Jump to content

Phredreeke

Members
  • Content Count

    198
  • Joined

  • Last visited

Posts posted by Phredreeke


  1. i hate this categorization, the 5200 and the 2600 in the same generation makes no sense, as the 5200 is quite literally the next generation atari platform

    on the topic, I'd take intellivision over 2600, I'd say the 2600 does have a better line up on a whole, but many of its best games are available in better forms on other classic consoles, the intellivision has some amazing exclusive games

     

    Not every day you get a reply to a 4.5 year old forum post icon_razz.gif Maybe what we need is a generation between the 2nd and 3rd? I think we're stuck at the current numbering though.

     

    Example

     

    Generation 2: Fairchild VES/Channel F, RCA Studio II, Atari 2600, Magnavox Odyssey 2, 1292 Advanced Programmable Video System and clones, Bally Astrocade, Intellivision

    Generation 2.5: Colecovision, Atari 5200, Vectrex, Arcadia 2001, the Intellivision III would end up here had it actually been finished and released

    Generation 3: NES, Master System, Atari 7800


  2. the virtual machine is not doing the translation (if it did it would be an emulator, not just a virtual machine), the translation is done on Microsoft's end, which is why you need to make an initial download for each game before you can play them.

     

    even ignoring xbox games running in kernel mode (the virtualization layer could make up for that I would think) there's the issue of differing GPUs. (it's 2015 and there's still little progress on emulating the original Xbox on PC)


  3. As said previously, your best shot for emulators are getting Linux versions (no problem for most systems. Saturn may be as the best emulator is closed source and Windows only. Similarly you'll be limited to Mupen64 for N64 emulation, which may prevent you from playing some games that only runs on Project64)

     

    Wine (a compatibility layer for Windows software) may be an option for some emulators and games that does not have Linux versions available.

    • Like 1

  4. It won't, the original Xbox was nowhere as successful as the Xbox 360, in addition to being an additional generation behind. (BC is beneficial as it lets people trade in their old systems to pay for the new one, while still being able to keep their existing games)

     

    In addition, the original Xbox used an nVidia GPU as opposed to the AMD GPU in the Xbone (and unlike a PC, where games access the GPU through an API, 1st gen Xbox games would access the GPU directly) as well as running games in kernel mode. (bad for security, although the Xbone virtualization model may be able to deal with it)

     

    The Xbox 360 emulator for Xbox One isn't really an emulator in the sense we think of it either, it's more akin to the iOS simulator used for iOS development. The Xbone does not run PPC code, it downloads an x86 version of each game instead.


  5. If you have a Retron5, why you would ever want to do this is totally beyond me since the Retron5 experience is superior in every way.

    That's arguable. Since the emulator Hyperkin stole used is known we can tell what games have problems at least for SNES. The libretro wiki lists 15 problem titles. Admittedly that's pretty good considering the SNES has something like 3000 games for it.


  6. Regarding an earlier comment about "toxic repurcussions" to what Hyperkin has done... I would agree, when one takes in the issue of the Neo Geo X, which also used an emulator in direct violation of the licensing terms of said emulator. Granted, licenses got pulled before that could publicly go very far, but people do still remember it.

     

    Fool me once, shame on you. Fool me twice... even if it is an unrelated company doing it.

     

    There's probably going to be a slice of the retro gaming market that will now actively distrust any commercial emulation product that the company isn't absolutely completely transparent about what they're doing. In other words, wait and see, likely never buy anyway just in case. And some of those will join those who are vocally anti-emulation in trying to convince everyone else to go original hardware, or those who are vocally against paid emulation. For some, this will even extend to apply to software compilations, which would be even more of a shame.

     

    Again, we're not losing sleep over here over having bought the Retron 5. But we are disappointed in Hyperkin, regardless of how active they were (whether they did the software fork in-house or farm it out). And we will probably be in the "silent waiters" category for any future product.

    I'm looking at it from the opposite perspective, as it may discourage future emulator developers to making their source code public.

     

    Personally I'm not against paid emulation as long as the emulator itself have been legitimately acquired (although I would prefer an enhanced port, as with Sonic 2 on Android)

     

    Had hyperkin approached SNES9x and other emulator projects with the non-commercial licensing, they may have been able to work out some sort of deal with the original authors, to pay a small royalty to the people who developed it, and even advertise their product stating it contains authorized copies of the emulator in question. This would only make the emulator projects more popular with gamers and even bring some notoriety.

    SNES9X have been developed by so many people over the years that it is just not feasible. The other options are ZSNES but then you have to use x86 hardware (not to mention the emulation quality is worse) and higan but then hardware requirements shoots in the roof (this is by no means a criticism of byuu's work, accuracy naturally demands more of the host system)


  7. My personal opinion is that Hyperkin should have directly credited the authors of the open source emulators they used in about "about" page on the firmware, but it is my opinion that despite the emu cores being preinstalled and closed off, they are not sold, don't contribute to the cost, and Hyperkin hasn't done anything legally wrong.

