The GTA III port for the Dreamcast has been released
gitlab.com
gitlab.com
Every time I hear people complain about this, I just have to roll my eyes. Go do a clean room implementation like OpenRA and you're legally pretty safe. Use their IP and you're just asking for them to easily shut you down once you catch enough attention.
Society has decided they don't want people doing that. If you don't like it, convince enough of your peers to change it; or accept that the society you're in doesn't agree with you. Welcome to democracy.
The PlayStation 2 launch price in Mar 2000 was $299 (US market).
https://en.wikipedia.org/wiki/Dreamcast
https://en.wikipedia.org/wiki/PlayStation_2
So the Dreamcast was much less expensive than the PlayStation 2. Did you mean to say that rather than saying it was more expensive, or am I missing some detail?
Wasn't the PS3 the cheapest Blu-Ray player available at its launch? Like, it was a free console if you wanted a Blu-Ray player.
The second biggest reason for the success of the ps2 over the Dreamcast was that EA Sports never came to Dreamcast. Sega made the 2k series to compensate and it was definitely a good try, with some 2k titles definitely better in gameplay to their EA Sports competitor. But none of the 2k series ever sold anywhere near EA Sports.
The issue was Sony released the PS2 a year later and convinced almost everyone it was far superior with the emotion engine.
Most people I knew at the time were convinced PS2 was next coming of Jesus and worth waitng for. Few people had multiple consoles, so Sega really got crushed by the competitive market and accumulated losses from their past mistakes.
They were screwed either way. The Dreamcast, no matter what form it took, could never have saved them. Saturn was the fatal blow, it's weirdly esoteric tech choices, over-complicated and expensive design making it impossible to compete with Sony's simple, cheap polygon pusher. It just took them a while to bleed out.
Kinda seeing it play out again with the Xbox brand, interestingly.
I get their move though. Hardware is an expensive business and full of risk.
Though how that'll play out will be different, given Microsoft's portfolio is far wider than Sega's ever was and the weird hybrid-with-PC state of their games portfolio.
The thing you’re missing is the exact point I made in my previous comment:
Microsoft’s strategy is to own the software stack. They’re not really a hardware company. Xbox One was more about leveraging Microsoft as a platform. And Xbox Live is a very competitive and highly popular service. You don’t need an Xbox for Xbox Live. But you do need a subscription to Microsoft for it. The Xbox was just there for people who still wanted to pay the upfront cost for a dedicated gaming system but it was never Microsoft’s priority.
This is also fully in line with how Microsoft has pivoted most of its business over the last two decades: Microsoft Office and Azure AD are great examples of how Microsoft have switched emphasis to subscription-based services.
Much as I prefer physical hardware, it’s hard to deny that Microsoft’s approach is the the future. PlayStation might appear like they’re more successful than Xbox today but in a generation or twos time, people won’t be buying new hardware like they are today. We are already seeing this trend in fact. And Microsoft have a massive head start in the subscription games market. So unless Sony switch gear soon, they’re more likely to go the way of Sega than Microsoft are.
As for Nintendo, it’s hard to guess what will happen there but I suspect they’ll weather the change in consumer habits because they have both the IP and the unique position of being more positions as kids toys than grown up gaming devices.
But I agree with you on all points and I think the direction Microsoft are going in is the right one, though they should have done it sooner, the Series consoles have felt rather superfluous. They should have been working on adding a solid console UI to Windows a generation ago.
You have cause and effect the wrong way around there. Microsoft have been pushing this strategy from the start.
There’s a reason they partnered with Sega to put Windows CE on the Dreamcast. And their failed attempt at XNA on the Xbox 360. It was always about owning the software layer rather than them being a dominant hardware manufacturer.
If they cared about hardware then you’d see Microsoft PCs. Instead we have decades of IBM-compatible clones, some half hearted attempts at Windows Phones, which they again didn’t manufacture the hardware for, and a few Surface Pros which are basically just templates to inspire HP et al into action.
The Xbox was always about software dominance but at the time MS knew they had to get their software onto the consoles first.
