DCEmulation

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PostPosted: Fri Dec 21, 2001 4:18 pm 
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DCEmu Respected
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Joined: Fri Nov 09, 2001 5:48 am
Posts: 812
Location: The Netherlands
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To keep things clear, you can find here all the answers Rand has given to us. I will updating this frequently. Post here for updates.

General rules for posting in the Bleem!cast forum:
1. Do not ask how to crack/back up bleem, they really deserve the 8 or so bucks and only this way we can expect more paks.
2. Please do NOT repost Rand Linden's responses, text or messages from here, or any other forum, board or site without asking for my permission. Ask first, post later!
3. You may talk about Bleem!PC as long as their aren't too many similar posts. Also read [i#l1]this[/i] before posting about Bleem!PC.

___________________________________________________

Bleem!cast Games
Gran Turismo 2
Metal Gear Solid
Tekken 3
WWF Smackdown

Releasing
Why didn't you release the 100 games pack?
If you go out of bussiness can we expect a multigamespack than?
Why are you not releasing more games?
How about a Bleem!cast demo for DC
Are the following packs gonna released quicker (than GT2)?
Will you release the sourcecode when Bleem!cast is finished?
Whats the status of al the Bleem!cast projects
Why didn't Bleem! make their emulator with the Data-Data tracks?
Capcom uses the same graphics engine for their games would it be possible to run both titles?

Saving
How do we know how many free blocks we have left?
Does the GT2 Bleem!cast disc utilizes all 200 VMU bocks?
So one VMU is going to last a bunch of future bleemcast releases?
Will Bleem will release a .psx/.gme to bleemcast saves converter?

Resolutions and Regions
I can't boot any emu, will Bleem!cast work on my DC?
Because my MGS is US, will it run the game on 60Hz on a PAL console?
Would it be possible if i could choose between NTSC/PAL on Bleem?

Beta Testers
How do you guys go about choosing beta testers?
Is there a chance of beta testing in New York City?

Bleem inc.
How many people work at Bleem inc.?
How much money do you make at a Bleem-pack?
Were you an coder during the heydays of the c64 and Amiga?
Did you programma DOOM for the SNES?
If someone was to design a cover would you use it?
Do you want to port games for a company to the Dreamcast?

Bleem website and bleemdirect.com
Can we order trough the Bleem website?
Who creates the art on your webpage?
Can't we order Bleem!pod trough the Bleem! website?
Can I buy the bleem!t-shirts in a store?
I can't order from Italy!

Controls
Just wondering if there was any plans for light gun support
Does Bleem support the PSX pad?
What about Keyboard and Mouse support with total configurability?

Bleem!pods
What are Bleem!pods?
Are the Bleem!pods coming?
Are the Bleem!pods compatible with releases before the adapaters?
Why not throw a few of the prototypes up on Ebay?

Bleem technical
Does it matter that the game is 2D?
Does a 2D game like Mortal Kombat look better?
I saw a 16x dc card, would be possible to copy your files to a psx card?
Is it possible to use PS Gameshark codes on your dreamcast with Bleem?
Why won't you implent GameShark support?
Where any development kits used with Bleem!cast?
What's the hardest thing to emulate properly on a PSX game?

Requests
<font size=-2>* Please do not flood the forums with requests, the answers given here are only the ones Bleem! was already considering! *</font>
Frequently requested games
Is -fill in gamename- a confirmed title?
What about a bleem!dc for Castelvania?
Can we expect a ISS Pro Evolution bleem pak to open the European market?
If Tony Hawk 3 doesn't come out for DC. Could you make it?
I hope for a Driver (2) Bleem!cast
B&W for DC is canned, can we expect a Bleem!cast of it?
I want an RPG!
Are you guys looking at porting Resident Evil 1?

Misc.
Why won't you discuss EVERYTHING?
Have you had any contact from games makers about Bleem?
Information about the package

Not Bleem!cast related
What are the chances of future consoles being emulated on the Dreamcast?
What was the real reason of not releasing the N64 emu?
Bleem Saturn?

