[HN Gopher] The PS2's Backwards Compatibility from the Engineer ...
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       The PS2's Backwards Compatibility from the Engineer Who Built It
        
       Author : lynguist
       Score  : 123 points
       Date   : 2023-02-26 08:46 UTC (2 days ago)
        
 (HTM) web link (freelansations.medium.com)
 (TXT) w3m dump (freelansations.medium.com)
        
       | RajT88 wrote:
       | In my humble opinion, the PS2 is the best retro console for
       | tinkering.
       | 
       | So many of them were sold, they can be had cheaply, lots of
       | aftermarket stuff for them (HDD/Network adapter), Crazy huge
       | library of weird and interesting titles, vibrantly active
       | homebrew community. And of course, the built-in backwards
       | compatibility. Several interesting hardware revisions to play
       | with as well (although the "fat" ones are the most moddable).
        
         | rospaya wrote:
         | Loved the PS2 but it's hard to argue when the original Xbox is
         | basically a PC.
        
         | kitsunesoba wrote:
         | I would agree, which is why a PS2 is on my list of consoles to
         | acquire at some point, but it does have one significant nit:
         | there is easily available no digital video output mods for
         | them, which makes getting a decent picture out of them a
         | challenge unless you already have a suitable CRT to pair with
         | it.
        
           | RajT88 wrote:
           | 720p/1080i CRT's can be had - I have a late model Sony Wega
           | 36" I snagged for $30.
           | 
           | I've used component cable as well as one of those HDMI
           | adapters which are powered off USB - and it's not that much
           | different with my CRT. Maybe it makes more of a difference
           | with an LCD.
        
           | rocky1138 wrote:
           | And even then, no progressive scan at 480 lines.
        
             | hotpotamus wrote:
             | I remember some games offering progressive scan, but you
             | needed a component video cable.
        
             | Tsiklon wrote:
             | At a push the PS2 could do 720P as seen in aspects of Gran
             | Turismo 4 (like it's screenshot mode) which to my mind is
             | phenomenal.
        
           | [deleted]
        
       | bitwize wrote:
       | > All an emulator is doing is changing the shape and flow of
       | those commands.
       | 
       | Maybe if you're SIMH and you're emulating an old CPU that was
       | connected asynchronously to like RS232 peripherals. But I think
       | this statement understates the complexity of emulating something
       | like a console.
       | 
       | Emulating a console or home computer, or even something like an
       | old console's GPU, is HARD because you have to do these
       | translations in a bug-for-bug compatible way, with strict timing
       | constraints -- for the system's many components -- and you have
       | to take into account the raster nature of CRT displays, which
       | allowed for changing the display in significant ways between
       | frames or scanlines.
       | 
       | There's a reason why emulation is these days usually only
       | undertaken by some of the strangest most terminally online
       | people, and it can take even them decades to get the details
       | right. Of course, this engineer worked at Sony and probably had
       | the benefit of being able to talk to the developers of the
       | graphics chip he was emulating, but that's still a daunting task.
        
         | rbanffy wrote:
         | > ou have to do these translations in a bug-for-bug compatible
         | way, with strict timing constraints -- for the system's many
         | components
         | 
         | Not only that, but you need to catch the way the hardware is
         | accessed on the emulated console by generating a fault or trap,
         | then rearrange everything for the actual hardware, and then
         | pass control back to the emulated code on a processor that had,
         | IIRC, no provision for hardware assisted virtualization.
        
       | avipars wrote:
       | Playstation 2 and not the PS/2 port
        
         | tpmx wrote:
         | And not the IBM PS/2.
         | 
         | Speaking of: I just discovered that newly manufactured
         | keyboards with PS/2 keyboard interfaces are now an oddity. I
         | should have bought some "gaming keyboards" with PS/2 interfaces
         | five years ago.
        
           | dfox wrote:
           | Newly manufactured true AT and PS/2 keyboards were rare even
           | 20 years ago. The cheap keyboards from even that time
           | implement only the subset of behavior of true AT keyboard
           | required for PC with OS that leaves the hardware in PC-like
           | state. These keyboards tend to confuse the hell out from
           | various 90's RISC workstations (SGI, DEC...) that also use
           | PS/2 interface.
        
         | zwieback wrote:
         | Yeah, I clicked on it expecting something about the PS/2, not
         | the PS2. Showing my age, I remember when the PS/2 was new.
        
           | yamtaddle wrote:
           | I always kinda liked having AT for the keyboard. No confusing
           | it with the mouse port. Nice and clunky and Serious feeling.
        
             | zwieback wrote:
             | Those DIN connectors were used in the "Ueberspielkabel" of
             | my childhood. Germany decided to use 5 pin DIN as stereo
             | cables, two in two out with one ground.
        
         | dfxm12 wrote:
         | What is the PS/2 port backwards compatible with?
        