Whereas Sony was originally a hardware company. They didn’t even own any studios when the first Playststion was released (hence why they released an SDK for the Playststion while Sega still expected 3rd party developers to write assembly like their in house teams were)
So the difference in hardware sales isn’t at all surprising when you factor that in.
If you look at Xbox Live subscriptions you’ll see just how hard Microsoft are pushing this strategy. And to get where they are with it, it cannot have been just a reactionary approach due to coming 3rd in hardware sales. The fact that Microsoft Windows has been pushing Xbox Live for literally years too is further proof of that.
Also when you look at some of the controversial decisions regarding the Xbox One, which MS backtracked on, those unpopular design choices make much more sense when you think of the console as a fat terminal for subscription-based games.
I’m honestly a little worried for the future of the Playststion because if things pan out the way they’re going presently, Sony might just end up an OEM for Xbox Live compatible devices.
> They should have been working on adding a solid console UI to Windows a generation ago.
A lot has been said in the past about Microsoft’s design team and not just for the Xbox One. They’re the only billion dollar company that consistently gets UI more wrong than Amazon.
30 years ago I honestly think they were best in class for designing UIs. But somewhere around XP they lost their way and they’ve been getting worse at it with each coming year.
There are risks to giving it up too. Make the Xbox open and Steam could potentially gobble up what's left of a la carte game distribution on PC. Xbox Live is inevitably going to die, why pay for online services when every other store offers them for free? All that's left is Game Pass, but the long term viability of subscription models for games is shaky, they're getting more subscribers but they aren't hitting their target numbers and they need to scale for it to be able to turn a profit.
There's the cloud and they're in a great position to compete there, but I remain unconvinced that it's good enough. It's less a primary way to play games and more a value-add, most people, even casuals, seem to treat it as such. And what about them owning the software layer? They don't even have a monopoly on running Windows software anymore, at least in the domain of games. I suspect this might be a problem for them down the track.
The way I buy their games is as Microsoft only as publisher, since I buy them on Steam. I play them on my Linux PC. In a way, they're already Sega post-Dreamcast.
You’re making a hypothetical point here though. And not only hypothetical, but one that flys directly against all of the actual behavioural evidence we do already have.
> There are risks to giving it up too. Make the Xbox open and Steam could potentially gobble up what's left of a la carte game distribution on PC. Xbox Live is inevitably going to die, why pay for online services when every other store offers them for free? All that's left is Game Pass, but the long term viability of subscription models for games is shaky, they're getting more subscribers but they aren't hitting their target numbers and they need to scale for it to be able to turn a profit.
You’re completely missing the point of what Xbox Live is here. It’s not just support for online play, it’s “free” AAA games and game streaming. It’s Steam, Google Strava and PlayStation Plus all rolled into one. It works on PCs, tablets and even Meta Quests too.
That’s why MS are buying studios and why the Xbox is less relevant. Hardware becomes irrelevant if you’re streaming the games to customers.
It also got a massive user base already. In fact they’re the leading online gaming service provider. And if you read any of the market analysis for this online gaming services, streaming and gaming from non-traditional gaming hardware (eg portable devices and XR headsets), those markets are set to explode in popularity over the next 10 years.
Apple knows this too, which is why they have Apple Arcade. But Apple are focused on hardware lock-ins while Microsoft are focused on software dominance.
> There's the cloud and they're in a great position to compete there, but I remain unconvinced that it's good enough.
They already dominate there ;)
> It's less a primary way to play games and more a value-add, most people, even casuals, seem to treat it as such. And what about them owning the software layer? They don't even have a monopoly on running Windows software anymore, at least in the domain of games. I suspect this might be a problem for them down the track.
Competing for operating system dominance is a thing of the past. Outside of server licensing, no one charges for desktop operating systems any more and mobile operating systems have always been a free bundle. Plus with more and more applications being web-based, half the time the “operating system” is just a web browser.
Microsoft knows this, which is why Edge is based on Chromium and why Windows 11 is a free upgrade.
These days real revenue is generated from subscription based services. Hence the Office 365 and the Azura AD examples I gave. Hence why Apple are moving into subscription services. Hence why Adobe products are now subscription based. Whereas what you’re describing is the industry 10+ years ago.