Bleem!PC
General Notes

___________________________________________________

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What was hard to emulate?
I can't get my steering wheel working right

What was hard to emulate?
GT2 was one of the more demanding titles because of the high polygon count (relative to other PSX titles), and the speed required to run things fluidly. They have a few visual effects, but nothing close to MGS. <a href=http://www.dcemulation.org/phpBB/viewtopic.php?topic=7369&forum=19&6>[img src=http://httpd.chello.nl/~m.schuitemaker/newtopic.gif>[/i]

I can't get my steering wheel working right
100% DC compatible steering wheels should appear as "special" controllers in GT2 (not as analog controllers), and GT2 has extra configuration options for them -- including dead zones, etc. etc. etc. Check the manual that came with your GT2 game discs for instructions, and look in the Options section of GT2 when running. <a href=http://www.dcemulation.org/phpBB/viewtopic.php?topic=7183&forum=19&2>[img src=http://httpd.chello.nl/~m.schuitemaker/newtopic.gif>[/i]

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Is bleem! for MGS compatible with MGS Integral?
When is MGS Bleem! supposed to ship?
How are the buttons mapped in MGS?
What was hard to emulate?
Why isn't MGS compatible with the Japanese version?
What's gonna happen when you reach the end of Disc 1 of MGS?
Won't the controllerports "burn" when you reach Psycho Mantis?

Is bleem! for MGS compatible with MGS Integral?
MGS:VR is not supported -- although, just like the seperate PSX releases, we *may* do a VR disc pak in the future -- as always, depending on public support for the product line. I believe Integral works (at least it did for the last build that I checked), but only the first two discs -- the third is the VR missions disc, and it isn't supported.

When is MGS Bleem! supposed to ship?
Mastering should be this week -- and we'll make an announcement when it happens. Then it takes about 10-ish days to manufacture and ship. We redesigned the packaging -- it's way cool!
UPDATE 20-09: Mastering for BOTH titles (MGS and TK3) should be complete by mid-to-late next week, and manufacturing will begin immediately after. Manufacturing is VERY quick, and usually requires three-to-four days for finished packages.
UPDATE 29-09: We should begin shipping 10/11/01.

How are the buttons mapped in MGS?
Digital Left = L1
Digital Right = R1
Digital Down = Select
Analog Left = L2
Analog Right = R2
Everything else is the same.

What was hard to emulate?
MGS is probably the most demanding title overall on the PSX because of all the special visual effects that they use, the sound quality, the number of polygons and the overall quality of emulation required... also, the sheer number of different versions is a REAL pain... There are five Japanese, three US/Canada, and five European.

Why isn't MGS for Bleem!cast(US/Canada/Europe edition) compatible with the Japanese version? And is the Japanese version of Bleem!cast compatible with the others?
There was a last-minute issue with MGS for the Japanese versions, and instead of holding up everyone on the planet any longer, we've decided to go ahead and master MGS for US/Canada/Europe seperately from the Japanese versions. There are a total of 13 versions (five for Japan, three for US/Canada, and five for Europe) -- and a change at this point would require retesting ALL versions completely if we held up the build. The net effect is pretty minimal to the vast majority of people on the planet: Japanese versions of MGS, including Integral, will NOT be compatible with the b!DC MGS pak for US/Canada/Europe -- although the disc WILL run on Japanese machines for people who imported any of the foreign versions. Similarly, the Japanese b!DC MGS pak will NOT be compatible with US/Canada/Europe, although it WILL run on any DC to support people who have purchased the Japanese import version. For obvious reasons, we will NOT be releasing a combined MGS that works with ALL worldwide versions -- after all, how many versions of MGS do *YOU* have? This isn't our first choice (or second... or third...), but it seems to us to be the fairest way of handling an unexpected issue for the greatest number of people out there -- A minority of people outside of Japan have the Japanese-specific version, and the majority of our market isn't in Japan.

Will you be able to press eject and just put Disc 2 in right away, or will you have to restart the DC again with Bleem! and then load Disc 2 seperatly?
Of course, you eject the disc and insert disc 2.

Won't the controllerports "burn" when you reach Psycho Mantis?
We've never had any problem here with ports burning out. There are some third-party controllers and third-party accessories that I've heard *may* cause trouble, but I've never seen a confirmed report, or a specific item that infact has been shown to do anything bad. After months and months of testing MGS and many other titles, we have yet to have ANY problems with controllers, especially since we plug and unplug all sorts of controllers, accessories, VMUs, frequently.

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What was hard to emulate?
Will it run faster on Bleem!cast?
When is TK3 supposed to ship?

What was hard to emulate?
TK3 is probably the most demanding as far as timing and speed issues go -- it has some particularly tight timing requirements to run smoothly. There aren't a lot of neat visuals or unusual sound requirements -- but it pushes a number of polygons quite quickly for a PSX and that was difficult to achieve on the DC under emulation with everything else going on!

