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Mascot Capsule 3D

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'''Mascot Capsule''' is a proprietary 3D engine developed by Hi Corporation (Japan), written in C. It was mostly used in Japanese devices such as i-mode (Doja), J-Phone / Vodafone live!, EZweb (BREW), Korean devices such as SKT and KTF and it also made it overseas featured in many Sony Ericsson devices. Many developers made use of this tech to bring higher quality 3D graphics on the Sony Ericsson version of their J2ME games. Mascot Capsule 3D is an engine for 3D graphics of the PlayStation 1 level, exclusive for Sony Ericsson devices. There were almost more than 500 games on this engine, but most of them were high-quality.
==Emulators==
:It can play every Mascot Capsule game without any problem. Use JDK, latest version is 2.5.0.6
;[[JL-Mod]]:This is the mod of the <small>([[Mascot Capsule 3D compatibility list]])</small>Currently, the Android-exclusive J2ME Loader]] with implemented fork JL-Mod can run plenty of the Mascot Capsule V3 support3D exclusive games.
;NTT Docomo's Star 2.0 emulator
;[[KEmulator]]
:To play Sony EricssonHi Corp's 3D Engine (Mascot Capsule 3D) games on Windows, you need a required [https://cdn.discordapp.com/attachments/623944119617847306/806514608470229022/MascotCapsuleV3_J2SE.zip Java wrapper] created by woesss. Try [https://drive.google.com/file/d/1T-xZO_iY46zx3JN1hYxAiIHY5lhvAhG0/view KEmulator 1.0.3 mod + Mascot Capsule wrapper]
;[[FreeJ2ME]]
:Open source J2ME emulator for Windows and Libretro (Raspberry Pi). Use a Required [https://cdn.discordapp.com/attachments/623944119617847306/806514608470229022/MascotCapsuleV3_J2SE.zip java wrapper] for run Mascot Capsule game on it, but it's more difficult - you need to make a batch file and run it through it, and always on a 32-bit JRE.
<small><code><b><span style="color:#FE2E2E">"%ProgramFiles(x86)%\Java\jre1.8.0_231\bin\javaw.exe" -classpath "lib/*;freej2me.jar" org.recompile.freej2me.FreeJ2ME</code></small></b></span></code>
==Overview==
Mascot Capsule 3D is an engine for 3D graphics of the PlayStation 1 level, exclusive for Sony Ericsson devices. There were almost 300+ <small>(Japanese)</small> and 200+ <small>(Overseas)</small> games on this engine, but most of them were high-quality.
There are Sony Ericsson puts great emphasis on Java implementation consistency and has been one of the most aggressive advocates of Mobile Java 3D with support for the two 3D API on 's Sony Ericsson mobile phones are Hi Corporation's Mascot Capsule 3D and JSR-184, which describes the Mobile 3D Graphics (M3G) API for the J2ME. Both API support high-quality model rendering, using transparent color blending and appearance properties, plus applying texture maps to the model's surfaces. Mascot Capsule V3 had already been field tested and offers opportunities to migrate 3D applications from existing BREW CDMA or DoJa/i-mode devices to the J2ME platform on GSM/UMTS phones. Each of these API takes a different approach to solving the same problem of rendering 3D models quickly while consuming few platform resources.  Sony Ericsson puts great emphasis on Java implementation consistency and has been one of the most aggressive advocates of Mobile Java 3D with support for the two 3D API's Mobile 3D Graphics (JSR-184) and Mascot Capsule Micro3D Engine v3 on more than 35 phones to date. An independent developer benchmark survey conducted by UK research firm Recom Research in March this year also showed that the company's global developer support program and web portal, Sony Ericsson Developer World, was considered to be the leading technical resource for Mobile Java 3D development. Sony Ericsson has increased the quality of the Java performance on its phones by spending more engineering time on development, analyzing the source code of third party technology like Fishlabs' ABYSS game engine, and testing of software implementations. The Java development team has also made bug fixes and performance upgrades in general for JSR-184 and the Mascot Capsule v3 API for JP-7 phones
Mascot is basically a set of native functionalities (library) written in C with Java wrappers so that they can be used with Java games. In 2004, OpenGL ES was defined, so V4 of the Mascot engine includes both the V3 API and an implementation of the Mobile 3D Graphics API for J2ME (JSR-184). This uses OpenGL ES where hardware support is available, otherwise, it uses a pure software rendering implementation. It can run on almost any platform (Symbian, J2ME, BREW, Linux, Palm OS and Windows Mobile) and isn't dependent on any particular architecture, although V4 requires at least ARM-9 class handsets.
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|The most reliable way is to open the .JAR with a decompiler and watch the main imports and see what is inside the JAR file, there are two formats<ref group=> Mascot Capsule uses two proprietary formats - mbac (for 3D models), mtra (for animations) and bmp (for textures)</ref> <code><b><span style="color:#FE2E2E">.mbac</span></b></code> and <code><b><span style="color:#FE2E2E">.mtra</code></span></b>, that's represents Mascot Capsule engine. Its available for Sony EricssonJapanese devices such as i-mode (Doja), J-Phone / Vodafone live!, MotorolaEZweb (BREW), Japanese devices and Korean devices such as SKT and KTFand it also made it overseas featured in many Sony Ericsson devices, That used Mascot Capsule 3D <b>[https://minexew.github.io/2018/12/29/mascotcapsule.html MBAC / MTRA technology]</b>, which makes launching / modding games for Sony Ericsson 3D even more affordable!, mostly Mascot Capsule 3D games had this technology.
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