Bienvenidos a Abandonsocios: El Portal de los Juegos Antiguos
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Otro que también me pareció curioso y que esta basado en la película del mismo nombre es el misterioso Resident Evil Degeneration. Según las criticas es bastante bueno aunque algo corto.
> 1.What is your role in the development of many of the Ideaworks3D's> games ?I joined Ideaworks3D in 2003 as Lead Programmer on their first originalgame development, System Rush for N-Gage. I was then initially LeadProgrammer on System Rush 2, before handing that over when I took theCTO role in 2005. From then onwards I was more focused on the company'sSDK business, where I was lead architect on the 3D graphics engine andgame engine "Airplay Studio". The company already had a solidarchitecture for their mobile OS-abstraction layer, "Airplay System" -together these were eventually rebranded as Marmalade SDK.>2.How did you approach the publishers to start porting their games ?This was standard games developer business development, much of itoriginating at international games conferences. When I joined in 2003,the company had already delivered Tomb Raider, Tony Hawks Pro Skater andPandemonium for BREW, and were building a reputation of pushing 3Dmobile games into new possibilities. We were targeting PC/console gamespublishers, showing them that the world of mobile gaming was approachingsomething where they could start to deploy their console IP.A relationship with a games publisher often started with porting anexisting console game (PS1 or PC) to mobile, or perhaps an existingmobile game to Airplay SDK so that it could then easily be taken toother mobile platforms. Ideally we then wanted the publisher to startusing Airplay SDK themselves, although it took several years before thatbecame a reality (e.g. Konami using Airplay SDK to build Pro Evo Soccer).Airplay SDK was used in all of the company's games listed here:https://en.wikipedia.org/wiki/Ideaworks_Game_Studio...with the exception of "The Sims 2 Mobile" which was a J2ME game.> 3.What is the biggest hurdle when porting console games to mobile so> it'll be almost 1 to 1 when compared with each other ? I'm mainly> referring to the N-Gage ports.>> 4.What elements you took and left from a main console game when> developing a port/spinoff ?I'll answer these together. The biggest challenges were:- CPU/GPU performance. In 2003, mobile devices did not have GPUs, andtypically had an ARM9 processor running around 100Mhz... massivelyunderpowered compared to PS1- Memory. A BREW game had to fit within an install size of around 1.5Mb,and was allowed around 5Mb heap memory when running - ridiculous.Compare that to 650Mb of space (or whatever) on a PS1 CD-ROM- Control interface. Games relying on twin sticks and lots of buttonsneeded a complete interface re-design for mobileThe observations that Ideaworks3D had made were:- All mobile devices run ARM CPUs. So if you could compile a game as anARM static library, with a limited number of external dependencies to anOS-abstraction layer, and then implement that layer identically acrossplatforms (Symbian, BREW, Windows Mobile... and later iPhone, Android)then you could run the same game (i.e. identical ARM machine code, inthe static library, which was indeed "the whole game") everywhere- PS1 games were 99% C code, and this could easily be recompiled for ARMusing standard toolchains- PS1 games used a limited number of calls to Sony libraries, whichcould easily be re-implemented in terms of the OS-abstraction layer(e.g. "is this key pressed")A key achievement was reimplementing the PS1 GPU specification as asoftware renderer. This was internal tech called "Paella", the 2-yearbrainchild of a chap called Brian. It wasn't the prettiest code but itwas blindingly fast. At the time, other companies were focused on tryingto implement the OpenGL ES 1.x specification in software, which waspretty much a dead-end as it contained so much stuff that gamedevelopers just didn't need, massively slowed things down, but wererequired in order to be a conformant implementation. Hybrid Graphicscame closest: https://en.wikipedia.org/wiki/Hybrid_Graphics<https://en.wikipedia.org/wiki/Hybrid_Graphics> and were later acquiredby NVIDIA.In fact, the PS1 GPU design was better suited for a software-renderingimplementation. It was packet-based, where each tri/quad contained allit needed in order to be drawn. There were a very limited number ofdrawing modes, so it was possible to write very optimised codespecifically for each.A lot of time was spent getting things to be as small (memory-wise) andas fast as possible. We used ARM assembly language where we needed to.Every bit of every byte counted, so much so that we developed our ownvariant of ZIP compression that worked across sets of files (rather thanindividual files, like the standard ZIP algorithm at the time).