Cell
phone adventures
Im not a cell phone guy.
I resisted getting one at all for years, and even now I rarely carry
it. To a first approximation, I dont
really like talking to most people, so I dont go out of my way to enable
people to call me. However, a little
while ago I misplaced the old phone I usually take to Armadillo, and my wife
picked up a more modern one for me. It
had a nice color screen and a bunch of bad java game demos on it. The bad java games did it.
I am a big proponent of temporarily changing programming
scope every once in a while to reset some assumptions and habits. After Quake 3, I spent some time writing
driver code for the Utah-GLX project to give myself more empathy for the
various hardware vendors and get back to some low-level register
programming. This time, I decided I was
going to work on a cell phone game.
I wrote a couple java programs several years ago, and I was
left with a generally favorable impression of the language. I dug out my old java in a nutshell and
started browsing around on the web for information on programming for cell
phones. After working my way through
the alphabet soup of J2ME, CLDC, and MIDP, Ive found that writing for the
platform is pretty easy.
In fact, I think it would be an interesting environment for
beginning programmers to learn on. I
started programming on an Apple II a long time ago, when you could just do an
hgr and start drawing to the screen, which was rewarding. For years, Ive had misgivings about people
learning programming on Win32 (unix / X would be even worse), where it takes a
lot of arcane crap just to get to the point of drawing something on the screen
and responding to input. I assume most
beginners wind up with a lot of block copied code that they dont really understand.
All the documentation and tools needed are free off the web,
and there is an inherent neatness to being able to put the program on your
phone and walk away from the computer.
I wound up using the latest release of NetBeans with the mobility module,
which works pretty well. It certainly
isnt MSDev, but for a free IDE it seems very capable. On the downside, MIDP debugging sessions are
very flaky, and there is something deeply wrong when text editing on a 3.6 ghz
processor is anything but instantaneous.
I spent a while thinking about what would actually make a
good game for the platform, which is a very different design space than PCs or
consoles. The program and data sizes
are tiny, under 200k for java jar files.
A single texture is larger than that in our mainstream games. The data sizes to screen ratios are also far
out of the range we are used to. A
128x128x16+ bit color screen can display some very nice graphics, but you could
only store a half dozen uncompressed screens in your entire size budget. Contrast with PCs, which may be up to a few
megabytes of display data, but the total game data may be five hundred times
that.
You arent going to be able to make an immersive experience
on a 2 screen, no matter what the graphics look like. Moody and atmospheric are pretty much
out. Stylish and fun is about the best
you can do.
The standard cell phone style discrete button direction pad
with a center action button is a good interface for one handed navigation and
selection, but it sucks for games, where you really want a game boy style
rocking direction pad for one thumb, and a couple separate action buttons for
the other thumb. These styles of input
are in conflict with each other, so it may never get any better. The majority of traditional action games
just dont work well with cell phone style input.
Network packet latency is bad, and not expected to be
improving in the foreseeable future, so multiplayer action games are pretty
much out (but see below).
I have a small list of games that I think would work out
well, but what I decided to work on is DoomRPG sort of Bards Tale meets
Doom. Step based smooth sliding/turning
tile movement and combat works out well for the phone input buttons, and
exploring a 3D world through the cell phone window is pretty neat. We talked to Jamdat about the business side
of things, and hired Fountainhead Entertainment to turn my proof-of-concept
demo and game plans into a full-featured game.
So, for the past month or so I have been spending about a day
a week on cell phone development.
Somewhat to my surprise, there is very little internal conflict
switching off from the high end work during the day with gigs of data and
multi-hundred instruction fragment shaders down to texture mapping in java at
night with one table lookup per pixel and 100k of graphics. Its all just programming and design work.
It turns out that Im a lot less fond of Java for
resource-constrained work. I remember
all the little gripes I had with the Java language, like no unsigned bytes, and
the consequences of strong typing, like no memset, and the inability to read
resources into anything but a char array, but the frustrating issues are
details down close to the hardware.
