This is because you are playing the actual arcade game, not a remake. They
did this with an emulator written for the System 16 hardware. Sound is
usually the least accurate thing in emulators due to lack of documentation
with FM chips.
Emulation is a very popular scene, perhaps you should look into it.
Emulation is only very popular because pirates like the idea of taking
stuff and not paying for it. If it were ACTUALLY popular then there
would be much more demand for it and some real marketing for it. It
wouldn't be just a bunch of Warez Boyz trying to be cool with downloading
stolen ROMZ.
It typically takes ten times the power of the machine being emulated
to pull off an emulation. That's why you saw the Dreamcast Smash Pack
emulating NOT a Saturn, but a Genesis. That's a heckuva waste of power.
Conversions can be done on machines which are equal or even a bit weaker
than the original hardware. For example, the Dreamcast couldn't keep up
with a Naomi arcade machine, as the Naomi has more RAM, the game is in
much faster ROM than any Disk could be, and the Naomi is more expandable.
Yet the Dreamcast got Crazy Taxi. That couldn't have been done by any
emulation, but conversion did a great job.
--
This message sent with the spirit of the Nine Muses,
Calliope, Clio, Polyhymnia, Euterpe, Terpsichore,
Erato, Melpomene, Thalia and Urania.
Darkfalz wrote:
>
snip
> This is because you are playing the actual arcade game, not a remake. They
> did this with an emulator written for the System 16 hardware.
snip
Do you have anything to back this up? Links, or somesuch? I seem to hate
Afterburner and didn't play it in Shenmue II very much, but Hang On and
Outrun definitely both have Shenmue billboards in them (at least
"Shenmue" and "Dobuita" in Hang On, and at least "Shen Mue" in Outrun),
meaning they are not simple emulation. Unless there were Shenmue
billboards in the original games. Which since the project was being
called Virtua Fighter RPG in the late Saturn days seems unlikely.
Additionally, I don't remember the ability to pause, with a little
"Pause" popping up on screen, in arcade games of their era.
I know, I've played around with MAME and FinalBurn, so I know
emulation can be very nice. I was wondering if the arcade games in
shenmue and shenmueII
used emulation. btw, i am certian afterburner didnt run on the
System16 board
(shinobi, altered beast, golden axe) but ran on its own "after
burner" hardware--duel 68000 CPUs with math co-processors. it pumps
out at least twice the sprites as the system 16. all of sega's super
scaler simulation games
ran on beefier custom hardware. Mega Drive was based on the stock
system16
though cut down in performance quite a bit. thats why MD/Genesis was a
long way off from being able to handle afterburner outrun or
thunderblade.
Ummm... Ted? That's been done, and a long time ago. Pole Position did
that, it was a Namco game but the USA version of it was brought over by
Atari. The billboards featured the names of Atari games. It's common
that billboards are changeable without touching the code.
A more egregious example (Namco again) is in Rage Racer. You can, as a
player, make your own logo and it will appear on a billboard. I made a
Tamagotchi that looked just like my favorite one, and it was on billboards
all around the track, not to mention on the hood of the car.
On Sega's Dreamcast, you can do much the same editing (and that's all it
really is) with Tokyo Xtreme Racer as well. What do you want your car's
license plate to say? Mine says "Potshot" (my favorite pilot moniker).
Changing text, colors, pictures and costumes are really old hat tricks
by now. All it is, is editing. It's no big deal.
Also, most emulators do allow pausing, even on games that never had it.
It's not a feature of the game, it's a feature of the emulator.
Oracle wrote:
>
> Ted wrote:
> >
> > Darkfalz wrote:
> > >
> >
> > snip
> > > This is because you are playing the actual arcade game, not a remake. They
> > > did this with an emulator written for the System 16 hardware.
> > snip
> >
> > Do you have anything to back this up? Links, or somesuch? I seem to hate
> > Afterburner and didn't play it in Shenmue II very much, but Hang On and
> > Outrun definitely both have Shenmue billboards in them (at least
> > "Shenmue" and "Dobuita" in Hang On, and at least "Shen Mue" in Outrun),
> > meaning they are not simple emulation. Unless there were Shenmue
> > billboards in the original games. Which since the project was being
> > called Virtua Fighter RPG in the late Saturn days seems unlikely.
> > Additionally, I don't remember the ability to pause, with a little
> > "Pause" popping up on screen, in arcade games of their era.
>
> Ummm... Ted? That's been done, and a long time ago. Pole Position did
> that, it was a Namco game but the USA version of it was brought over by
> Atari. The billboards featured the names of Atari games. It's common
> that billboards are changeable without touching the code.
