pepinos
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Posts posted by pepinos
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i have a question
in the mame plus links, is there any link there or a file, that i can see all the games for mame plus?
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art of fighting 3 one of the few best fighting games
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New CPS3 screenshots
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Sprites..
This is the first shot of some sprites with meaningful tiles. Everything is in the wrong place and upside down at the moment, but you can see where this is heading.
Tile Compression Part 2Dox made a suggestion, I implemented it, and now the tile DMA is fixed.
Basically the RLE byte should affect the last normal byte before it, NOT the byte after it. This simplifies the code, and produces much better results.
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June 18th, 2007
CPS3 Tile / Sprite Data CompressionCPS3 uses compressed data for it’s BG tiles and Sprite Data. The system has a ‘DMA’ list in Video RAM, and when given the command the video hardware will process this list, and copy + decompress graphic data from the FlashROMs into Video RAM for use by the game.
The compression initially looked rather complex, but actually turns out to be much more simple than first thought (although emulation still isn’t perfect)
The basics of it are simple. The first command in the DMA list is a special command, telling the chip to upload a 256 byte table to its internal memory. The Compressed data contains 8 bit values from 00 - FF. Byte with 0×80 set (0×80 - 0xFF) are treated as a lookup into the table it uploaded, replacing one byte, with one word from the table. This allows them to compress the 128 most common words to a single byte instead of a word, thus saving 50%.
After that there is an RLE stage, bytes with 0×40 set are command bytes, telling the chip to repeat the next byte a certain number of tiles. What you’re left with is a series of values between 0×00 and 0×3f, giving 6bpp (64 colour) sprite / bg tiles.
What isn’t quite understood is what happens if there is an RLE command byte followed by an RLE command byte, or if RLE is applied to a 0×80 byte, does it just affect the first value in the table, or do both get repeated etc.
Here are some screenshots, they’re not quite as good as ElSemi’s, probably due to a bug in the code I’m using right now. Also I’ve had to disable the text layer palette for now because MAME can’t handle over 0×10000 colours in a palette without custom drawing functions.
JoJo
JoJo Bizzare Adventure
SF III
SF III 2
SF III 3
http://haze.mameworld.info/2007/06/18/cps3...ta-compression/
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yeah plus some people just have to have everything (and im the same way with some things, not MAME because i pretty much gave up after mame.dk died....which was a really long time ago...man i miss mame)
MAME.dk was king back in its hayday, but nowadays several sites have taken its place.
However, whoever tore MAME.dk down deserves a good spanking.
good old days back then....to download 15mb...with a 56k connection
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He's writing a stand-alone emulator (like the model 2 emu) for cps-3.
does he have any link for his project? because with google always comes retrogames with his nebula mode 2 project
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In MAME that is pepinos, in El Semi's emulator, it should be quite a bit faster.
yup iq..in mame i mean
El Semi's emulator?
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Man, are the MAME developers on a roll or what?
That's seriously excellent work.
yea, but as haze said earlier, you cant play those games with double core
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the two towers are indeed folling down
June 16th, 2007
CPS3 ColoursThe Palette DMA is now emulated, so the text layer is looking a lot nicer now.
Note, Warzard / Red Earth still does not boot in MAME, I have no idea why, don’t worry tho, the decryption of it is fine, it’s just not booting for me.
Note 2, ignore the regions, most dumped sets are actually Japan.
Note 3, the strange outlines around the tiles are because they’re being drawn as solid, not transparent.. (mainly due to the fact that there is nothing behind them right now)
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June 15th, 2007
CPS3 SoundNo real progress on the Backgrounds / Sprites / Palette i’m afraid. Lots of things have been ruled out, but no conclusions have been made on how it actually gets/decode the data from FlashRoms into RAM yet, it seems to be some kind of external DMA but we can’t find any parameters or what triggers it right now.
On the good side of things, Eeprom access has been fixed, so SFIII / 2 / 3 boot without Eeprom hacks. Warzard still doesn’t boot for some reason, although ElSemi has it booting outside of MAME (it doesn’t reveal any more clues about the backgrounds/sprites work tho)
Also, and this is the main thing I want report here, Phil Bennett has added preliminary sound emulation (as mentioned in the comments of the previous post)
Here is a short OGG recorded from SF3 in MAME. As you can hear, the game is running even if you can’t really see anything apart from the health bars.
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June 10th, 2007
Keys to the WorldAndreas figured out the keys for the other games, giving us a bit more to work with. Of course, everything is stuck with error messages at the moment as I haven’t made much more progress with the CD-Controller emulation yet. I found that the amd / wd33c93 is supported in MESS (wd33c93.c), I don’t know how well it works tho, it’s only used by the Indy driver.. I guess I’m going to have to find out.
Warzard - Complains about the CD-ROM?
Street Fighter III: New Generation - The Same?
