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Virtua Fighter (SEGA MODEL1) on mame have some graphical problems with the players hair missing, and the physics, especiall when you jump! Have onyone some insight in this? Is it gone be fixed?
I just love this game! I have the Original PCB its so dam Hugh.
[ATTACHED IMAGE - CLICK FOR FULL SIZE]
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Re: Virtua Fighter Mame
[Re: Retronerd]
#289098 - 06/10/12 11:48 PM
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The emulation guys know about this problem, and it's not an easy task to fix. The graphics hardware of Sega Model 1 is like a black box to us, many mysteries remain.
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Re: Virtua Fighter Mame
[Re: hap]
#289101 - 06/10/12 11:55 PM
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> The emulation guys know about this problem, and it's not an easy task to fix. The > graphics hardware of Sega Model 1 is like a black box to us, many mysteries remain.
I understand that. I was just curious about if the Mame team is working on it? Or if it is low priority?
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Re: Virtua Fighter Mame
[Re: Retronerd]
#289105 - 06/11/12 12:11 AM
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"priority", it's hard to say..
MAME team loves to work on the very good games as much as people love to play them. But if they hit a brick wall, they lose motivation and move onto something else.
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Re: Virtua Fighter Mame
[Re: Retronerd]
#289117 - 06/11/12 01:53 AM
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You can try another emulator too. There was a time when this game was unplayable. Sega games like this aren't always easy to fix.
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I’m convinced Mario is a hobo.
He wakes up everyday in the same clothes, runs around in sewers, and collects coins for a living.
At the end of the day, he uses the coins to buy mushrooms
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Re: Virtua Fighter Mame
[Re: hap]
#289129 - 06/11/12 03:21 AM
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> "priority", it's hard to say.. > > MAME team loves to work on the very good games as much as people love to play them. > But if they hit a brick wall, they lose motivation and move onto something else.
The motivation to fix the current code isn't really there because AFAIK it's a bug in HLE code that needs to be replaced. I assume we're waiting for someone to decap some chips.
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Re: Virtua Fighter Mame
[Re: ]
#289197 - 06/11/12 08:45 PM
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> > "priority", it's hard to say.. > > > > MAME team loves to work on the very good games as much as people love to play them. > > But if they hit a brick wall, they lose motivation and move onto something else. > > The motivation to fix the current code isn't really there because AFAIK it's a bug in > HLE code that needs to be replaced. I assume we're waiting for someone to decap some > chips.
Was that a security measure to stop bootleg copies?
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I’m convinced Mario is a hobo.
He wakes up everyday in the same clothes, runs around in sewers, and collects coins for a living.
At the end of the day, he uses the coins to buy mushrooms
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Re: Virtua Fighter Mame
[Re: jumpmaniac81]
#289202 - 06/11/12 09:43 PM
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The bugs for Model 1 go beyond Virtua Fighter. Star Wars Arcade isn't really playable and Virtua Racing isn't 100% perfect. Hopefully in time tho, with chips decapped, it might be understood.
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Re: Virtua Fighter Mame
[Re: jumpmaniac81]
#289278 - 06/12/12 12:46 PM
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> Was that a security measure to stop bootleg copies?
Possibly, although it might just be that the TGP's came with internal rom. Which could be performance or cost reasons.
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Re: Virtua Fighter Mame
[Re: ]
#289292 - 06/12/12 06:31 PM
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What menas with chips decapped i couldnt understood that word?
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Re: Virtua Fighter Mame
[Re: Retronerd]
#289372 - 06/13/12 12:37 PM
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> What menas with chips decapped i couldnt understood that word?
It's where people with the skills/technology take the chips and burn off the cover with acid, then photograph the chip at high resolution so people can work out how the chip functions.
Decapping = removing the cover from the chip.
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Re: Virtua Fighter Mame
[Re: VirtuaIceMan]
#289373 - 06/13/12 01:34 PM
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> It's where people with the skills/technology take the chips and burn off the cover > with acid, then photograph the chip at high resolution so people can work out how the > chip functions.
In this case you would then need to decode the bits from the photo of the internal mask rom and work out the row/column organisation.
If instead of mask rom it has an internal eprom/flash then you need to attach probes to the chip and read them out because set or not set bits in eprom/flash cells don't look different to each other.
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Re: Virtua Fighter Mame
[Re: VirtuaIceMan]
#289499 - 06/14/12 05:40 PM
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Would be awesome to see these emulated well in MAME. Luckily I can play Virtua Fighter 1 on Kega Fusion, Virtua Fighter 2 on SSF, and Virtua Fighter 3 on Demul.