> 5.How did you rework the PS1 version of Need for Speed High Stakes> when you developed Need for Speed Underground 2 mobile port ? Did EA> gave you the source code for NFS HS willingly or did you asked for it> ? Fun fact, this isn't the only time that an older NFS game is reused> for a port. The second being NFS Undercover PS2/Wii using NFS Carbon> as a base. It is just standard practice at the time ?I don't recall the details of which NFS version was the basis of themobile game. But yes, in all cases we had the original C code for thePS1 version of a game, and the majority of the code was kept and re-usedas the starting point of the mobile game. Obviously a lot of changeswere then made, and a lot of content removed, in order to make itsuitable for the mobile platforms.>> 6.Here's a question from my like minded friend,was Marmalade SDK an> evolution development of the engine upon which NFS UG2 was built, or> was it an entirely new code base?Entirely new. As above, Marmalade SDK was essentially 2 different things:- Marmalade System (previously Airplay System), a mobile OS-abstractionlayer and associated toolchain that allowed C code to be compiled as anARM static library, and linked at build time to a mobile OS-specificimplementation of the abstraction layer- Marmalade Studio (previously Airplay Studio), a 2D and 3D graphicsengine and lightweight game engine + tools, designed to be used on topof Marmalade SystemMarmalade System could be used independently of Marmalade Studio, andthat was the route when porting existing C-based games. Marmalade Studiowas used for all Ideaworks Game Studio original game development, and aspart of Marmalade SDK was also used by 100's other game developers tobuild original mobile games.> 7.How did you communicated with the publishers for ports that were> released alongside the console/PC versions of the games ? Did the> publishers gave you any insight in the console/PC versions development ?I can't think of a case where that actually happened - the mobile gameswere always released after the console/PC version. If the mobile gamewas a port of a PS1 game, then we would definitely get the full PS1source code + assets, and make maximum use of those. But in many cases,e.g. Metal Gear Solid, Final Fantasy, Resident Evil, we were justbuilding games from scratch, using the console game for reference... wemay possibly have had access to some 2D/3D assets.>> 8.What influence the choice of mobile platforms to port ? For example,> why port NFS UG2 on BREW instead of N-Gage/Symbian or J2ME ?This was purely a commercial decision. For example, when N-Gage camealong, even though games that were already "on Airplay" could bedeployed to N-Gage with very little work, the publisher would not botherunless there was sufficient financial incentive from Nokia. Anyonebringing a new mobile platform to market (either a new OS, or a newdelivery platform) would have to throw money at the big games franchisesin order to persuade publishers to make the effort. Apple and the iPhonewas the exception - almost immediately everyone knew it would besuccessful, and publishers were falling over themselves to be featuredon the App Store.> 9.What is the most fun game you developed there ?System Rush 2 was fun as it was the first game that needed to exploitmobile GPUs, so pushed us to add that support within Marmalade Studio,and deliver a really nice looking game onto the Nokia N95 etc. The wholeera of working on Final Fantasy, Metal Gear, Resident Evil was also funas there was a fair amount of travel to Japan, and getting to know theselegendary Japanese games publishers.>> 10.Can you rate every game you developed there ?Not really! But Metal Gear Solid Mobile would be up there as one of "thebest", because of the overall quality and the fact that it was doingthings with the mobile device for the first time, e.g. using the cameraand microphone as part of the gameplay.>> 11.How long did a game is developed ?Some of the PS1 ports only took 2-3 months. I think the original SystemRush took just over 1 year, for 2 developers + 1 artist. I believe thebig Japanese games took around 6 months, but the teams were larger bythen, perhaps 3 developers + 3 artists/designers.>> 12.What are you thoughts on the current mobile games market ? Did you> expect mobile gaming to get as big as it is now back in the days ?I've lost touch with it now. We could all see that the market wasevolving very rapidly, I'm not sure anyone really stopped to forecast 5,10 years into the future. Once iPhone had been around for a year or so,everyone could see where things were heading, and that mobile gamingwould have equal place alongside other platforms.
Una lastima que no pude probar el "Resident Evil: Degeneration", no lo corre el EKA2L1 porque no salio para la consola/celular N-Gage, si no para el "N-Gage mobile gaming service" que utiliza el SymbianOS 9.1.
EDITO: No me funciona, instale todo pero cuando ejecuto "Games" se pone la pantalla en blanco y luego se congela el emulador.
Si, es el que dice "Nokia 5320-d1 (05.01) (RM-409 - S60v3)"