Jump to content

cosmic_lord

Premium Members
  • Posts

    101
  • Joined

  • Last visited

Everything posted by cosmic_lord

  1. Well, I thought filemirrors just hated me, so since it hates everyone else too that's good I guess Does anyone know why it died?
  2. I'm on dial-up, and normally when I download big crap, I leave it downloading overnight. I downloaded like a 750 MB movie that took like a week of that on KaZaA lol
  3. Generally there is no "MAME version" or whatever... but assuming thetheory we're going on is correct, for some reason mame must have an automated process of reassembling the p roms. Anyway, in short, no. If you have to download anything new, it will be the new p rom(s), which would be like 8 megs max. Probably around 6 or 7 megs. It would be a bit smaller than that zipped though
  4. A new forum sounds good. But I think that it should only be accessible to those who are actually working on this. I know that may not be possible, but there's always a chance that one can get cluttered too. Oh well, we can move from forum to forum like lochusts ^.^ Anyway, that guy is very correct. I checked that string, it does indeed appear in every p1 rom I looked for it in. However, I looked in the p2 of mslug4nd and it's not there, so that also confirms you can delete one of the two, be it p2_3 or p2_4. Either way, when you do delete one, the other one WILL have to be moved to the p1 rom. But there's still a problem, I mean, for all we know, the right sequence could be P2_4 + p1_4 + p2_2 + p2_1 for the p1 file, and the p1_1 p1_2 and p1_3 are supposed to go in the p2 file. I'm not very proficient in ascii... I can sort of understand the basics of ascii though. I do understand hex... I just havne't worked with it in over a year...lol. One thing I do think, I don't have much of a reason to think it, but, I can't recall seeing a 7MB p file. I've seen 6 and 8... maybe I've seen 7 and just don't remember, but back to what I was saying before, about the rom banking, I read somewhere that mslug5 and kof2003 use the same rom banking. If that's true, then it's possible that the rom banking has been correct all along and the p roms really are skewed! It's just a hunch, but since the p file for mslug5 is 6 mb (for mine anyway, it works, I beat it and all so I guess it's right) I have a hunch that one of the remaining 6 files from the group p1_1 p1_2 p1_3 p1_4 p2_1 p2_2 is also unnecessary. That would structure the prom (or p roms if you split it into two pieces) like mslug5. I think that could give us a better guideline to go on as to how big it needs to be or at least something helpful. Maybe I'm just spouting off here, but hey it's an idea isn't it? Here's the dat file for my mslug5 just to make sure you know which one I have: %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% System: Neo RomName: mslug5nd Game: Metal Slug 5 (Fully Decrypted) Parent: mslug5 [Program] 268-p1d.bin,0,600000,975EB06A,0 [Text] 268-s1d.bin,0,20000,64952683,0 [Z80] 268-m1d.bin,0,20000,6FA01C9A,0 [samples] 268-v1.bin,0,400000,C3540E0D,0 268-v2.bin,400000,400000,77BD2F4,0 268-v3.bin,800000,400000,39B14567,0 268-v4.bin,C00000,400000,969FF3B2,0 [Graphics] 268-c1d.bin,0,800000,969C0D62,0 268-c2d.bin,1,800000,C69AE867,0 268-c3d.bin,1000000,800000,D7BEAEAF,0 268-c4d.bin,1000001,800000,E1B1131B,0 268-c5d.bin,2000000,800000,2FA1A5AD,0 268-c6d.bin,2000001,800000,6DE89589,0 268-c7d.bin,3000000,800000,97BD0C0A,0 268-c8d.bin,3000001,800000,C0D5BC20,0 [system] CartridgeID: 268 GfxCrypt: 0 GfxKey: 0 ButLayout: 9 Fix: 0 Maybe somebody has a mame driver for mslug5 they could post? We could compare the rom bankings that way.
