Author Topic: Homemade PS2 to GCN ports.  (Read 298 times)

May 04, 2014, 09:43:30 AM
Read 298 times

Marioman17

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I've had this idea for a while now, and I want to make an attempt of putting the rom of Katamari Damacy for the PS2 onto a Gamecube disc so it's playable on a Gamecube. I am aware of how I can just play it on the PS2, but it's an experiment I'd like to try. I'd be up for any suggestions on how I could approach doing this, whether it be suggestions for programs to use, what I could change to make the game more compatible for Gamecube, etc.

I know this could not work, given how the PS2 and GCN are two completely different systems. This is something I want to pursue, and would like feedback on this idea, and what everyone thinks of it. This'll take a lot of time and effort, and could be a bust, though I'm willing to try.

Thanks in advance,
-Mario
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May 04, 2014, 09:52:18 AM
Reply #1

larryinc64

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This will not work, The PS2 and NGC handle running games differently, Use different controller inputs, have different ways of saving data, Different chip sets, Ect.
You will need to do some serious porting/ hacking work to get it to run on a NGC.

May 04, 2014, 10:04:04 AM
Reply #2

UncleBob

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What he said.

If it were a simple cut-and-paste job, virtually every third party PS2 game would have been released on the GameCube (and the other way around) - because, why not?

Porting a game takes considerable manpower and knowledge - and without the source code is almost impossible.

Although, it'd be fun if you gutted a GameCube, crammed a PS2 inside Ben-Heck style, then showed off your GameCube playing PS2 discs. :D
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May 04, 2014, 11:24:30 AM
Reply #3

irvgotti452

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What they said.

Since no source code is available you're gonna have to reverse engineer it and the recode it in a gamecube dev environment. Although if you did have the source it would just be a matter of compression algorithms and code translation. Definitely not a 1 man job and definitely not worth it.
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May 04, 2014, 12:20:59 PM
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sheep2001

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It's not just a rom . It's different programming languages, custom chips, sound files, graphic handling, and even disc format.  And you won't be able to emulate to run the ISO either as both systems are the same generation and of similar capabilities. 

What you are basically talking about is ripping the individual sprites, texture, sound files, maps, etc, and reprogramming the game from the ground up.  Unless you are a seasoned software developer, with a GameCube dev kit (which I doubt based on the question) this is not something worth pursuing.

May 04, 2014, 12:30:03 PM
Reply #5

Blumpkin

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I guess you could always try ripping all the hardware out of a Gamecube and try cramming it all into a PS2 housing assembly. Good luck with that endeavor.
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May 04, 2014, 01:02:04 PM
Reply #6

wiggy

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What he said.

If it were a simple cut-and-paste job, virtually every third party PS2 game would have been released on the GameCube (and the other way around) - because, why not?

Porting a game takes considerable manpower and knowledge - and without the source code is almost impossible.

Although, it'd be fun if you gutted a GameCube, crammed a PS2 inside Ben-Heck style, then showed off your GameCube playing PS2 discs. :D

Oh man, the board cutting required for that would be killer :/


It's not just a rom . It's different programming languages, custom chips, sound files, graphic handling, and even disc format.  And you won't be able to emulate to run the ISO either as both systems are the same generation and of similar capabilities. 

What you are basically talking about is ripping the individual sprites, texture, sound files, maps, etc, and reprogramming the game from the ground up.  Unless you are a seasoned software developer, with a GameCube dev kit (which I doubt based on the question) this is not something worth pursuing.

All of this. 

This is one of those things where the old "if you have to ask..." saying applies.

May 04, 2014, 01:02:14 PM
Reply #7

Jeff

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Cram a pc into a gamecube and emulate both of them.

May 04, 2014, 09:03:38 PM
Reply #8

Ozzy_98

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Depending on how low level the game got to the hardware, you could have some really weird changes. When I first started working on games, I was using mode 13h.  What this meant was in order do set the graphics to 320x200, you had to set the CPU's AL register to 13h, the AH register was set to 0, then you called interrupt 10h, this caused the hardware to look at the registers and ender the video mode required.  That's the crap you had to do for all softs of little changes.

Of and 640x480x15 bit color was fun.  Like most VGA video modes, it was banked, you could only access 64k at a time.  So you could draw to the top, then you had to call an interrupt, draw the next section, call an interrupt, ect. Each interrupt killed performance; lazy programmers would draw his sprites in the order they were created, switching to the proper bank wherever they sat.  Good programmers would order the sprites by what banks they were in, and draw them as needed to prevent needless bank switching and loading the CPU up with interrupts.

Moving from a playstation to gamecube means all this crap has to be redone.  Heck I'm thinking one was big endian and other little even.