WIP: CPS 1.5 on CPS2 hardware

PCB problems and fixes
neocps1
Banned
Posts: 83
Joined: May 5th, 2012, 8:55 am
Location: France

Re: WIP: CPS 1.5 on CPS2 hardware

Post by neocps1 »

love wirewrapping :awe:

btw do you know if the b board expansion port is documented ?
User avatar
leonardoliveira
Posts: 692
Joined: August 30th, 2012, 5:53 am
Location: Brazil
Initials: leo

Re: WIP: CPS 1.5 on CPS2 hardware

Post by leonardoliveira »

Not publicly but I know Charles McDonald did reverse engineer that connector for his table dumping hardware.
Image
neocps1
Banned
Posts: 83
Joined: May 5th, 2012, 8:55 am
Location: France

Re: WIP: CPS 1.5 on CPS2 hardware

Post by neocps1 »

ok that was just an idea anyway. porting the games would require significant amount of work and time
User avatar
leonardoliveira
Posts: 692
Joined: August 30th, 2012, 5:53 am
Location: Brazil
Initials: leo

Re: WIP: CPS 1.5 on CPS2 hardware

Post by leonardoliveira »

I think a good start would be try hooking YM2151 and OKI on a CPS2 emulation driver on one CPS2 game in MAME and see what happens.
Image
User avatar
undamned
Posts: 92
Joined: September 3rd, 2009, 9:24 pm
Location: Phoenix
eBay: undamned
Initials: UND

Re: WIP: CPS 1.5 on CPS2 hardware

Post by undamned »

Jedpossum did some work converting HSF2 to CPS2 a while back. Not completed, but he did archive some work:

https://github.com/jedpossum/HFCPS2

Also some of his notes on Q-Sound:

https://github.com/jedpossum/NotesandBi ... nction.asm

I just pointed him to this thread, and asked him to fill in some thoughts on the subject :D
-ud
"Sin and death's got the whole world gettin' illa, but I praise God for the Blood Spilla."
User avatar
emphatic
Breastfeeds when required
Posts: 6225
Joined: April 7th, 2009, 4:14 pm
Location: Alingsås, Sweden
eBay: jorgen_sjolander
Initials: JOR

Re: WIP: CPS 1.5 on CPS2 hardware

Post by emphatic »

Very cool to follow what you're doing here, fellas. :awe:
User avatar
frsj8112
Posts: 82
Joined: April 11th, 2012, 6:06 pm
Location: Sweden
eBay: frsj8112

Re: WIP: CPS 1.5 on CPS2 hardware

Post by frsj8112 »

emphatic wrote:Very cool to follow what you're doing here, fellas. :awe:
What he said! :pointup: :hinthint:
jedpossum
Posts: 22
Joined: June 25th, 2015, 9:37 pm
Location: WV
Initials: JLH

Re: WIP: CPS 1.5 on CPS2 hardware

Post by jedpossum »

Hello all, good work neocps1 Nice touch using the ssf2x z80 for the intro music the only way to do better is use Hyper SF2 for the cps1 voice samples. As for mine, I haven't worked on my Hyper Fighting port in months. As I decided to hack the assist system in MSHvSF to be more like MvC2's assist system and look into sfa3 stages.

Only thing, I can add is the debug/dev cps2 boards did have dip switches as the text for them are still in the roms even games as late as Street Fighter Zero 3.

Image
User avatar
leonardoliveira
Posts: 692
Joined: August 30th, 2012, 5:53 am
Location: Brazil
Initials: leo

Re: WIP: CPS 1.5 on CPS2 hardware

Post by leonardoliveira »

Apparently some games still have debugging code in them. The code can be enabled toggling flags around the 0x0000C0 range.

