Hiya peeps, figured I better explain this once and for all as im still getting questions about the project and about how much progress was actually made on it and so forth. this will probably bore most of you to death but hopefully it'll clear things up with some people and then I can put a lid on it
I first got my GP32 some years ago, and had been working on CPS32 for a good few months - put some info on it on my homepage along with some of my other projects and to my surprise I was linked to on a news site (can't recall which one now) and that’s how I ended up in the gp32 'scene'
to cut a long story short I was flamed to death pretty much as soon as I had signed up to the forums (the joy of the internet), people had ALOT of questions - most of which I didn’t even know how to answer as none of my projects were more than say, 30% complete - as a result I sounded like an idiot and got myself in this mess to begin with by saying I was going to find a way to load ROMs larger than 8mb etc etc, which - as I now know, just isn’t possible.
being naive is great though, I remember thinking at one stage "hey, this can clock up to 166mhz, and I had a 166mhz PC which could play Quake - so maybe that could be ported" - lol
Luckily it all died down - Flywheel ended up being cancelled, Gigas turned out to be more than just a tile map viewer (I remember people told me how it was a 'days work' at most after a few months, which almost made me give up on it) and Lemmings got a really early alpha release just to show it existed in some form.
But that still left CPS32 unaccounted for, and to this day I still get grilled over it, most people don’t even know about it as I never really discuss it but it’s still nice just to get everything out in the open.
I had made some progress on Motorola 68k emulation, (I think I was working on optional 68020 instructions at the time) and had started work on the Z80, hadn't even looked into the two sound chips - I’ve coded Emulators in the past (GB and NES) so I understood the basics of emulation, plus I had enough source code and documentation to trial and error my way thru the rest.
It would check ROMS, and in a couple of CPS1 games progressed further - I remember Ghouls and Ghosts (or is it Goblins) actually showed some sign of life when watching the memory address's, but it was never playable - which is why I never released it.
Anyway, just to clear a few things up then
Q-Sound was never coded - I remember reading up about it originally and thinking if I had enough CPU spare it may be possible, it used shared ram and I found some small games which featured it (which could be loaded into the ram)
Street Fighter was never playable, like most CPS1 games it'd freeze when checking the object ram, I remember I was going to try to use hacks so it would progress further but at the end of the day if you don’t have enough ram your never going to be able to emulate it properly.
If I lead anybody to believe otherwise, then I apologize. I did plan to do so much with it until reality kicked in - but I still work on it on and off, it’s had a few big recodes so maybe one day I can release sometime playable
until then im happy to answer any questions, or if any coders fancy helping me out im happy to share my work with them.. but if you ask for a bloody beta I’ll break your neck lol
hmmmm... humble pie
ta for reading!
I first got my GP32 some years ago, and had been working on CPS32 for a good few months - put some info on it on my homepage along with some of my other projects and to my surprise I was linked to on a news site (can't recall which one now) and that’s how I ended up in the gp32 'scene'
to cut a long story short I was flamed to death pretty much as soon as I had signed up to the forums (the joy of the internet), people had ALOT of questions - most of which I didn’t even know how to answer as none of my projects were more than say, 30% complete - as a result I sounded like an idiot and got myself in this mess to begin with by saying I was going to find a way to load ROMs larger than 8mb etc etc, which - as I now know, just isn’t possible.
being naive is great though, I remember thinking at one stage "hey, this can clock up to 166mhz, and I had a 166mhz PC which could play Quake - so maybe that could be ported" - lol
Luckily it all died down - Flywheel ended up being cancelled, Gigas turned out to be more than just a tile map viewer (I remember people told me how it was a 'days work' at most after a few months, which almost made me give up on it) and Lemmings got a really early alpha release just to show it existed in some form.
But that still left CPS32 unaccounted for, and to this day I still get grilled over it, most people don’t even know about it as I never really discuss it but it’s still nice just to get everything out in the open.
I had made some progress on Motorola 68k emulation, (I think I was working on optional 68020 instructions at the time) and had started work on the Z80, hadn't even looked into the two sound chips - I’ve coded Emulators in the past (GB and NES) so I understood the basics of emulation, plus I had enough source code and documentation to trial and error my way thru the rest.
It would check ROMS, and in a couple of CPS1 games progressed further - I remember Ghouls and Ghosts (or is it Goblins) actually showed some sign of life when watching the memory address's, but it was never playable - which is why I never released it.
Anyway, just to clear a few things up then
Q-Sound was never coded - I remember reading up about it originally and thinking if I had enough CPU spare it may be possible, it used shared ram and I found some small games which featured it (which could be loaded into the ram)
Street Fighter was never playable, like most CPS1 games it'd freeze when checking the object ram, I remember I was going to try to use hacks so it would progress further but at the end of the day if you don’t have enough ram your never going to be able to emulate it properly.
If I lead anybody to believe otherwise, then I apologize. I did plan to do so much with it until reality kicked in - but I still work on it on and off, it’s had a few big recodes so maybe one day I can release sometime playable
until then im happy to answer any questions, or if any coders fancy helping me out im happy to share my work with them.. but if you ask for a bloody beta I’ll break your neck lol
hmmmm... humble pie
ta for reading!