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[业界] 世嘉发表声明:阐述将20年前的《莎木1&2》移植到当代主机有多么的辛酸和不易。

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 楼主| 发表于 2018-9-8 00:44  ·  浙江 | 显示全部楼层 |阅读模式
本帖最后由 funny-boy 于 2018-9-8 01:00 编辑

以下是谷歌机翻内容:
9月7日
Sega如何让莎木在PC上重新焕发活力

莎木I和II

D3T是最近在PC上重新发布莎木 I&II的英国工作室。这是一个高质量的端口,游戏在高分辨率下表现出色。但是,你如何才能在现代硬件上运行一款已有20年历史的游戏机?我向技术总监Noel Austin询问了这个过程。

PC游戏玩家:为什么你认为人们仍然喜欢莎木?诺埃尔奥斯汀:原版中的爱与激情是显而易见的。小组非常关心粉丝的体验,并且正确地达到了崇拜地位。操作和一些机制现在看起来很笨拙,但当时游戏的许多方面都是开创性的。世界是非常详细和精心研究的。莎木真的给人一种生活在20世纪80年代后期的横须贺的感觉。手握得很少。玩家应该找到使用地图和与人交谈的方式,这在现代恒定客观标记的时代非常令人耳目一新。

你什么时候开始这个项目的工作?

我们在2015年10月首先接触到了莎木档案。在我们选择大量数据档案并计划采取移植项目的方法时,增速缓慢。在项目的整个生命周期中,可能至少有20人触及了代码,尽管最高的团队规模大约是10个开发人员。这个项目比我们预期的要困难得多,并且是对核心的热爱。小组。我们对这场比赛充满热情,我们收到了积极的反馈,我们已经登上了月球。

将20岁的游戏带到现代PC很难吗?

难以置信!在D3T,我们已经开展了一些非常具有挑战性的项目,但这是迄今为止最艰难的项目。例如,Dreamcast库没有源代码,但幸运的是,莎木 2 Xbox版本拥有移植的Xbox库的源代码。

绝对不是将Xbox库放入并构建莎木的情况,但它给了我们一个很好的起点。即便如此,仍有许多文件丢失,我们不得不从汇编代码中进行逆向工程。

Dreamcast和Xbox有32位处理器,但PS4和Xbox One是64位。这对内存和数据的处理方式有很大的影响。转换代码是一项巨大的工程工作,并导致许多明显的和许多微妙的错误,其中一些仍然被发现接近发布。

在日本开发的游戏上工作也一定很棘手......

原始代码是由日本开发人员编写的,因此所有注释都是日文的。我们经常使用谷歌翻译来试图处理代码正在做什么,但通常不清楚。莎木 1给我们带来了额外的问题,即游戏逻辑是用一种单独的脚本语言编写的,所有的函数名和变量都是日语的!

有趣的是,我们发现一旦解决方案增加,现有的错误就会变得更加明显。还存在宽屏问题,游戏设计为以4:3的比例运行。这意味着许多过场动画不能正常工作,因此我们不得不在侧面添加黑条。

最初的游戏是技术奇迹,它们针对特定的硬件平台进行了高度调整,考虑到它们的年龄,它们并没有像我们期望的那样给予我们足够的性能空间。

是否有任何关于Dreamcast硬件的怪癖让第一款游戏在PC上工作变得特别困难?

Dreamcast硬件具有一些难以模拟的功能,尤其是音频和图形系统。

Dreamcast上的音频主要由与主CPU完全不同的芯片驱动。这个芯片加载了由原始开发人员定义的不同程序,指定诸如循环点,混响,音量,包络等内容。我们没有这方面的源数据,这意味着需要进行大量的逆向工程才能让它听起来好的。

关于图形,Dreamcast GPU具有一些在现代卡上找不到的强大而独特的功能。导致我们最头痛的两个特征是用于阴影和光量的修改器体积,以及在每个像素级别上对透明几何体进行排序的能力。在我们的目标平台上缺少修改器体积使我们使用类似于神模2的Xbox版本的混合模板阴影方法。这与原始版本不同,因此可能偶尔会看到人工制品。

莎木有一个疯狂的热情粉丝社区。你在项目期间咨询过任何铁杆粉丝吗?