Will the pal version of tekken 3 run faster than the playstation original when it gets the bleem treatment?
No. The PAL b!DC version will run the same as the PSX version. If you use an NTSC version on a PAL machine, however, it will run at the NTSC speed provided your television supports PAL60 mode.

When is TK3 supposed to ship?
Our scheduled release date is Oct. 11th. <a href=http://www.dcemulation.org/phpBB/viewtopic.php?topic=7820&forum=19&6>[img src=http://httpd.chello.nl/~m.schuitemaker/newtopic.gif>[/i]

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What was hard to emulate?
When will Smackdown 2 coming out?
Can Bleem for SD open the hidden features?
<a href="#4f4]Where are those promissed screenshots?[/i]

What was hard to emulate?
WSD/WS2 aren't particularly difficult for any reason other than they have a bunch of different wrestlers, a huge number of options, and the multitap support. The MultiTap was a bit of a pain, but it's all happy now and it adds a lot to the overall experience. This game falls under the general category of "having to do everything well and correct" in order to run well.

When will Smackdown 2 coming out?
Smackdown 1 is first. We'll work on SD2 when SD1 is completed. There'll be an announcement about Smackdown 2 shortly. This is a confirmed title! <a href=http://www.dcemulation.org/phpBB/viewtopic.php?topic=7753&forum=19&6>[img src=http://httpd.chello.nl/~m.schuitemaker/newtopic.gif>[/i]

Can Bleem open the hidden features (such as: "The Big Show") wich are only avaible trough a GameShark (in the PSX version?)
It's not going to happen. We don't have the time, money or resources to add all the extra logic (and then all the extra testing, and then tech support once it's released) for all the extra hidden codes. It's an excellent idea -- but we're simply not in a position to do anything about it. Perhaps once we're out of the hole financially it'll become an option, but right now we're not even close.

The other thing to keep in mind is this: Few people, relatively speaking, even HAVE a GameShark -- so even if we *could* add those extra features, the number of people who would have expected them, is minimal -- and infact, should be ZERO since a GameShark doesn't come included with either a PSX, or the games. The thing with bleem! is that since it already enhances games to a significant extent, people start to expect that even more is possible -- and frankly, it is! -- but at the moment, not from us. There's only so much that two people can do before giving up, and we're pretty much well beyond the limit as it stands. If I get some spare time, I'll look into it again, but it won't be happening any time soon, sad to say. <a href=http://www.dcemulation.org/phpBB/viewtopic.php?topic=7667&forum=19&20#14>[img src=http://httpd.chello.nl/~m.schuitemaker/newtopic.gif>[/i]

Where are those promissed screenshots?
Don't push it -- we've got a ton of things to do for a two-person company and we're going as fast as we can. I hope to get the screenshots done this weekend (09-30-2001). <a href=http://www.dcemulation.org/phpBB/viewtopic.php?topic=7798&forum=19&3>[img src=http://httpd.chello.nl/~m.schuitemaker/newtopic.gif>[/i]


Releasing

Why didn't you release the 100 games pack?
Rand has given a very good explanation on this, it's rather large to copy, but you can read it in this topic.

If you go out of bussiness can we expect a multigamespack than?
Not likely either. <a href=http://www.dcemulation.org/phpBB/viewtopic.php?mode=viewtopic&topic=7800&forum=19&start=20>[img src=http://httpd.chello.nl/~m.schuitemaker/newtopic.gif>[/i]

Why are you not releasing more games?
We're focusing on the top titles because we hope that after spending the time working on them, they generate enough revenue to cover the costs and work down the huge debt we've amassed in the first place. more

How about a Bleem!cast demo for DC
For the same reason that there isn't a demo of GT2, MGS, TK3, or any of the other titles. The game plays the same, albeit with vastly improved graphics, loadtimes, etc. etc. etc. A demo isn't needed. Plus There will NOT be a demo. We don't have the time, money or resources -- hell, we barely have enough of those to stay in business at all. Demos are great, but we're two guys. Period. In the time it takes to put together a demo, I could have been working on another pack. Would you rather see a demo, or see another pack?

