Author Topic: What I've been working on (iq_132's work in progress)  (Read 761525 times)

Offline iq_132

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Re: What I've been working on (iq_132's work in progress)
« Reply #495 on: October 19, 2010, 11:21:21 PM »
I re-wrote the Biomechanical Toy driver from scratch.  This adds support for Big Karnak, Maniac Square, Squash, and Thunder Hoop. :)


Offline iq_132

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Re: What I've been working on (iq_132's work in progress)
« Reply #496 on: October 19, 2010, 11:22:15 PM »
Hookers


Offline kenshiro

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Re: What I've been working on (iq_132's work in progress)
« Reply #497 on: October 20, 2010, 01:46:36 PM »
Thunder Hoop is really a pretty nice and funny game. Nice work dude :)

Offline iq_132

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Re: What I've been working on (iq_132's work in progress)
« Reply #498 on: October 21, 2010, 12:17:31 AM »
Thunder Hoop is really a pretty nice and funny game. Nice work dude :)

Thanks. :)


Anywho. I did a little work on a NeoGeo rom hack and realized that I didn't know of a way to re-scramble a standard sprite rom, so I went ahead and wrote some code to do just that.  I'm putting it here to make sure I don't lose it. lol

Code: [Select]
static void descramble_gfx(unsigned char *gfx, int len)
{
int i, j, x;
unsigned char tmp[0x80];

for (i = 0; i < len; i+= 0x80) {
memset (tmp, 0, 0x80);

for (j = 0; j < 0x80 * 8; j++) {
x = ((j & 0x07) << 2) | ((j & 0x08) >> 2) | ((j & 0x10) >> 4) | ((j & 0x1e0) << 1) | ((~j & 0x200) >> 4);

tmp[x >> 3] |= ((gfx[i+(j >> 3)] >> (j & 7)) & 1) << (x & 7);
}

memcpy (gfx + i, tmp, 0x80);
}
}

static void scramble_gfx(unsigned char *gfx, int len)
{
int i, j, x;
unsigned char tmp[0x80];

for (i = 0; i < len; i+= 0x80) {
memset (tmp, 0, 0x80);

for (j = 0; j < 0x80 * 8; j++) {
x = ((j & 0x07) << 2) | ((j & 0x08) >> 2) | ((j & 0x10) >> 4) | ((j & 0x1e0) << 1) | ((~j & 0x200) >> 4);

tmp[j >> 3] |= ((gfx[i+(x >> 3)] >> (x & 7)) & 1) << (j & 7); // only this line different
}

memcpy (gfx + i, tmp, 0x80);
}
}


Offline KaNyErO

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Re: What I've been working on (iq_132's work in progress)
« Reply #499 on: October 21, 2010, 03:10:06 PM »
umm interesting... wich hack are you talking about? :D

Offline iq_132

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Re: What I've been working on (iq_132's work in progress)
« Reply #500 on: October 21, 2010, 03:51:20 PM »
Apparently the port of Samurai Shodown 5 on Xbox (not 360) is really just an emulated version.  The 68k has been massively changed, the palette data has been moved and needs to be mapped to a separate memory space (0x150000-0x17ffff), the sprite data is in chunks with table offset data telling the emulator where to get the chunks from and is completely de-scrambled. And the text rom is completely descrambled too, but matches the mvs version 100% when rescrambled.

I wrote some tools to recombine the sprite data and then put it in a format that will work in an emulator. 

According to JackC, it has a couple of extra characters and story mode.


Offline KaaMoS

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Re: What I've been working on (iq_132's work in progress)
« Reply #501 on: October 22, 2010, 04:22:16 AM »
Wow! This means good news! (at least for me).
I always wanted to see text in English there... also "Yumeji" and "Sankuro Yorozu" are selectable!

I don't know if this version you're checking comes with new audio also... I remember XBOX version (not sure if it was 360 or not) has different audio samples... I remember Gaoh's stage sound has more "colors" than NEO-GEO version.

About story mode... the "main" version had it, but just worked for Japanese country mode.
So... having this enabled on other like Europe and America  is another good news!

Thank you so much!
I wasn't expected such a W.I.P.!
« Last Edit: October 22, 2010, 04:23:39 AM by KaaMoS »

Offline iq_132

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Re: What I've been working on (iq_132's work in progress)
« Reply #502 on: October 22, 2010, 01:08:44 PM »
Wow! This means good news! (at least for me).
I always wanted to see text in English there... also "Yumeji" and "Sankuro Yorozu" are selectable!
Don't get too excited! lol The translation is horrific.
Quote
I don't know if this version you're checking comes with new audio also... I remember XBOX version (not sure if it was 360 or not) has different audio samples... I remember Gaoh's stage sound has more "colors" than NEO-GEO version.
I'm using the M1 & Vx from the parent set.  All sounds on the xbox are intercepted and simulated with samples. I don't know about Gaoh's stage though. ^^

Quote
Thank you so much!
I wasn't expected such a W.I.P.!

:)


Offline KaNyErO

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Re: What I've been working on (iq_132's work in progress)
« Reply #503 on: October 23, 2010, 10:24:48 AM »
lol Awesome!

Maybe playmore did the same with other ports?

 

Offline KaaMoS

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Re: What I've been working on (iq_132's work in progress)
« Reply #504 on: October 23, 2010, 02:19:00 PM »
Don't get too excited! lol The translation is horrific.
Oh, sorry, I forgot they speak engRish instead!

Anyway.. I'm so happy to see this!
This could be opening a little door to see these games in their "improved versions" emulated.

Perhaps I may check my XBOX to see  those Neo-Geo's XBOXized games; I Don't remember if The Last Blade I-II and Samurai Shodown I-IV had a revision (or perhaps a KOF).


Offline iq_132

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Re: What I've been working on (iq_132's work in progress)
« Reply #505 on: October 24, 2010, 10:39:17 PM »
Oh, sorry, I forgot they speak engRish instead!

Anyway.. I'm so happy to see this!
This could be opening a little door to see these games in their "improved versions" emulated.

Perhaps I may check my XBOX to see  those Neo-Geo's XBOXized games; I Don't remember if The Last Blade I-II and Samurai Shodown I-IV had a revision (or perhaps a KOF).
No last blade or any other samsho games on the xbox I think.

Maybe playmore did the same with other ports?
The only other ports I can think of are metal slug 3, 4, and 5.  Only ms3 seems to have any neogeo data and as far as I can tell it is just "s" data.


Offline KaNyErO

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Re: What I've been working on (iq_132's work in progress)
« Reply #506 on: October 25, 2010, 06:12:19 AM »
well there are other games like svc, kof2002 and kof2003. :)


Offline FerchogtX

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Re: What I've been working on (iq_132's work in progress)
« Reply #507 on: October 25, 2010, 07:46:18 PM »
As far as I'm undersdtanding so far, this means that this "hacks" are official port to the XBoX, but with data rearranged?

Good and evil co-exist because of the balance, lies are not part of it...

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Offline iq_132

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Re: What I've been working on (iq_132's work in progress)
« Reply #508 on: March 08, 2011, 10:06:40 AM »
As far as I'm undersdtanding so far, this means that this "hacks" are official port to the XBoX, but with data rearranged?
Sorry for the intensely late reply ferch.  Yeah, the ports are newly compiled versions of the games. The graphics are broken up into chunks (for easy loading, rather than using a vmm).

Anywho, I ported the s2650-cpu-based games on Pac-Man hardware.


Offline royer86

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Re: What I've been working on (iq_132's work in progress)
« Reply #509 on: March 15, 2011, 01:41:12 AM »
great images, ojala agreguen estos juegos pronto