[Android Q&A, Help & Troubleshooting] Nanaki-seto:
Not exactly emulators are emulating the hardware as well. Programs like macho reactor are acting like a engine and rendering etc the models and providing a gui to manipulate things. Where a emulator is trying to imitate the hardware and software for that hardware. I have played ps2 in emulation on a couple desktops and laptops it seems to do just fine to me.

I do understand their is a difference. What im trying to figure out is what is holding our cpus in our android devices from working. What is it in a nut shell that prevents emulation? What will be needed to gain that ability.

I have seen programmers do things that every one said was impossible. a small example was a "bot" for active worlds 3d chat that was multi threaded. Every one told this one programmer it was not possible to make a multithreaded bot for active worlds yet he did exactly that. He had to rewrite half the dang dsk but he did it.

Im not a programer by any means so i will nto even begin to look at things the same way. I am a 3d artist mostly what i see is for example god of war on ps3 is not all that much better graphics wise than final-fantasy crisis core for psp yet ffcc runs perfect on android and gow wont run at all. Even though based only on poly count texturing etc every thing says it should. So if some one could make a application for android that can read the disk iso rom call it what ever you want. It should be possible to for example load any of the models all of there textures etc up on android even animate them make them do their fight animations etc etc.

So as i know it is fully possible ive done it with ff7 models and various other models from games. Now what are we missing from the equation to play gow on android?

What we are really missing is a way to move the chars around and tirgger those animations. A gui and engine. A gui is just that a graphical user interface. I have helped to work on those on the non programming side of things. Helped with layout and over all feel. For any playstation this is just a on screen controller and onscreen elements common to all the various games for the system. Memcard selection formating loading etc stuff handled by the ps2 ps3 etc bios.

We do not need to even bother with any of that code far as i can see we just need to access those. But we could say to heck with memcards and internal game save set up and simply use save states.

So we need a rendering engine that could be fully custom made and totally unrelated to ps2 ps3s it just needs to understand the file format of the games files. And render them easier said than done i know. but doable.

So far we have not even tried to emulate hardware in my idea here. That is where the issue seems to be is emulating the hardware.

Rendering the polys hell even a s3 or s2 can do that. So we need to move the chars trigger their animations our engine needs to understand what this attack is suppose to do and what it is not suppose to do. Eg damage calculation. Deciding if damage was done and how much or if it was a miss.

Again so far up to this point still nto bothering to emulate the hardware.

I can not see what im missing here

I have listed

rendering

gui

damage calculations hit mis how much damage hp adjustment etc

savestate/memcard

all with out ever needing to emulate the near impossible to emulate hardware.

What i do not see is why we must even touch the hardware emulation side of things. Granted if you can emulate the hardware you can dump your own bios and then load it. Now you remove the need of making the engine. which in the case of the ps2 is called the emotion engine.

What i am really talking about here is the creation of a brand new engine that is capable of rendering controlling etc the same things the emotion engine did. Truth is the ps2 is doing all that that fantastic engine did today can probably be done more effectively efficiently etc than the ps2 did. If any thing i think something better than it could be created with existing hardware. Hell might even be able to use some existing engine as the base tech and work from it.

Here is a example of a ps1 model that was converted and loaded in to 3d studio max to be worked with

in this case it is a heavily enhanced and modded nanaki aka red xiii from the folks over on the quim forums

[IMG="none"]https://drive.google.com/file/d/0B7erhyNKQ-GbdlNoM1d0YlhKcTA/edit?usp=sharing[/IMG]<<< if image does not load right click the broken image thing to left and open in new tab

They were able to create the converting utilities and importer exporters etc allowing for the modding of the ps1 and or pc version of the game.

Now from inside max i can manipulating nanaki animate him move him around convert him to other formats that can be used in other games if i chose to etc. Essentially 3d studio max is the "game"(rendering and control) engine

What i see being needed is the same but one that does all the listed things.

Like i said im not a programmer but that may be exactly what is needed to get around the problem of emulation some one who does not see things the same way. A new pair of eyes so to speak.

So no not a emulator a entirely new engine to do every thing the emotion engine did/does only made for android.