Its a huge amount of work without the source code and you can be sure all the SEGA nerds will point out any difference if the game doesn't play and feel like the classic. In just the same way the remakes of Daytona USA on the Saturn and DC never went down that well, because they felt and played differently. When you're handling classic IP it must be spot on and I've only ever seen Smilebit confirm it had the full force code to Panzer Dragoon, never seen any confirmation with Zwei, but we have seen SEGA confirm it lost the source code to Saga. I read it was due to a bad back up on an old SEGA Harddrive/server. But Eurogamer plays on it was done on purpose by SEGA... Which I don't buy at all
Panzer Dragoon Zwei is
one of the best 3D shooting games available
Presented for your pleasure
10 years ago I remember reading something to the effect Capcom lost most the code for Okami and for the Wii port...it wasn't so much a port as it was a near remake. Every version ported since is based on that Wii code I believe.
Even remakes need the source code, to make the job easier and get it spot on.Its only when using an emu can one just use a ROM which SEGA could easily do . Since I'm sure it bought the rights for use of one of the Saturn emu's and will have a ROM/CD of Saga somewhere in the HQ lol
It's not just SEGA too, Square lost the source code to FF8, and so we'll never see that game ported now, or if were to be it would be a Huge bit of work.
Last edited by Team Andromeda; 12-18-2018 at 07:34 PM.
Panzer Dragoon Zwei is
one of the best 3D shooting games available
Presented for your pleasure
Bluepoint Games don't need the source code to do their ports.
http://www.polygon.com/features/2015...the-last-of-usTeams tasked with the restoration of older titles will often use emulators: ‘wrappers’ of code that mimic the software’s original environment. The computational power of modern consoles can make this approach impractical for recent titles, though, and consequently developers must re-engineer these games to run natively on new hardware. For Bluepoint and certain other developers, this process begins not with source code, but with a retail disc.
"We always try to get the data from the retail disc [and] reverse engineer the formats," says Thrush. "That way, we have a 100% known data set that we can use to replicate the original game." Source code archives, he explains, often don’t match the final shipped assets. One need only look at the problems encountered by Konami during production of the Silent Hill HD Collection for a demonstration of these risks; the archived code with which the team worked came from an incomplete, buggy beta.
I think you have that wrong. They lost the source code to FF3, not 8. That's why they ended up doing a full on remake for the DS. For 7, 8, and 9 I believe what's missing is the original source assets for the pre-rendered backgrounds. So they're stuck in the lower resolutions on the PS1/PC versions. Though I think some of 9's original source assets are floating around out there.
Bluepoint had full access to the source code and that makes any Remaster work far easier it shows any developer how the game works. I remember reading a interview with Sumo who said that when the looked at the source code to OutRun 2 they were amazing to discover that the smoke that comes from each of the wheels when power sliding, isn't just a graphical effect (like say in Daytona USA) , but the level of smoke that comes from the tires is an indication on how well or bad you are taking the corner... small stuff like that can be lost out, if one doesn't have full accesss to soruce code .
I believe one of the few developers that never used the source code for a current remaster was Toys For Bob remaster of Spyro and developed their own In-House mapping tool dubbed 'Sypro Score' and I'm sure also the Phantom Dust XBox One team didn't have access to any of the source code either. Can be done, but always better to have the source code to hand and is most prob the reason why so many Arcade Ports were better on the Snes or MD or even NES or Master system compared to the Amiga counterparts, where in most cases the Amiga developer didn't have access to the art assets, never mind source code and had to map gameplay based on videos of people playing the Arcade games.
Silent Hill remaster is a rather poor example btw and even when you have full access to the source code, one can run into issues given use of custom code and the unique hardware of the early console systems. I gather the way the DC handled transparent effects made the 360 updates of Under Defeat, a lot of hard work for G-Rev and then the issue if the developer is up to the job or is given the time and money needed.
Last edited by Team Andromeda; 12-19-2018 at 05:36 AM.
Panzer Dragoon Zwei is
one of the best 3D shooting games available
Presented for your pleasure
Kingdom Hearts' source was lost for the most part according to one of the developers. They had to salvage parts from the retail version then reconstruct and reprogram others for the HD remakes. I also firmly believe the first Space Channel 5 source is lost due to the lack of remakes or ports. The only one, the PS2 port, uses sound effects from the Japanese version (like when she says "Ulala's Swingin Report Show!" it's the Japanese voice despite the rest being in English). This is probably due to a similar case as Silent Hill, where earlier or Japanese builds were used to reconstruct it for PS2 rather than the US code.
Speaking of lost source codes, Didn't SE lose the Source Code to the original Kingdom Hearts also? I mean god damn so much man hours put into these games and OOPS SORRY GUYS LOST THE KEYS TO THE CAR!!
In this day and age nobody should be losing shit like that anymore.
05/05/15
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