
Originally Posted by
NJ
What's Changed beta (bug fix version)
-Updated romcnv.exe. Please reconstruct the cache files for the games noted below that I have fixed screen draw problems for.
-Fixed screen draw problems in the following games.
Street Fighter ZERO 2: The sides of the victory mark in the ranking displays is funny. (Fixed)
A portion of the priority in Vampire Saviour's opening demo is funny.(Fixed)
The above and below scores in the ranking display in Mighty Pang weren't being masked. (Fixed)
The demo just prior to the battle with Ezza Hoden in D&D S.O.M. doesn't display correctly. (Fixed)
A portion of the sprites in Puzz Loop 2 aren't being displayed. (This was a bug with the ROM converter. Fixed)
-Set an optimal value for the texture size for each game.
However, it was originally allocated to a value that didn't cause any problems, so the speed hasn't changed much.
-Made it so that it won't load PCM data when the sound is turned off.
-Implemented paddle input for Puzz Loop 2. (The same methoud as CPS1PSP's forgottn)
-Changed the palette calculation methoud. Fade out, etc... have probably slightly improved.
-Largely rewrote C68K. (I've newly reconstructed the M68000 core, however, since I wasn't able to get the bug fixes and what not in on time, I'm continuing to use C68K. The speed really doesn't change much so I may just end up going with this altogether)
-Changed to CZ80 using a customizes Z80 core. The CZ80 is slightly lacking in correctness, but since there bugs I've fixed it.
-Due to the fixes mentioned above, state save compatibility has been lost.
I also plan to change it once again in the official version.
-It's not a bug but, eliminated a portion of the misalignment in the BG of fighting games when Raster Effects is set to Off. However, since the amount of drawing is increased, the speed drops slightly (about 1 to 2 fps on average).
*Actually, the speed increased slightly, but taking this fix into consideration, you could say that the increase is pretty much zero.
-Many other minor changes.
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There's quite a few changes, however I'm not seeing any effects that reflect the effort put into it.
It looks like it's impossible to raise the speed any more, so I've given up trying.
In the end, it looks like approximately 70% of the processing is being devoted to the video emulation processing. With CPS2, the average game must draw around 1000 to 1500 separate sprites on any given screen, so it's pretty demanding. Putting it strictly in numerical terms, I'd say it's approximately twice as much NEOGEO.
Additionally, the speed doesn't improve by doing the sound mixing in the ME (on the contrary, in addition to the speed dropping on the simultaneous processing, the sound is unstable). I think you'll see what I mean if you turn the sound off, but there really isn't any sound burden (if the speed were to increase, it'd probably be by about around 1fps).
Also, there may be people that think that the speed would increase by compiling this in kernel mode, but it does not. The only things that are gained are features such as networking that are only available in kernel mode, and only an additional 300-400KB of memory.
That being said, for the time being, I'm going to put CPS2 aside and get to work on CPS1.
Hmmm, I'm still getting bug reports that screens in ssf2t are funny...
I don't know how many times this'll be that I've said this, but it isn't a bug. You just haven't correctly constructed the cache file. Please reconstruct the the file with the romcnv.exe included with the beta download.
1. Place ssf2.zip and ssf2t.zip in the same file.
2. Launch romcnv.exe, and select ssf2t.zip.
3. Wait a little bit, and ssf2t_cache.zip will be constructed in the cache folder.
4. Copy ssf2t_cache.zip to the cache folder inside the cps2psp folder inside of the PSP folder.
Correct screens are on the left. Screens on the right occur when the process was not performed correctly.
<<PLEASE SEE HIS SITE FOR EXAMPLE SCREEN SHOTS -- b8a>>
I will not address this issue any more.
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