▲ | reactordev 4 days ago | |||||||
Except I’m looking at the original source, not the remake, the crappy C/C++ Square engine. Not C# unity code. There are a number of timers and things used. But the claim that it runs slower is absolutely false. It’s just perceived that way because it’s “drawn” slower. | ||||||||
▲ | jbreckmckye 4 days ago | parent [-] | |||||||
Firstly, could you elaborate what code you're looking at? Square have never shared the source code for these titles and were not even practicing real version control at this time (see: Eidos FF7/8 debacle) Secondly, it absolutely will run slower. Animations will take longer to complete; FMVs will play at a different rate ; controller sampling will be reduced. My scepticism isn't coming from hearsay or ignorance: I have written PlayStation software, and PSX software is not parallelised, even though it can support threading and cooperative concurrency. The control flow of the title is very locked into the VSync loop, from your first ResetGraph(0) right to your final DrawOTable(*p). In addition, I have done a bunch of reversing work on the other two PSX games, and they are not monolithic programs. They can't be because there simply isn't enough RAM to store the .TEXT of the entire thing at once. So when you say "the source code", I'm inclined to ask - for which module? The kernel or one of the overlays? | ||||||||
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