Will you release the sourcecode when Bleem!cast is finished?
Not likely. <a href=http://www.dcemulation.org/phpBB/viewtopic.php?topic=7808&forum=19&4>[img src=http://httpd.chello.nl/~m.schuitemaker/newtopic.gif>[/i]

Are the following packs gonna released quicker (than GT2)?
The good news is that a lot of the stuff that was particularly difficult or tricky to do (based on architecture differences between PSX and DC) are now largely solved... which translates basically to "future paks should be FAR easier and quicker to come out!". <a href=http://www.dcemulation.org/phpBB/viewtopic.php?topic=7742&forum=19&13#11>[img src=http://httpd.chello.nl/~m.schuitemaker/newtopic.gif>[/i]

Whats the status of al the Bleem!cast projects, that are currently being worked on?
Projects are announced as we're ready to announce them. Beacause we learned a long time ago not to discuss things until we're finally ready to do so... and as you've all seen with the delays with MGS and TK3, even when we think things are finally and truly ready, sometimes an unexpected delay crops up and the fall-out can be difficult to deal with.

If you burn a CD-R with Data-Data tracks instead of Audio-Data tracks the new (non MIL) and old DCs will boot it. Why didn't Bleem! make their emulator with the Data-Data tracks?
We were told that DCs manufactured after November 2000 will NOT run with Data-Data format. I have tried the Data-Data format on a Sakura Taisen model (the pink one) and NO CDR formats work on that model, nor do they work on many of the other specialty models, such as the Hello Kitty, etc.
To our knowledge, all DCs manufactured, or sold, in the US will work with bleem!DC. We have yet to find one that doesn't -- although we're still looking.

Since capcom uses kinda the same graphics engine for some of their games like Megaman x4 and x5 would it be possible to have a Bleemcast disc that would run both titles?
What you're missing is the sheer volume of work and testing that's required for each title. And the fact that we're only a two-person company. Hence the appeal to the public to help out with the testing.


Saving

How are we supposed to tell how many free blocks we have left on our bleem! VMU's?
There's not really a way to tell how many PSX blocks are free -- although most PSX titles have some sort of indication, especially GT2's "full-empty" meters, etc.

It seems to me the GT2 Bleem!cast disc utilizes all 200 VMU bocks according to the Dreamcast.
bleem! for Dreamcast uses 256 blocks -- ALL of the VMU, not just the 200 normally accessible to DC titles. b!DC only requires a single BANK of a multibank VMU, not an entire VMU. The same VMU can be used for all of the paks -- GT2, MGS, TK3 and all the future paks can share the SAME VMU bank.

So one VMU is going to last a bunch of future bleemcast releases?
Yes, provided that you don't use all the space for one game, the same bleem-formatted DC memcard will work with all of them.

Is there a chance that Bleem will come out with a software that converts .psx/.gme to bleemcast saves?
Already working on it with a couple people. The problem is getting the saves onto the VMU -- it requires one that has a PC link cable. The format is very different from a standard VMU. .VMS, .VMI and so on won't work.


Resolutions and Regions

I can't boot any emu, will Bleem!cast work on my DC?
To our knowledge, ALL of the American units will work fine. Anyone telling you otherwise is *likely* (but not guaranteed) to be wrong and probably had some problem burning their CDs, using crappy media, burnt them at too high a speed, or some other miscellaneous problem. We have YET to find a DC in the US that won't run b!DC. And, as for any other combination of data/audio, NONE of them work on the Sakura Taisen (pink) Japanese model. If there IS a model of the DC out there that was widely distributed beyond Japan that doesn't work with b!DC, it's VERY unlikely that any of the hacks to swap the order of the tracks will work. The logic is PHYSICALLY removed from the BIOS to enable those CDs to operate. My personal suspicion is that people didn't burn the CDs correctly, or they did it with crappy media or at too high a speed. Newer DCs that we've seen are more finicky about 8x and higher media (the ligher coloured dyes).

I am using a PAL DC, and I have the US version of MGS, because my MGS is US, will it run the game on 60Hz on a PAL console?
PAL versions of PSX titles running on a PAL machine using a PAL monitor (NOT VGA mode) will actually give the highest resolution (640x560) to support the overscan borders. Although the output is interlaced just like NTSC output (which runs at 640x480). VGA runs at 640x480 non-interlaced. So, in other words, if you want the maximum resolution possible, PAL gives a larger display surface than NTSC or even VGA.