我们花了很多时间浏览粉丝网站和论坛来收集信息。事实上,它们非常有用。特别感谢Shenmue Dojo和Shenmue Translation Pack,以及许多社区成员,他们将模拟工具公共领域。

你必须感受到很多压力,负责重新发布这样一个受欢迎的系列游戏......

无论是社区的期望还是莎木作为世嘉品牌的重要性,压力都是巨大的。我们知道社区对这个系列的热情,这是正确的。社区非常努力地推动这些重新发布,我们非常感谢有机会参与这些标志性的游戏。我希望粉丝能够对复活这些游戏的难度有所了解,并且我们添加的新功能已经成为游戏的积极补充。在个人层面上,我仍然惊讶于我多年前玩过的游戏现在可以在家里的控制台上以全高清方式使用!

你在源代码中发现了什么有趣的东西吗?

Shenmue 2中的月亮不是纹理。它是在太阳方向正确照亮的距离内的实际3D物体。这产生准确的阶段。我们对这个细节水平感到惊讶!幸运命中游戏根据一天中的时间计算出的天气和温度来调整球的物理行为。对于过场动画,游戏切换到高清头部和手部,这样可以更好地表达。在Shenmue 1中,游戏逻辑全部用脚本语言编写。对于Shenmue 2,他们摆脱了它并直接在C代码中编写逻辑。

您是否考虑过重新制作额外内容,例如“What's Shenmue?” 预订演示或Shenmue Passport光盘?

我们确实调查了移植这些内容的可行性,但无法找到这些额外组件的完整源代码


9月7日
How Sega brought Shenmue back to life on PC
Shenmue I & II
D3T is the UK studio behind the recent re-release of Shemue I & II on PC. It's a quality port, and the games hold up surprisingly well at high resolutions. But how do you go about getting a 20-year-old console game to run on modern hardware? I asked tech director Noel Austin about the process.

PC Gamer: Why do you think people still love Shenmue?Noel Austin: The love and passion that went into the original is clear. The team cared so deeply about the player experience, and it has rightly reached *** status. The controls and some of the mechanics seem clunky nowadays, but so many aspects of the game were groundbreaking at the time.The world is incredibly detailed and well researched. Shenmue really gives the feel of living in Yokosuka in the late 1980s. There is very little hand holding. The player is expected to find their way around using maps and talking to people, which is quite refreshing in this modern age of constant objective markers.

When did you start work on the project?

We first took possession of the Shenmue archive back in October 2015. Ramp up was slow while we picked through the massive data archive and planned the approach we would take to porting the project. Over the lifetime of the project, probably at least 20 people have touched the code, although the peak team size was probably around 10 developers.This project has been way more diffi*** than we ever expected and has been a real labour of love for the core team. We feel passionate about the game and we’re over the moon with the positive feedback we’ve received.

Was bringing a 20-year-old game to modern PCs diffi***?

Incredibly diffi***! At D3T we have worked on some very challenging projects, but this was by far the toughest. For example, there was no source code for the Dreamcast libraries, but luckily the Shenmue 2 Xbox version had source for the ported Xbox libraries.

It was definitely not  a case of dropping the Xbox libraries in and building Shenmue, but it gave us a good starting point. Even with that there were still many files missing which we had to reverse engineer from assembly code.

The Dreamcast and Xbox had 32-bit processors, but PS4 and Xbox One are 64-bit. This has a big implication with how memory and data are handled. It was a massive engineering effort to convert the code and resulted in many obvious and many subtle bugs, some of which were still being found close to release.

Working on a Japanese-developed game must’ve been tricky too...

The original code was written by Japanese developers, so all the comments are in Japanese. We used Google Translate a lot to try and get a handle on what the code was doing, but it’s often not clear. Shenmue 1 had the additional problem for us that the game logic was written in a separate scripting language and ALL the function names and variables were in Japanese too!

Interestingly, we found that once the resolution was increased existing bugs became more apparent. There’s also the issue of widescreen, with the game being designed to run in a 4:3 ratio. This meant many of the cutscenes didn’t work correctly, so we had to add black bars at the sides.

The original games were technical marvels and they were highly tuned for the specific hardware platforms, which didn’t give us as much performance headroom as we were expecting, given their age.

