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Prican25

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Everything posted by Prican25

  1. haha did you ever play wwe raw 2? that game sucked just like the first one with minor improvements and they gave it a high rating while a real review by gamespot or hell even gamepro knew the game sucked. they do that so many times with games hell they couldn't even type their own hands on for sf aniversary for ps2 (the article was a direct ripoff of the xbox article only with minor changes that aren't even official like the ps2 version isn't going to be online) now back to mslug3 for xbox, its either you love it or hate it the game looks great and plays at a faster pace but one thing thats definitely annoying is the fact that continues put you back at the begining of the level theres 2 levels to be unlocked when the arcade version is completed (ps2 japanese version had the same) and thats about it.
  2. well ign are picky and dumb most of the time so i'll stick with gamespot for decent reviews
  3. actually the biggest you can put in is 120gb with this thing
  4. the story mode works fine in japanese language only
  5. dancing hammer
  6. some good news for anyone that rather uses the kawaks 1.48dev version of kof2003 (not the PCB version), ferchogtx of romshare recently posted a driver that works with that version in fba. i tried to do this for fba-xxx but its different in the neo_run.cpp part and all i got was errors heres the info: // The King of Fighters 2003 (bootleg) static struct BurnRomInfo kof2003bRomDesc[] = { {"271-p1bl.bin", 0x400000, 0x92ed6ee3, 0x10}, // 0 68K code /* scrambled, maybe P1 is P2 ROM */ {"271-p2bl.bin", 0x400000, 0x5d3d8bb3, 0x10}, // 1 /* and P2 is P1 ROM */ {"271-s1bl.bin", 0x020000, 0x3ba05252, 1}, // 2 Text layer tiles /* scrambled */ {"271-c1d.bin" , 0x1000000, 0xc29acd28, 1}, // 3 Sprite data {"271-c2d.bin" , 0x1000000, 0x328e80b1, 1}, // 4 {"271-c3d.bin" , 0x1000000, 0x020a11f1, 1}, // 5 {"271-c4d.bin" , 0x1000000, 0x991b5ed2, 1}, // 6 {"271-c5d.bin" , 0x1000000, 0xc2de8b66, 1}, // 7 /* The last 2 CxD roms contains S1-ROM */ {"271-c6d.bin" , 0x1000000, 0x3ff750db, 1}, // 8 /* data (512 KB) only, no sprite data */ {"271-m1d.bin" , 0x080000, 0x0e86af8f, 0x10}, // 9 Z80 code /* overdumped? */ {"271-v1d.bin" , 0x1000000, 0x2058ec5e, 2}, // 10 Sound data /* comes from 4 V-ROMs dump */ }; STDROMPICKEXT(kof2003b, kof2003b, neogeo); STD_ROM_FN(kof2003b); static unsigned short kof2003_tbl[0x1000]; unsigned char __fastcall kof2003ReadByteBankSwitch(unsigned int sekAddress) { return *(((unsigned char *)kof2003_tbl)+((sekAddress^1)-0x2fe000)); } unsigned short __fastcall kof2003ReadWordBankSwitch(unsigned int sekAddress) { return kof2003_tbl[(sekAddress-0x2fe000)/2]; } static void kof2003WriteBankSwitch(unsigned int sekAddress,unsigned short wordValue,unsigned short valueMask) { int address=(sekAddress-0x2fe000)/2,bankaddress; kof2003_tbl[address]=(wordValue&valueMask)|(~valueMask&kof2003_tbl[address]); if(address!=0xff8 && address!=0xff9 ) return; bankaddress=(kof2003_tbl[0xff8]>>8)|(kof2003_tbl[0xff9]<<8); *(((unsigned char *)kof2003_tbl)+0x1ff0)=0xa0; *(((unsigned char *)kof2003_tbl)+0x1ff1)&=0xfe; *(((unsigned char *)kof2003_tbl)+0x1ff3)&=0x7f; SekMapMemory(Neo68KROM02+bankaddress,0x200000,0x2 fdfff,SM_ROM); Neo68KROM01[0x58196]=kof2003_tbl[0xff9]&0xff; } void __fastcall kof2003WriteWordBankSwitch(unsigned int sekAddress, unsigned short wordValue) { unsigned short valueMask=0xffff; kof2003WriteBankSwitch(sekAddress,wordValue,value Mask); } void __fastcall kof2003WriteByteBankSwitch(unsigned int sekAddress, unsigned char byteValue) { unsigned short wordValue=0,valueMask=0xff; if(!