I think it would be nice if i could choose between ntsc/pal on Bleem, because my TV isn't able to sync NTSC
The games are designed to run at the correct frequency and are generally NOT properly operational at anything else. The timing is all screwed up, the sounds don't sync -- there's many problems.
If you live in Europe, use a PAL version on a PAL tv and all is well. If you use an NTSC version on a PAL TV, the software is designed to run at 60Hz, NOT 50, and thus it will be run in PAL60 mode. Alternatively, you can use a VGA box and that will work with either PAL or NTSC versions at either 50 or 60 HZ automatically.


Beta Testers

How do you guys go about choosing beta testers?
Basically, we look for experienced players, in (or around) the LA area, that can get to David's to test for a while. Sometimes on the weekend, sometimes during the weekdays. Most important is a very thorough knowledge of the game being tested, and an attention to detail to notice any potential differences or bugs that crop up -- and the ability to reproduce the same movements, etc. etc. so we can observe the bug occuring and reproduce it ourselves.

Is there a chance you guys may be able to set up a Bleemcast beta testing center in New York City?
Unless David or I move out to NY, there's not a high chance of having a "testing center" there.


Bleem inc.

How many people work at Bleem inc.?
Aside from David and Myself (I live about 15 minutes East from David), there's only one other person who works part time. There isn't anything more to bleem, inc. When we say we're a small company, we mean it!

How much money do you make at a Bleem-pack?
We make next-to-nothing on each bleem pak -- and it costs a huge amount to develop. Add to that the already significant sum of debt that we owe and bleem thus far has been a losing proposition.
Anyone thinking that we're rich is sorely mistaken and grossly misinformed.

Were you an active coder during the golden heydays of the c64 and Amiga?
I wrote Amiga Dragon's Lair and DLII, the protection was also mine. I also wrote some productivity titles on the C64 -- Paperback Filer 64, Pocket Filer 64 and Pocket Filer 128 (for the C128... duh).

Did you programma DOOM for the SNES?
Yes, I wrote DOOM for the SNES.

If someone was to design a cover (or a good ip bin logo) for tekken 3 or other future bleem packs would you use it?
I'm not sure -- that's David's realm.

Do you want to port games for a company to the Dreamcast?
We'd be more than happy to talk with someone at any company interested in having us do that kind of work. <a href=http://www.dcemulation.org/phpBB/viewtopic.php?topic=7522&forum=19&5>[img src=http://httpd.chello.nl/~m.schuitemaker/newtopic.gif>[/i]


Bleem Website and bleemcast.com

Can we order trough the Bleem website?
Direct ordering should be up later today, prices are reduced when ordering direct until October 4th, after which they will increase to regular retail prices. -- David's done an INCREDIBLE job on the website! -- and shipping will begin as soon as we have finished packages to ship! Full details will be posted on the web in the next few days once the production has started -- we've still got a few things to handle as far as the production run goes, and updating the website has to come second to getting the product out to the people who've been waiting for so damn long. You can now find the site at http://www.bleemdirect.com !

Who creates the art on your webpage?
I write the code, David pretty much does everything else.

Can't we order Bleem!pod trough the Bleem! website?
The costs of making these things is significant. We'd need to pre-sell a whole bunch of them before we would even consider making a production run. I don't think it's going to happen.

Can I buy the Bleem!t-shirts, avaible at the bleemdirect.com website, in a store?
The Shirts, etc. aren't likely to be sold anywhere except from http://www.bleemdirect.com. <a href=http://www.dcemulation.org/phpBB/viewtopic.php?topic=7862&forum=19&7#3>[img src=http://httpd.chello.nl/~m.schuitemaker/newtopic.gif>[/i]

I can?t order from Italy!
We're trying to find a way to ship to Italy -- the current shippers that we use don't ship there! We're working on it! <a href=http://www.dcemulation.org/phpBB/viewtopic.php?topic=7850&forum=19&2>[img src=http://httpd.chello.nl/~m.schuitemaker/newtopic.gif>[/i]


Controls

Just wondering if there was any plans for light gun support.
LightGun support isn't likely. Unforunately there aren't enough PSX titles that use the gun to support the development it takes.

Will Bleem!cast support the standard PSX controller via adapter and the original button layout incl L2/R2?
To our knowledge the ONLY converters that actually work (support all buttons, including L2, R2, L3, R4, Select and the second analog stick)... are the bleemPod! Now you know why we were making them!

Would it be possible to add in Keyboard and Mouse support with total configurability?
Keyboard and/or mouse support isn't likely. The number of people with those particular peripherals is VERY small. We've got a keyboard here, but even we don't have a mouse -- it sucks that we can't do more with those periperhals, just like the lightgun, but in the end, I'd rather spend my time with the BBA or Modem logic instead of writing all the extra crap to handle a configurable keyboard or mouse interface.