> The way I buy their games is as Microsoft only as publisher, since I buy them on Steam. I play them on my Linux PC. In a way, they're already Sega post-Dreamcast.
That explains why you have very little understanding of Xbox Live and Microsoft’s pitch for subscription based gaming services. :) I don’t mean that in a negative way, just that you haven’t really explored cloud gaming yet so haven’t been exposed to just how large that market already it.
Personally I much prefer your way of gaming too, albeit I’d almost always opt for physical copies if any exist. I’m definitely and old school gamer. So I can’t say I relish this new future where you don’t own the title you play. But like it or not, that’s where the industry is going.
Have a read about some market analysis for online gaming services and popularity of gaming platforms. Quite a lot of them are going to be industry-aimed and thus not free to read but there’s enough resources out there that you should get an idea of what I’m talking about. The whole console industry is on a verge of a significant shift. It’s like the shift from cartridge to optical disc. Or from single use circuit controlled games to ROM cartridges.
How is any of that hypothetical? Microsoft has always been opportunistic.
> You’re completely missing the point of what Xbox Live is here. It’s not just support for online play, it’s “free” AAA games and game streaming. It’s Steam, Google Strava and PlayStation Plus all rolled into one. It works on PCs, tablets and even Meta Quests too.
No no no. You do this repeatedly, trying to say that I'm naive, it's extremely condescending. I've tried this stuff, I know how it works, I understand what the technology is and the services on offer. I just don't believe the hype, I don't think streaming is the panacea for video games and based on the way I'm seeing most people around me engage with video games, I don't think I'm alone in thinking that.
Latency will always be worse and the only solver for that is throwing expensive graphics hardware into edge datacenters. Meanwhile, smartphones are starting to run AAA games without needing to stream anything at all, compatibility layers are being developed that allow for Windows games to run on ARM/Android. You're not wrong that "gaming on everything" is becoming a thing, but I don't think relying on streaming alone is going to cut it.
You sound like the people hyping up Stadia. Games everywhere, man, streaming is the future! I'm sure you'll try to make the argument that their business model was a poor fit (it was) but a subscription model wouldn't have saved them either. The future isn't streaming, the future isn't a la carte, it's all of those sales models at the same time. The future of Microsoft as a games company is that they sell their games any way people want to buy them, that is, they act like a regular old publisher.
It’s hypothetical because you are discussing a different reality to the present.
Hypothetically you might be right, but seems unlikely given their past actions and the current industry trends. However it’s impossible to prove or disprove your point because it depends on conditions other than our current reality.
> No no no. You do this repeatedly, trying to say that I'm naive, it's extremely condescending.
I don’t mean to be condescending. However it’s going to be difficult to discuss Xbox Live without actually discussing the features of Xbox Live.
> I just don't believe the hype, I don't think streaming is the panacea for video games and based on the way I'm seeing most people around me engage with video games, I don't think I'm alone in thinking that.
The “hype” is a combination of extensive market research that extends far beyond your social circle, and the intentions of big corporations.
You might be right that the reality will not live up to the hype, but citing your evidence as “based on how most people around me engage with video games” isn’t a particularly wide sample.
Seriously, read some of the market research on this (I have, given my background and social circle also being industry experts) and it massively contradicts your anecdotal analysis on Microsoft and the wider games industry: https://duckduckgo.com/?q=video.game.market+research&t=iphon...
> Latency will always be worse and the only solver for that is throwing expensive graphics hardware into edge datacenters.
Latency isn’t a problem for all types of games.
You’re also focused on just one aspect of subscription services and an area that’s still underdeveloped at the moment too.
Lastely there have already been examples of streaming games that have proven the concept does actually work.
> Meanwhile, smartphones are starting to run AAA games without needing to stream anything at all, compatibility layers are being developed that allow for Windows games to run on ARM/Android. You're not wrong that "gaming on everything" is becoming a thing, but I don't think relying on streaming alone is going to cut it.
Alone it won’t cut it. I never claimed Xbox Live was a streaming service alone. I said it was an area for growth.