(sekAddress&1)) { wordValue=byteValue<<8; valueMask<<=8; } else{ wordValue=byteValue; } kof2003WriteBankSwitch(sekAddress,wordValue,value Mask); } void kof2003_RomExchange() { memcpy(Neo68KROM01+0x100000,Neo68KROM01,0x600000) ; memcpy(Neo68KROM01,Neo68KROM01+0x700000,0x100000) ; memset(Neo68KROM01+0x700000,0,0x100000); } static void kof2003MapHandler() { // Install BankSwitch handler SekMapHandler(5, 0x2fe000, 0x2fffff, SM_READ); SekSetReadWordHandler(5, kof2003ReadWordBankSwitch); SekSetReadByteHandler(5, kof2003ReadByteBankSwitch); SekMapHandler(5, 0x2fe000, 0x2fffff, SM_WRITE); SekSetWriteWordHandler(5, kof2003WriteWordBankSwitch); SekSetWriteByteHandler(5, kof2003WriteByteBankSwitch); } static int kof2003bInit() { int nRet; memset(kof2003_tbl,0,0x2000); nTextBankswitch=1; pNeoInitCallback=kof2003_RomExchange; nRet=NeoInit(); if(!nRet) kof2003MapHandler(); return nRet; } struct BurnDriver BurnDrvkof2003b = { {"kof2003b", "The King of Fighters 2003 (bootleg)", "Some effects missing", "SNK Playmore Corporation", "Neo Geo", "2003", "kof2003", "neogeo"}, BDF_GAME_WORKING | BDF_CLONE | BDF_BOOTLEG, 2, HARDWARE_SNK_NEOGEO | HARDWARE_SNK_NEWBANKSYSTEM, NULL, kof2003bRomInfo, kof2003bRomName, neogeoInputInfo, neogeoDIPInfo, kof2003bInit, NeoExit, NeoFrame, NeoRender, NeoScan, &NeoRecalcPalette, nNeoScreenWidth, 224, 4, 3 }; in neogeo.h: in // neo_run.ccp definitions: extern int nTextBankswitch; in neorun.ccp: search for this: int nNeoSRAMProtection = -1; put this bellow: int nTextBankswitch = -1; // Text fix for kof2003b and ms5plus serach for this: // Load Text layer tiledata { // Load boardROM data BurnLoadRom(NeoTextROM, 0x00080 + 0x14, 1); if (pInfo->nTextOffset != -1) { // Load S ROM data BurnLoadRom(NeoTextROM + 0x020000, pInfo->nTextOffset, 1); } else { // Extract data from the end of C ROMS BurnUpdateProgress(0.0, "Generating text layer graphics...", 0); NeoExtractSData(NeoSpriteROM, NeoTextROM + 0x020000, nSpriteSize, nNeoTextROMSize); } } replace with this: // Load Text layer tiledata { // Load boardROM data BurnLoadRom(NeoTextROM, 0x00080 + 0x14, 1); if (pInfo->nTextOffset != -1) { // Load S ROM data BurnLoadRom(NeoTextROM + 0x020000, pInfo->nTextOffset, 1); /* Original code from mame traduced by FerchogtX */ /* Thanks also to HappyASR for the info */ if (nTextBankswitch == 1) { unsigned char* dst = (unsigned char*)malloc(0x20000); unsigned char* roms1 = NeoTextROM+0x20000; if ( dst ) { memcpy(dst,roms1,0x20000); // descrambling the S1 by dorriGa for ( int j=0;j<0x20000; j+=0x000010) { memcpy( roms1+j, dst+j+0x000008,8); memcpy( roms1+j+0x000008, dst+j,8); } } free( dst ); } } else { // Extract data from the end of C ROMS BurnUpdateProgress(0.0, "Generating text layer graphics...", 0); NeoExtractSData(NeoSpriteROM, NeoTextROM + 0x020000, nSpriteSize, nNeoTextROMSize); } } search for this: int NeoExit() in the neoexit function, below to nNeoSRAMProtection = -1; paste this: nTextBankswitch = -1; // Turns off textfix when you quit a game don't forget also: if ((BurnDrvGetHardwareCode() & HARDWARE_SNK_CONTROLMASK) != HARDWARE_SNK_GAMBLING) { //// added if (!(BurnDrvGetHardwareCode() & HARDWARE_SNK_NEWBANKSYSTEM)) { ////end nNeo68KROMBank = -1U; Bankswitch(0); //// added } ////end } } and this in neogeo.h: #define HARDWARE_SNK_NEWBANKSYSTEM 0x0200 this will fix text layers in kof2003b ans also ms5plus, just put this line in ms5plus init: nTextBankswitch=1;
  7. http://www.gamespot.com/news/2004/05/24/news_6099189.html
  8. cool, if i can't find them in a flea market i'll definitely give you a holla
  9. nice, you got s-video cables too see i to got a sega saturn a while back for free from one of my cousins but he used the rf adapter which broke and lost the original a/v cables on top of that, i got only the analog controller since the original was lost but i look at that as a good thing since i didn't like the first version's controller
  10. for me mostly i perfer realism more like the gran turismo games but for fun its definitely snes mario kart or wipeout's (wipeout xl for ps1 was my favorite)
  11. i played it a bit in 5-10 fba-xxx didn't really see a problem tho
  12. well i got zintrick neocd to burn fine with cdrwin as Agozer suggested but that same cue i posted worked with cdrwin but its an unreadable disc for some reason i'll try what iq_132 suggested and see what happens EDIT: it works also i thought 3:00 as a pregap was weird but a changed it to 2:00 and its working fine. now for samurai spirits rpg btw, did they ever make a translation patch or something of that sort for it?
