WIP: CPS 1.5 on CPS2 hardware

PCB problems and fixes
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neocps1
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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 ?
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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.
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neocps1
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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
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leonardoliveira
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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.
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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
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Re: WIP: CPS 1.5 on CPS2 hardware

Post by emphatic »

Very cool to follow what you're doing here, fellas. :awe:
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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:
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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.

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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:

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Re: WIP: CPS 1.5 on CPS2 hardware

Post by kuze »

Excellent work! Very cool to see this being taken on.
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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.
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Re: WIP: CPS 1.5 on CPS2 hardware

Post by Stompp »

Awesome work, guys. Truly impressed with the skillz at work here :thumbup:
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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.
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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:
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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:
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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.
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leonardoliveira
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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.
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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 :)
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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-)
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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
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