>
It is nevertheless not the same as the arcade version of the game, which
Darkfalz was claiming. Unless those signs were in the originals, which
would be very cool, but I think unlikely.
> A more egregious example (Namco again) is in Rage Racer. You can, as a
> player, make your own logo and it will appear on a billboard. I made a
> Tamagotchi that looked just like my favorite one, and it was on billboards
> all around the track, not to mention on the hood of the car.
> On Sega's Dreamcast, you can do much the same editing (and that's all it
> really is) with Tokyo Xtreme Racer as well. What do you want your car's
> license plate to say? Mine says "Potshot" (my favorite pilot moniker).
> Changing text, colors, pictures and costumes are really old hat tricks
> by now. All it is, is editing. It's no big deal.
>
> Also, most emulators do allow pausing, even on games that never had it.
> It's not a feature of the game, it's a feature of the emulator.
>
The pause looks like an ingame pause, however. Hardly proof, I know, but
it's not like Darkfalz was running over with links showing the games are
emulated instead of being ports.
(Actually that raises an interesting question of what constitutes a port
rather than an emulation; if a game is a port (ie is specifically put on
a system and can stand alone, or whatever definition might apply), is it
considered emulation when it is placed within an environment where it
claims to be the original game?).
Space Harrier and Outrun both occasionally crash your Shenmue II game,
either going into or coming out of the game in Shenmue II (the answer to
which is to save right before you play within Shenmue II, or to just
play them from disc 4 when you just feel like playing them, and not in
the game itself).
It didn't happen with either Hang On or Afterburner, but I played them
minimally within the game because they are in fairly inaccessible
locations. This might be evidence that the games run under a common
emulator program, or it might just show that Shenmue II can get buggy
when it is trying to go from the SHenmueII engine to a port of another game...
<snip>
> > Ummm... Ted? That's been done, and a long time ago. Pole Position did
> > that, it was a Namco game but the USA version of it was brought over by
> > Atari. The billboards featured the names of Atari games. It's common
> > that billboards are changeable without touching the code.
> >
>
> It is nevertheless not the same as the arcade version of the game, which
> Darkfalz was claiming. Unless those signs were in the originals, which
> would be very cool, but I think unlikely.
The signs were, but what they said wasn't. It's still the same game.
It's probably even emulated.
<snip>
> > Also, most emulators do allow pausing, even on games that never had it.
> > It's not a feature of the game, it's a feature of the emulator.
> >
>
> The pause looks like an ingame pause, however. Hardly proof, I know, but
> it's not like Darkfalz was running over with links showing the games are
> emulated instead of being ports.
I think they'd be a lot better if they were ports. There's no doubt in my
mind that those are emulated.
> (Actually that raises an interesting question of what constitutes a port
> rather than an emulation; if a game is a port (ie is specifically put on
> a system and can stand alone, or whatever definition might apply), is it
> considered emulation when it is placed within an environment where it
> claims to be the original game?).
Emulation is simply when hardware has been interpreted via software. It's
an interpreter. Emulation is interpreting the code on the fly, realtime.
A port is also interpretation, but it's done in advance, not on the fly.
It's a lot faster, smoother, and more polished because the interpretation
is looked at, tested, edited, and made usable to humans by humans.
Machines suck at interpretation. A lack of a few million years of
evolution puts the sorry things at a serious disadvantage.
So, the main difference between emulation and porting isn't so much a
matter of what gets interpreted as when it's being interpreted.
<snip>
Personally, I believe they are ports, although I can't prove otherwise.
One would think though, that if they were emulated, that some group by
now would have ripped the emulation engine out of the game and released
a warez disk with every system 16 ROM on it known to man.
--------------
"They that can give up essential liberty
to obtain a little temporary safety deserve
neither liberty nor safety."
- Benjamin Franklin
--------------
replace SPAM with Azathoth to reply
DC online games = Azathoth
Oracle wrote:
>
> Ted wrote:
> >
> > Oracle wrote:
> > >
> > > Ted wrote:
> > > >
> > > > Darkfalz wrote:
>
snip
> The signs were, but what they said wasn't. It's still the same game.
> It's probably even emulated.
>
Do you know offhand what the signs said in the arcade? Did they change
from machines depending on place?
snip
>
> I think they'd be a lot better if they were ports. There's no doubt in my
> mind that those are emulated.
>
Oh? I've never played Space Harrier or Afterburner in an arcade (and
it's been many years since I played Hang On or Outrun in an arcade), so
my main point of comparison is Space harrier on the 32X, which seems
very close to the Shenmue version, and which was supposed to be very
close to the arcade version.