Were there any quirks of the Dreamcast hardware that made getting the first game working on PC especially diffi***?

The Dreamcast hardware had some features which would prove diffi*** to emulate, particularly the audio and graphics systems.

The audio on the Dreamcast is mainly driven by a completely different chip to the main CPU. This chip is loaded with different programs defined by the original developer, specifying things such as loop points, reverb, volumes, envelopes, etc. We didn’t have the source data for this, which meant a lot of reverse engineering to get it sounding okay.

Regarding the graphics, the Dreamcast GPU had some powerful and unique features not found on modern cards. The two features which caused us the most headaches were the modifier volumes used for shadows and light volumes, and the ability to sort transparent geometry on a per pixel level. The lack of modifier volumes on our target platforms led us to use a hybrid stencil shadow approach similar to the Xbox version of Shenmue 2. This is different to the original and artefacts can occasionally be seen because of this.

Shenmue has a crazy passionate fan community. Did you consult with any hardcore fans during the project?

We spent a lot of time looking through fan sites and forums to collect information. In fact, they were incredibly useful. Special thanks to Shenmue Dojo and Shenmue Translation Pack in particular, as well as the many community members who have made modding tools public domain.

You must have felt a lot of pressure being in charge of re-releasing such a beloved series of games...

The pressure was immense, both from the expectation of the community and the importance of Shenmue as a brand within Sega. We know how passionate the community is about the series, and rightly so. The community worked very hard in pushing for these re-releases and we’re very grateful to have been given the opportunity to work on such iconic games. I hope that the fans can get some understanding of the diffi***ies in resurrecting these titles, and that the new features we’ve added have been positive additions to the games. On a personal level I am still amazed that a game I played so many years ago is now available in full HD on my console at home!

Did you find anything interesting in the source code?

The moon in Shenmue 2 is not a texture. It’s an actual 3D object in the distance correctly lit by the sun direction. This produces accurate phases. We were surprised by this level of detail! The Lucky Hit games adjust the physical behaviour of the ball based on the weather and temperature, calculated by the time of day. For cutscenes, the game switches to high definition heads and hands, which allow for more expression. In Shenmue 1 the game logic is all written in a scripting language. For Shenmue 2 they got rid of it and wrote the logic in C code directly.

Did you look into remastering extras such as the ‘What’s Shenmue?’ pre-order demo or the Shenmue Passport disc?

We did investigate the feasibility of porting these, but were unable to find the complete source code for these extra components.

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发表于 2018-9-8 00:53  ·  广东 | 显示全部楼层
主机模拟器表示:Excuse me?

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 楼主| 发表于 2018-9-8 00:55  ·  浙江 | 显示全部楼层
bdjoe 发表于 2018-9-8 00:53
主机模拟器表示:Excuse me?

显然这个作品不是利用模拟器在运行的。

审判者

PSN:SPUDSL-HK LIVE:MXUDSL

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发表于 2018-9-8 01:01  ·  浙江 | 显示全部楼层
这算是官方扔锅吗

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发表于 2018-9-8 01:06  ·  山东 | 显示全部楼层
这就是你们移植成这德行的解释?

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发表于 2018-9-8 01:13  ·  广东 来自手机 | 显示全部楼层
這雞飯質量比咱打的字還要菜……

终结者

电影少女の真实眼泪

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发表于 2018-9-8 01:14  ·  江苏 | 显示全部楼层
然而有些没玩过,只是看了一次直播,就来黑莎木,简直可怕

弑神者

Akira905 Studio

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发表于 2018-9-8 01:51  ·  福建 来自手机 | 显示全部楼层
买了10发支持sega
该用户已被禁言

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发表于 2018-9-8 02:00  ·  广东 | 显示全部楼层
买了港版~玩完彻底变粉!预订了11月的日版限定

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发表于 2018-9-8 02:50  ·  广东 | 显示全部楼层
抢救历史文化遗产刻不容缓
真的应该搞一个游戏博物馆,然后把所有游戏的原始数据资料全部保存一份到博物馆
后续如果游戏公司倒闭,或者发生严重档案资料遗漏
博物馆就是很重要的保管载体
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