  5. 0x29e is a hex byte. the 0x is merely to indicate it's a hex byte. then, the 29 e must be converted to binary. we break it into two groups. 29 e 29 in hex is 00101001, or more simply 101001 in binary e in hex is 1110 in binary. So... 29e in hex is 001010011110, or more simply 1010011110 in binary.
  6. K, as soon as I get home, I'm going to start working on this. I'll work on it until I figure something out, I was onto the right hunch last night, that you wouldn't just be compiling one p file, you would just be re-ordering and most likely changing the size of each p file. Anyway, 720 combos isn't bad if you break it down to one step at a time, and I have the patience to do that. I'lpl start as soon as I can. Alphabeta has the right idea, looking for things to help those of us who are working on this. Those people who are just saying "come on you lose4rs are slow" etc. should either try to help in some way, or shut up until it's done; good tthings come to those who wait. Alphabeta, if you get that guy who needed to know what the byte number was in binary in contact with me, I can help him. I have to read up on the bytes in hex and stuff, but I'll figure it out soon.
  7. I posted this once before. There are two invisible rows. The first of the three columns will display kusanagi and chizuru when u place the cursor there. The rest of the boxes remain invisible, except for the random select. Here is the layout of the 6 boxes: Kusanagi=1 Adel Burnstein=3 Mukai=5 Chizuru=2 Maki=4 Random Select =6 1 3 5 2 4 6 Just because the picture is invisible on 3 4 and 5 doesn't mean the char isn't there
  8. This process of cracking the p roms is the hard part, and willmake the rom work for Nebula if successful. If we succeed in making the rom work for Nebula, the same p1 should work on kawaks and neoragex, and if not, the process of cracking the nebula p roms to work on those two emulators would be extremely easy.
  9. some of the info on how the mame driver should be written is wrong I didn't really look over that info completely, I'll do that tomorrow, but most of it should be pretty close... because from skimming over it it looked identical to the driver I used when I wrote a new driver to implement the fix for kof2003. I am too tired to check right now, and I'll probably continue to work on splitting and combining these files until I get it to work or somebody else does first. [EDIT]I forgot to say that when i wrote that driver and compiled my own mame32 plus, kof2003 worked fine, and the fix for the infinite symbol worked too. The entire reason I had to write that was because when i patched the s1 file, mame's driver wouldn't support the game, so I had to write a new one and compile my own.
  10. does this mean his theory won't work?? I don't know, that's not what I'm saying. I'm going to keep trying his theory, I just have plenty of time to post here between loadings [EDIT] I'm pretty sure that this theory is definitely on to something. I've just switched over to arcade mode, and since I did that, I tried adding P2_4 and P2_2 and then P2_4 and P2_1. Both times I got the same result : black screen, nothing happened, but when I pressed F2 to see the debug dips, I was able to go to Setting up the soft dip and get the same bios page the guy on that page had in his picture. I am pretty sure it's supposed to load up like that wihtout me pushing buttons, but anyway, the reason I think it's on to something, when I load up the whole original KOF2003.zip rom, and I try to access the debug dips, nothing happens. Hmmmmmmmmmm........
  11. One thing I just thought about... on that page, the picture of the guy's test menu, you can only access that when your emu has its neo geo mode set to arcade! I'm switching over to arcade and starting over.
  12. FBA is open source. wanna try converting the MAME code to FBA ones? I wouldn't be converting anything... but I'm but I am 90% sure that the reason kof2003 won't work on other emus is because it uses different rom banking. The rom banking is part of the driver. All emus use drivers, but the newer ones allow you to add in new dats, and they are coded to use this information in drivers. If you've ever seen a driver, it contains all the info a dat file does, but there is extra stuff, mostly programming. If I could get ahold of the source code to Nebula or Kawaks, I could add in a separate internal driver for kof2003. I would have to add a separate one... if I modified the existing one, it would be almost guaranteed to work, but instead of kof2003 being the only game that wouldn't work, it would then be the only one that would. I'm pretty sure that adding a seperate internal driver, either just like you would in mame, or coding it to take its crc's etc from Nebula\kof2003romdata\*.dat would work; I'm pretty sure that the original code makes it create drivers, taking it's crc's and such from Nebula\romdata\*.dat.
