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Swithin

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Posts posted by Swithin

  1. And as far as I know, the Neo-Geo does not have a game called Othello Champ. There is an othello game for the Neo-Geo Pocket Color. NRX or any other Neo-Geo emulator does not emulate the Neo-Geo Pocket, as it is a completely different system.

     

    Oh man, this only makes it funnier. XD

     

    Long story short, Pyro saw Robert's championship status for Othello in the 1EMU arcade and mistook "Othello Champ" for his name.

  2. About Enja and Suija, I was just retracting my statement that SS6 didn't have 64 characters specifically because people might think their character designs were from SS5. IIRC, they're first referenced in SS4 literature.

     

    I really don't see the similarity between Shiki and Rei, though. Shiki's story is somewhat reactive, and she's got that detached thing going on, but she's also very aggressive and un-Rei-like. I always thought she was a riff on that purple-snake-tattoo motif that keeps popping up in Japan.

  3. SS64 did give us some interesting stuff. Morozumi has got to be the coolest looking Samsho character ever. And I must correct myself for a previous statement: Enja and Suija are SS64 characters (their visual design is, at least,) and they're in SS6.

     

    Anyway, I'm not so much annoyed at the HNG64 so much as I am at the games' mechanics themselves. It's painful to think that SS went 3D at the same time Soul Calibur was in development, and 64-2 came out *after* Soul Calibur. For 2D, you *could* make an argument for a quality-gap between Cap and SNK, but I think it comes down to a matter of preference. For 3D, the 64 series wasn't even close to Soul Edge or Rival Schools, for instance, let alone Soul Calibur. That's an issue of design, not hardware. It's a shame the games were bad because they took the interesting character designs down with them (think how popular Shiki seems to be, and how much more SNK could use her if her debut game wasn't ass.)

  4. Yeah, I'm not a big fan of D20 Modern stuff. I'm not the biggest fan of Shadowrun, either, but there are a lot of people out there who play.

     

    Fatal, have you looked online to find groups in your area? Starting off with people you know is always good, but my group of really close friends all came together about 5 years ago from forum posts and little sticky-notes in game-shops advertising a campaign. Playing with familiar faces can be a lot of fun, but it should also be easy to find a group in your area playing just about any setting you want to try. It's also a bit more exciting when you start off not knowing everyone else so well that you can expect their every action.

  5. The "no sequel to Last Blade" seems odd, since there's still enough interest in the series to keep re-releasing the originals.

     

    I really wish SNKP were in a "Ok, let's make new games that are *definitive* versions of our old series, with tons of content, and move on from there," state of mind. Sure, they did a great job with SS6 (sadly with no 64-series characters, even though they have sprites for Shiki and Asura,) but according to Falcoon MOTW2 was %70 complete but there isn't any work being done on it anymore, a *decent* LB2 port with Musashi and no dropped frames *still* hasn't hit the American market (don't know how the PS2 LB1+2 is on the animation issue), and instead of incorporating great old characters (like Alfred or Rick Strowd) even in dream-matches like NGBC, they just keep adding a couple new characters every time out. In my mind, this just makes it that much harder for them to have that %100 game in the future.

     

    edit: Hey K', could you throw up a link to that new interview?

  6. Well, I don't know that this is guaranteed to work with all games, but... in Samurai Shodown for instance you can "ramp up" the palette value in a cheat file past 1-4. This effectively gives you 256 different combinations of colors to work, although you'll have to go through them individually to make sure they look acceptable (it also affects things such as skin-tones.) There are normally 4-entry strings which work well amid 100s of entries of garishness (for instance, 64-67 might work brilliantly for Galford and Hanzo but not anyone else), but it does give you a bunch of extra colors, some of which are much prettier than the defaults.

  7. Here it is: kof99.dat

     

    [0]

    Name=Infinite Time Limit

    0=Off,0,0

    1=On,10A7E7,99

    Default=0

     

     

    [1]

    Name=P1 Health

    0=Off,0,0

    1=Infinite,108238,65

    2=Red,108238,10

    Default=0

     

     

    [2]

    Name=P2 Health

    0=Off,0,0

    1=Infinite,108438,65

    2=Red,108438,10

    Default=0

     

     

    [3]

    Name=P1 Power Gauge

    0=Off,0,0

    1=0 Stock and Blank,1081E9,00

    2=0 Stock and Full,1081E9,30

    3=1 Stock and Blank,1081E9,31

    4=1 Stock and Full,1081E9,60

    5=2 Stock and Blank,1081E9,61

    6=2 Stock and Full,1081E9,90

    Default=0

     