Bleem!pods

What are Bleem!pods? By Captain Skyhawk
With a Bleem!pod you can connect your regulair PSX joypad to your Dreamcast. The difference with other existing devices is the possibility of connecting your own PSX memorycard! With this great feature you can use your old saves on the new Bleem!cast. Another feature others don't have is fully support of all buttons including the second analog controller. This, ofcourse, for fully use of the Bleem!cast disk.

Are the Bleem!Pods coming?
There are still no plans to produce Bleem!Pods. The costs of making these things is significant. We'd need to pre-sell a whole bunch of them before we would even consider making a production run.

Will they be fully compatible with the Bleam!cast releases made before the adapters?
Of course. Duh. Just because we don't have the money to mass-produce the bleemPods doesn't mean we don't actually have a few prototypes that we test with. Frankly, it's a waste of time, since it isn't likely that the bleemPods are ever released... but chalk one up for being thorough.

Why not throw a few of the prototypes up on Ebay?
They're not ours -- we didn't do the tech. on it. Another company did -- I just told them what I wanted from a technical standpoint, and they implemented the actual chipset.


Bleem technical

Does it matter that the game is 2D?
We're up for considering ANY title that has wide appeal, is a great game, and will ensure enough people want it to offset the development costs. 2D, 3D, it doesn't matter -- Both are significantly improved. Take a look at the menu screens from GT2 (which are all "2D") to see the difference.

Does a 2D game like Mortal Kombat look better?
MK would look much better. The increased resolution, filtering and antialiasing add siginficantly to the visuals.

I saw a 16x dc card with a DC connector on one end and a psx connector on the other end and was wondering if you would be able to copy your files written on bleem to a psx card since they are the same format?
It won't work. When you format each partition, it knows whether or not it's a DC or PSX format card -- and it won't let the hardware of the other machine access the data. We tried to get them to change the protocols to allow us to directly access PSX saves on the DC, but they didn't -- and thus all DC software is restricted to only accessing the DC partitions.

Is it possible to use PS Gameshark codes on your dreamcast with Bleem?
GS codes can't work -- no way to input them. And Gmc said: "The thing is, that PSX codes are longer than DC codes:
DC format: XXXXXXXX
PS format: XXXXXXXX XXXX
So they wont fit in, but I think codes could be made for it".

Why won't you implent GameShark support?
There are many reasons that we don't support GameShark. Some are legal (they own the codes), some are resource-based (we don't have the time, resources or money). None of the reasons, however, have *anything* to do with allowing (or not allowing) any particular games to run -- GameShark doesn't do that, and has absolutely *nothing* to do with whether or not any particular game operates.
We could keep coding and coding and never release a product -- but that's not going to happen. We need to stay in business, and that means shipping products out the door and not holding them indefinitely. <a href=http://www.dcemulation.org/phpBB/viewtopic.php?topic=7667&forum=19&20#2>[img src=http://httpd.chello.nl/~m.schuitemaker/newtopic.gif>[/i]

Where any development kits used with Bleem!cast?
No, the DC doesn't have the codebase and library support that the PC has -- there's no drivers, there's no DirectX, there's nothing but a bare-bones system and ALL the code that's required to get ANYTHING to work at all had to be part of the software. Yes, that means that we had the PC-equivalent of writing the operating system, DirectX, all the drivers, and ontop of all that, the emulation software itself.

What's the hardest thing to emulate properly on a PSX game?
It varies from game to game, depending on a whole bunch of factors: Obviously, the more "special effects", sound effects, or overall high execution speed, the higher the potential to have difficulty emulating it. Some games don't have a lot of any of those things, but are still complex to emulate because of the overall differences between the PSX and DC in general. Plus, in general, there's all the overall issues and effects that arise when dealing with running things at a much higher resolution and with filtering and antialiasing going on... ... for example, TK3 running on a PSX, or PS2, runs at 368x200 or 368x240 for PAL -- don't quote me on those numbers, they're from memory. It uses an interlaced mode, which means that they only actually render HALF of the required scanlines per Vertical Blank, which is why it's visually 368x400 or 368x480, but technically it's only rendering half of those scanlines every 60th (or 50th) of a second. OTOH, b!DC has to render ALL of the scanlines for VGA and antialiasing EVERY VBlank, so we end up pushing roughly FOUR times the number of pixels per frame at 640x480 (640x560 PAL) and those pixels are filtered and full-screen antialiased! Look in the Bleem!cast games section for more game specific info on what was hard to emulate!.