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Re: Virtua Fighter Mame
[Re: rodimusprimal]
#289560 - 06/15/12 10:35 PM
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how do you play it on Kega Fusion? I didn't know that.
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I’m convinced Mario is a hobo.
He wakes up everyday in the same clothes, runs around in sewers, and collects coins for a living.
At the end of the day, he uses the coins to buy mushrooms
|
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Re: Virtua Fighter Mame
[Re: jumpmaniac81]
#289672 - 06/17/12 06:01 AM
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Virtua Fighter 1 was released for the Sega 32X. Kega Fusion is a Sega Genesis, 32X, Master System, Game Gear, and Sega CD emulator.
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Re: Virtua Fighter Mame
[Re: rodimusprimal]
#289873 - 06/19/12 11:04 PM
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my bad. I thought you were talking about the arcade version.
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I’m convinced Mario is a hobo.
He wakes up everyday in the same clothes, runs around in sewers, and collects coins for a living.
At the end of the day, he uses the coins to buy mushrooms
|
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Re: Virtua Fighter Mame
[Re: rodimusprimal]
#290018 - 06/22/12 03:14 AM
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> Virtua Fighter 1 was released for the Sega 32X. Kega Fusion is a Sega Genesis, 32X, > Master System, Game Gear, and Sega CD emulator.
>>>>>>>>>>>>>>>>>>>
Just so I understand this correctly, the 32x was a machine with no 3D polygon capabilities, correct? If so, how was a game like VF ported to it?
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Re: Virtua Fighter Mame
[Re: Outrun2006]
#290020 - 06/22/12 03:35 AM
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The same way you'd port it to SNES-- software rendered polys using raw CPU power. Polygon games existed before hardware rendering did, after all. Stellar 7 on Apple and later PC is a great example.
I'm uncertain if the 32X actually did have straight polygon rendering support, or if it had to be done through custom engine code, but either way there were a number of polygonal games on the 32X-- including Star Wars Arcade and Virtua Fighter.
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---
Try checking the MAME manual at http://docs.mamedev.org
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R. Belmont |
Cuckoo for IGAvania
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Re: Virtua Fighter Mame
[Re: Firehawke]
#290026 - 06/22/12 03:53 AM
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> The same way you'd port it to SNES-- software rendered polys using raw CPU power. > Polygon games existed before hardware rendering did, after all. Stellar 7 on Apple > and later PC is a great example. > > I'm uncertain if the 32X actually did have straight polygon rendering support, or if > it had to be done through custom engine code, but either way there were a number of > polygonal games on the 32X-- including Star Wars Arcade and Virtua Fighter.
32X had an RLE framebuffer mode, so you only have to plot the pixels at the locations where the color changes on each scanline. That significantly reduces the amount of work needed to do flat-shaded 3D. (The CD-i and Apple IIgs had similar modes).
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R. Belmont |
Cuckoo for IGAvania
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Reged: 09/21/03
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Posts: 9717
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Loc: ECV-197 The Orville
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Send PM
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Re: Virtua Fighter Mame
[Re: Outrun2006]
#290027 - 06/22/12 04:05 AM
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> Just so I understand this correctly, the 32x was a machine with no 3D polygon > capabilities, correct? If so, how was a game like VF ported to it?
Boy have I got a mind expansion for you. Watch this. Amiga 500, no FPU, no 3D hardware of any kind, no floating-point, 7 MHz 16-bit CPU.
And once you've wrapped your head around doing pretty decent 3D on a machine with no hardware ability for it whatsoever, check out the C64 version. 1 MHz, 8-bit, no waiting.
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Re: Virtua Fighter Mame
[Re: R. Belmont]
#290044 - 06/22/12 10:01 AM
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Impressive stuff.
I had an A500 as well back then and remember playing Stunt Car racing and 4D Sports Driving and looking in wonderment at the first "3D" polygon games on a home machine. Or were those 2D using some other trickery?
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Re: Virtua Fighter Mame
[Re: R. Belmont]
#290047 - 06/22/12 12:49 PM
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> 32X had an RLE framebuffer mode, so you only have to plot the pixels at the locations > where the color changes on each scanline. That significantly reduces the amount of > work needed to do flat-shaded 3D. (The CD-i and Apple IIgs had similar modes).
Amiga HAM was also originally intended for this, although it made more sense when it used HSV instead of RGB.
It helps for fillrate but clipping is a bitch.
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Re: Virtua Fighter Mame
[Re: jumpmaniac81]
#290424 - 06/28/12 04:42 PM
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There's definately a difference in the arcade version to the home versions but the 32X version isn't all that bad.
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