     

    [4]

    Name=P2 Power Gauge

    0=Off,0,0

    1=0 Stock and Blank,1083E9,00

    2=0 Stock and Full,1083E9,30

    3=1 Stock and Blank,1083E9,31

    4=1 Stock and Full,1083E9,60

    5=2 Stock and Blank,1083E9,61

    6=2 Stock and Full,1083E9,90

    Default=0

     

     

    [5]

    Name=Infinite Support Attack

    0=Off,0,0

    1=P1 On,1082E2,05

    2=P2 On,1084E2,05

    3=P1&P2,1081E2,05,1084E2,05

    Default=0

     

     

    [6]

    Name=P1 Mode Select

    0=Off,0,0

    1=Normal Mode,1082EE,00

    2=Counter Mode,1082EE,01

    3=Armor Mode,1082EE,02

    4=Ultimate Mode,1082EE,03

    Default=0

     

     

    [7]

    Name=P2 Mode Select

    0=Off,0,0

    1=Normal Mode,1084EE,00

    2=Counter Mode,1084EE,01

    3=Armor Mode,1084EE,02

    4=Ultimate Mode,1084EE,03

    Default=0

     

     

    [8]

    Name=No Gauge Abandon Time

    0=Off,0,0

    1=P1 On,10823A,01,10823B,00

    2=P2 On,10843A,01,10843B,00

    3=P1&P2,10823A,01,10823B,00,10843A,01,10843B,00

    Default=0

     

     

    [9]

    Name=Action Speed Up

    0=Off,0,0

    1=P1 On,10817B,00

    2=P2 On,10837B,00

    3=P1&P2,10817B,00,10837B,00

    Default=0

     

     

    [10]

    Name=No Hit Stop

    0=Off,0,0

    1=P1 On,108225,00

    2=P2 On,108425,00

    3=P1&P2,108225,00,108425,00

    Default=0

     

     

    [11]

    Name=No Special Effect

    0=Off,0,0

    1=On,10257B,00,10237B,01

    Default=0

     

     

    [12]

    Name=P1 Character 1 Select

    0=Off,0,0

    1=k,10A7FB,00

    2=Maxima,10A7FB,01

    3=Benimaru,10A7FB,02

    4=Shingo,10A7FB,03

    5=Terry,10A7FB,04

    6=Andy,10A7FB,05

    7=Joe,10A7FB,06

    8=Mai,10A7FB,07

    9=Ryo,10A7FB,08

    10=Robert,10A7FB,09

    11=Yuri,10A7FB,0a

    12=Takuma,10A7FB,0b

    13=Leona,10A7FB,0c

    14=Ralf,10A7FB,0d

    15=Clark,10A7FB,0e

    16=Whip,10A7FB,0f

    17=Athena,10A7FB,10

    18=Kensou,10A7FB,11

    19=Chin,10A7FB,12

    20=Bao,10A7FB,13

    21=King,10A7FB,14

    22=Mary,10A7FB,15

    23=Kasumi,10A7FB,16

    24=Xiangfei,10A7FB,17

    25=Kim,10A7FB,18

    26=Chang,10A7FB,19

    27=Choi,10A7FB,1a

    28=Jhun,10A7FB,1b

    29=Kyo Type.KOF94,10A7FB,1c

    30=Kyo-1,10A7FB,1d

    31=Iori,10A7FB,1e

    32=Kyo-2,10A7FB,21

    33=Krizarid 1,10A7FB,1f

    34=Krizarid 2,10A7FB,20

    Default=0

     

     

    [13]