The biggest problem is that Java is really slow. On a pure cpu / memory / display /
communications level, most modern cell phones should be considerably better
gaming platforms than a Game Boy Advanced.
With Java, on most phones you are left with about the CPU power of an
original 4.77 mhz IBM PC, and lousy control over everything.
I spent a fair amount of time looking at java byte code
disassembly while optimizing my little rendering engine. This is interesting fun like any other
optimization problem, but it alternates with a bleak knowledge that even the
most inspired java code is going to be a fraction the performance of pedestrian
native C code.
Even compiled to completely native code, Java semantic
requirements like range checking on every array access hobble it. One of the phones (Motorola i730) has an
option that does some load time compiling to improve performance, which does
help a lot, but you have no idea what it is doing, and innocuous code changes
can cause the compilable heuristic to fail.
Write-once-run-anywhere.
Ha. Hahahahaha. We are only testing on four platforms right
now, and not a single pair has the exact same quirks. All the commercial games are tweaked and compiled individually
for each (often 100+) platform.
Portability is not a justification for the awful performance.
Security on a cell phone is justification for doing
something, but an interpreter isnt a requirement memory management units can
do just as well. I suspect this did
have something to do with Javas adoption early on. A simple embedded processor with no MMU could run arbitrary
programs securely with java, which might make it the only practical
option. However, once you start using
blazingly fast processors to improve the awful performance, a MMU with a
classic OS model looks a whole lot better.
Even saddled with very low computing performance, tighter
implementation of the platform interface could help out a lot. Im not seeing very conscientious work on
the platforms so far. For instance,
there is just no excuse for having 10+ millisecond granularity in timing. Given that the java paradigm is sort of
thread-happy anyway, having a real scheduler that Does The Right Thing with
priorities and hardware interfacing would be an obvious thing. Pressing a key should generate a hardware
interrupt, which should immediately activate the key listening thread, which
should be able to immediately kill an in-process rendering and restart another
one if desired. The attitude seems to
be 15 msec here, 20 there, stick it on a queue, finish up a timeslice, who
cares, right?
I suspect I will enjoy working with BREW, the competing
standard for cell phone games. It lets
you use raw C/C++ code, or even, I suppose, assembly language, which completely
changes the design options.
Unfortunately, they only have a quarter the market share that the J2ME
phones have. Also, the relatively open
java platform development strategy is what got me into this in the first place
one night I just tried writing a program for my cell phone, which isnt
possible for the more proprietary BREW platform.
I have a serious suggestion for the handset designers to go
with my idle bitching. I have been told
that fixing data packet latency is apparently not in the cards, and it isnt
even expected to improve much with the change to 3G infrastructure. Packet data communication seems more modern,
and has the luster of the web, but it is worth realizing that for network games
and many other flashy Internet technologies like streaming audio and video, we
use packets to rather inefficiently simulate a switched circuit.
Cell phones already have a very low latency digital data
path the circuit switched channel used for voice. Some phones have included cellular modems that use either the CSD
standard (circuit switched data) at 9.8Kbits or 14.4Kbits or the HSCSD standard
(high speed circuit switched data) at 38.4Kbits or 57.6Kbits. Even the 9.8Kbit speed would be great for
networked games. A wide variety of two
player peer-to-peer games and multiplayer packet server based games could be
implemented over this with excellent performance. Gamers generally have poor memories of playing over even the
highest speed analog modems, but most of the problems are due to having far too
many buffers and abstractions between the data producers/consumers and the
actual wire interface. If you wrote
eight bytes to the device and it went in the next damned frame (instead of the
OS buffer, which feeds into a serial FIFO, which goes into another serial FIFO,
which goes into a data compressor, which goes into an error corrector, and
probably a few other things before getting into a wire frame), life would be
quite good. If you had a real time
scheduler, a single frame buffer would be sufficient, but since that isnt
likely to happen, having an OS buffer with accurate queries of the FIFO
positions is probably best. The worst
gaming experiences with modems werent due to bandwidth or latency, but to
buffer pileup.