> You sound like the people hyping up Stadia. Games everywhere, man, streaming is the future!
A future, not the only future.
Subscription services are the future but there multiple facets to that. I’ve repeatedly discussed each of them so I’m confused why you keep thinking online can only be one thing or another.
> The future isn't streaming, the future isn't a la carte, it's all of those sales models at the same time.
That’s literally what I’ve been saying. Are you even reading what I’m posting or just automatically opposed to them because I disagreed with your assessment on Microsoft and the “failure” of the Xbox One ?
> The future of Microsoft as a games company is that they sell their games any way people want to buy them, that is, they act like a regular old publisher.
You’re implying that people have the ultimate say in how they consume software yet history has proven that rarely proves to be the case. For example Adobe moving to subscription model.
You’re also implying that most people don’t want a subscription abased model for gaming when actually it’s already proving very popular with people who like to play lots of different games (as the market reports I’ve linked to have demonstrated).
Fortnite “Seasons” is a similar concept. While the base game is free, you have to pay for any season exclusives. Epic saw a massive growth in revenue and engagement after switching to this model. While on the surface this model might seem contradictory to the subscription model, it’s really not:
Both other regular updates offering exclusives to keep people coming back, and those exclusives aren’t available as part of their base free package.
Nintendo are doing this with their emulators being exclusive to Nintendo Online and new ROMs drip fed over a period of months.
Sony are doing this with their emulators being Playststion Plus.
Only Microsoft are pushing their online subscription as being hardware agnostics.
It isn't like today where you can port a game pretty quickly. The architectures were hugely different.
I love the Dreamcast, own multiple, started hacking with KallistiOS back in the day, it has much more significance to me than the PS2, but it’s just not the case that the hardware was vastly superior. It’s no slouch, there are aspects that are better. The GPU had some neat tricks and more VRAM+HWTC was nice, you get better image quality, but it was plainly bested in most of the metrics that mattered more, geometry, lighting and fill rate, and most people did not use VGA out at the time. The “Emotion Engine” is absolutely ungainly compared to the elegance of the SH-4 simply tied to the PowerVR and AICA, but you simply can get more out of it both in raw FP/SIMD (geometry) and DMA. Simplicity of architecture doesn’t matter to the vast majority of gamers. Some of the early titles looked like shit due to the difficulty of leveraging the hardware, but look at the longevity and late stage PS2 games (especially Konami), quite beyond DC capabilities. And a DVD was objectively superior to GDROM (and it made a good movie player).
The Xbox was released after Sega already shitcanned the Dreamcast, its fate was sealed before.
Sony overstated the PS2 capabilities, but it did have DVD drive and the graphics were better after developer learned how to use it, it had strong franchises and simply more S tier ones. The Dreamcast was too arcade port heavy. The Dreamcast simply got fucked in the winner take all market at the time. Maybe if they released in 1998 with a larger library they might have had enough run way.
http://lukasz.dk/files/making_of_sotc.pdf
https://www.froyok.fr/blog/2012-10-breakdown-shadow-of-the-c...
An SotC decompile would be killer...
In a way, the Xbox is kind of like the Dreamcast 2
I don't know how it compares to the Dreamcast in raw horsepower, but compared to the GameCube and Xbox it was firmly at the bottom of the pack in that regard. It ended up not mattering in light of the games and its ability to play DVDs.
As I write this it does feel like both Sony and Microsoft really started to push the whole living room entertainment convergence thing around this time while Nintendo happily stayed in their lane. The same dynamic continues to this day.
The other big thing is that Sega had just burned so many bridges during their surprise gotcha Saturn launch in the US that a lot of retailers didn’t want to deal with them again.
If they had been coming from a stronger position I wonder if they would’ve done better.
But it was a Sony, MS, Sega and Nintendo race. That’s just too many, someone wasn’t going to make it. And as the weakest of the bunch they were the most likely.
As an unknown Microsoft could’ve been, but they got a huge hit with Halo and had the money to push through either way.
