Emulation Arrives On the PS3
YokimaSun writes "Following the recent exploit that allows you to jailbreak your PS3, the homebrew community have now breached the console with the first homebrew game, which is the classic Pong. Also released is the first emulator for the system in the shape of a SNES Emulator great for those 16-bit games. Finally drk||Raziel, the coder of the Dreamcast Emulator NullDC, has posted screenshots of his Dreamcast emulator working on the PS3 (albeit at a very early stage). The PS3 is building up to be the Dream Console for emulation."
I am absolutely certain that Sony's upper management is absolutely thrilled at yet another demonstration of their brainchild's incredible versatility.
The higher the technology, the sharper that two-edged sword.
...that Microsoft's Xbox 360 *still* has not been exploited? PS3 has had a number of exploits over the years, but Xbox 360 is still locked down tight. Too bad desktop Windows still has remote code execution vulnerabilities discovered every month...
Probably an economic issue. Microsoft (and Sony, for that matter) doesn't make money from console hardware sales ... they need game sales to make a profit. So there's a clear incentive to make the Xbox hard to crack. Perhaps Microsoft is just better at that than Sony.
Have either of you actually played a video game before? Where do you get your intel from?
The 360 was the first to have a hypervisor exploit: http://www.xbox-scene.com/xbox1data/sep/EEZkykVkkFmojzapEq.php
The 360 was the first to allow playing burnt games: http://digg.com/news/technology/Modded_Xbox_360_Plays_Burned_Games
The 360 was the first to have homebrew: http://beta.ivancover.com/wiki/index.php/Xbox_360_King_Kong_Shader_Exploit
Not really. Emotion was pretty easy to figure out.
You missed the point. Figuring it out isn't the problem, it's how different the hardware is from the native platform. The more different, the more complex it is to emulate and the slower it will be.
For example, the PS2 doesn't conform to the IEEE-754 standard for floating point like a PC does. Which means every single FP operation must be dealt with to handle these differences or compatability will be broken. Guess what type of operation is most common in a videogame? Suddenly a trivial op is now a major performance problem.
That's just the tip of the iceberg as far as emulation goes. It's never as simple as you think.
Go look at PCSX2. All the video processing is done by your GPU, and thus you do get things like better resolution than the PS2 and so on. They make extensive use of HEL tricks, dynamic recompilation and so on. However for all that it is still slow. Also please remember the more tricks, the more problems. UltraHLE was neat but ran all of about 8 games.
There was also a big advantage emulating the processor: It was a very simple design. At its heart, it was just a MIPS R4300i. A well documented processor, with a simple instruction set. Also, few games made use of its 64-bit capabilities so pretending it wasn't was not a big deal for emulators.
The Emotion Engine? Much stranger. MIPS based, but all sorts of additional instructions, many not well documented by Sony. Heavily uses 64-bit (integer and floating point) and has 128-bit FP capability too. In particular the real problem happens with the VU0 and VU1 units, which are 128-bit vector units. The sort of stuff they do would normally be on the GPU in a computer, but it is on the CPU in the PS2.
At any rate, it is a difficult system to emulate, at least for the people trying to do so. If you think you could do a better job, it would be wonderful if you took a swing at it. I do get the feeling from what I've seen that many of the emulation programs aren't the best and brightest at programming overall, they just like emulation.
However as it stands, the very best PS2 emulator out there requires a heavy hitting system to make possible. You need a good CPU, good video card, and even then it can be slow and buggy.