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Posted
Now now children, play nice. You'll all get to have a go at CPS-3 soon enough. Then we can get some good statistics of what exactly is needed for smooth emulation.

 

Patience is a virtue.

 

 

I am already messing with CPS3 on mame :thumbsup1:

Runs at full speed on my old P4 3 gig :)

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Posted

Now now children, play nice. You'll all get to have a go at CPS-3 soon enough. Then we can get some good statistics of what exactly is needed for smooth emulation.

 

Patience is a virtue.

 

 

I am already messing with CPS3 on mame :thumbsup1:

Runs at full speed on my old P4 3 gig :)

I take it that you included Haze's CPS-3 code into your own build, yes? Good to know that the speed is fine.

Posted

Fine here on a 2.4 ghz also.

Posted
I take it that you included Haze's CPS-3 code into your own build, yes? Good to know that the speed is fine.

 

 

Yes, Not sure what it will be like once everything is fully emulated though.

Posted

CPS3 Tile Compression Part 3

 

Sean’s Stage in SFIII New Generation uses a different compression scheme to the other games. For some reason, Capcom decided that one stage, in one game would use a different system. The Compression used on this level supports 8bpp tiles instead of 6, thus allowing for more colours, but a less efficient compression scheme. I’ve spent some time looking at this, and mostly figured out how it works. There are still a few problems, but I now have reocgnizable background tiles at least.

sean2qo5.th.jpg sean3sc0.th.jpg

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