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Re: DU: Cave 1st Gen emulation accuracy project launch
10/27/17 02:48 AM
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> With many Cave games it is especially important to get extremely accurate emulation > because they were programmed with the pushed limitations of the original hardware in > mind when making them, maxing them out to the point of slowdown often. In order to > get mame closer to the PCBs we can send boards to Phil Bennett and he'll add them to > his work list and will be able to perfect things like video timings and pixel data. > For example in ESP Ra.De. the game slows down more on the PCB than in mame, and it > sometimes has sprites disappear when there is "too much" on screen, and it actually > makes a cool looking overload effect on the PCB and a timing that makes survival > slightly easier, something obviously important if acuracy is your goal. Something > similar happens with Progear and other games. We need a deeper testing by Phil. > > I sent the CPS1 setup mentioned here a while ago to Phil, it will arrive in a few > days. I hooked up a mix of *several* CPS1 games. He will be able to get a large range > of testing done and the emulation updates I'm sure will be awesome. > > If anyone has a 1st Gen Cave game PCB they will *loan* to Phil (not asking for > donations with these wildly expensive PCBs), let me know, and let's get this > emulation of these games perfected so when your board dies your heart doesn't. :-) > > You can also donate paypal and I will offer the donations as shipping payments for > any board owners who don't feel like paying shipping but will otherwise loan it out. > Let's get the accuracy updated. > > http://smitdogg.mameworld.info/dumping/union.html > > http://www.world-of-arcades.net/Cave/cave.htm
So all those cave games will be emulated to the full extent of the jam?
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