> The first prototype of gta3 ran on a Dreamcast. We all had Dreamcasts and all played Phantasy Star Online. This didn't last long as the Dreamcast lost out to Playstation 2 and we switched.
[0] https://web.archive.org/web/20231120194646/https://insideroc...
The produced consoles will last many more years (I have an N64 still kicking running new ROM hacks on an Everdrive). And even if every bit of hardware becomes defunct, the emulators will live on preserving that architecture in an immutable state forever.
I used to think "what's the point of creating new software for old consoles" but once I reframed them this way, I find them as or more exciting that writing software for modern hardware.
I replayed Majora recently but insisted on replaying OoT first for similar reasons.
EDIT: idk now thinking about it again, I think I'll just play it. I want something pure and fun to play. Sadly it doesn't play on original N64 but alas. I can always use my Steam Deck :D
That said, I think your point about emulators is very on point because they facilitate experiencing these long after hardware becomes impractical. And folks can try a huge variety of games without a lot of travel or shipping. I'm also curious to try some FPGA solutions, especially if they can support save states.
I never had a Game Boy, back in the day I was the kid tethered to the power cord with his Game Gear. I almost bought the adapter, but then I realized none of my games had saves so I had no reason to want to use the real carts.
There's also the question of the huge amount of engineering effort required to recreate the more advanced platforms.
The Replay2 board should provide both a much more capable FPGA and loads of RAM bandwidth to go with it. (Finishing touches are apparently being made to the prototype board layout, and production is slated for the Spring)
And for anyone who thought FPGA gaming was a new phenomenon, work on the original Minimig FPGA recreation of the Amiga started in January 2005 - 20 years ago!
- Electrolytic capacitors can be replaced relatively easily. Some people are replacing them with solid state capacitors to try to improve reliability and avoid corrosion from leaked electrolyte.
- Batteries likewise can be replaced easily, and you can usually fit a socket in there if there isn't already one.
- Damaged traces on PCBs (usually caused by leaky capacitors or batteries) can often be patched. It is definitely not the easiest work, but if patching a few traces is all that's needed to get something back into working order, then it's probably worth it.
- Some of the old AC-DC transformer blocks are dying or horribly inefficient anyways. Most of them are outside of the machine and can be replaced with readily available modern equivalents, so this one is extremely easy. For old computers, ATX supplies are easy to adapt to pre-ATX standards and even some different machines entirely since they provide some of the most commonly-needed voltage rails (some new supplies lack -12V but it will be listed on the PSU specs either way). There's even very small form factor ATX supplies using GaN based transformers that can fit pretty much anywhere.
- CD-ROM lasers are definitely starting to wear down, but there's quite a lot of optical drive emulators available nowadays for a variety of machines, with more showing up every year. As long as small-order PCB manufacturers remain around, it will probably remain viable to make more of these ODEs.
- Likewise, floppy disks and their drives can fail for a variety of reasons, but floppy drive emulators are at the point of reasonable maturity and can support a lot of machines, too. I'm sure there's some weird standards where emulation may be spotty (thinking of NEC) but for typical Macs, PCs and Commodore computers I imagine most of the ground is covered already.
It is true that a lot of hardware is failing and some of it is not so easily replaced, but honestly, I think if we wanted to, we could keep a good amount of the retro hardware working for possibly hundreds of years longer. The real question is if enough people will deem it worth their time and money to do so. But then again, I suppose it's not much different in that regard from vintage automobiles.
There will always be a place for emulation, probably a much larger one at that. Not only does emulation give a very nice long-term solution to keeping software libraries accessible, they offer plenty of advantages over actually using old hardware, and it's obviously a lot more accessible.
P.S.: to whoever does eventually come into possession of the machines I worked on next, I apologize for my soldering. In fairness, some of these old boards are stubborn even with a ton of flux.
Except the commodore ones that fry the computer when they stop working.
On the other hand, a few months ago I bought a Saturn and despite being much older, it works flawlessly. That thing was built like a tank...
https://www.dreamcast-talk.com/forum/viewtopic.php?f=5&t=165...