           | dfox wrote:
           | It is the same weird backwards I2C-ish thing as an AT
           | keyboard, only on smaller connector ;)
        
       | _trackno5 wrote:
       | Fascinating read, even if not very technical. That type of deep
       | work must be a joy to do. Wonder if there are still places where
       | one might get a chance to work like that, specifically on "low
       | level" stuff
        
         | jdwithit wrote:
         | It's wild how often these "this was my first development job of
         | any kind" stories crop up in the gaming industry. This seems
         | like a deeply technical project requiring expertise in some
         | very niche areas. Yet Sony trusted this fresh grad with zero
         | experience to knock out one of their marquee features
         | essentially on his own... and it worked??
        
           | beaned wrote:
           | I don't have any evidence for this but I feel like things
           | used to work more this way in the future. Now we send
           | everything to experts, people with licenses and degrees and
           | years of experience. And I mean it works, but we pay in terms
           | of lost creativity, and create fewer opportunities for
           | younger and lesser experienced people to become experienced
           | themselves.
        
       | zoklet-enjoyer wrote:
       | FF7 spoiler alert
        
         | highwaylights wrote:
         | Bruce Willis was a ghost _THE ENTIRE TIME_
         | 
         | In both cases, I think enough time has passed :-)
        
       | rideontime wrote:
       | Props to everyone out there digging up, preserving and
       | translating old interviews, articles, etc. Some others doing this
       | work:
       | 
       | Did You Know Gaming?: https://www.youtube.com/@DYKGaming/videos
       | Shmuplations: https://shmuplations.com/
        
         | corysama wrote:
         | https://www.reddit.com/r/TheMakingOfGames/ is about getting
         | material like that in front of viewers who appreciate it. It's
         | rare material. So, contributions are always welcome.
        
         | [deleted]
        
         | lynguist wrote:
         | Thank you for sharing Shmuplations. It's an absolute treasure
         | trove of (to me) unknown interviews with Japanese game
         | designers from the past 40 years. I'm delighted.
        
       | acchow wrote:
       | "In my mind, I view emulators as a sort of converter in and of
       | themselves, ones that primarily take orders designed for old
       | processors and translate them into ones that the new target
       | processor can understand and execute. In that sense, even if
       | sound and graphics hardware have their fair share of differences,
       | in the end, they're both still fundamentally sending commands.
       | All an emulator is doing is changing the shape and flow of those
       | commands. So long as an emulator is fully tested, it should all
       | work out in the end, even if that's obviously the really tough
       | part in practice."
       | 
       | Sadly, that is the most technical part of the essay. The rest of
       | it is just anecdotes. They talk briefly about a Crash Bandicoot
       | freezing issue just before launch, which they got around by
       | trying to play the game repeatedly: "All I could figure out was
       | that as long as Crash kept moving, the game remained stable for
       | whatever reason."
        
         | outworlder wrote:
         | I'm with you in wanting the nitty gritty details, but the
         | personal anecdote is cool.
         | 
         | I still want to know what was wrong with Crash Bandicoot.
        
           | Wolfbeta wrote:
           | This might be of interest.
           | 
           | https://all-things-andy-gavin.com/video-games/making-crash/
        
           | bitwize wrote:
           | Crash Bandicoot was developed at Naughty Dog back when
           | Naughty Dog was a a hardcore software development house. They
           | routinely did clever, not-quite-kosher bullshit like unload
           | parts of Sony's graphics library to free more RAM. If the
           | backwards-compatibility people took an HLE approach and
           | assumed the graphics library was a constant in memory, I can
           | see the emulation going totally sideways. It could probably
           | go sideways for a bunch of other reasons too.
        
             | dangero wrote:
             | curious why you don't think Naughty Dog is a hardcore
             | software development house now
             | 
             | they have their own state of the art game engine with
             | cutting edge features
        
               | bitwize wrote:
               | Before they were really pushing the envelope from an
               | execution perspective, delivering different types of
               | games with quality and features we really haven't seen
               | before. Today they're riffing on The Last of Us, their
               | "state of the art game engine" an extended version of the
               | one they used for Uncharted. Their last major release
               | was... a remaster of The Last of Us. And there were huge
               | problems with the production of The Last of Us 2.
               | 
               | It's been known that ND haven't been doing anything with
               | GOOL or GOAL since the end of the Jak & Daxter era,
               | around the time that Andy Gavin left. But the programmers
               | there were still using Racket to generate data, scripts,
               | and glue code for their new engine well into the era of
               | TLOU. My conspiracy theory regarding TLOU's third
               | remaster/rerelease is that it happened in significant
               | part because they wanted to get rid of the Racket bits so
               | that they could focus on hiring average developers from a
               | large talent pool to execute on Druckmann's auteur-
               | wannabe vision. Retconning Ellie to not look like Elliot
               | Page and promotion for the HBO series were also factors,
               | but I think the focus at ND has changed to becoming Yet
               | Another Generic Game Studio, and managing the TLOU IP.
        
               | dangero wrote:
               | All state of the art game engines are multi-game
               | iterations because the number of features and complexity
               | is so large that it cannot be done for a single game any
               | more
        
         | donky_oaty wrote:
         | They should have tried playing Stable Bandicoot instead.
        
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       (page generated 2023-02-28 23:00 UTC)