Street Fighter III 2nd Impact: Giant Attack - Likewise
Street Fighter III 3rd Strike: Fight for the Future - Same Message as the original JoJo
JoJo’s Bizarre Adventure - Same Message as the original JoJo
http://haze.mameworld.info/2007/06/10/keys-to-the-world/
[Edited on 6-10-2007 by pepinos]
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Mame plus plus supports hardware acceleration for PSX arcade games like Brave Blade and Tekken just like Zinc. You have to get the plugins from Zinc's website and put it in the plugins folder in Mame plus plus.
Hope that helps.
thanks NOMERCYX for your responce
it use the same roms as mame plus emulator roms as Hawq mensioned.right?
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Thursday, June 07, 2007
CPS-3 (6)
As he said at the end of the previous entrance, the being able to reconstruct the cycles of x' partially has allowed me, as well, to study and (at the moment solely for Jojo).
The first of which you occurred account is of which an operation XOR with the high part of the direction was being carried out (what it caused that the bits showed to cycles of 2^15 masks in ahead); once you applied the same mask to obtain the previous values, you found that the bits showed smaller cycles now, although no longer always with the characteristic of which second half of the cycle was just as first but invested. In addition, although the size of the cycles seemed ordered according to the order of the bits, the 4 first had the same length that last 4 and three of the bits (the number # 1, #4 # 5) showed a property (initially) amazing: in them was clear the effect of an operation XOR with certain bit of the direction (not the same one in the three cases).
In that state of things, the possibility existed of trying to reconstruct better the bits of x' as large as and and using the new knowledge the cycles; nevertheless, I chose to study the structure before of and, under the supposition of which, since we hoped that and were, in a certain sense, "more simple" that x', could more easily be attackable.
After studying a little the data, I realized of which (except for the 4 first bits) the cycles showed one of their stuffed halves with cilos of smaller size 2^4 times; along with other indications, this seemed to indicate that the own one and was generated by means of an operation of type rotate_left(a, 4) XOR (to AND where, in this case, b was the low part of the direction operated by means of XOR with a certain fixed number.
With this new knowledge, I reconstructed the cycles of a partially and tried to study its structure. These cycles yes that showed the property of which his second half was exactly like his first but invested, which, next to a visual inspection of such, already made think that they were generated of relatively simple form.
I tested some with more or less satisfactory results and, to little, those 3 bits that showed the surprising behavior that mentioned before finished giving the idea me of how they were being generated exactly (one of those ideas that arises just waked up like result of the work of the subconscious mind during the night): basically, an operation rotate_left(c, 2) + c was being used, where c, as well, was the low part of the direction operated by means of XOR with a fixed number.
After more work of analysis (quite tedious) and many simulations, I have concluded that the following scheme produces the values and that we were looking for:
x? ((A&0xffff)^C1)
x? rotate_left(x, 2)+x
x? rotate_left(x, 4) ^ (x & ((A&0xffff)^C2))
x? x ^ ((A>>16)^C3)
The values of C1, C2 and C3 that produce the result that we looked for are unique and, of fact, C2 is, in Jojo, the same number that already had appeared before in these notes like the value that was being applied by means of a final operation XOR al del fact algorithm (, is becoming the same thing: x? x ^ ((A&0xffff)^C2).
Now, once reconstructed (supposedly, at least) and, we can try to use the first table of CPS-3 (5) to reconstruct with more fidelity x', later to study its structure. According to my initial expectations, x' must have one more a structure more complex than and, but we will have to hope to it to have studied to draw conclusions...
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It uses the same roms
thanks Hawq
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are there any differences between mame plus plus and mame plus regarding roms?
mame plus plus is using the same roms as mame plus, or mame plus plus has some extra roms ?
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This is not really a mame plus problem, It also happena on my build and no doubt the offical mame.
yup, also i notice it on the official mame build too
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it seems to have a major problem regarding the mame cheat files
some games doesnt support their cheats(or they are supporting some cheats)....for example fatal fury serries,art of fighting 3,flying shark...etc
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Robert
is there any way so that the sample of the game fire shark(not for megatech version), can be found? or for those kind of games, is extremely difficuld to find samples ?
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Agozer
there must be a way to reverse the waiting time from 1,5 minute to 10 seconds. i will give it a try over the weekend
perhaps it will be neaded a somekind of hex editor utility for this one
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so basicaly its a some kind of "error"
otherwise they could fix it
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Agozer
you mensioned about a onfig file that has the countdown finished already
those config files does exist?
and if so can you point me to where i can find them......like an other member said took preety damm long......i absolutely agree
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speaking about trainers
i have a game called raiden dx,which possibly it can be played in psx emulator(or i can play this game with the D-Fend emulator?)
gamesharks trainers can be supported with psx emulator, or is there any other emulator,which i can play this game and also the raiden2 with a trainer way?
thanks
differences from mame plus plus and mame plus
in Arcade Emulators [/pc/arcade]
Posted · Edited by pepinos
i asked it because in binarry files or source files i didnt saw any txt file which may included mame plus games
thanks anyway