Ahh, the moron. Has it occured to you that the Consoles name does not affect gameplay?fudge01 said:LOL i doubt that there is going to be a gamecube2 nintendo don't just put a lame number on there systems like some stupid companys they actually use there brain and name it
They named the N64 by its datapaths Lol...a1337a said:Yeah, Nintendo would never add a lame number to the end of their system names.
Like the Ninendo 64. They'd never do that. Oh no, never would they try and sell their system based on how wide its datapaths were.
They're just too cool for that.
Fudge, die.
Please.
Work on your grammar, then maybe people will understand what you're talking about.fudge01 said:Hello 64 is a code 2 isnt a code DUH! you odnt know nothing screw you you die
Square said:"I think polymorphic... That's maybe a Square Enix created word," Yamamoto says, laughing apologetically at some puzzled expressions when he uses the phrase first. "That's a key word. So, I'd like to explain about the idea of 'polymorphic' as precisely as possible."
"For Square Enix, until now, media hardware has come before the content. That means that when we create, there is the hardware first, and then we put the content on it. For example, if you set out to write a novel, you would need a story to fill its pages; or if you had a PS2, a game would need to be created to play on it. In the current fashion, multimedia is very popular, but that is nothing more than part of the same trend, if you see what I'm trying to say."
"Put simply, then, the pattern has been to create entertainment according to the hardware," he continues. "The hardware is restrictive to the content. Our current vision is to create polymorphic content. So, we are aiming to form original ideas without being restricted by the notions of hardware or media, and to deliver these ideas via consoles, online gaming, mobile gaming, or DVD. "
"We understand that this might be difficult to imagine," he concedes, "but when you see the entertainment content that we will offer in the future, it will all become clear. So, it's still very abstract - but please expect our future; we will show what we can do."
Square Enix mobile business global coordinator Misa Murohashi steps in to give a more concrete example of the concept. "For example, with Final Fantasy VII, we currently have a project to launch an extra story in Japan, with a DVD movie from the Final Fantasy VII world [Final Fantasy VII: Advent Children, which is also confirmed to appear on the UMD disc format used by PlayStation Portable movies]," she says. "At the same time, we're creating Final Fantasy VII Before Crisis, which is online content. We also have a new game in developement for use on the PSP; that's kind of our first try at creating polymorphic content, so we're currently starting with that kind of big concept."
Yamamoto nods. "Also, we believe that the mobile phone, which we carry every day, being a multi-functional device, is an ideal channel through which to deliver polymorphic content," he says. "So, maybe the mobile is one of the best multi-functional devices to make delivery of our polymorphic ideas. Utilising the everyday quality of the mobile phone, we will continue to provide content that everybody will enjoy."
"So, that's a brief explanation of our polymorphic idea," he concludes. "That is going to be the keyword, not only for mobile, but it will appear in our console business, PS2, PSP, or online, PC entertainment, everything. This is the worldwide Square Enix vision and concept."
SQUARE ENIX DID NOT LEAVE SONY, They still have a bunch of games in developement for PS2. Final Fantasy XII, Final Fantasy XIII, The PSP game, Kingdom Hearts 2, FF7-AC for UMD. How could you say that?Kenny_C.002 said:Square Enix has left Sony for a while now. It's fully third-party and there is not a darn thing Sony can do about it.
And what's with all the "GCN's specs are worst than PS2" anyway? I mean, the PS2 is definitely the inferior being specs-wise (look processor, viedo card, sound card, everything), so what was the point on that? And GCN loading times ON AVERAGE is lower than PS2 ON AVERAGE (we're not going to the horrible loading times of Outbreak for PS2). However, since the PS2 has a harddrive, you can essentially "erase" loading times by directly loading the entire game onto the HD. I don't see the need of that in the GCN, since even the toughest games on loading (Resident Evil games) don't take long to load on the GCN.
And the PS2 is profittable because its specs have gone down dramatically (namely the lenses) over each price decline. On top of that, the PS2 has so much pirating going on that basically only the system is actually gaining any sort of major profit (it's all minor profit for all the games). Since the profit on games is so low, we've had MANY companies changing their strategies and going for the unpiratable GCN (e.g. RE games from Capcom). It's as simple as that: if you don't protect the guys making you the games, you're killing your own system.
Getting all that outta the way now...