  13. If you're using Kawaks, I don't know how to get it to show up, believe me I've tried. I use Nebula 2.23d with loader, and in my dats I have one dat for KOF2003 and one for the kof2003t just like the page said, setting kof2003 as the parent... and it shows up. The original KOF2003 even shows up on Nebula, but it won't load. It acts like it's going to then finally performs an error after like 10 seconds. Hell, the problem is that kof2003 uses different rom banking, so nebula's built in coding that makes drivers out of your dat files won't work on it. If Nebula was open source I could flocking fix it with little trouble... arg. Stupid El Semi . The same goes for Kawaks, it's not open source either, but they were both compiled with C/C++
  14. There are cheats out, both using dip switches and such, and there's actually a push button code you can enter on the actual arcades, well you could push in the buttons on your emu but since it's an emu there are ways to permanently enable the bosses anyway Anyway, the problem with this method, I got through with it so I'm assuming that my assumption of it loading within seconds was wrong. I'm starting over and waiting until it either has an error or the bios comes up. Anyway, this will take time... but what the problem will be, is that it's possible the files were chopped up into smaller pieces than 1MB and put together wrong. If it's like that, you'd have to chop them up into even smaller pieces, and that of course, would make more combinations to try and more time it would take, especially at 17 minutes per load.
  15. I don't know why, but yes this does make it load tremendously slowly. Perhaps if you put in your dat file the crc of the test.rom you made? Maybe that would help. I figured the guy had a bad computer is what he meant by it taking 17 mins to load, but my system is awesome and it's at the 5 minute mark now, still not loaded. Anyway, this project is worth the time. [edit] I'm assuming the game acutally loaded within seconds... and just loaded to a black screen... I hope I'm right... if not I'll have to start all over once i get through
  16. One thing that page doesn't mention is how to split the roms. After you open up your command prompt, what I did was unzip that file from the page onto the desktop, then extracted from kof2003.zip the p1 and p2 files. They have to be in hte same directory, I picked the desktop cuz it's easy to manage. in your dos prompt, type "cd desktop" to get to the desktop, that's how it is for me onxp anyway. once there, type test_px. It chops them up nicely
  17. hex=hexidecimal, a base 16 numbering system. Decimal is base 10 In hex, there are 16 digits: 0,1, 2, 3, 4, 5, 6, 7, 8, 9, A(10), B(11), C(12), D(13), E(14), F(15) I found a page on the net that should be able to explain it. Go here.
  18. Hell yes! I am almost afraid to start helping with this... because I'm such a stubborn bastard that I can't start something without finishing... that's why I ended up compiling mame 32 plus to accomodate a fix i made in the s rom of kof2003, just because I love KOF so much, even though I hate MAME. I'll try this some, and see what I can come up with. [edit] btw, I encourage everyone to help with this, especially people who already have KOF 2003's rom. You go to that guy's link and download like a 3 kb file and read the instructions. You don't need to know hex... I do know hex, because for a class I took once, they made me learn how to convert from decimal or binary to hex with a pencil and paper. Believe me, it's not something you can do in your head, except for common ones, like FF. I know FF because I used to hex edit rpg games...and what's the magic number in rpg games? 255. 255 in hex = FF. Anyway, you don't need to knwo hex. Open up the windows calculator and set it to scientific mode. click the Hex tab, then enter a hex number, click the decimal tab to see that number in decimal form.
  19. I just got finished writing a complete tutorial on this very subject. Check the thread here.
  20. You can't add dats to MAME. You have to write drivers and compile mame yourself. This is one of the reasons MAME sucks, but it's the only thing that can run KOF2003 right now, so because I had to, I compiled it myself. However, since I hate MAME, I only wrote in the driver for KOF2003. If you only want to play mslug5 etc, use Nebula or Kawaks, where you can just copy and paste dats. It makes it much easier for you and those emus have better interfaces and more features anyway. But if you do want to see my compile tutorial, check here; this is probably the most in-depth one you'll find. As far as writing drivers goes, you're on your own... I had programming knowledge to start with so I was lucky.
