05-13-2010, 12:50 PM
@pseudonym
i will ignore your comments about me, if you dont know me than you shouldnt talk like that about me!
And i havent studing computer science and worked on severlal projekts, to have to listen to such sayings.
And now i will explain you, how it works and where are the benefits, because it seems that you dont unterstand them.
Step 1: convert the PS2 code into an assembler code
Step 2: convert the assembler code into a higher language code (like c++) or a pseudo code
Step 3: now you can Manuelly find important places like the handover of the graphic data and backtrack the data, and optimsie the whole process for a PC system.
Step 4: Automate the Optimization for this single Game, that means that you need to built up rules for this, but dont forget: the more oyou optimize, the more difficult it is to automate this process.
Now you have a complete built af game, which is (full) playable.
Step 5: Doing step 1-4 with other games, to expand the automize prozess
Comments:
Step2: the better this step would be done, the easier are the next steps
now im sure you will say that this only works for one game, but if you keep the optimisation as far as possible neutral than it will work with other games too. That means for example that you replace whole code segments to have the same data access for every game.
i know its a long way of doing it this way, but after the first continuous, you have a fully playable game. And now you just have few games, which are nearly playable.
I hope i have nothing forgotten. But please let's bring this conversation to a more friendly level.
i will ignore your comments about me, if you dont know me than you shouldnt talk like that about me!
And i havent studing computer science and worked on severlal projekts, to have to listen to such sayings.
And now i will explain you, how it works and where are the benefits, because it seems that you dont unterstand them.
Step 1: convert the PS2 code into an assembler code
Step 2: convert the assembler code into a higher language code (like c++) or a pseudo code
Step 3: now you can Manuelly find important places like the handover of the graphic data and backtrack the data, and optimsie the whole process for a PC system.
Step 4: Automate the Optimization for this single Game, that means that you need to built up rules for this, but dont forget: the more oyou optimize, the more difficult it is to automate this process.
Now you have a complete built af game, which is (full) playable.
Step 5: Doing step 1-4 with other games, to expand the automize prozess
Comments:
Step2: the better this step would be done, the easier are the next steps
now im sure you will say that this only works for one game, but if you keep the optimisation as far as possible neutral than it will work with other games too. That means for example that you replace whole code segments to have the same data access for every game.
i know its a long way of doing it this way, but after the first continuous, you have a fully playable game. And now you just have few games, which are nearly playable.
I hope i have nothing forgotten. But please let's bring this conversation to a more friendly level.