You're right, I should calm down. That post really ticked me off though. I know that you can Mod a PS2 to pirate. You know how many PS2s break from trying to mod it? Some people mod their PS2 to play Japanese games also, and I've seen many times when they would break. When they come to my store asking for a repair, they usually spend around $150 to fix it, plus it's warrenty is gone. Either way, its still not easy to pirate.Kairi said:Okay Brittany, settle down. I know you?re defending the PSP, but personal mudslinging won?t get you anything. Stay CALM. If a post infuriates you, go cool off before you reply okay? You can make your point without acting like this. =\
That being said PS2 games are easier to pirate than GCN games. The _only_ way to play a GCN ISO is to use the, *sigh, my poor beloved game* PSO exploit to send it to the GCN, and that?s more trouble than it?s worth. The PS2 can, once modded be pirated quite easily. Albeit not as easily as FTP?ing games to the Xbox, but it?s not too hard.
Now see? Did I have to call you names or say you were stupid/lying? No. And I ask you approach the rest of this thread in the same manner, okay?
Cool Fudge-Packer! Its kinda too bad that you didn't list the site.fudge01 said:Geez i remeber seeing it on a site some where (might of been nintendo) that combined with the gba (for gaems like ffcc) the gamecube outsold all the systems for the year thats what i saw yep yep and it is as easy as copying a ps1 game for copying a ps2 game put it i your dvd burnre click copy cd yep yep and insulting a mod -_-
MPU ("Microprocessor Unit")* : Custom IBM Power PC "Gekko"
Manufacturing process : 0.18 micron IBM copper wire technology
Clock frequency : 485 MHz
CPU capacity : 1125 Dmips (Dhrystone 2.1)
Internal data precision : 32-bit Integer & 64-bit floating-point
External bus : 1.3GB/second peak bandwidth (32-bit address space, 64-bit data bus 162 MHz clock)
Internal cache L1: instruction 32KB, data 32KB (8 way) L2: 256KB (2 way)
System LSI : Custom ATI/Nintendo "Flipper"
Embedded frame buffer : Approx. 2MB sustainable latency : 6.2ns (1T-SRAM)
Embedded texture cache : Approx. 1MB sustainable latency : 6.2ns (1T-SRAM)
Texture read bandwidth : 10.4GB/second (Peak)
Main memory bandwidth : 2.6GB/second (Peak)
Pixel depth : 24-bit color, 24-bit Z buffer
Image processing functions : Fog, subpixel anti-aliasing, 8 hardware lights, alpha blending, virtual texture design, multi-texturing, bump mapping, environment mapping, MIP mapping, bilinear filtering, trilinear filtering, anisotropic filtering, real-time hardware texture decompression (S3TC), real-time decompression of display list, HW 3-line deflickering filter.
CPU
128-bit CPU
System Clock Frequency:
294.912 MHz
Cache Memory:
Instruction: 16KB, Data: 8KB + 16 K(ScrP)
Main Memory:
Direct Rambus (Direct RDRAM)
Memory Size:
32MB
Memory Bus Bandwidth:
3.2GB per second
Co-processor:
FPU (Floating Point Unit)
Floating Point Multiply Accumulator x 1
Floating Point Divider x 1
Vector Units:
VU0 and VU1
Floating Point Multiply Accumulator x 9
Floating Point Divider x 3
Floating Point Performance:
6.2 GFLOPS
3D CG Geometric Transformation:
66 million Polygons per Second
Compressed Image Decoder:
MPEG2
GRAPHICS
Graphics Synthesizer?
Clock Frequency:
147.456MHz
Embedded DRAM:
4MB
DRAM Bus Bandwidth:
48GB per second
DRAM Bus Width:
2,560 bits
Pixel Configuration:
RGB:Alpha:Z Buffer (24:8:32)
Polygon Drawing Rate:
75 million Polygons per second
Screen Resolution:
Variable from 256 x 224 to 1280 x 1024
SOUND
?SPU2 + CPU?
Number of Voices:
ADPCM: 48 ch on SPU2 plus definable, software programmable voices
Sound Memory:
2MB
Output Frequency:
Variable up to 48 KHz (DAT quality)
IOP
I/O Processor
CPU Core:
PlayStation (current) CPU (R3000)
Clock Frequency:
33.8688MHz or 36.864MHz (selectable; PlayStation/PlayStation 2 mode)
IOP Memory:
2MB
Sub Bus:
32-bit
Interface Types:
Universal Serial Bus (USB) x2, Controller Port x2, Memory Card slots x 2