    Name=P1 Character 2 Select

    0=Off,0,0

    1=k,10A7FA,00

    2=Maxima,10A7FA,01

    3=Benimaru,10A7FA,02

    4=Shingo,10A7FA,03

    5=Terry,10A7FA,04

    6=Andy,10A7FA,05

    7=Joe,10A7FA,06

    8=Mai,10A7FA,07

    9=Ryo,10A7FA,08

    10=Robert,10A7FA,09

    11=Yuri,10A7FA,0a

    12=Takuma,10A7FA,0b

    13=Leona,10A7FA,0c

    14=Ralf,10A7FA,0d

    15=Clark,10A7FA,0e

    16=Whip,10A7FA,0f

    17=Athena,10A7FA,10

    18=Kensou,10A7FA,11

    19=Chin,10A7FA,12

    20=Bao,10A7FA,13

    21=King,10A7FA,14

    22=Mary,10A7FA,15

    23=Kasumi,10A7FA,16

    24=Xiangfei,10A7FA,17

    25=Kim,10A7FA,18

    26=Chang,10A7FA,19

    27=Choi,10A7FA,1a

    28=Jhun,10A7FA,1b

    29=Kyo Type.KOF94,10A7FA,1c

    30=Kyo-1,10A7FA,1d

    31=Iori,10A7FA,1e

    32=Kyo-2,10A7FA,21

    33=Krizarid 1,10A7FA,1f

    34=Krizarid 2,10A7FA,20

    Default=0

     

     

    [14]

    Name=P1 Character 3 Select

    0=Off,0,0

    1=k,10A7FD,00

    2=Maxima,10A7FD,01

    3=Benimaru,10A7FD,02

    4=Shingo,10A7FD,03

    5=Terry,10A7FD,04

    6=Andy,10A7FD,05

    7=Joe,10A7FD,06

    8=Mai,10A7FD,07

    9=Ryo,10A7FD,08

    10=Robert,10A7FD,09

    11=Yuri,10A7FD,0a

    12=Takuma,10A7FD,0b

    13=Leona,10A7FD,0c

    14=Ralf,10A7FD,0d

    15=Clark,10A7FD,0e

    16=Whip,10A7FD,0f

    17=Athena,10A7FD,10

    18=Kensou,10A7FD,11

    19=Chin,10A7FD,12

    20=Bao,10A7FD,13

    21=King,10A7FD,14

    22=Mary,10A7FD,15

    23=Kasumi,10A7FD,16

    24=Xiangfei,10A7FD,17

    25=Kim,10A7FD,18

    26=Chang,10A7FD,19

    27=Choi,10A7FD,1a

    28=Jhun,10A7FD,1b

    29=Kyo Type.KOF94,10A7FD,1c

    30=Kyo-1,10A7FD,1d

    31=Iori,10A7FD,1e

    32=Kyo-2,10A7FD,21

    33=Krizarid 1,10A7FD,1f

    34=Krizarid 2,10A7FD,20

    Default=0

     

     

    [15]

    Name=P1 Striker Select

    0=Off,0,0

    1=k,10A7FC,00

    2=Maxima,10A7FC,01

    3=Benimaru,10A7FC,02

    4=Shingo,10A7FC,03

    5=Terry,10A7FC,04

    6=Andy,10A7FC,05

    7=Joe,10A7FC,06

    8=Mai,10A7FC,07

    9=Ryo,10A7FC,08

    10=Robert,10A7FC,09

    11=Yuri,10A7FC,0a

    12=Takuma,10A7FC,0b

    13=Leona,10A7FC,0c

    14=Ralf,10A7FC,0d

    15=Clark,10A7FC,0e

    16=Whip,10A7FC,0f

    17=Athena,10A7FC,10

    18=Kensou,10A7FC,11

    19=Chin,10A7FC,12

    20=Bao,10A7FC,13

    21=King,10A7FC,14

    22=Mary,10A7FC,15

    23=Kasumi,10A7FC,16

    24=Xiangfei,10A7FC,17

    25=Kim,10A7FC,18

    26=Chang,10A7FC,19

    27=Choi,10A7FC,1a

    28=Jhun,10A7FC,1b

    29=Kyo Type.KOF94,10A7FC,1c

    30=Kyo-1,10A7FC,1d

    31=Iori,10A7FC,1e

    32=Kyo-2,10A7FC,21

    33=Krizarid 1,10A7FC,1f

    34=Krizarid 2,10A7FC,20

    Default=0

    [Region]

    Default=0

  8. Thanks for replying! I read Mehdi Malekzandi's movelist on gamefaqs a couple years back, and collected as many pics as I could find on the net (and one movie with 15 seconds of Hanzo x Haoh), but your descriptions make me want to play the game even more. Knowing that Morosumi-san actually writes with that brush is just too cool. I'd use him. I definitely want to try out the REAL Suija, and Rasetsu Hanzo sounds like a beast. Well, there will be MAME for that, one of these years.