    Just because you're not charging for the emulators does not mean it is not considered commercial use.

     

    Here's a puzzler for you. Assuming your code never imports a single mysql library. And assuming you are using an LGPL application server and using vanilla JDBC interfaces. And assuming your end users can download and install the GPL MySql JDBC driver and get it running... You don't require them too (you provide instructions for Oracle, and Postgres, but not MySql). They just can because that's how properly written JDBC code targeting generic J2EE datasources works.

     

    Who (you, your users, or JBoss) are subject to the dynamic linking clause of the GPL license the MySql drivers fall under?

     

    I've lived this exact scenario before. Interacted with all three parties mentioned (and their lawyers) and know the answer already (hint there are actually multiple "correct answers"). In the end we handled it in a way that we all agreed was in compliance with the licenses.

     

    What solution would you propose?

    The GPL only applies when distributing software, so unless your users are also distributors they are off the hook.


  8. It will be interesting to see if anything comes of this, but I have a suspicion that nothing will.

     

    even in reverse engineered hardware, everyone copies off everyone. Hyperkin has used much the exact same chipsets as Yobo and Retrobit.

     

    Just look at the Hyperkin Retron1. That's a Hyperkin branded version of the Retro Entertainment System, which is exactly the same as the Yobo FC Game Console, which is the same the NeoFami. This is NOT new. The only thing that is new is that now its emulation and that ruffles some feathers of some people apparently.

     

    Anyway, although I doubt that there will be any legal action taken against hyperkin whatsoever, worst case scenario, hyperkin stops supporting the retron5 and homebrew hackers come in to fill the void. I already own and despite the delays, am happy with it. The Retron5 is already better than hardware clones.

    and you're assuming a chipset and an emulator are the same?

     

    AFAIK no one owns the "rights" to the NOAC chip, meaning any factory can produce one, and any company can use it in their product.

     

    An emulator is owned by its developer(s). Depending on the license, a manufacturer may or may not be allowed to use it in their product. For example, FCEU and VBA-M are licensed under GPL, meaning Hyperkin would have been perfectly fine to use them as long as they provide source code. (they would also have to include source code for their frontend, as it would have been considered part of the same work)

     

    SNES9X and Genesis Plus GX have non-commercial licenses. You can't bundle them with your product, even if it's included "for free".

    • Like 1

  9. There's absolutely no reason to have expected them to write their own emulators. What should have been expected is that they'd properly license the emulators they ended up using.

    Exactly. You don't write an emulator in a day, much less five.

     

    You can find emulators for most systems that are licensed under GPL (requires releasing modified source code and including the license, but allows for commercial use)

     

    SNES is problematic though, because the SNES9X license does not allow for commercial use, ZSNES is licensed under GPL but is coded in x86 assembly so it's not an option on the ARM-based CPU used in the Retron 5 (and its emulation is subpar compared to SNES9X and Higan) and Higan is licensed under GPLv3 but has too high system requirements for a cheap SoC as the one used in Retron 5. The best (legal) choice would be licensing SuperGNES I think.

     

    There's a similar problem with the SEGA systems, as Genesis Plus GX has a license that doesn't allow for commercial use, as with SNES9X.


  10. On one level, sure, but let's face it, both PS4 and Xbox One have been selling like gangbusters without very many games to this point. The Wii U won't be able to make up much ground at this point, but certainly of the three that one is helped the most by significant releases since it's missing some of the intangibles of the other two.

    Here's the thing, PS4 and Xbox One aren't sold on what they offer right now, but on their future potential.


  11. Somewhat off topic.. what is being used to run the PS2 classics on a PS3? An emulator? Some recoding of the original game? Or both?

    It's an emulator, it's just that the compatibility is extremely limited.

     

    the Wii was the only console that was 100% backwards compatible. You got Wii and Game cube discs, and every cartridge based Nintendo console ever made (there was like three of them not counting Virtual Boy) on Virtual console.

    I won't call it backwards compatibility unless it runs the games from original media.

     

    Genesis needed an adapter for SMS.

    So did the 5200 for 2600 games.

    So did the Coleco for 2600 games.

    The Powerbase Converter for Megadrive just rewires the cartridge slot.

     

    64-bit Windows (Vista & Up) killed DOS.

    OSX 10.7 Killed Rosetta

    64-bit Windows didn't just kill DOS, it killed all 16-bit apps. Why? Because 16-bit compatibility on 32-bit Windows relied on Virtual 8086 mode, a mode not available when running in Long mode.

