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Mascot Capsule 3D

6 bytes removed, 11:51, 11 July 2022
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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/Star), J-PHONE (Vodafone), EZweb (BREW), also Korean devices such as SKT, and KTF and but 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 emulators|PlayStation 1]] level, exclusive for Sony Ericsson devices. There were almost more than 600 games on this engine, but most of them were high-quality. The number of "Mascot Capsule 3D" installed is said to be about 2:1 in Japan and overseas.
Hi Corporation announced that the company has executed a worldwide license agreement with <i>Sony Ericsson Mobile Communications AB ( Sony Ericsson)</i> for its 3D rendering engine "Mascot Capsule Engine".
Mascot Capsule was written in C and compiled for all platforms known at the time. For JAVA platforms, a java-wrapper "comdot" was provided, it's just a java-binding to the native platform-dependent implementation. woesss <small>([[JL-Mod]] dev)</small> wrote Mascot Capsule V3 java wrapper for the Win32 version of the Mascot engine, which was provided to the NTT DoCoMo i-mode (DoJa/Star) emulators. Using this wrapper, for play Mascot Capsule 3D on [[KEmulator]] and [[FreeJ2ME]] on Win32 version of JRE.
{| class="wikitable" style="text-align:center;" width="900px1000px"
|-
! scope="col"|Name
! scope="col"|Support
! scope="col"|Required
! scope="col"|Compatibility Compatible <small>(%)</small>
! scope="col"|Architecture(s)
! scope="col"|[[Emulation Accuracyaccuracy|Accuracy]]
! scope="col"|VM
! scope="col"|Derived from
! scope="col"|<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>
! scope="col"|Active
! scope="col"|[[Recommended Emulatorsemulators|Recommended]]
|-
!colspan="13"|PC /x86Linux
|-
| [[KEmulator]]
| {{~}}
|-
| Sony Ericsson's official SDK
| align=left|{{Icon|Windows}}
|[https://drive.google.com/file/d/1xHSPbVOGSG84y1hlvGDI0RC4iGiCQ7HP/view?usp=sharing 2.5.0.6]
| {{✓}}
|-
| NTT DocomoDoCoMo's Star 2.0 emulator
| align=left|{{Icon|Windows}}
|[https://archive.org/details/emuforstar2_0_1_01 1.01]
| {{✓}}
|-
| DocomoDoCoMo's SDK
| align=left|{{Icon|Windows}}
| ?
:Currently, the Android-exclusive [[J2ME Loader]] fork JL-Mod can play the Mascot Capsule 3D exclusive games.
;NTT DocomoDoCoMo's Star 2.0 emulator:It can run i-mode (Star 2.0) games, for run Mascot Capsule games. Latest version is 1.01.
;[[KEmulator]]
|[[File:super_3d_golf.jpg|150px]]
|-
|[[File:real_street_racing_3dreal_street_racing_2_3d.jpg|150px]]
|[[File:tennis_multiplayer_3d.jpg|150px]]
|[[File:i_q_3d.jpg|150px]]
==Overview==
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 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 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 (JSR-184) for J2ME. 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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|<center><b> Fishlabs Entertainment GmbH</b></center>
{| class="wikitable" style="text-align:center;" "width=120"
| MBAC / MTRA
| 240x320
| [https://phoneky.com/games/?s=download&id=j3j106605 j4j56152 💾]<small>(R)</small>
|-
| Crash Arena 3D
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