Requests

<a name="k4]Frequently requested games
Van_Lardo made an excellent poll in these and other forums of games you wanted most to be bleem!casted. These are the results:

1. Castlevania: Symphony of the Night
2. Final Fantasy 7
3. WWF Smackdown 2: Know Your Role
4. Silent Hill
5. Resident Evil 1
6. ISS Pro Evolution 2
7. Xenogears
8. Final Fantasy Tactics / Driver 2
9. Final Fantasy 9
10. Ridge Racer Type 4 / Final Fantasy 8

Please don't requests these games anymore as Bleem! is familair with the results. Also, there's going to be a poll at the Bleem website.

Is -fill in gamename of poll- a confirmed title?
The ONLY titles we're definitely doing are those which we've announced on our website. As additional titles are ready, we'll announce those too.

What about a bleem!dc for Castelvania?
CV is a title we're currently looking at. And it looks pretty awesome, truth be told. The increased resolution, filtering and antialiasing add a lot more than you'd expect. If we end up doing this title, we'll post screenshots so you can compare yourself -- just like always.

Can we expext a ISS Pro Evolution 2 / ISS Pro Evolution bleem pak to open the European market?
ISS is one of a couple titles we're looking at for a European release -- Not much call for it here in the US.

If Tony Hawk 3 doesn't come out for DC. Could you make it for dc from PSX cd?
We'll look at any upcoming titles as possibilities, depending upon interest and requests. We're going to be putting up a poll on the website to gauge what people want.

I hope for a Driver (2) Bleem!cast
Driver and Driver 2 are both possibilities. Although, I'm kinda loathe to make yet another driving game.

Black & White for the Dreamcast has been canceled, can we expect a Bleem!cast of it?
B&W is a *PC ONLY* title... There were going to be PSX and DC ports -- neither of which, to my knowledge, are forthcoming. * IF * it comes out, we'll consider a pack for it. Don't hold your breath.

I want an RPG!
The biggest issue with any RPG is the sheer volume of testing required.

Are you guys looking at porting Resident Evil 1 over to DC?
It's not likely that we'll do that title, though, since there are already DC titles put out by the same company for the later versions of the series. <a href=http://www.dcemulation.org/phpBB/viewtopic.php?topic=7827&forum=19&13>[img src=http://httpd.chello.nl/~m.schuitemaker/newtopic.gif>[/i]


Misc. questions

Why won't you discuss just EVERYTHING?
We'd LOVE to discuss everything about what's going on with you, because frankly it's pretty exciting to be working on some neat technology that no one else has the balls to do -- but unfortunately the circumstances and reality of being sued for millions of dollars for years on end have put at stop to that. Given half a chance, I pray that things will be different in the future -- the alternative is pretty bleak indeed.

Have you had any contact, good or bad, from games makers; e.g. Capcom, Namco about Bleem?
Many companies have contacted us about bleem!'s technology and how to ease their product porting to other platforms. They start off very keen, but after passing it by their legal department, they pretty much all get scared off eventually, however. Seems we're the only people out there stupid enough to continue to deal with the hassles.

Information about the packages
We're going to the new style cases for all the paks -- even future GT2 stuff is going to it. And, the really cool thing is this: The cases will have the neat-o dual-sided flip trays -- so you can basically take the bottom tray from the bleem!DC pak, and snap it onto the top of the case from your PSX game -- now you can put both discs into the same case, one on the front of the tray and one on the back! <a href=http://www.dcemulation.org/phpBB/viewtopic.php?topic=7848&forum=19&23#17>[img src=http://httpd.chello.nl/~m.schuitemaker/newtopic.gif>[/i]


Availebility and Prices * UNDER CONSTRUCTION *

Where to get Bleem!cast
List of sites with prices will follow. For now look at http://www.bleemdirect.com

