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#8725 - 04/07/04 07:32 AM Re: ZN-a-thon  
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carrotroot Offline
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Yeah, Soul Edge does run faster than it should, but you have to take into consideration that sound is not emulated yet. Soul Edge may behave like a few of PSX games where the vblank is synced to the SPU. IIRC A good example of a PSX game which is synced to the SPU is Valkarie Profile (which needs requires SPU ASYNC option turned on in EPSXE) for it to properly work.

anyways, I'm probably wrong, maybe RB or SMF could shed some light on this phenomonenon? Since Zinc has sound now I wonder if it corrects the high speed issue in Soul Edge. (To me the correct arcade equivilent speed for Soul Edge seems to hover around 40 FPS in Zinc...sorry I wish my computer were fast enough to run MAME)


-carrotroot
Occupation: Being eaten by rabbits
Location: In your garden.
#8726 - 04/07/04 08:08 AM Re: ZN-a-thon  
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R. Belmont Offline
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System 11 doesn't have an SPU, but it is known to use the MCU for timing. Unfortunately the HLE sound emulation in ZiNc does not handle any of the MCU's other functions.

#8727 - 04/07/04 09:20 AM Re: ZN-a-thon  

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My question is, why did namco and capcom use these pre-rendered backgrounds? Only thing that is rendered is the ground and the characters. Virtua Fighter 3 uses pre-rendered background images, but just for the way back, and everything else interactive. MK4 has fully rendered backgrounds. All different game companies design their fighters differently which make the games unique. I like the backgrounds in the SFEX games and Rival Schools, as well as the Tekken games. Only instance I could think of in MK4 was in the prison stage, the background behind the fan was a picture of the netherealm as seen in MK Mythologies. I liked MK4's backgrounds too. But here we have differences in arcade hardware, ranging from ZN1 and 2, to system 11 and 12 to zues hardware. I suppose the reason for pre-rendered backgrounds in the psx hardware games must be because of the hardware limitations. PSX hardware cant be used in rendering MK4 backgrounds, obviously. I wonder if there is a way to extract those background images out of the gfx roms of the capcom and namco games..

#8728 - 04/07/04 10:43 AM Re: ZN-a-thon  
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R. Belmont Offline
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You answered your own question. PSX was low-cost at all costs, Model 3 was a cost-no-object military flight simulator bolted to a Sega CPU board, and Zeus is essentially a V-Unit with tougher protection and "DCS 1.5", which puts it toward the low end of in the middle on this particular scale.

#8729 - 04/07/04 12:59 PM Re: ZN-a-thon  
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smf Offline
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Quote:
Originally posted by Elis_re:

I wish someone could finally set MAME to have 50fps on tekken 2. I don't care if the vs screens were displayed at 60fps but "the hack" that keeps tekken 2 timed correctly in MAME fails on the last stage against devil and it goes up to 60fps during that round.
AFAIK all the games use NTSC, therefore should be 60fps. However timing is an issue, Soul Edge is one of the worst offenders. It definately derives some timing from how long it takes to render the display list & no effort has been put into making that work. It will probably be revisited when all the other games work.

smf

#8730 - 04/07/04 07:30 PM Re: ZN-a-thon  
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R. Belmont Offline
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Yes, I have a Soul Edge board and it definitely syncs fine on my 60 Hz-only TV. It's possible/likely that they deliberately run 30 FPS internally on normal hardware by relying on the GPU taking more than 1/60th of a second and just not swapping the framebuffers every vblank - that was quite common for home PSX software.

#8731 - 04/07/04 08:40 PM Re: ZN-a-thon  
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MooglyGuy Offline
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Quote:
Originally posted by Emul33t3r:
I wonder if there is a way to extract those background images out of the gfx roms of the capcom and namco games..
Not directly, but if you make a debug build of MAME, when you get to the stage with the background image(s) you can press V to view all of the contents of VRAM, which should contain the background image(s). Then just take a screenshot and use your image editor of choice to cut out the appropriate portions of the giant 1024x1024 screenshot.

#8732 - 04/07/04 11:28 PM Re: ZN-a-thon  
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smf Offline
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Quote:
Originally posted by MooglyGuy:
Not directly, but if you make a debug build of MAME, when you get to the stage with the background image(s) you can press V to view all of the contents of VRAM, which should contain the background image(s).
As long as the background is a 15bit texture. It's more likely to be 4 or 8 and there isn't much you can do about that as it stands.

smf

#8733 - 04/08/04 01:07 AM Re: ZN-a-thon  
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MooglyGuy Offline
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Quote:
Originally posted by smf:
As long as the background is a 15bit texture. It's more likely to be 4 or 8 and there isn't much you can do about that as it stands.
...Sh*t.

#8734 - 04/10/04 08:29 AM Re: ZN-a-thon  
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R. Belmont Offline
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Incidentally, smf's fixed up Raystorm quite righteously. Look for it in u5. But do not email Haze or else.

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