  13. theres a few neogeo cd games that were only on neocd (crossed swords 2, samurai spirits rpg) so this is a good thing except for no iso/bin&cue support.
  14. well i tried loading the cue to alcohol 120% but gives me an error about something in line 3, here's my cue info: FILE "Metal Slug 2 - Track 01.iso" BINARY TRACK 01 MODE1/2048 INDEX 01 00:00:00 FILE "Metal Slug 2 - Track 02.mp3" MP3 TRACK 02 AUDIO PREGAP 00:03:00 INDEX 01 00:00:00 FILE "Metal Slug 2 - Track 03.mp3" MP3 TRACK 03 AUDIO INDEX 01 00:00:00 FILE "Metal Slug 2 - Track 04.mp3" MP3 TRACK 04 AUDIO INDEX 01 00:00:00 FILE "Metal Slug 2 - Track 05.mp3" MP3 TRACK 05 AUDIO INDEX 01 00:00:00 FILE "Metal Slug 2 - Track 06.mp3" MP3 TRACK 06 AUDIO INDEX 01 00:00:00 FILE "Metal Slug 2 - Track 07.mp3" MP3 TRACK 07 AUDIO INDEX 01 00:00:00 FILE "Metal Slug 2 - Track 08.mp3" MP3 TRACK 08 AUDIO INDEX 01 00:00:00 FILE "Metal Slug 2 - Track 09.mp3" MP3 TRACK 09 AUDIO INDEX 01 00:00:00 FILE "Metal Slug 2 - Track 10.mp3" MP3 TRACK 10 AUDIO INDEX 01 00:00:00 FILE "Metal Slug 2 - Track 11.mp3" MP3 TRACK 11 AUDIO INDEX 01 00:00:00 FILE "Metal Slug 2 - Track 12.mp3" MP3 TRACK 12 AUDIO INDEX 01 00:00:00 FILE "Metal Slug 2 - Track 13.mp3" MP3 TRACK 13 AUDIO INDEX 01 00:00:00 FILE "Metal Slug 2 - Track 14.mp3" MP3 TRACK 14 AUDIO INDEX 01 00:00:00 FILE "Metal Slug 2 - Track 15.mp3" MP3 TRACK 15 AUDIO INDEX 01 00:00:00 FILE "Metal Slug 2 - Track 16.mp3" MP3 TRACK 16 AUDIO INDEX 01 00:00:00 FILE "Metal Slug 2 - Track 17.mp3" MP3 TRACK 17 AUDIO INDEX 01 00:00:00 FILE "Metal Slug 2 - Track 18.mp3" MP3 TRACK 18 AUDIO INDEX 01 00:00:00 FILE "Metal Slug 2 - Track 19.mp3" MP3 TRACK 19 AUDIO INDEX 01 00:00:00 FILE "Metal Slug 2 - Track 20.mp3" MP3 TRACK 20 AUDIO INDEX 01 00:00:00
  15. well i got a few that i wanna try on the neocd emu for xbox but my efforts have failed to burn them properly now i got the iso+mp3's and i converted the mp3's to wav's and then tried to burn the disc as iso+wav but no luck my last attempt was to burn the iso first and then add the wav's but what i got was a game that finally played but no music. any help on this?