People have mentioned some sound issues with Afterburner, but what are
your issues with Hang On and Space Harrier that make you believe they
are emulated and not ported?
Sometimes, with the newer CPS2 and Neo-Geo releases, sure. But it's also
about nostalgia for a lot of people. I play a lot of old console games that
I played when I was a kid, I even have some original carts even though the
systems long since died.
> would be much more demand for it and some real marketing for it. It
> wouldn't be just a bunch of Warez Boyz trying to be cool with downloading
> stolen ROMZ.
The games in these ROMs aren't generally for sale any more, and no money
would be made off them anyway. Therefor they can be classified as
"abandonware" - I think it's great that some people are still enjoying these
games which would otherwise be forgotten, despite the fact they didn't pay
for them. Obviously there are some newer arcade games which are being
emulated (though most current ones can't due to using sophisticated 3d
hardware) which makes it more like a warez-scene, but it's all about
retro-gaming for me.
> It typically takes ten times the power of the machine being emulated
> to pull off an emulation. That's why you saw the Dreamcast Smash Pack
> emulating NOT a Saturn, but a Genesis. That's a heckuva waste of power.
What's your point?
> Conversions can be done on machines which are equal or even a bit weaker
> than the original hardware. For example, the Dreamcast couldn't keep up
> with a Naomi arcade machine, as the Naomi has more RAM, the game is in
> much faster ROM than any Disk could be, and the Naomi is more expandable.
> Yet the Dreamcast got Crazy Taxi. That couldn't have been done by any
> emulation, but conversion did a great job.
Of course, but here the code wouldn't have to be changed very much. Texture
size was reduced, the original wavetable music was converted to ADX, and so
on. It's when porting cross-platform that you have to do a lot of work...
and they wouldn't have source code for After Burner II in the first place
(well it's unlikely) and even then, it was probably 68k asm.
I think it was a Dual 68k System16 B with a math co-processor. The system
16/24 boards came in many configurations but were all basically the same
hardware.
> burner" hardware--duel 68000 CPUs with math co-processors. it pumps
> out at least twice the sprites as the system 16. all of sega's super
> scaler simulation games
> ran on beefier custom hardware. Mega Drive was based on the stock
> system16
> though cut down in performance quite a bit. thats why MD/Genesis was a
> long way off from being able to handle afterburner outrun or
> thunderblade.
Both the games appeared on the platform, of course they weren't all that
faithful to their arcade counterparts ;)
Original arcade *code* yes, thus the same game. I didn't know about the
billboards, but I'm 99% sure all they did was patch a graphics ROM. This
would be childs play if you know the format it was in.
> The pause looks like an ingame pause, however. Hardly proof, I know, but
All they would have done was used the same font for the "PAUSE" display.
Again, not difficult.
Any amount of hacking is MUCH easier than writing a conversion from the
ground up.
> it's not like Darkfalz was running over with links showing the games are
> emulated instead of being ports.
What did you want? If you look at the Kalisto release of Shenmue you can
actually see the ROM files in the file system as well as the emulator
binary. I've got no reason to assume it's different with the second game.
> (Actually that raises an interesting question of what constitutes a port
> rather than an emulation; if a game is a port (ie is specifically put on
> a system and can stand alone, or whatever definition might apply), is it
> considered emulation when it is placed within an environment where it
> claims to be the original game?).
>
> Space Harrier and Outrun both occasionally crash your Shenmue II game,
> either going into or coming out of the game in Shenmue II (the answer to
> which is to save right before you play within Shenmue II, or to just
> play them from disc 4 when you just feel like playing them, and not in
> the game itself).
> It didn't happen with either Hang On or Afterburner, but I played them
> minimally within the game because they are in fairly inaccessible
> locations. This might be evidence that the games run under a common
> emulator program, or it might just show that Shenmue II can get buggy
> when it is trying to go from the SHenmueII engine to a port of another
game...
Perhaps they fixed a few bugs in the emulator.
Darkfalz wrote:
>
snip
>
> > it's not like Darkfalz was running over with links showing the games are
> > emulated instead of being ports.
>
> What did you want? If you look at the Kalisto release of Shenmue you can
> actually see the ROM files in the file system as well as the emulator
> binary. I've got no reason to assume it's different with the second game.
>
I won't be looking at a Kalisto release of Shenmue, but that's the kind
of proof I wanted. I don't have any reason to not believe you, so I
guess they're emulated.