     

    The game sounds like a lot of fun, but it also sounds like it's one of those games where the difference in enjoyment between the solo experience and versus play is even more exaggerated than most fighters (especially when we've now got Soul Calibur and SCIII around the corner to train on - count me out on SCII, though.) One can't fault SNK for going with their own hardware (well, yes we can,) but it's a shame this won't be much more than an emulated curiosity when it finally becomes available to the masses. The really annoying thing is that I have several friends who would play this with me in a heartbeat, but none of us is a collector. We've got every major console except the Jaguar and PC-FX between us, but no arcade cabs.

     

    I missed out on SS!2, unfortunately, but I'm definitely going to look into it now. I just didn't know it was a port of this.

     

     

    I was hoping the 64 characters would be added in SS6. Obviously, that didn't happen. I really hope SNKP hands Yuki free reign to make an SS that brings *all* the characters back into the fold (maybe even the PS exclusives as extras) for a massively-hyped home-console release.

    Well, it's coming to the PS2 in January, and SNKP has stated that it's going to have "additional characters not in the arcade." Given that the existing game has every single 2D arcade SS character already, that narrows the field a bit. Asura and Shiki are the obvious choices, since they already have sprites done for SvC/NGBC. I have a sneaking suspicion that Reon may make it in... and it'd be nice to see her in a full, playable form. I wouldn't lay odds on Hanma or Taizan, or any of the Warriors' Rage 2 characters (though I wouldn't mind Seishiro, Tohma or Jushiro).

     

    I hadn't heard that. Shiki's SVC sprite wouldn't look *too* out of place or out of proportion, I guess. I've seen pics of Asura in NGBC, but no screen-caps to get a very good look at his sprites. I hope this thing gets a NA release, at the very least. Seeing they've released so many other games recently, I can't imagine it won't show up eventually.

     

    Also, now that Sammy's working with SNKP, it's not impossible to get Ishiwatari Daisuke working on LB3... one can dream.

    Ishiwatari Daisuke? On LB? Ugh. I like his art and all, but I wouldn't want him to touch the LB characters. It just wouldn't be the same without TONKO designs.

     

    Well, Tonko did the designs, but I thought Ishiwatari-san was the lead developer on LB1&2. Granted, he is the only listed developer I can find reference to, but from the stories I heard about LB's development and the subsequent formation of Arc System Works and GG1, I was pretty sure Ishiwatari came up with everything on LB, from concept to engine.

     

    Thanks again for the long reply. Btw - are you "just saying" NeoCD, Saturn, PSX, or just saying? :P

  9. LB1's courtyard with the falling maple leaves has to be my favorite background ever, from any 2-D fighter. The color pallettes of LB2's BGs seemed off, somehow dead, and the animations (especially the dogs in Battlefield and the cowboys in Blue Sky) are woefully bad. Forest is awesome though.

     

    I've always wanted to at least *play* SS64-2. I take it you have the HNG hardware and boards... nice. Mostly, I'd love to see how Shiki, Asura, and Morosumi, play (that brush is such an awesome weapon.) Can you tell us a little about them?

     

    I was hoping the 64 characters would be added in SS6. Obviously, that didn't happen. I really hope SNKP hands Yuki free reign to make an SS that brings *all* the characters back into the fold (maybe even the PS exclusives as extras) for a massively-hyped home-console release.

     

    Also, now that Sammy's working with SNKP, it's not impossible to get Ishiwatari Daisuke working on LB3... one can dream.

     

    Nice whistling, btw. :P

  10. Wow, I'm surprised anyone remembers me for that anymore. Yay, I'm a celebrity.  :P Weirdness.  After much tinkering, I got it to work in Nebula 2.24 by making an ISO (instead of the NRG I had mounted with DTools, or the retail CD) and loading it directly.  I do have to wonder, though... what's with all the load times???  The other emulator blazed through like nobody's business.

     

    Well, LB2 is still an awesome game! Your FAQ is pretty hot too, the best available, although Musashi's moves in the CD and DC versions would be an awesome addition. I just hope the PS2 release has the NeoCD music, but not the dropped frames from the CD or the ports. Musashi and EX immediately available would also be nice, as the ports, as would sharing the BGs in both games, which shouldn't be too hard to implement (I like the LB1 BGs better.)

     

    Anyway, I had a suspicion it was your rip of the game. Good you got it working, just wish it was in english.

  11. It's Deuce! It's been 6 years (amazing, isn't it?), and I'm still passing your LB2 movelist around. Simply great work, thank you!

