emulation rather than converting an old game to the native language of every new system on the market. It'd be a huge time and cost sink for questionable gain, especially given that emulation quality for some of these releases (M2's in particular) is really damn good.When I say port, I'm more thinking about converting the logic to c++ or similar and making a version of the game that runs without the need for software emulation of the original hardware. Nothing wrong with assembly source for a company that specialises in this kind of thing, surely?
That's pretty spot on I'd say. And when the source code you have is assembly code (basically just dolled up machine code), that's also essentially the only way to use said code on a modern platform.StrzxgvNuvWvfld wrote: When I say emulation, I'm thinking of a program that recreates the hardware of the original machine in code (...)
Yeah pretty much, and that's also what I was getting at. If you're looking to replicate exactly how the game behaves down to the tiniest detail, rewriting the entire code in a high level language such as C++ would be complete folly. You'd have to go through line by line and make sure you are translating every bit of peculiar behavior, including odd optimizations and buffering logic etc. which were designed specifically to work around the original hardware. So at that point, you're essentially just doing what a 68k emulator would be doing for you, nevermind the fact that emulating a 68k is already very simple in the first place.When I say port, I'm more thinking about converting the logic to c++ or similar and making a version of the game that runs without the need for software emulation of the original hardware. Nothing wrong with assembly source for a company that specialises in this kind of thing, surely?
I don't know about the source code to games like Tiger-Heli or Hishouzame, but I can't really imagine there's any inherent lag in the code to these games. It's probably just reading inputs through a serial shift register at the start of a frame, and processing them immediately. It's honestly more work to buffer the input changes to the next frame, rather than just using them as is.Once you have this, surely you wouldn't need to rely on hacks like run-ahead to reduce input lag, you can just re-write the input routines yourself?
I really wouldn't bet on that, it's basically romhacking at this point and people make pretty impressive romhacks nowadays, no reason M2 can't. (Not saying for sure this is how they did it but I find this plausible).StrzxgvNuvWvfld wrote: Either way, they make some quite advanced changes to some of these games (bespoke arrange modes are one example). I would imagine if it is emulation, then they must have source code
When one reads about M2's work for Sega on the 3DS and Switch like those wonderful interviews they used to do for each release, it sounds like it's a hybrid approach that combines aspects of traditional porting and software emulation and doesn't fit cleanly into either category.StrzxgvNuvWvfld wrote:And we know M2 don't always use emulation because Virtua Racing isn't built that way.
And it was... Mega Drive Mini 2, featuring MD and Mega CD games - see topic. Shooters on the initially announced game list (11 of 50+) include Thunder Force IV, Fantasy Zone (new 2022 MD port by M2), and Silpheed (Mega CD). So yeah, that might be one other project taking some of M2's time (along with Aleste games).hamfighterx wrote:In other M2-related news that might be part of why we haven't yet seen an announcement for the next Toaplan Arcade Garage release... M2 just retweeted a Sega announcement of a June 3 live stream for a new project.
My guess would be a tool for debug/testing.Steven wrote:What's the point of this?
After Ubusanagbaplayer wrote:I wonder when M2 will announce the next entry in the Toaplan Arcade Garage Series?
What does that mean ?Steven wrote:PS4 Same! 1P has been counterstopped.
I assume it means someone has posted a maximum score of all 9's (whatever that number may be)heli wrote:What does that mean ?Steven wrote:PS4 Same! 1P has been counterstopped.
thank you
It's 100,000,000 for some reason, they actually added a 9th digit and didn't really use it.Jonpachi wrote:I assume it means someone has posted a maximum score of all 9's (whatever that number may be)heli wrote:What does that mean ?Steven wrote:PS4 Same! 1P has been counterstopped.
thank you
https://store.playstation.com/ja-jp/pro ... AISAKUSPS4Jonpachi wrote:Can anyone remind me how to find Sorcer Striker on the Japanese PSN store?
\\Rastan78 wrote:https://store.playstation.com/ja-jp/pro ... AISAKUSPS4Jonpachi wrote:Can anyone remind me how to find Sorcer Striker on the Japanese PSN store?