Wntermute, on Mon Oct 10, 2011 9:49 PM, said:
1. The list I made was to highlight the games for other systems that the PS3 can play. The PSP HD Remasters appear to be similar to the old Super GameBoy or Xbox/360 (example: the BK games) method of dual-platform compatibility, where there's a version for each platform on the same media. Other than the upcoming HD Remasters, the Minis are the only PSP games a PS3 can currently play (legally).
Sorry, I wasn't trying to refute anything you were saying. I was just making a side note about the PSP parts.
Wntermute, on Mon Oct 10, 2011 9:49 PM, said:
3. Keeping to the subject of differences between emulators on PSP and PS3.. I have noticed that the PS1 emulator on PSP will auto-generate a card for each title, whereas on the PS3 you have to manage them yourself. That said, I haven't really played with much of anything on the PSP because I can play most of it on my PS3 with a more comfortable controller.
The PSP's PS1 emulator actually creates 2 virtual memory cards for each game, and the game will only be able to use those cards. If you hook the PSP up to the PS3 (or stick the Memory Stick into a PS3 with a slot for it), the PS3's utility is able to see those as PS1 memory cards even though the actual file structure is not the same. The PS3 is able to copy save files back and forth between its own virtual memory cards and those of the PSP; however, when copying to the PSP, it asks if you want to reformat the save file to be playable on the PSP or if you just want to put the save file on the Memory Stick for transport/backup purposes. The differences are visible if you look at the Memory Stick via a PC. The memory
cards are individual files in the PSP-playable implementation, while the save
files are are the individual files otherwise (they're also not stored in the same directory trees).
Wntermute, on Mon Oct 10, 2011 9:49 PM, said:
4 & 5. From what the official line was when they were announced, (
http://blog.us.plays...ughout-october/) the PS2 games are "in their original form" .. whatever wrapper they add around them is what controls how the saves interact with the system (PS3-style) and how they tie into the PS2 BIOS (which clearly starts, at least on my BC model). Even the PCE games have more to them than just the game, as they include the manual as well. This way, what he said was true.. from a certain point of view.
Okay, I finally found a Sony-side comment (response to a user comment) in that blog post which confirmed that the PS2 games were being converted for the PS3. If you combine that with the other Sony guy who said they were being emulated, I guess that's "evidence" that it's part port, part emulation. . . . What I'm really looking for is some detail on which parts they have to convert, though. That would give some greater visibility on whether this is possible (probable) across the full spectrum of PS2 titles or only certain ones, that used a common library they've done conversion work for already.
Wntermute, on Mon Oct 10, 2011 9:49 PM, said:
7. The PS2 Classics already released are a 3:2 mix of fan favorites and Greatest Hits titles. Since Maximo and Odin Sphere made the GH list, they're hardly obscure.
I think they meant "hard to find nowadays" rather than straight "obscure." Granted, I can't say I know the rarity of any of those; maybe even the GH releases are not easy to find now?
Wntermute, on Mon Oct 10, 2011 9:49 PM, said:
8. That sounds amazingly like what Microsoft did with their BC. Obviously something happened hardware-wise between the software BC models and non-BC models that broke the emulator in such a way that it was quicker to turn it off than work around it. Whatever that was is no longer the case at least with these 5 titles and any released going forward (or their wrappers are title-specific emulators/native code for problem spots). Honestly, I wouldn't be surprised if they released a 4.x firmware that reinstated software BC for everyone...
The software BC models still had the PS2 graphics chip, while using emulation for the PS2's Emotion Engine CPU. The non-BC models lost the PS2 graphics chip, which is what killed PS2 compatibility for them. The implication is that the PS3 cannot effectively emulate that GPU, perhaps only able to do so with noticeable performance impact. These PS2 Classics downloads most likely emulate the CPU and parts of the GPU, while redirecting certain GPU tasks to PS3-native code. I'm most curious about whether the parts that got converted are applicable to all PS2 games or whether PS2 games used a big bunch of different graphics libraries which would have to be converted separately (thereby both slowing the flow of incoming PS2 games to the Store and limiting the number which would be converted, as some would no doubt be considered not worth the programmer resources). A closely related question: how low-level was the conversion done? Were programmer-readable libraries converted, or did specific strings of assembly language known to be commonly used get converted, or somewhere in the middle?
Wntermute, on Mon Oct 10, 2011 9:49 PM, said:
but then I wouldn't be surprised if that never happened either, because let's face it.. that would cut into the digital long tail they're developing with this new line.
However, the existence of PS1 disc compatibility in addition to PS1 Classics in the Store contradicts that theory, doesn't it?
Wntermute, on Mon Oct 10, 2011 9:49 PM, said:
Aside from all that, I did notice recently that PS1 Classic games that were originally multi-disc have an extra menu option on the Home menu... to select which disc you're working on. I thought that was an interesting touch, since they could've just thrown all the files together in one larger-than-CD logical volume.
The PS1 Classics are largely unmodified PS1 games, though. That is, their code
expects multi-disc games to be on multiple discs. You would have to rewrite/recompile the source code in order to take that out (after all, they're coded to ask for disc-switching upon event triggers, not just when "the data isn't on this disc, so it must be on another one" occurs). I think the most that was done in making the download versions was editing object pointers so that things which had the same name on different discs now have unique identifiers in the file (and, if things had different names on different discs but were the same object, they're now the same, single object). Of course, I'm just hypothesizing.
onmode-ky