  16. same here now, i got the iso+mp3's; how can i make the cd to properly read in the emu? do i just need to convert the mp3's to wav and then burn or some other method? EDIT: i just tried to burn it as iso+wav but still doesn't work right
  17. yup you read the topic right, we got a neocd emu now heres the info: NEOCD/SDLx - the SDL neogeo CD emulator for Xbox ================================================ NeoCD/SDLx is a Xbox port of the NeoCD/SDL neogeo CD emulator. Original NeoCD(DOS Version) by Martinez Fabrice SDL port written by Fosters. Xbox port based on 0.20 sources by Lantus. Some portions of code were taken from NeoCD/SDL-DC. Credit goes to Ian Michael for his work. About ===== NeoCD/SDLx is a Xbox port of the NeoCD/SDL neogeo CD emulator. It is capable of running many original Neogeo CD games This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. You can find the NeoGeo/SDLx forums at http://www.lantus-x.com/forum Features ======== - Only reads real NeoGeo CD's - Full CDDA audio - Sound support - 1/2 Player Support - AdvanceMame2x, Simple2x, SuperSai2x, SuperEagle, Scanline Filters - Region Selection - Memory Card support - Source code released Disclaimer ========== This program requires a system rom (bios) from the original Neogeo CD console to function. This code is copyrighted and therefore you are not entitled to a copy unless you own an original Neogeo CD console. Do not enquire where to find this file. Suffice to say that it should be called neocd.bin and should be 512kb in size. Only original ISO9660 format neogeo cd's are able to be used. Do not request bin/cue or iso/mp3 support in future builds. NeoCD/SDLx was not ported to promote the spread of "warez". As such I will ignore any such requests NEOCD IS FREE, SOURCE CODE IS FREE. SELLING IS NOT ALLOWED. YOU CANNOT PROVIDE NEOCD AND NEOGEO GAME SOFTWARE ON THE SAME PHYSICAL MEDIUM. YOU CAN REUSE SOURCE CODE AND TECHNICAL KNOWLEDGE AS LONG AS IT IS NOT FOR COMMERCIAL PURPOSES. Usage ===== Unpack all the files from the archive to a directory. Ensure the neocd bios is called "neocd.bin" and add it to the bios directory (it should not be compressed - it will be 512kb in size). Insert a neogeo cd into your dvd drive. Run the neocd exectuable. If all goes well NeoCD/SDLx should detect the cd drive that the cd is in and run the game. Controls ======== Player 1 Player 2 ------------------------------------------------ Up DPad/Analog DPad/Analog Down DPad/Analog DPad/Analog Left DPad/Analog DPad/Analog Right DPad/Analog DPad/Analog A A A B B B C X X D Y Y Player Start Start Start Player Select Back Back Cycle Video Effect Left Thumb N/A Reset Right Thumb Set Region White (note: Reset for Region to take effect) Bugs ==== Misc sound & timing related issues Credits ======= Fabrice Martinez - The original NeoCD emulator Fosters - SDL port Lantus - XBox port Ian Michael - Dreamcast port Karl Stenerud - Motorola 68000 32 Bit emulator Neil Bradley (neil@synthcom.com) - Multi-Z80 CPU emulator Tatsuyuki Satoh - YM2610 Mame core Derek Liauw Kie Fa. - 2xSaI engine Sam Lantinga (et al) - Simple DirectMedia Layer XBMP/XBMC team - ISO9660 code Thanks to Arakon for testing. Enjoy! only bad thing is that theres no iso/cue&bin option so its using cd's only (sorry thomson users)
  18. you know you could've just pm me but any way i'll send you the default.xbe i've heard from gogo's forum that theres gonna be another release soon so i'll wait for that one and then make another post to newsgroups
  19. well i got the nd set completed but the encrypted set i need the other v1/2's and the 256k m1
  20. http://www.slyck.com/ that site can explain newsgroups best. also for those who don't know, romshare has patches to make the new dump as it matches the dat from winkawaks 1.48 dev (in romshare its called the unkwown emulator for some odd reason)
  21. for kof2003, you'll need the pmame.bin which replaces the p roms from the mame/fba version of kof2003. rotdn is the decrypted version and if you got an older kawaks w/loader you can decrypt the encrypted version to get the needed files. also you'll need to cut each of the v roms in 2 to get full sound (this also applies to mslug4 if you can't get the nd version) now if you got my compile of fba-xxx, kof 2k1 and 2k2 encrypted/decrypted sets are supported. gogo's version has kof2k1 encrypted/decrypted but 2k2 encrypted was wrong and he had the decrypted version called kof2002nd instead of kof2k2nd
  22. i don't see it yet on newsgroups but if it shows up later i'll let you know
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