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Thats correct - CPS2 was the response to all bootlegs CPS Dash is an official hardware. The PCBs were encased in grey boxes and you can call it CPS-1.5 if you like. It really is official, you can read about it on Wikipedia. About 5 games were released. Hardware is in between the two (for example it has Qsound but doesnt use CPU encryption other than the Z80 encryption). Really fascinating. This is all explained quite well (including the story of development and all steps taken by Capcom etc.) in the 4-page article "CPS1 vs CPS2" that I wrote for this magazine. Given your passion for fighting games and CPS1 and 2, I believe if you had to own one issue of Zzap!Raine - this would be the one you would really love. Yes it is in Italian but it's worth it. Also note SFZ 3 Mix is also reviewed
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I didn't even know what your "cps-dash" was ! You won't find any reference to dash in the raine cps drivers by the way. It's specific to sf2ce apparently anyway ? Some video chip at 12 MHz instead of the usual 10. Oh well... ! Yeah I think the main reason for cps2 was the sf2 bootlegs, apparently Capcom didn't appreciate that at all and wanted to get rid of all these before getting some cash from the sf2 success... it's a little pity all these fighting games in cps2, but there are good games in all categories anyway (except racing !).
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Yep that was callus, real groundbreaking emulator. CPS1 games of the "first generation" were at 10MHz, with the very last ones at 12MHz. The CPS-Dash was 12MHz. Most CPS2 were 16MHz, that's not a big improvement but enough to manage up to 900 tiles as opposed to the 255 of CPS1. Hardware very similar but games really different. A ton of fighting games on CPS2 and mostly platforms and shooters on CPS1. That's a major difference that encompasses the hw For the cover art, I wanted a real person to design it. She's a really young graphic artist and I like the idea to give my friends the opportunity to shine. Although not a super refined or super polished drawing, I love the fact that she did it for me and other people will like it
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Yeah I forgot about these hardware differences because I am too used to the emulated version where all this doesn't make a big difference, and there is no real difference in the driver for what can be accessed in the gfx banks. For the cpu, cps1 qsound was at 12 MHz, cps2 is indeed at 16, it's 1/3 more, so not so much. But anyway it's still right to say that cps2 is an improved cps1, so there can't be any real competition between the 2. It's very rare to see such a high frequency for the 68000 but they even used cps2 after 2000 ! It's not an easy driver, quite a lot of crazy stuff inside between these weird ports, the sprites which have 3 layouts sharing the same memory space, and the encryption of course, but at 1st I was only interested in cps1, to be able to compare to a very old cps1 emulator which was entirely written in assembly, I forgot its name, callus I think. cps2 came quite later, but since there were not so many differences between the 2 at the hardware level it would have been a shame not to add cps2. I guess it was not so easy to extend callus, and it never emulated cps2, and callus was closed source anyway. For the picture notice you can also get very good results using some AI these days, if they have been trained with your fictional characters you can get impressive results, and it shouldn't be hard to find some trained model for Ken and Ryu here. You just need to be very precise in the description of the picture you want... !
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I have done a lot of research into the CPS system hardware and noted for the purpose of writing the magazine and it is really interesting matter! There are a few differences between CPS1, Dash and CPS2 boards. Yes the CPS chips are the same, yes there's QSound etc but the most important changes affecting gameplay and overally quality are in the speed of the main CPU and, most importantly, the video RAM is higher in the CPS2, which allows for a much larger amount of tiles/sprites on screen. This results in much larger characters and also in more items (e.g. bullet hell shooters were not possible on CPS1 because not enough sprites on screen to create the "hell). Also the CPS2 boards have more slots for GFX ROMs. CPS1 can accommodate max 12 MB of GFX roms whereas CPS2 can have around 40 MB. This allows including more animation frames, more graphics, and long introductions (e.g. SFZ series) that were completely absent in the CPS1 games. All this is explained in the 4-page CPS1 vs CPS2 article on the magazine. Tux knows for sure all the details of the hardware of the two platforms, however the max size of the GFX roms not always meets the eye - and in this case made a massive difference. PS: the cover was made by a 14-year old girl, very very talented. She also did a poster of Darkstalkers for one past issue of Zzap!Raine. She is the daughter of a dear friend from my town, who is also my 'partner in crime' in the CreatiVision project and other projects for 2 decades now . She is really good!!