  21. To compile your own MAME.079 check the thread here. This includes adding the FIXED driver for KOF2003, because if you fix a bug in KOF2003 you have to update its driver as well. If you just want to download it, that won't do you much good. As far as I know, there ARE people stupid enough to want to play all their games on MAME and compile it to do such, but normally these aren't distributed, and if they are, their descriptions are usually very limited, making them difficult to search for on the net. I suggest compiling it yourself which is very easy to do... it takes like 30 mins to learn how from scratch... but then again if you got hit on the head hard enough that you actually want to play all games on MAME, brain damage might keep you from being able to compile.
  22. Well, what's wrong with MAME in general, it blows. It has no features on it that the other emulators don't have, besides running all those games on random arcade machines that nobody ever plays anyway, and its interface sucks. You can't add in external dat files, you have to compile your own version with built in drivers, which are harder to make. I fixed KOF2003 last night, and I had to download a program to get the SHA1 for the s1 file I fixed, so I could make a new driver for KOF2003. I compiled my own version of mame32 plus to run it on, because as much as I hate mame, I love KOF. If you want to know how I did it, check the thread here. Some of the mame lovers might appreciate this. People like me will just see it as hassle... the only reason I did it anyway is because programming is easy for me and also I'm stubborn. Anyway, in final answer to your question, MAME really doesn't have anything bad about it except for its interface and the fact that to add new games instead of copying and pasting a dat file you have to make a driver and recompile mame, but it doesn't have anything better about it than the other EMU's, and still many more people use it. Why, I have no idea. Compiling mame every time you need to add a new game, is not for programming n00bs... it would be hard for them to do copying and pasting. If they just downloaded an already compiled version, that's like a 6 meg download every time which is annoying to. I've compiled mame32 plus. It's supposed to have many advanced features... I see none. The interface is crappy, especially the games list, because mame can't sort them into neat columns, it leaves them all jumbled to high hell. So why the hell do people use it? (Referring to the people who like mame, and aren't using it to play KOF2003 because they have no other choice.) By the way, don't try to say MAME being able to play KOF2003 makes it better. It can't play 2003 on its own, you have to compile it yourself. If Nebula or Kawaks were open source, I could compile them to run it too; the reason adding dat fiels won't work is because KOF2003 uses different rom banking, so the internal universal driver to go along with dats uses different rom banking than KOF2003, so it won't work. By the way, Nebula and Kawaks are BOTH compiled in C and C++ (the two most advanced programming languages... also the best.) [EDIT]I forgot to answer that question about mame using more resources. Yes, it does. I don't know as far as memory goes, probably yes because it's language isn't that efficient, but what I'm referring to is hard drive space. These resources aren't a problem for me, I have a 3.00 GB processor, 1024 MB RAM, 78 GIG hard drive etc, but I mean, I saved a state last night on KOF2003, and I checked in hte folder. The SAVE STATE was 8.85 MB. On Nebula and Kawaks, save states are like... a few dozen KB's if that. I mean, think about it. If you compile mame without using UPX packer, it's 24 MB. With packer it's 6 MB. One save state is practically twice the size of the damn emulator. That's ridiculous.
  23. Stick with Mame to run KOF2003 just because you have to. Otherwise, Shun it, hate it, never touch it. MAME blows, period. It doesn't have any features that Nebula or Kawaks do not have, you can't add external dats to it, you just have to compile your own version of it with internal drivers added, and its interface sucks too. Just get Nebula or Kawaks. Personally I like Nebula better, I have Nebula 2.23d with a loader to make it run those games. There's a kawaks loader too that's easier to find though. I have both, but personally I like Nebula, even though most like Kawaks. Anyway, once you get one of those two emus, it's just a simple matter of adding in those dat files you have with a quick copy and paste.