     

    As for SSRPG, I don't know why it's not working for you. I've got it going well in both Nebula 223 and 224. I think I might be able to help you out, just PM me and I'll get back to you.

     

    In the meantime, here's a savestate *just* past the loadscreen in Haohmaru's story:

     

    http://home.ripway.com/2005-10/481490/neocd00.STA

     

    If that works for you, let me know and I can make savestates for all the stories.

  12. For some reason, turning the sound emulation on screws up STV games up for me. With the sound off, all the 2D games work OK.

     

    I don't have a top-spec pc, so everything goes really slowly... but Groove on Fight works brilliantly if I turn the sound off. Your mileage may vary (for the better.)

  13. Magical Drop 3 is probably the most fun multiplayer puzzle game I've ever played. Yes, it can get *very* competitive. Back in '99 or 2000, a friend and I even wrote an FAQ with all the attack patterns and general versus strats. Shame we didn't upload it anywhere, since others have done the same since - but ours was better and more complete, with full ratings and explanations and such. Oh, and MD3 fits the "flying colors" description to a T.

     

    All the Puyo-Puyo variants are also awesome. There's a very atmospheric fantasy-style game called Karian Cross which is supported by MAME, which is pretty much a puyo-clone but not exactly. Worth a try.

     

    People also seem to love Super Puzzle Fighter, although I never got into it that much.

     

    Btw - does anyone know if Pnickies ever got an arcade release? It looks like it's unfinished.

     

    [edit:] I just remembered Land Maker. Weird, different, but very cool.

  14. Seriously, be honest with her. Tell her that the bike is great, and that she made a good choice. That will make her happy that she was able to choose something good for you. Tell her that you enjoyed the high quality bike, and still have an interest in riding. Tell her that her gift meant a lot to you. And tell her your problems with the bike.

     

    Just don't make any of it sound guilty. "Mom, this is a great bike, but in some ways it's maybe just not the right size for me. I've ridden it a bit, and I think I could find a better fit - I just don't feel too comfortable on it. I think I could ride longer and more easily on this other one, and I just happened to see one on sale, so the switch wouldn't be hard or expensive or anything."

     

    I mean, what if she bought you a pair of prescription eye-glasses with the wrong prescription? Would you wear them even if you couldn't see anything just because they were a gift? Half of receiving a gift is being gracious, sure, and the other half is recognizing the giver's intent of giving you something you can use. Just make it clear that you want to swap for something that will *fit* you better, not that you're looking to "trade up".

     

    Anyway, that's just my opinion. :clapping: Still, I don't think you should be at all shy about this.

  15. Basically, to get the full "correct" encrypted sets one must simply be patient and wait for encrypted romsets to trickle out, meanwhile decrypted hacked roms and hacked emus are the only viable option. I remember reading somewhere that the general gap between the games release and the rom release is about 3 years... which means we won't be enjoying a slice of encrypted kof2003 in Kawaks well until 2006/2007 maybe!?!

     

    Not exactly. To emulate the rom, the emulator basically decrypts it on the fly. So basically the difference between encrypted roms and decrypted roms is that the encrypted roms are the original "off the board" set (which by necessity are dumped before the roms are decrypted,) and the decrypted roms are what the emulator uses anyway (they're smaller, too.) In short, all emulators use decrypted roms - the only difference is whether they decrypt the roms every time they load them or whether you've saved the decrypted results and run the game from that.

     

    [edit: oh, non-encrypted roms are obviously roms which were never encrypted to begin with (older sets), and there are cases of decrypted roms coming out first - bootlegs. The bootleggers can decrypt roms before flashing them to a bootleg cart, so if someone dumps a bootleg they've got the decrypted set and not the encrypted set.]

     

    About the 2/3 year thing: that's a voluntary measure added into emus so that the authors make clear they're not trying to harm the original developer of the game. At this point, all neo games are dumped, emulated, and pretty much available. Some games might not be officially supported by Kawaks/Nebula, but that's why people use loaders. The general gap between game release and rom release is between week of commercial release to six months after commercial release. With no more neo games coming out, however, this is sort of moot since there won't be any more releases. As of December 2005 KoF2003 will be officially supported, and there will be no neo games left off any lists except for any rare prototype games dumpers might get their hands on.

     

    Just one more thing though; since the official Kawaks is now supporting both kof 2001 and 2002 (also Martimeele and rotd), why is it I cannot find the encryted versions anywhere, all the sites only list up to 2000. May I just ask whether they exist or not? Or am I again just jumping ahead of myself...