     

    Since you mention OSX, lets not forget that Apple killed Classic environment in the transition to x86.

     

    PS3 canned PS2 backwards compatability.

    PS2 and PS3 both still play PS1 though.

    PS4 should be capable of emulating PS2 if Sony gave a damn.

    Game streaming is a big laggy problem, not a solution.

     

    Out of the box backwards compatible:

     

    DVD players play CDs and VCDs.

    BluRay players play DVDs and CDs.

    PS1 was trivial for Sony to emulate, PS2 was not.

     

    Not every DVD player play VCDs, it's just that it's trivial to implement so almost all DVD players does. Blu Ray players aren't required to play DVDs and CDs either, just that it's trivial to implement.

     

    7800

    Sega Mark III (Japan only)

    PS2

    PS3 phat

    Wii (pre-2010)

    Wii-U

    Last but not least, nearly every iteration of Game Boy and DS is backwards compatible one generation.

     

    2014: nobody gives a shit anymore because manufacturers can make more money reselling old games as downloads rather than support outdated physical media. Sad but true.

    In the case of all but the PS3, the previous generation games can run on a subset of the host console's hardware.

     

    Backwards compatibility for Xbox One and PS4 would have required Sony and MS to stay with the stagnated PowerPC architecture, or add a second set of hardware to the system.

     

    I for one don't care for the PS4 or Xbox One (not because of the lack of backwards compatibility though) but I would love for Nintendo to re-release some Wii games (Super Mario Galaxy comes to mind) in HD quality on the Wii U (despite me not having one either, I will get one eventually) despite it having backwards compatibility (sorry, I don't care for upscaled Wii games)

     

    As for reselling old games, didn't you just praise the Wii for doing just that (Virtual Console)


  12. A fast core i5 system with a modern GPU can barely emulate a single core Wii. The Xbox 360 has 3 PPC processors. Yeah...

    A desktop i5 has no problem emulating the Wii CPU. You can't directly compare the X360 cores with the one in the Wii though, the X360 cores are in-order, while the CPU in GC/Wii/Wii U have out-of-order execution.

     

    I'm mostly Sony person and own all Sony consoles, so when they took away the PS2 compatibility I was no happy about it.

    Recently I got me a used Xbox 360E 250GB, and I'm pretty impressed with the original Xbox compatibility. So far it plays all of my Xbox games (I got like 10 titles), and it got me thinking that Microsoft is better at it then Sony, it actually works and looks very well on HD TV using HDMI cable.

    I would hope so that Sony creates some kind of emulator that lets you play PS1/PS2 game on it in HD, not SD like they did on PS3, it looks so blurry.

    Well, then you got lucky I guess. The backwards compatibility in the 360 is very hit and miss. When it works it looks good though, as it renders with 4x MSAA before being upscaled to whatever resolution the TV uses. On the PS3, first of all there is no additional anti-aliasing, only an optional smoothing filter. Second, by default the PS3 runs PS1/PS2 games in 480p (for NTSC games) or 576p (for PAL games), you have to manually activate upscaling for those games.


  13. Wait, are we talking about a cheap computer alternative for the third world, or are we talking about a hobby kit? You can sell a hobby kit that relies on the owner already having a modern functional computer for programming. Making a computer for the third world brings up a whole different set of requirements (as demonstrated by the OLPC project)


  14. Raspberry Pi is great for controlling things, but a general purpose 8-bit CPU and 64K ram is better at bridging the gap between electronics theory and modern computing.

    Yes, but then you're looking at something along the lines of the ZX81 or the Serbian Galaksija, not a ready built computer.


  15. I never heard of Playpower before, but I'm skeptical. For one thing, you can't program new software on the system itself, so users are dependent on the manufacturer for new software.

     

    Also, I think you're setting the bar too low. It's like diminishing returns in reverse, the Raspberry Pi is something like a thousand times more powerful than the 8-bit systems you talk about.


  16. Does anyone have a certain answer on how much RAM the system has? I've heard 43 bytes but that makes no sense.

     

    The other systems available in 1978/79 (Bally Astrocade, APF MP-1000, Fairchild Channel F etc) would either have been outdated or insignificant for that purpose.

    Also Astrocade never had a PAL version, and I don't think APF MP-1000 had one either. (though I would say Astrocade is technically superior to both the Odyssey2/Videopac and the Signetics 2636-based systems)


  17. What about the Original American/European Nes, Sega Mega Drive and the Super Famicom and 3do??

    Any system up to the GameCube will have analog video output solely. The first revision GameCube had a non-standard digital video connector. It can not be used directly with any TV or monitor to my knowledge, and needs to be combined with the proprietary component cable, which contains its own chip for conversion to analog video.

×
×
  • Create New...