This then brings up the question someone else brought up: "Why isn't
there a DC Sysytem 16 emulator from the warez sites?"
> > (Actually that raises an interesting question of what constitutes a port
> > rather than an emulation; if a game is a port (ie is specifically put on
> > a system and can stand alone, or whatever definition might apply), is it
> > considered emulation when it is placed within an environment where it
> > claims to be the original game?).
> >
> > Space Harrier and Outrun both occasionally crash your Shenmue II game,
> > either going into or coming out of the game in Shenmue II (the answer to
> > which is to save right before you play within Shenmue II, or to just
> > play them from disc 4 when you just feel like playing them, and not in
> > the game itself).
> > It didn't happen with either Hang On or Afterburner, but I played them
> > minimally within the game because they are in fairly inaccessible
> > locations. This might be evidence that the games run under a common
> > emulator program, or it might just show that Shenmue II can get buggy
> > when it is trying to go from the SHenmueII engine to a port of another
> game...
>
> Perhaps they fixed a few bugs in the emulator.
They would have added bugs to the emulator if anything, since the
problem was not present in the first Shenmue. I suspect it's just the
greater amount of information that SHenmue II handles in the main game
engine, tho...
Nostalgia is a pretty poor reason to steal luxury software for personal
pleasure. I play a lot of old console games that I played when I was a
kid too, but never ripped-off unauthorized copies. I play legit only.
> > would be much more demand for it and some real marketing for it. It
> > wouldn't be just a bunch of Warez Boyz trying to be cool with downloading
> > stolen ROMZ.
>
> The games in these ROMs aren't generally for sale any more, and no money
> would be made off them anyway. Therefor they can be classified as
> "abandonware" - I think it's great that some people are still enjoying these
> games which would otherwise be forgotten, despite the fact they didn't pay
> for them.
There's no support for this "abandonware" in the law, nor could there be.
The typical user has no way of knowing which games are forever abandoned
and which ones will be showing up in the next month or so.
For example, I just bought "Final Fight One", which is a remake of the
Capcom game "Final Fight" on Gameboy Advance. This game has been off of
the map since about 1993, but here it is, eight years later, and the
game is on store shelves all over again, making money.
Sega's "Smash Pack" has several old Genesis games such as Phantasy Star II
and Columns, which also hadn't been seen in about a decade or so.
There have been many remakes made out the old Atari properties as well,
and if you'd like to see "Gravitar" in emulation, that can be done quite
legally on Infogrames DC version of "Atari Anniversary Pack".
So, I do not buy into any "abandonware" argument. At last count I hold
well over 250 retro games on 16-bit and better consoles, every one of
them authorized versions. The games are out there, they have not been
"abandoned", and that's a really lame excuse for piracy.
> Obviously there are some newer arcade games which are being
> emulated (though most current ones can't due to using sophisticated 3d
> hardware) which makes it more like a warez-scene, but it's all about
> retro-gaming for me.
I doubt that. Retro gaming is a REAL hobby. It involves going out and
hunting down the equipment and cartridges to do it with. It's not even
a very expensive hobby, as you can pick up a NES for $20 (maybe even less)
and carts are about $3 apiece for most of them. That's how real retro
gaming is done. Not some hack-job emulator struggling with a badly
ripped cart image.
> > It typically takes ten times the power of the machine being emulated
> > to pull off an emulation. That's why you saw the Dreamcast Smash Pack
> > emulating NOT a Saturn, but a Genesis. That's a heckuva waste of power.
>
> What's your point?
That these emulators are typically not the best way to game. Not if you
want legit gaming, and not if you really want the retro game experience.
> > Conversions can be done on machines which are equal or even a bit weaker
> > than the original hardware. For example, the Dreamcast couldn't keep up
> > with a Naomi arcade machine, as the Naomi has more RAM, the game is in
> > much faster ROM than any Disk could be, and the Naomi is more expandable.
> > Yet the Dreamcast got Crazy Taxi. That couldn't have been done by any
> > emulation, but conversion did a great job.
>
> Of course, but here the code wouldn't have to be changed very much. Texture
> size was reduced, the original wavetable music was converted to ADX, and so
> on. It's when porting cross-platform that you have to do a lot of work...
> and they wouldn't have source code for After Burner II in the first place
> (well it's unlikely) and even then, it was probably 68k asm.
It's been noted before that After Burner II is available on the Sega Saturn.
I have a copy, it's on Sega Ages by Working Designs, as part of a compilation
including After Burner II, Space Harrier, and Outrun. Of these, only Outrun
is not totally perfect because there was not enough space for all of the
music. That particular version supports the Saturn's "Mission Stick", so
it's about as close to arcade perfect as any home version can get this side
of getting the actual arcade cabinet.
