Porting Games From Binary
CowboyRobot writes "My favorite Slashdot links are those that inspire me to embark on meaningless and time-consuming quests. This is one of them. Two Canadian game developers at Digital Eclipse have a thorough explanation of how to port a game using nothing but the binary stream coming out of the cartridge. They use the TRS-80 and Phantasy Star III as examples."
RTFA, It is not Emulation, it is Translation. With Emulation you need an Emulator program on the target machine. With translation, the rom is converted to an executable that can be executed independent of any program on the target machine.
------ Curiosity killed the cat. {satisfaction brought it back | it didn't die ignorant | lack of it is killing mankind
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They're talking about -altering- the source code of an application so that it will run on new hardware.
Not running the existing code through a software emulator on new hardware.
They are aiming to (for example) map the display instructions from Pacman on the Atari 2600, to x86 windows API display instructions.
They will also have to translate all game logic more times than not (to valid x86 logic instructions), and may have to alter the stored data in the event of differences in endian-notation.
The resulting translation will not suffer from the overhead emulators create.
Interestingly, I see this very feature as becoming one of their largest problems. pre-pentium-speed game programmers tended to rely on the clock speed of their original target hardware to set the update rate for the game. Trying to play frogger on even a 486 would be an impossible blur.
Timing control will be their biggest hurdle.
// "Can't clowns and pirates just -try- to get along?"