this is something i’ve been wondering…with games like alpha 3 and 3rd strike being ported to PS2 and PSP, there wasnt too much of a problem with those versions. However, MvC2 is famous for having shitty PS2/xbox ports, and the PS3 port isn’t considered good either. What is it about a game that makes it hard to port/causes differences? What exactly is the process? any and all answers are appreciated :tup:
well, wouldn’t it have to do with the similarities between the arcade motherboard that runs the game and the console it is being ported to?
i have no idea about this stuff whatsoever lol
MvC2’s code was held together with glue and string. I wouldn’t be surprised if simply changing the CPU that’s running it is enough to change a few things. Especially in a game as dependent on bugs and glitches as MvC2.
Common sense would tell you to research then, first.
Its courteous to give a bit a effort first before you receive, sometimes.
Yeah, not just the amount of processing power and RAM the port system has. Also, a big thing of it is the team itself needs to know the system well. The point is to get the source game optimized as much as possible on the new platform. This can also rely on the resources, how much things they have to adapt pertaining to the new platform (such as what you were saying earlier) to ease the transition. Generally, the cheaper the process is for a project, the better port you will recieve.
Q:How hard is it to just port a fighting game?
A:Look at ST…
This is the best answer but there is some problems look at the 3s port to dreamcast since the arcade mother board just used an older version of dc processor (cps3 sh-2 and the naomi/dc with the sh-4). It also has to deal with if capcom is working on a port at the same time as the arcade ala Dreamcast Jojo’s which only has a few differences between the console and arcade.
^ The problem with the 3S port is that its based off of 3S ver. B and not ver. A.
I didn’t say the dc 3s port was overall bad though just saying the hardware was similar.
That…I didn’t know. I thought both used some version of a Hitachi processor but hadn’t thought much about it. I just though 3S and JoJo got ported because DC was the only one powerful enough not to sacrifice frames and stuff, haha. The only board that came to mind when I thought of DC was Naomi (and now Atomicswave).
Interesting.
As someone who STILL has yet to see an arcade cab of 3s, what makes that a “problem”? Wouldn’t B be the latest revision, anyway?
Takes out unblockables among some other stuff, but doesn’t fix ANY of the problems that were really wrong with the game, so its like, “what’s the point”?
Version B removed many unblockables, which made characters like Urien a lot worse.
also, the DC version of 3S has other problems, i’m not a 3S player so i’m not sure, but ask anyone who takes it seriously and they’ll tell you it’s not worth playing.
I played it once on a friends DC, I didn’t really notice anything. But then again I only played for about an hour and it was with pads so my execution was already crap anyways. Like Tech Romancer said I also thought the reason all those games were ported to DC was because it simply had the most power.
- 3rd Strike on DC used Version B, which was the less popular version because of no Unblockables. Normally this wouldn’t be so bad, but at the time Urien’s gameplay(and to an extent Oro’s) revolved around them, so taking those away would hinder his gameplay.
- There is input lag after every other special move I think. The example I heard was when Dudley does a launcher(EX MGB, cr.HK) in the corner, if he tries two Jab Machinegun Blows the 2nd one will be slightly delayed.
In addition to being a modified version of Ver.B and the aforementioned lag, the DC version suffers from using the PowerVR to basically “scale up” the sprites to save video memory.
Play the game in VGA. You’ll see exactly what I’m talking about.
Porting games from X hardware to Y hardware is not an easy thing, especially when there’s so many issues like different CPU speeds, different main/video memory sizes and so on.
Until the DC/PS2/Xbox generation, home hardware was largely incapable of producing arcade-perfect (or really fucking close) ports because the home hardware simply could not hold a candle to the arcade hardware.
There’s a reason why SF2’ was better (gameplay-wise) on the Genesis. The hardware on the Genesis is much closer to the original CPS1/2 hardware in the arcade.
With no qualities to judge this by, the question is meaningless. That said, I’d rate porting fighting games as a 627 in difficulty.
i kinda think we need a sequel thread ‘how hard is it to just make a good fighting game?’
Richard Feynman answers your question: [media=youtube]wMFPe-DwULM[/media]
Gotta disagree with this.
There were very good ports of Street Fighter II: World Warrior, Champion Edition, and Turbo on the SNES.
Can’t say that I liked the sound on ANY version of Street Fighter on the Genesis and I owned both systems.
Where Street Fighter got wonky on the 16-bit systems was after they moved the series to the CPS-2 system with Q-Sound. NEITHER the SNES or Genesis was made with Q-Sound in mind and Capcom had to redo the sound for both systems with neither system sounding anything like the arcade Super Series. Also, it was really around Super that Capcom got serious about adding more animation to SFII and the cuts were more noticeable on the 16-bit systems.
It’s nonsense IMHO to say there were no arcade-perfect prior to the PS2. People that say that obviously never owned a Neo Geo home cart system or a Sega Saturn. Home Neo Geos had identical hardware to the arcade cabinets and there were few changes to the home ports of games on the carts other than removing the “Insert Coin” messages… Prior to the acceptable releases of the SNK compilations on the PS2, you could not get quality conversions of Samurai Shodown I and II, most of the Fatal Fury series, and King of Fighters aside from an occasional quality port… usually on a Sega system (Saturn or Dreamcast). SNK conversions were very inconsistent unless you had Neo Geo hardware.
Ditto for Saturn and the majority of Capcom ports to that system. The Saturn was designed to be a Super Genesis with the main issue on that system being memory constraints and the lack of a practical CPU design for 3-D. It was redesigned at the last minute and was a much more difficult to code for where poly’s were concerned. 2-D wise, it’s considered one of the best, if not the best, 2-D system produced. The Street Fighter Alpha ports were excellent. Nightwarriors was probably the most arcade-perfect port of a Capcom game on that system prior to the release of the 4MB RAM expansion cart with X-Men Vs SF. Every game after the 4MB RAM expansion cart release was pretty much arcade perfect (Vampire Savior, Marvel Superheroes Vs Street Fighter). Even the non-4MB games were for the most part very good ports with the exception of Marvel Superheroes (horrible on both PS1 and Saturn) and X-Men: COTA… COTA was playable on Saturn but had 1/3 of the animation cut. COTA was unplayable on PS1 and terribly slow on that system.
Of course, it’s always easier to port games to systems that share common architecture with arcade cabinets. That rarely happens, though, and even when said-home systems existed they generally had memory constraints to work around (less RAM than the arcade machines) and ironically were the least successful home consoles by-and-large (Neo Geo, Sega Saturn, Sega Dreamcast).
FYI, being an owner of the DC port of Marvel Vs Capcom 2, the PS3 port isn’t half-bad. It’s pretty close. Where it suffers a bit is in unclear audio at points in the game from certain characters (Spider-Man, Cyclops) and the original arcade game itself was never designed for Net Play. Capcom had a private Net service set up for Dreamcast play of its fighters in Japan but took the Net play off the American ports since Net play would not have worked in US on the DC at the time the games were released. Net play was a bonus of Capcom games released on the DC in Japan but still wasn’t enough to save the system…