As far as 68k Assembly, Sega's used those chips since the Genesis. There's
a 113 Mhz 68000 under the hood of the Sega Saturn, it's the Sound Processor.
I don't understand why you'd think that Sega wouldn't have the source code,
since they wrote it. That would be like a movie director not having the
script for a movie he made.
And you think writing this supposed emulator would be easier than converting
the original source code? That's a good one...
> > it's not like Darkfalz was running over with links showing the games are
> > emulated instead of being ports.
>
> What did you want? If you look at the Kalisto release of Shenmue you can
> actually see the ROM files in the file system as well as the emulator
> binary. I've got no reason to assume it's different with the second game.
Why would you be looking at this, unless of course you're a pirate...
Now your (typically lame) justifications for stealing ROMs make more
sense...
Pirates don't actually believe anything is written, only downloaded or copied.
It's a fallacy in their reasoning, and it shows their lack of respect for the
work that others do. I'd like to think that such a lack of respect comes from
ignorance, as I can't imagine the mindset that would steal such hard work with
no compunctions.
> > > it's not like Darkfalz was running over with links showing the games are
> > > emulated instead of being ports.
> >
> > What did you want? If you look at the Kalisto release of Shenmue you can
> > actually see the ROM files in the file system as well as the emulator
> > binary. I've got no reason to assume it's different with the second game.
>
> Why would you be looking at this, unless of course you're a pirate...
>
> Now your (typically lame) justifications for stealing ROMs make more
> sense...
No kidding. What's worse is he called it a "release", as if it's legit or
respectable and that everyone could or should be looking at that crapola.
It's almost a given that the biggest fans of emulation tend to be the ones
bending it to suit wicked purposes. I like some emulation, for example I
own and enjoy every console compilation made by Digital Eclipse and I'd buy
another in a heartbeat. They're very good at emulation and they do right
by the games, gamers, and the industry.
However, these hackers and their stealing ways are a black eye on the small
but growing legit side of emulation. Digital Eclipse has been working,
and Livesay Technologies Inc (LTI) has been emulating on consoles as well
(Atari and INTV collections from Activision). So, there's some real
chance and at least two known companies are working on emulation and
bringing old games back to market to be enjoyed and played by gamers
everywhere.
This is, of course, what these emu-pirates pay lip service to, and it's
exactly what they claim that they want, but it's also what their actions
cause the most direct harm to. They're taking what they want and giving
nothing in return. They're stealing, to put it bluntly. They're
devaluing the work and hurting the chances for it to return to market.
I don't mind emulation if it's done with some respect and some decent
quality control, as well as within legal bounds. I don't like hack
jobs ruining the games. For example (since I don't have any hacks),
Sonic the Hedgehog's emulation on Dreamcast was just, well, sad.
The audio was horrible! I couldn't believe Sega let it out the door
like that. It's Sega Saturn cousin on Sonic Jam was much, much better
in every single way. Audio was gorgeous, added analog control (sweet!)
and there's no doubt looking at the whole package that Sonic Jam was a
labor of love by the people who made Sonic great in the first place.
It ticks me off that emu-pirates claim to be all for preservation, and
then they don't support the ones who could preserve these games the
best. They don't go the professional route. They go the way of the
amateur, and in doing so, they do not preserve, they destroy.
113 Mhz 68k? That's a joke right?
Nope. Typo. It's a 22.6 Mhz custom Yamaha.
You're probably right that those signs were not in the original, but in my
experience, it can be easy to modify certain aspects of the rom without
touching the original game code. i.e. nesticle, a popular nes emulator had a
function that allowed the user to modify the sprites of nes roms. It seems
likely that other systems could have applications developed that would
enable similar modifications.
In any case, without proof, both arguments are mere hypothoses.
Or from shenmue 2 to an emulation program...
Links, anybody?
But, of course, you don't read the law in that way, even though it's plainly
written.
Tim (tm)
> Darkfalz wrote:
> >
> > > a 113 Mhz 68000 under the hood of the Sega Saturn, it's the Sound
> > Processor.
> >
> > 113 Mhz 68k? That's a joke right?
>
> Nope. Typo. It's a 22.6 Mhz custom Yamaha.
The Saturn has a 11.3 MHz 68000 and a 22.6 MHz Yamaha DSP for audio.
--
// Pekka Salmia * sui...@iki.fi
// "Kingdom, Kindergarten, Born late, Will I graduate?" --FNM: Kindergarten