WIP: CPS 1.5 on CPS2 hardware

PCB problems and fixes
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Asure
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Joined: April 17th, 2013, 5:16 pm
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Re: WIP: CPS 1.5 on CPS2 hardware

Post by Asure »

jedpossum wrote:Not surprised this code was in SSF2Turbo. Since the game itself wants to treat inputs the same way as cps1 sf2 games.

Code: Select all

001D98: 41F9 0070 8FB0             lea     $708fb0.l, A0
001D9E: 43F9 0091 0000             lea     $910000.l, A1
001DA4: 3E3C 00C8                  move.w  #$c8, D7
001DA8: 20D9                       move.l  (A1)+, (A0)+
001DAA: 20D9                       move.l  (A1)+, (A0)+
001DAC: 51CF FFFA                  dbra    D7, $1da8
001DB0: 4E75                       rts
320 bytes only, that's probably the max used.
I need to think up a decent way to move the gfx data in the right order using the 'last sprite pointer' write action and copying the sprite gfx ram in reverse, and adding the end of sprite list marker. Then we need a crack to fix the game protection :/
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