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Thread: CPS2 Emulator Test Version 5 Released

                  
   
  1. #71
    XBOX 360 User QueadlunnRau's Avatar
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    Quote Originally Posted by siulmagic
    um could you guys tell me the fiel name of marvel vs capcom cus all i find is mvsc and thas probly the euro version
    These are the file names of the two roms needed.

    MVSC.ZIP (EURO 980112) (Parent ROM)
    MVSCU.ZIP (US 980123) (US ROM)

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    DCEmu Rookie NovaKane's Avatar
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    Quote Originally Posted by QueadlunnRau
    I can give you some screenshots/list of what I have in my combined EURO (Parent) and US romsets. I have re-converted all 29 of the CPS2 roms I have without any flaws.
    Cool, can you PM me that info if it's not too much trouble? Thanks.

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    Default named and shamed

    I found that simply cacheing the euro mvsc rom then renaming both rom and cache file 'MVSCU' worked a treat, no need for both roms at all.

    WTF was going on a couple of pages earlier? talk about sanctimonious.

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    DCEmu Legend ACID's Avatar
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    Quote Originally Posted by NovaKane
    Cool, can you PM me that info if it's not too much trouble? Thanks.
    Whenyou try a rom if it doesnt work it tells you the parent you need.

    Quote Originally Posted by MANCHESTERUNITEDDAN
    Lol i was being sarccy
    R U Sassy

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    DCEmu Legend Video_freak's Avatar
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    i think he meant sarcastic...

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    Banned vettacossx's Avatar
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    ty ty ty ty ty ty ty ty ty.....nj

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    XBOX 360 User QueadlunnRau's Avatar
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    Quote Originally Posted by NovaKane
    Cool, can you PM me that info if it's not too much trouble? Thanks.
    No prob jus shoot me a list of which games you need ot know. ^_^

  8. #78
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    Well awesome job NJ, this new version doesn't improve much on the speed side however now sleep works with all games and with save it adds lots, it's incredible this isn't even alpha. Not even the older CPS1 emulator has save / load but he's done it on cps2. A genius.

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    Quote Originally Posted by Acidburn05
    It works great and 10shu Did you ever played SF2 For the 3DO that was a very awsome game i still love it today. Yes i know i have the crapy 3DO still> Hey it was 500 usd so im not parting with it. LOL

    no...but i ve got a 3do... got a pretty good music player for the time... sorry i m out of topic...

  10. #80
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    Talking Beta 5 not working...

    Hi

    Could you give me the link for cps2 beta 4 coz I download the 5 version and all my game can't work! Thnks


    Quote Originally Posted by b8a
    NJ has once again updated his CPS2 emulator, this time to test version 5. Quite a bit has changed in this version, so see the translated release notes from his site for the details:
    CAPCOM CPS2 Emulator for PSP (test ver.5)

    CAPCOM CPS2 Emulator test ver.5 binary Download

    Since I've pretty much finalized the cache file specification, I plan to make the next release an alpha version.

    What's Changed (test ver.5)

    There's quite a few things that have changed.
    Since I've made a few large changes, some new problems will probably crop up.
    If you're having problems, please use test 3 or test 4.

    -Changed the cache file specification. Since there isn't any compatibility with the cache files up until now, it'll be necessary to remake all of your cache files.
    Thanks to this change, Memory Stick reading for the games below only occurs when loading the game.
    ecofghtr / avsp / sfa / 19xx / megaman2 / qndream / spf2t / csclub / mpangj / pzloop2j

    -Due to development circumstances, I've implemented save state. Since I'm thinking that there will be frequent changes to the specification before this becomes the official version, basically you should assume that save state compatibility will be lost each time this is updated.

    -Fixed it so that it won't freeze on sleep.

    -Fixed it so that ssf2t is read as the parent cache file for ssf2t and it's clone sets.

    -Changed the palette processing. I'm now going to determine whether or not this works correctly.

    -Change the initial sound sample rate value to 22050Hz.

    -Rewrote the sprite management processing.
    Although only slightly, I think the speed of shooting and side-scrolling action games has either improved or stabilized.
    Conversely, for later, larger fighting games that frequently access the file , the speed has probably dropped. (The priority level for these types of games is very low, so I don't envision there will be any improvements from here on. Simply put, it's physically impossible to make them faster.)

    -Made huge changes to the sprite drawing process.
    Problems with the sprite mask drawing processing and priority in the following games has been fixed. (Even though I'm performing the drawing so as to not make the speed drop as much as possible, since the drawing is more complicated than usual, there are instances where the speed drops somewhat on such screens.)

    csclub: Spot process of CAPCOM's logo directly after loading

    ssf2t: Some of the character's continue screens

    dimahoo: The ninja Tatumaki's shadow as well as all of the ending

    gigawing: The Betting font, as well as all of the tanks and the BG's priority

    progear: The second form of the third stage boss

    ddsom: Stage 3-A on the heavy war cart where just the elf's sword and shield's priority is funny

    If drawing problems occur other than those mentioned above, I'd appreciate it if you could report them using the bug report uploader (As far as it's usage, please refer to the information at the link. This is being tested)
    ---------------------------------------------------------
    Checking sprite data one by one'll make your shoulders stiff and your eyes hurt, it's just too tough.
    I'm not young anymore so this kind of work is hard on me.
    From here on, I'll just work on those that are reported, or so I say, but if I find any I'm just going to want to fix them.

    And, the portions of the readme that have changed:
    State of progress
    CPU: Finished
    Video: The sprite drawing process are still unfinished(?)
    Sound: Finished
    Input: The analog input in puzzloop2 is not supported yet

    Firstly, please regard the speed as something that's not going to get any better.
    The PSP simply doesn't have the ability (VRAM, memory, CPU processing power: all of them).
    Vampire Hunter and the likes is one thing, but in games like MVC where the screen changes that frequently, no matter how you think about it, speeding it up would be impossible.
    There is still a chance, however, that the sense of speed will slightly go up with VRAM partitioning and memory cache optimization.

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