
_MADrigal
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Everything posted by _MADrigal
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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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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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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!!
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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:
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Hello @zero800and thanks so much for your incredible game I am in the process of producing a magazine and intend to add a review of the game. Can you please read the Private Message I just sent you and reply? Thanks
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Resuscitating this old post. Does anyone have the email address / contact details of Zero800 and can please share via message with me?
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For the 3-4 people that still happen to visit the Zzap!Raine site, I have some news. I always thought that the website "didn't really age very well" and the menu icons in particular were very old and quite ugly. So I redesigned all icons with a Bubble Bobble style, and also fixed the general site layout to make it look better on modern web browsers. However the site counts about 120 independent HTML pages and I do not have the time to fix all of them at once, so the main pages were fixed and the rest will be done at a later stage. The site logo has also been redesigned, as well as other minor icons. I hope you like it. Link to site: https://raine.1emulation.com/zzapraine/index.html Link to image:
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And the magazines have finally been delivered! Time for a few group photos!
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A limited run of about 90 copies of each of the first 13 issues of Zzap!Raine has been printed on paper. This was to satisfy about 90 fans that had requested the PDFs to be printed at high quality on paper. These paper copies are just like the PDFs but also contain one A3 poster as a 'centrepiece' in each magazine, with the 'story/making of' of the poster in its back page. I prepared the printable files, got quotations from a print shop in Italy, collected the money from the 90 fans, and ordered. This is 100% not for profit and we are paying just what the cost of printing and shipping is. The Zzap!Raine Team is doing this all for free for the benefit of these fans I have received the first batch of 3 magazines from the print shop today, 88 copies of each of issue 7, 8 and 10. The prints of the remaining 10 magazines will be delivered in the next week or so. Photos at the below Facebook post, and more photos will be printed as I receive the other magazines: https://www.facebook.com/ZzapRaine/posts/pfbid02MaoEArpK3tsphBPpP9sNLTJKjeE1wLnwG5p9emyvb9evzMn6jM31rCLqjU5NM7mRl
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Aha I sure remember the day you differentiated the 32 and 64 bit by adding the sh2 emulation to one and not the other. I just didn't realise this release was about extending the sh2 emulation to the 64 bit build. I will make sure to post about this new release on the Zzap!Raine Facebook page when the fix is available. Thanks for the excellent work! L.
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A new version of RAINE is always very welcome! What is the major effect of the updated sh2 emulation? Are there new games supported by RAINE, or does this change improves the general quality of emulation to the previously available games?
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It really is the end of an era
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And issue 11 is now online and the project is now officially complete Future updates will be on the Zzap!Raine Facebook page (and reposted here on the forum) Download from: https://raine.1emulation.com/zzapraine/issues.html
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Over the past few months I also published Issue 9, Special Issue Christmas 2003, and Issue 10. One only issue remains: Issue 11 - it will be published on 30 June, then the project will be complete https://raine.1emulation.com/zzapraine/issues.html
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Shared on the Zzap!Raine Facebook page (in Italian, yes, but Facebook does the translation...) https://www.facebook.com/ZzapRaine/posts/pfbid02EUdssW7smAUFMFifFYmn3iLohiYXJKABLorTMtWDSXeN7b7H7xEjvs7FeZDQttNl
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Can't wait to try it
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So is the hotfix available for download already? Or will it be today? And it also emulates SF2Mix?
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The Zzap!Raine PDF project will be presented on a live streaming on AntaGamers (in Italian only) - at 9.30pm Italian time today, 12 March 2024 Link: https://www.youtube.com/@AntaGamersVideo/streams
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Zzap!Raine Issue 8 is now free as a PDF for download! All issues 1 to 8 (including Anniversary Issue 1) are available at: https://raine.1emulation.com/zzapraine/issues.html
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Just read this from the latest version of MAME, released today: "The microcontroller program for Taito’s KiKi KaiKai was recently extracted. This contains a substantial amount of game logic, allowing the simulation code previously used by MAME to be retired and giving more confidence that the emulation is accurate." Question for Tux: would it be possible / a good idea/ do you have any interest to implement this in RAINE which, I presume, uses simulated logic for that MCU (and therefore not accurate)?
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Excellent job - posted on the Zzap!Raine Facebook page, too