To be honest I now pretty much just play Dreamcast games via the redream emulator on my steam deck and pc under my TV. Though obviously there are drawbacks with emulating. Every so often I bother to setup my Dreamcast with my ossc and play on real hardware.
Also, the retro hardware itself is the ultimate documentation. You can look at every chip using (nowadays) accessible equipment and create an absolutely perfect replica in software or FPGA. VM documentation, however, can contain inaccuracies.
My speculative fiction statement of the day is that only software targeting relatively simple architectures will stand the test of time.
Unfortunately, it seems that they went against the project's very principle by inventing a new language, new VM and toolchain instead of simply targeting one of the existing platforms. I can see why they wanted to build an abstraction layer, so their code is portable across different classic (and modern) platforms, but this is one more case of https://xkcd.com/927/.
It would have been totally okay if they had said "The future of software is creating applications targeting the Amiga 1000", or anything else from the 80s-90s, which I'll arbitrarily define as "simple enough to accurately emulate forever".
The intentions of Uxn are not directly in line with using say, a commodore 64, for preservation and as a portability layer, which is a monumental project to implement for each new system. The project's core principle is to design something perfectly tailored at hosting a handful of specific programs, document it in a way that if needed, others could create their own systems based on their own vision, and not centralize all preservation efforts around a handful of retrocomputing emulation.
https://wiki.xxiivv.com/site/devlog
https://100r.co/site/weathering_software_winter.html
It's more akin to using brainfuck or subleq, or Another World's VM or even Alan Kay's Chifir where the goal is to target a virtual machine that is so small(< 100 loc) that it can be easily ported. As opposed to a system so complex that it might take someone months to implement a passable C64, Amiga, or ST80 emulator.
https://tinlizzie.org/VPRIPapers/tr2015004_cuneiform.pdf
Other related similar projects:
It can be really hard to get accurate emulation with a somewhat loosely defined, high level VM such as some of your examples. If it's that small and simple, programmers might accidentally create a dependency on implementation idiosyncrasies. Just see what happens on the retro computing scene when emulators aren't perfectly cycle and hardware accurate - applications, the "demoscene" being a good example of them, that rely on very low-level details of the architecture don't work on certain emulators.
If we want to create a new "forever VM", that VM would have to very strictly define behaviors across I/O, graphics, audio and other areas. I don't want the application to stutter or run too fast on future emulators. I want the emulation to be perfectly cycle accurate.
On my 10-year-old PC (Core i5 something or other) I can build a cross assembler and C compiler for the Amiga in around 21 seconds (vbcc, Vasm, Vlink).
I can build the same on the Amiga itself in minutes (admittedly quite a lot of minutes!) rather than hours.
Meanwhile, I read recently of a build of llvm on a RISC-V SoC taking well over 12 hours.
We are more likely to actively preserve art in usable forms than something like JIRA. We play Chess more than we use whatever contemporary accounting tool. We read old novels more than we read transcripts of business meetings.
So we'll be more motivated to keep these architectures and games continually preserved.
Well, the 6502 in general. It's an extremely important processor in history. People want to emulate NES, Commodore, Atari 8-bit, Apple II - so an accurate 6502 emulator has a HUGE base of nostalgic geeks to improve it.
I just had a fleeting thought right now related to that behavior:
Basically, that opcode works because of how simple the design is. Electrically, wiring both registers up does the trick. And many parts of the chip can work together like that even though none or it was intended.
I wonder what a revisit, that takes these now well understood behaviors into consideration, would look like!
Zeroing all or multiple registers, same with bit ops, maybe inc, dec...
Many new, efficient instructions are possible. Would be a fun programming exercize and design one too.
This nut job decided to make a portable PS4: https://youtu.be/bJSLscnFd_M
Of course the OG XBox is probably simpler to port a PC game to since it basically _was_ a PC so it doesn't really count in this discussion.
https://x.com/falco_girgis/status/1821266502412075174?lang=e...
Falco is very funny, BTW. He writes a lot of his Dreamcast posts like that gen of the console wars is present day.
The cooler thing here is that it’s a fully decompiled game.
The hacking is the point.
The sign: "Games are enterprise software now, with all the bloat that implies"
Edit: Yes