I was interested on the I/O addresses the CPS2 dipswitches are at so I could implement them on a normal CPS2.


edit:
btw, some progress with the graphics encoding thanks to the link to jedpossum's git with the cake recipe, I was able to whip a dirty 'n quick python script/batchfile combo to convert the GFX roms to CPS2 encoding. :awe:

Image
Image
kuze
Posts: 93
Joined: September 29th, 2013, 5:09 pm
Location:

Re: WIP: CPS 1.5 on CPS2 hardware

Post by kuze »

Excellent work! Very cool to see this being taken on.
User avatar
LemonyVengeance
Please Continue...
Posts: 25
Joined: May 10th, 2012, 8:00 pm
Location: Mormon Mecca
eBay: Stanley_ipkiss22
Initials: LMN
Contact:

Re: WIP: CPS 1.5 on CPS2 hardware

Post by LemonyVengeance »

Super following this. It's good to know that I'll still need to hold onto the CPS1 games I already have (Final Fight and SF2:T) :)

Keep up the good work, gents.
User avatar
Stompp
Posts: 773
Joined: July 10th, 2012, 10:58 am
Location: Stockholm, Sweden
eBay: uridium
Initials: DAD
Contact:

Re: WIP: CPS 1.5 on CPS2 hardware

Post by Stompp »

Awesome work, guys. Truly impressed with the skillz at work here :thumbup:
User avatar
Dache
Posts: 186
Joined: June 2nd, 2013, 2:36 am
Location: Leeds, UK
Contact:

Re: WIP: CPS 1.5 on CPS2 hardware

Post by Dache »

Adding to everyone else that this is super fascinating work, guys. Love reading all your progress on this.
neocps1
Banned
Posts: 83
Joined: May 5th, 2012, 8:55 am
Location: France

Re: WIP: CPS 1.5 on CPS2 hardware

Post by neocps1 »

Dache wrote:Adding to everyone else that this is super fascinating work, guys. Love reading all your progress on this.
two in one :lol:
User avatar
leonardoliveira
Posts: 692
Joined: August 30th, 2012, 5:53 am
Location: Brazil
Initials: leo

Re: WIP: CPS 1.5 on CPS2 hardware

Post by leonardoliveira »

As a proof of concept, I hooked YM2151 on the CPS2 MAME driver and modded the sound program for Daimakaimura to run in it.

After remapping the I/O addresses and the work memory, it worked a treat! :awe:


I did:

RAM: D000-D7FF -> F000-FFFF (it will only use F000-F7FF but will put the stack at FFF0)
YM2151: F000-F001 -> E000-E001 (OKI will eventually map there too as the area seems vacant)
sound command latch: F008-F00B -> C000-C004 (Q-SOUND shared RAM)

Now, it might be doable as a physical kludge as nothing software wise prevents it from working. :lol:
Image
Layer
Posts: 162
Joined: March 6th, 2013, 5:38 pm
Location: France

Re: WIP: CPS 1.5 on CPS2 hardware

Post by Layer »

Nice stuff :thumbup: Btw, all these ranges are described in Mame driver maps too.
User avatar
leonardoliveira
Posts: 692
Joined: August 30th, 2012, 5:53 am
Location: Brazil
Initials: leo

Re: WIP: CPS 1.5 on CPS2 hardware

Post by leonardoliveira »

I have Daimakaimura (Japanese version of Ghouls'n Ghosts) working with perfect inputs and sound now.

I only need sprites to have the game fully playable.

edit:Software only hack for now, but I have some picture as tease material... :awe:
Working the hardware first and then figuring out you're not approaching the problem at the best angle could prove frustrating.
Image
Image
fluxcore
Posts: 40
Joined: January 13th, 2014, 9:18 am
Location: New Zealand

Re: WIP: CPS 1.5 on CPS2 hardware

Post by fluxcore »

leonardoliveira wrote:I have Daimakaimura (Japanese version of Ghouls'n Ghosts) working with perfect inputs and sound now.
You are quite a remarkable fellow :)
User avatar
Spectre
By Spectre
Posts: 1713
Joined: January 22nd, 2009, 5:42 pm
Location: Suffolk, UK
eBay: spectre-uk
Initials: JIM

Re: WIP: CPS 1.5 on CPS2 hardware

Post by Spectre »

:awe: Holy crap :awe:

Huge props on the work being put in here, if these games can be made playable will they be released for us mere mortals to enjoy? 8-)
Asure
Posts: 572
Joined: April 17th, 2013, 5:16 pm
Location: Netherlands
eBay: asure_nl

Re: WIP: CPS 1.5 on CPS2 hardware

Post by Asure »

Some awesome work right there Leo!

I'm already imagining a world where a sit-between board exists that adds the ym2151 and oki, and where the whole cps1 library is playable with a cps-2 multiboard setup like that! :-o
Post Reply