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USB vs PS/2 vs COM vs LPT

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saint:


--- Quote from: Driver-Man on September 25, 2010, 08:49:59 pm ---
--- Quote from: Malenko ---You quote docs out of context and when you are rebutted by like 50 different people all saying the same thing, you still assume you are the only correct one. I don't know a metric ton of APIs or port specifications, but when something new comes out, its still supports the old stuff during the change over. I skimmed over some of the docs you and others have posted, and I get it better then you do.

--- End quote ---

Little human, do you even know why do you hate me? Never mind, I forgive you, but there is no need to be emotionally unstable over technical discussion and blame me for your inability to understand, relax. You have some opinion, that's great, all you have to do now is find some source and quote it here to back it up.

--- End quote ---

This attitude has to stop now or you have to find another forum.

--- saint


Driver-Man:

"seriously, you are the worst kind of idiot."


...and you are willing to tolerate that kind of attitude?


Jack Burton:


--- Quote from: DJ_Izumi on September 25, 2010, 08:26:16 pm ---
--- Quote from: Jack Burton on September 25, 2010, 05:27:54 pm ---HD Remix is merely a tweaking of some of the gameplay features of the game.   It is 99% identical to Super Turbo.  The responsiveness of the controls should be identical under ideal circumstances.  And of course there is HD Super Turbo mode as well.
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I have great difficulty believing this.  Other sources put SSF2HDR as being 'heavily modified' and this makes sense.  Going from CPS-2 and Dreamcast (Which probably just emulated the CPS-2 hardware rather than being a port) to PS3 and 360, adding 720p visuals, adding full music as opposed to something sythnsized in the chip, and then getting all of that running as a NATIVE piece of software on multicore hardware.  I just think it's highly unlikely to say it's 99% the same in terms of the 'guts' of the problem and how it works.  It would be more reasonable to assume the built an original game while copying the rule set from the old game.  It's certianly not a 'port' by any reasonable use of the word so comparing them is like apples and orange.

Something like MvC2 which is PORTED from the NAOMI code to it's other platforms, including PS3 and 360 is a much more reasonable comparison.  But then look at the PS2 and Xbox1 ports of MvC2 which were largely considdered to be plagued with minor issues or 'broken' as the fighting game fanatics call it.

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I believe the case with ST is that it was ported from the original source code from the CPS2 to the Dreamcast.  I do not think it is an emulator.  I only have my own recollections of things I've read on SRK over the years to back this up.  I can probably find out if you're curious.  

The C or C++ source for the Dreamcast version is what was used for the PSN and Xbox live versions with probably some heavy modification.  I do know for a fact that they did not build "an original game using the same rules".

However, this is off-topic here so If you want to continue dicussion I can do so via pm's and probably link you to some threads on srk.  

CheffoJeffo:


--- Quote from: Driver-Man on September 25, 2010, 08:49:59 pm ---Is this Microsoft page outdated and simply wrong:
http://www.microsoft.com/whdc/archive/usbhost.mspx

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--- Quote ---Support for USB and Legacy Keyboards and Mouse Devices
Updated: December 4, 2001



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Driver-Man:

Ok, CheffoJeffo, can you find better and more up-to-date document? There is no point in saying all these documents are wrong and my quotes out of context, just find any document that says otherwise, anything at all.




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