     

    I don't know about that. As you've heard, all the neo games have been dumped and are emulated. They're all out there, but we can't tell you where.

  16. I'll give you a little scene-history just so you know the backgrounds to these answers (might help give a little context.)

     

    NRX requires each individual rom to be decrypted and incorporates hacks to makes portions of the emulation easier for the program. Newer emulators run "clean", and as James will tell you, MAME is by far the cleanest (and Final Burn Alpha is also up there.) Kawaks and Nebula are the two easiest programs to use for CPS* / NG emulation nowadays. Each have distinctive advantages (for the casual end user: Kawaks can do blitters and motion blur at the same time, has an easy keyboard pause button, and some other stuff, Nebula can do Neo CD emulation, can run at higher resolution, and can use the HQ2X blitter.) Recently (within the last year or so) both these emus are moving towards mirroring the sets MAME uses.

     

    NRX requires the least system resources (by a large margin), then Kawaks, and then Nebula.

     

    As for your questions:

     

     

    1/ Are there Kawaks specific romsets like there are for NeoRage?

     

    Technically yes, but you need to be using a morally ambiguous copy of Kawaks. Basically, there was a developer-only version of Kawaks that ran KoF2003 at a time when no other emu could get past the protection. This version also had support for more recent roms. These sets were odd, and as far as I know some of them were only supported in this version of Kawaks. I don't recommend using this version, nor do I recommend finding these sets, as this is sort of beyond the grey of old-school emu and is trodding blatantly on corporate well-being as well as disrespecting the Kawaks team. Please don't.

     

    2/ In the case of kof2000 it accepts the 77MB set (MAME rom) rather than the 40MB one (NeoRage). So is it correct to presume that when it comes to kof2001 & 2002 I will need to find the larger romsets for them to work in Kawaks? I ask this because all I can find are the small romsets for these two games and none of them work in kawaks, even though they are now supported.

     

    No. Kawaks and Nebula (and MAME) support the decrypted sets. There is no functional difference between sets, the only difference is that the emu itself doesn't have to decrypt them while loading the roms (that's what it does) as it's "temp-decrypted roms" are the ones you're using from the offset. Note that admitting to this will accrue some scorn from the hardcore crowd... but in effect you're just saving hd space.

     

    3/ I've also downloaded Kawaks 1.45 + Loader which allows mslug4 & 5 to work. So to run svcplus/samsho5/kof2003 do I need to find specific loaders for each of them? If so I cannot find them anywhere.

     

    What the loader does is bypass the emulator's protection against playing newer games. It's a hack, end of story. This means you can feed it *any* rom and it will work. What you need to play <insert game> is feed it that games information so it will know what to load (archive name, file names inside the zip, and crcs of those files so that it knows it's loading the right files.) These are called.dats. Some loaders use a big list that compiles all your add-on dats, some simply circumvent the emu's protection and you can add the game-specific dats next to the legit ones.

     

    4/ Why is it that the same mslug4 rom that works in 1.45 Loader doesn't work in 1.53, even though mslug4 is now apparently supported?

     

    While I don't know the specifics, most likely because the files are different. The previous answer should give an idea how precise your information needs to be to get an emu to run a game. If even one file is different inside the archive (or something more obvious like *all* files are different or the archive has a different name) between what the dat in the loader says and what Kawaks 1.53 wants, no dice. Check this manually, you might have the same rom but under a different naming scheme. As always, check the CRCs to see if the files are actually the same (because nomenclature is fairly universal, so the files will have the same name even if, say, the m1 required to play on 1.53 is a newer version.)

     

    5/ I remembered when I used to use MAME a long time ago that everytime an update was released the list of compatible roms would change, which meant re-downloading certain roms to keep up to date (The reason why I gave up MAME). Is this also a problem when using Kawaks? The fact that it takes MAME roms and is regularly updated suggests yes...

     

    Neogeo emulation is virtually complete. Don't expect too many changes from this point on out. The only things that can change are the newer unsupported roms being officially supported at some point (under a more correct set than the ones floating around for loaders) or the emus syncing to MAME across the board and changing some sets. Since dumping-procedure is pretty well documented and practiced, "corrected sets" aren't really a likelihood anymore.

     

    6/ Am I a frickin' idiot? :(

     

    Nope, you're just doing your research. You're new at this, no worries. Of course, you *could* have found everything out on your own... but that's what we're here for. :P

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