exdeath said:
Sony learned the hard lesson when they tried to emulate the PS2 on the PS3 at the machine level. Like PS3, PS2 was a radically different architecture, and had much machine level custom programming in assembly language and multiple processors and instruction sets. When you don't have APIs and excellent first party API/SDK support, you're pretty much stuck at emulating at the instruction by instruction level which absolutely cannot happen with 7th gen to 8th gen. Writing a DrawPrimative wrapper around another version of DirectX or whatever you wanted really is a far far more sane approach. Microsoft has a clear advantage here in that they have been providing and supporting APIs/SDKs for DECADES, so if 360 is purely API/OS system call oriented to do everything, it really wouldn't be near as difficult as I described earlier as you're just writing API wrappers at a much higher level. I was refering to machine level instruction by instruction emulation in my first post. As in look up a byte, parse the opcode, look up the parameters, check load/store ranges for special memory addresses for hardware I/O, etc. |
It does, for every game that gets put into the b/c list. It's why you can't just play a 360 game directly from your 360 disc. People with a better understanding of what tweaks are needed have explained what sort of modifications are likely to be undertaken to make a game Xb one ready. It's much less than actual porting, but it's not nothing.
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