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Homemade PS2 to GCN ports.
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Blumpkin:
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.
wiggy:

--- Quote from: UncleBob on May 04, 2014, 10:04:04 AM ---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

--- End quote ---

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



--- Quote from: sheep2001 on May 04, 2014, 12:20:59 PM ---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.

--- End quote ---

All of this. 

This is one of those things where the old "if you have to ask..." saying applies.
Jeff:
Cram a pc into a gamecube and emulate both of them.
Ozzy_98:
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.
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