  24. No prob... I did it on accident anyway, but I just posted something that might be of some help to anyone, since it described a method for enabling the bosses, which will work on the xbox when and if someone gets the game working on there. I don't mind playing fighting games on the PC... most people use the standard countrols, arrow keys for movement, and like A S D for 3 punches, Z X C for three kicks. I use arrow keys for movement, and work them with my left hand, because on a console with a controller you move with your left hand, same goes for the joystick in an arcade. I have 7 8 9 on the numpad for three punches and 4 5 6 for three kicks... and it always works fine for me. On KOF games, I have 4 for A, 5 for B, 8 for C, 6 for D, 9 for B+D, 1 for A+C, 7 for A+B+C+D, 3 for A+B, and 2 for C+D . The kof one doesn't really makes sense because of how the buttons are arranged, but it's habit for me now. Anyway, those controls are great... seriously. My friend thought they wre crazy til I finally got him to try them, and he wanted me to train him so to speak, and i told him he had to switch to my controls. he reluctantly got used to them and loves them now. Anyway, to prove how proficient a keyboard cowboy I am, lol, I can do all of Zangief's 360 rotations fast enough to do them without making him jump, and I can do that 9 out of 10 times. I can do the Final Atomic Buster's 720 degree rotation while in mid air, but that's more like 4 out of 10 times. Anyway, the point is, don't overrule kb combat altogether, it's not that bad. Besides, if I had a controller I'd get annoyed at the constant switching from KB to controller to work the emu when needed... but thas ok. I know the controller would be better, but for one thing I don't feel like buying one, I'm a tightwad, and for another thing, I'm still in high school, and my friend and I netplay on the school LAN (NO LAG WHATSOEVER!!!!!!!!! WOO HOO!!!!!!!) every day in 7th period... and we couldn't whip out controllers... lol.
  25. Sorry for double posting but I was reading sxome on this topic and saw that you guys were wanting to know how to use the bosses on KOF2003. Check the thread here. I gave a step by step tutorial on fixing a small glitch in KOF2003, for mame (grr I hate that it only works on there), and also discussed a method to enable use of the bosses. You can read through there to find it. After using that method, there are an extra two rows at the bottom under the other characters. Here is how they are. [Kusanagi] [Adel Burnstein] [Mukai] [Chizuru] [Chizuru's sister Maki] [Another random select box] Note that if you select Adel or Mukai for a team leader, they will be by themselves. It won't let you pick the extra two members. But if you select someone else as a leader, you could select both Adel AND Mukai as members, if you wanted to. (But who would... Adel sucks dick. What biatch was dumb enough to get knocked up by Rugal anyway?) This method would work on other emulators if kof2003 itself would work on them, so you can remember that for future reference. For the time being, there IS an official code to select some of the bosses. I'll list these codes the way they would appear in an emulator's macro file in case someone figures out how to get it to work in Kawaks or Nebula, since these are rather complicated when doing on a keyboard. Kusanagi: D,DB,B,UB,B,DB,D,DF,F,UF+1 Chizuru : U,UB,B,DB,D,DF,F,UF,F,DF,D,DB+1 Note: You could also interchange B with L and F with R, but I use B and F in the rare instances that I make macros, since Nebula automatically determines which direction back and forward is for you if you use B and F. It might if you use L and R too, I just got into the habit of using B and F anyway because that's the way I think of a move... like the somersault justice, one of the few moves I ever made a macro for... "charge down back, down forward, down back, up, kick" not "charge downleft" etc. Anyway, in arcade format which might be easier for some to understand, the codes are: Kusanagi: Hold the joystick in the "down" position, then rotate clockwise to the "up-left" position, then rotate counter-clockwise to the "up-right" position and press any button. Chizuru : Hold the joystick in the "up" position, then rotate counter-clockwise to the "up-right" position, then rotate clockwise to the "down-left" position and press any button. As far as I know, on a real arcade machine, the only way to select Maki, Adel, or Mukai, is by using the debug dips.
×
×
  • Create New...