- Yesterday
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Roll Call! If you're logged in, post here! [March-April 2013]
Robert replied to Alpha's topic in Gossip Café [/offtopic]
The old crew as you knew it has mostly disappeared, although some still visit now and then. -
Nice picture ! I'd say it's hard to believe cps1 and cps2 share mostly the same hardware because usually there is quite a big difference graphically, so they probably improved the way they are making games quite a lot between cps1 and cps2, and this is the main difference, also cps2 uses qsound all the time when it's used only on a very few late cps1 games. You could say cps2 is a high end cps1, with encryption and the "suicide batteries" as they were called, not such problems in emulation but still... ! Anyway cps2 is just cps1 + encryption to make sure there would be no bootleg (and it worked !), and so they could spend more in it to have higher quality games. It's not the same for cps3 which is a completely different platform, nothing in common with cps1 or cps2 except the fact that it's from capcom !
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_MADrigal started following Zzap!Raine issue 13 ready!
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Hi all Just letting you know that a new issue of Zzap!Raine has been in the works for about 6 months - and it is now complete! Just like we did for Issue 12, also this new issue (13) is 1) in Italian, 2) printed and 3) commercial (not online or free PDF). The magazine is dedicated to Capcom CPS-1 and CPS-2 games, a sort of challenge between the two platforms. 13 games reviewed. Plus a few articles such as the "Arcade milestones of 1983", "Arkanoid", "Taito F3 System board + multicart" and "Zzap!Test" that has 12 reviews of home computer/console games. Total 60 pages including a A3 poster specially made for us. Cover also made specifically for this magazine. * A crowdfunding campaign will commence soon and will last 30 days. I will post the link to the campaign once available. Main page of Zzap!Raine with all issues: https://raine.1emulation.com/zzapraine/issues.html Issue 13 editorial and magazine info page: https://raine.1emulation.com/zzapraine/issue13/index.html Cover of the magazine:
- Last week
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Roll Call! If you're logged in, post here! [March-April 2013]
Cominus replied to Alpha's topic in Gossip Café [/offtopic]
It's been so long, what's everyone been up to? -
Minuous started following WinArcadia 35.24 & AmiArcadia 35.23 released
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WinArcadia 35.24 (Windows XP/Vista/7/8/10/11): 30 September 2025 DroidArcadia 4.31 (Android): 5 September 2025 AmiArcadia 35.23 (AmigaOS 3): 29 September 2025 AmiArcadia 35.23 (AmigaOS 4): 29 September 2025 AmiArcadia 35.22 (MorphOS): 21 September 2025 Super Bug Advance 1.31 (Game Boy Advance): 11 August 2025 AmiArcadia and WinArcadia are multi-emulators/assemblers/disassemblers of these machines: * Emerson Arcadia 2001 console family (Bandai, Emerson, Grandstand, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu, Palladium, Poppy, Robdajet, Tele-Fever, Tempest, Tryom, Tunix, etc.) (c. 1982); * Interton VC 4000 console family (Acetronic, Cabel, Fountain, Hanimex, Interton, Prinztronic, Radofin, Rowtron, Soundic, Voltmace, Waddingtons, etc.) (c. 1978); * Elektor TV Games Computer (1979); * PIPBUG- and BINBUG-based machines (Electronics Australia 77up2 and 78up5, Signetics Adaptable Board Computer, Eurocard 2650, etc.) 1977-1978); * Signetics Instructor 50 trainer (1978); * Signetics TWIN minicomputer (1976); * Central Data 2650 microcomputer (1977); * PHUNSY microcomputer (c. 1980); * Ravensburger Selbstbaucomputer aka 2650 Minimal Computer trainer (1984); * Hofacker MIKIT 2650 trainer (1978); * Astro Wars, Galaxia, Laser Battle and Lazarian coin-ops by Zaccaria (1979-1981); * Malzak 1 and 2 coin-ops by Kitronix (c. 1981); * AY-3-8500/8550/8600-based Pong systems (Coleco Telstar Galaxy, Sheen TVG-201, etc.) (1976-1977); and * VTech Type-right machine (1985). Features include: ReAction GUI, load/save snapshots, windowed and full- screen modes, CPU tracing, trainer, drag and drop support, graphics scaling, automatic load/save of configuration/game, keyboard/joystick/ gamepad/paddle/mouse/trackball/Vision-dapter support, autofire, turbo mode, gameplay recording/playback, sprite demultiplexing, help windows, source code, debugger, frame skipping, redefinable keys, save screenshots (9 supported formats), REXX port, network play (IPv4 and IPv6), real-time monitor, locale support, game selection sidebar, text-to-speech, artefacting, support for ZIPped games, clipboard support, palette editor, memory editor, tone retuning, high score management, force feedback, sprite editor, 3D, assembler, CALM & IEEE-694 support, Scale2x/3x/4x and HQx filters, animation recording (5 supported formats), sound recording (8 supported formats), horizon dejittering, tape decks (4 supported formats), RetroAchievements support, printer emulation, floppy disk drive emulation, screen editor, papertape emulation, bezel display. The supported languages are currently English, Dutch, French, German, Greek, Italian, Polish, Russian and Spanish. Changes since V35.22: Summary: * Enhanced "Peripherals|Printer(s)..." subwindow. * Miscellaneous improvements and bug fixes. Details: aa: fixed 2 code issues preventing compilation on morphos. wa: fixed: loading a background was (still) clobbering the existing foreground in some situations. about window, user manual: enlarged logo to match website. twin: fixed: VIEW BIOS command did not work correctly for UDOS. twin: now disallows VIEW BIOS command when no DOS is in use. binbug,twin,cd2650: fixed: samples were being played while paused in some circumstances. printer subwin: added "automatically save each page?" toggle. printer subwin: added page indicator. various code-level improvements. twin: fixed various LPT2-related bugs. euy printer: added horizontal perforations. wa: aw,galaxia: in unrotated mode, bezel mode is now correspondingly unrotated, and screen is stretched accordingly. wa: coin-ops now use 5:4 aspect ratio when stretched. wa: improved stretching quality. wa: arcadia,interton,elektor,pong: fixed: guest screen was too narrow in stretched window mode. wa: printer subwin: fixed: excess carriage returns were inserted when saving printer output as text. incorporated Anthony's latest Greek translation. aa: twin,cd2650: fixed: opening printer subwin could cause a crash in some situations. wa: aw,galaxia: in unrotated mode, bezel mode is now correspondingly unrotated, and screen is stretched accordingly. wa: coin-ops now use 5:4 aspect ratio when stretched. wa: improved stretching quality. wa: arcadia,interton,elektor,pong: fixed: guest screen was too narrow in stretched window mode. http://amigan.1emu.net/releases/ http://amigan.yatho.com
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- arcadia 2001
- interton vc 4000
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(and 5 more)
Tagged with:
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MAME, WOLFMAME AND MAMEUI 0.281 32bit available (Xp compatible). Download from: RETRODANUART MAME XP
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* MAME 0.281 - https://www.mamedev.org/release.html * ARCADE64 0.281.0 - https://arcade.mameworld.info/ * MAMEUI64 0.281.0 - https://messui.1emulation.com/ * Wolfmame 0.281 - https://github.com/mahlemiut/wolfmame/releases * MAME for RPi 0.281 - https://stickfreaks.com/mame/ * Raine v0.97.5d - https://raine.1emulation.com/download/latest.html * BeebEm v4.21 [BBC computers] - http://www.mkw.me.uk/beebem/index.html * ZEsarUX v12.1 [Multi-system] - https://github.com/chernandezba/zesarux/releases * nemulator v5.0 [NES] - https://github.com/jslepicka/nemulator/releases * XEMU v0.8.105 [XBOX] - https://github.com/xemu-project/xemu/releases * Bizhawk v2.11 [Multi-system] - https://github.com/TASEmulators/BizHawk/releases * Extramame v25.9 [Front-end] - https://www.wintools.net/extramame/ * Simple Launcher v4.4.1 [Front-end] - https://github.com/drpetersonfernandes/SimpleLauncher/releases
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I like this idea
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MAMEUI64 0.281.0 has been released. Available at https://messui.1emulation.com There's almost 2000 games that crash/freeze MAME at start. Most of these have been patched to stop the crash, but there's 6 left. These have been removed. They are: hmxpro,imac,thinkpad850,wto2840sp,sun_s10,sun_s20.
