Hiya frolik, i see where your coming from.
i just created this forum post to let people know im planning visiting forums once more, and also mainly to ask for art help for Gigas.
I was unaware the news had been copied to the front page, and i was also unaware that they would quote the progress reports on my website which is how news of CPS32 got out again.
i figured all the hassle i was getting over CPS32 would of vanished by now and hoped that the people responsible were not on this forum (i used to visit another site)
i've been unaware of any previous posts made about me as i'm totally new to this site, read a few threads from the developer section about refresh rates but thats about it until now.
Im really trying my hardest NOT to talk about CPS32, but being the most populour of my projects it seems nomatter what thread i start it always ends up as a CPS32 slagging match, i try not to get pissed off as its understandable they want to try it - but if i didnt explain/defend myself people would assume i probably was lieing.
I have experiance with Starscream, and its what i learnt from tinkering with that which got me started on CPS32 - its not a direct port (why would it be) but it couldn't of been done without neils work as a starting block.
Thats pretty much all i have to say on the subject for now.
im not mad at craigx, i was accusing that GoldenEye hidden level to be a fake until i was proved wrong
just wish people would let me get on with my other projects without always changing the discussion to CPS32.
Infact i'll answer some of Craigx's questions for a change,
CPS32 doesn't have a front-end, and i must make a different compliation for each game at the moment. some games run fine off the block (CPS1) but others can't even decompress - i tried to write hacks so when an address is accessed it triggers an event but it didnt work, i imagined it to work - for example, a little "Please Wait..." message before every fight in SF2 while it moves the character and backdrop art, but the amount of time required means it never even got of the design stage.
only 1 CPS2 game works perfectly, and a half a dozen CPS1 - i can get it full speed using hacks such as disabling rasters and rowscroll, this if of-course alongside frame-skipping - in a few games if i compile without frameskipping it actually runs faster, its strange as i wouldn't of thought the skipper would of taken up much of an overhead, and it doesn't contain any sound and probably never will. im a typical programmer in that i think sound is a waste of time, also would mean i couldn't debug it while listening to my mp3s which would be hell
the general procedure for testing a rom is constantly recompiling with different combinations of settings and hacks until it eventually gets somewhere. if i were to release the project i'd no doubt have to code a front-end and make it read the settings from an ini,
feels like a HLE more and more each day.
anymore questions feel free to ask in private message.
Now that my site seems to be getting hits again (not fully intentional but i dont mind) i'll revamp the site to contain an FAQ about my projects, and i'll also release new demos of Gigas and Lemmings.
Regards