Cps1/2 Emulation


DijiTao

Active Member
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Aug 4, 2005
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Reference:
http://en.wikipedia.org/wiki/CPS-1
http://en.wikipedia.org/wiki/CPS-2

So as of right now it looks like NeoGeo MVS doesn’t have anybody working on it as the much easier task of NeoGeo CD is getting the attention of developers. The big obvious problem with the MVS is those colossal ROMs but as I recall my other favorite arcade fighting game platform, Capcom’s CPS2 wasn’t quite as bad. Of course the first game coming to mind is Street Fighter II Championship Edition, which if I remember correctly uncompressed was only like 12Mb. Also if my understanding is correct we already have very efficient ARM ASM cores for 68000 and Z80. So my questions are:

a)How hard a task will cps1/2 emulation be?
b)Is anyone working on it?
 
Mame emulates both I think? Not sure if anyone is working on porting mame since Mirko doesn't seem interested but someone probably will. Mame is something that definately needs to be ported :)
 
yes! with cyclone(?) it is possible! even the big games like alpha3 or mvc1 are about 40mb uncompressed.
there's probably more to it than just the cpu issue, though. i know the cps2 platform had nice audio capabilities, and that may be harder to emulate. not that i know much about this, though..

also, isn't a dedicated cps2 emulator better than mame for efficiency?
 
I'm not aware of any good dedicated cps1/2 emulators available for porting. Are you?

One option is Finalburn. It can emulate both. I know fDave has mentioned making a port some time in the future. If anyone knows how to use Cyclone it's him ;)
 
final burn also emulates neo geo, right? like kawaks(close sourced[?])
 
i know mame does cps1/2 because pretty much the only roms i have are darkstalkers and darkstalkers revenge
 
I know at the Korean forum, they were posting the finalburn sourcecode, along with a few other things.

http://www.gpain.com/

Look at the lower left side. These are the downlaod column. They are no gp2x, but resources for others to download.



or you could go straight here...

http://www.gpain.com/gp/Board.aspx?BoardNum=9&TopicNum=10


or look at some of the other post that mention gp2x but just have crazu stuff we can not understand.

http://www.gpain.com/gp/Board.aspx?BoardNum=5&TopicNum=8

http://www.gpain.com/gp/Board.aspx?BoardNum=5&TopicNum=1
 
junker posted on Oct 20 2005 at 11:30 PM said:
final burn also emulates neo geo, right? like kawaks(close sourced[?])

It emulates cps1/cps2/system16
 
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nah, thinking about it now, it definitely emulates the neogeo, too.
 
I think you're talking about Final Burn Alpha. A project derived from Final burn. They added Neogeo support later on.
 
Holy... I thought CPS2 would be way too much for GP2X to handle. If not... damn, that's great news.
 
Mame emulates both I think? Not sure if anyone is working on porting mame since Mirko doesn't seem interested but someone probably will. Mame is something that definately needs to be ported :)
Don't worry.

Also with incoming GP2X appearance, I will have a lot of work to have MAME ported to the new console as soon as console appears...

Taken from an Emulation64 interview with Franxis.

:)
 
I hope that with this new MAME Implementation newer 68k based titles such as the Cave series (DoDonpachi, Esp.Ra.De, Dangun Feveron, Guwange, DonPachi) .. the Strikers 1945 I/II/III series, and of course the NeoGeo and CPS1/2 game libraries (most notably, for me, Giga Wing, Mars Matrix, 19xx and the Metal Slugs, plus Blazing Star..) will not be neglected. The GP32 Mame ports I've seen stopped mostly at early 1980's titles running on CPUs like the z80 alone. Being the shooter fanatic that I am, I'd be overjoyed if such games ran at proper speed with sound on this machine.

Of course, it's perfectly capable, with fast enough ASM 68k and z80 cores like Cyclone.. also the GP2x's display almost perfectly matches those of the relevant arcade machines, most notably NeoGeo. Granted for things like Cave games the screen would need to be scaled, cropped or flipped, and we'll see how that plays out, but there's no reason you couldn't rotate the machine counter-clockwise, use the D-pad for directional movement and Volume Down to fire, Volume Up for bombs, shoulder button for a more rare C button press etc.
 
Alpha2 posted on Oct 21 2005 at 06:53 AM said:
scares me to concider the Cave games viable as those badboys get INTENSE with the number of shots they spew on screen at one time.

More pretty screensaver than game.
 
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Alpha2 posted on Oct 21 2005 at 01:53 AM said:
scares me to concider the Cave games viable as those badboys get INTENSE with the number of shots they spew on screen at one time.

A CPU at 100% load playing one is the same as a CPU at 100% load playing another. In this case a 68000 @ 16 MHz. If the emulated CPU can't get all its work done in one frame, it draws the old frame again while it works on the same one and the game slows, all the while maintaining the steady 58fps framerate (on cave games..) it doesn't just arbitrarily demand more from the emulated CPU it's running on, it could never squeeze out more performance out of the blue on the real deal.

Cyclops said:
More pretty screensaver than game.

Then you aren't trying hard enough. :)
 
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yeah, playing those shooters would be SO nice!
i wouldn't mind playing some of the verticle shooters horizontally! i'm sure there are a few horizontal mode verticle shooters in the bunch, too
 
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