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Why not keep the projects separated as now, but using the arcade code and interface? HBMame looks a little outdated now...
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I'm having second thoughts on this idea, for the same reason that HBMAME is still at 0.245, so sorry to alarm you all. You can still give your opinions though. Also, the forum performance is horribly slow, possibly due to the rampant bots that seem to be infesting many other forums, as they harvest everyone's input for their own nefarious use. So, sorry about that. It might be that we'll have to restrict guest access entirely. We'll see.
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I've been waiting for this since I first got acquainted with arcade emulators - 2013. Apparently, it's said the truth - when you really expect something, it'll happen sooner or later. And I see already the expected negative voices about that. 😁 Therefore, I have a suggestion - perhaps it makes sense to add a filters for MAME Home Brew and traditional MAME / ARCADE64 ROMs (similar as Available / Unavailable, Originals / Clones, etc.). Robert, I remember that you were against that, but under such circumstances, now I would like even more to see an additional audit type in ARCADE64 - ROM groups' audit. That's, if the ROM group is incomplete, 'cause some clone or original is missing entirely, the emulator will notify about that.
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I personally like ARCADE64 as it is now. Not really interested in what HBMAME offers.
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I'm having thoughts on adding the HBMAME romset to ARCADE64, with the eventual aim of closing down HBMAME. It will be a very slow process, taking more than a year. But first, I want your thoughts on this idea. Good? Bad? Don't care?
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I removed the text to only keep the error parts. I successfully compiled both versions, thank you for the quick fix. Your continues work on Raine is highly appriciated.
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You can also try to create a new user assuming this strange behavior is not the default on your system. From what you wrote you are limited to 70 fps, this seems to be the hard limit of your vsync. From memory because I have not seen these settings for quite some time, with the nvidia tool you can choose if this kind of thing can be chosen by the application (this is the default) or forced to a setting. Of course it should never be forced, otherwise you get this kind of thing. Actually I made some more tests here since I have a nvidia too and I can't reproduce your problem, the nvidia settings for double buffer are just ignored, the application always has priority. The only thing I can change from nvidia-setting is the glx information to display fps, I can enable this if I want. Not a problem for me, I prefer things to work this way, but it means I can't experiment with your problem so you are on your own here, but if you find how you did this exactly I am interested! For the numbers, if you are limited to 70 fps or so, it means an acceleration of about 1/6 for a 60 fps game, you would probably not notice the difference. Here when using this I reach a little more than 2000 fps on sf2 which means 33x faster, that's a little too much I must say, you can't be very precise at such a speed. And it's about the same speed when using the 64 bits C version and the 32 bits asm version (they are both above 2000 fps, the C version might be a little faster but at this level it's not sure!). I thought about limiting this turbo speed, but after all it's quite fun to go that fast, that's why the function is enabled only while the key is pressed, to be able to maintain it for only very short periods of time.
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Strange ... Here nvidia control panel settings has opengl vsync disabled. Well .. I will try create an new raine cfg. Thanks. Have an nice week !
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Err maybe you could have reduced the amount of text here... ? Anyway it's fixed in git, it's just the parameter of the callback to remove, it's useless, never been used, it's some code from mame and in mame they pass a parameter here. We don't. It's fixed in git, so if you update your git repo it will be fixed. I guess you might need an updated PKGBUILD file if you don't update your git repo by yourself... ! edit : updated the PKGBUILD files, 0.97.5c for the 64 bits, 0.97.5d for the 32 bits because there was yet another incompatible pointer type in the z80 asm core used by the 32 bits version. These are minor problems except they are making all the compilations of all previous versions to fail now ! Oh well... and in the meantime since last binary release wml had become incompatible so I had to update this too... ! Anyway everything updated and working now.
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Nope, I do it regularly in linux. Well sorry, it means something in your config breaks it, I can't guess what it is. After looking a little at the code for memory, this key has a very simple function : it just disables the opengl double buffer so that the game doesn't wait anymore on vsync. If you are using the sdl driver instead of opengl, it does the equivalent by calling the corresponding function. Anyway I know you can force these vsync setting if messing with the nvidia control panel settings. If you did that or something equivalent, I can't do anything for you. But anyway it just means something on your system prevents the double buffer from being disabled, I can't guess what !