Is the 6 Bucks price gonna last?
The $5.99 pricepoint isn't going to stay -- get GT2 before the price goes up. We simply aren't making enough to stay in business at that level because of the reduced demand. Reduced prices will be held until October 3rd, I think. After that, they go up to regular retail prices -- which will be higher than $5.99. We are currently looking at the following price points, although they are 1) Subject to change, and 2) NOT final:
Tekken 3 (All Regions) $6.95
MGS (US/Canada/Europe) $7.95
All prices will GO UP by $1.00 after October 4th. <a href=http://www.dcemulation.org/phpBB/viewtopic.php?topic=7820&forum=19&6>[img src=http://httpd.chello.nl/~m.schuitemaker/newtopic.gif>[/i]


Not Bleem!cast related

What are the chances of future consoles being emulated on the Dreamcast?
Actually, after seeing what the PS2 can do, I'm not convinced that PS2 emulation is impossible. And, there are many DC titles that surpass ALL PS2 titles in quality already. Yes, I was not impressed with GT3 in the least.

Do you really think there MIGHT be a chance of SOMETHING like this happening?
I don't think it's likely to happen -- just that it's technically possible to do.

What was the real reason of not releasing the N64 emu?
The real reason is simple: Time and Money.

Is it -Possible- for you guys to make a Saturn emu?
Possible, yes -- But, unfortunately, it's not going to happen. Time and Money. More than the total collection would amount to. Sad, really, as the Saturn had some really neat technological pieces to it. But, alas, that's what makes it quite difficult to emulate well.


Bleem!PC

General Notes by Sub Woofer
The team dropped production of the PC Version, due to the time and effort put into Bleem!cast and the small 3 man team. This is why there are so no PC updates lately. AND, please don't let this be the start of tech. support for bleem, inc. here -- Use mailto:support@bleem.com for that.

Last updated (Have a hard time here to keep up with Rand!

[ This Message was edited by: Captain Skyhawk on 2001-10-03 18:37 ]

[ This Message was edited by: ChaoticSonic on 2001-10-05 21:30 ]


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PostPosted: Sat Dec 22, 2001 11:21 am 
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Yeah It's been a project of mine to make a "postmortem FAQ" (since this FAQ is written from the perspective of an alive Bleem!), but my grandmother died recently and I'm writing this from my hometown. I'll probably sit down and have it up by New Year's.

In the meantime, this should get all sticky...

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PostPosted: Sat Dec 22, 2001 3:42 pm 
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I'm sorry to hear of your grandmother. It's cool that the faq is sticky again just the way it was. And yes I know the faq must be redone and written in another way. Maybe we can make something together next year (sounds far away, but it isn't).

Second point: I can't get the FAQ working with the hyperlinks. What I'm doing wrong?! Please help me, in the old forums it just worked with HTML enabled.


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PostPosted: Sat Dec 22, 2001 8:29 pm 
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Captain Skyhawk wrote:
I can't get the FAQ working with the hyperlinks. What I'm doing wrong?! Please help me, in the old forums it just worked with HTML enabled.


I don't know why it does that either. It says the HTML is on but it just doesn't work. Try to get this on a webpage.

I'm really sorry about your Grandmother, Schnapple... :(

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PostPosted: Thu Jan 03, 2002 3:17 pm 
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I think I know what the problem is. The admins haven't set the HTML to allow a href tags. Just only BB Code and that doesn't allow jumping in the same page (I only know the Dutch word of it). So my question is, can someone activate the HTML a href code to allow the use of the '#" code. I think it won't be abused, it was always activated on the older boards.

And putting the FAQ on a seperate site has no use because I used BBCode in it and the layout is destroyed when I do that....


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PostPosted: Thu Jan 03, 2002 4:06 pm 
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I just prettied it up a little bit - might do some more to it later.

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PostPosted: Sun Jan 06, 2002 7:58 pm 
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:( like all those links take me to a page that says topic not found. Did they get deleted with the last dcemulation.org wipe of the forums?


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PostPosted: Sun Jan 06, 2002 10:26 pm 
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Yeah - the old topics never made it over.

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 Post subject: sad...
PostPosted: Mon Jan 07, 2002 5:33 pm 
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sorry bout your granma, captain :(

and the old topics, just sad.

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PostPosted: Wed Jan 09, 2002 3:14 pm 
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I don't like it either that all the old topics are removed again. I really took some work on linking all the questions to there original topics to find some more and ussally interesting info. This is the third forum change and always they say to bring back the old topic but they never do. I didn't see any announcement in the time to say the forums will be changed, a lot off information was lost and nobody could backup it. Fortunly I made a backup of the FAQ.

I'm going to work on the FAQ soon again, I get my broadband connection tommorow. Thanks Schnapple for clearing the FAQ.


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