Capcom CPS1 Emulator Beta 3 For PSP

Street Fighter

NJ has released an updated version of his Capcom CPS1 Emulator for the PSP, brining it to Beta 3. With QJ’s resident translator Jeff C. off duty and only the aid of Babelfish that cannot seem to translate the changelog, we cannot make out what exactly the changes are. Still, here’s the translated text:

The variety doing, it increases, but speed rises absolutely and it cannot increase. On the other hand whether it went down, (laughing)
Being next, issuing formal edition, it is end.

All we can derive from what’s in front of us is that because this is a beta and not a test version, both compatibility and speed improvements can be expected. Exhausting resources beyond what is present, we decided to try it out to see what developments this version really has.

We tried Street Fighter 2: championship Edition and it ran at full speed with no slowdowns at all; considering that this game’s one of the harder titles to emulate, it’ll be safe to say that most roms work great. The variety of Roms that can be played has most probably increased in this version, maybe at the expense of speed; or it could be that the variety of supported Roms cannot be increased due to speed restrictions.

NJ has certainly been pushing out these releases quickly in the past few days, and make sure you try this version to see if you have any speed increases from beta 2 of this emulator. If anybody can help with a Japanese to English translation please send us a news tip!

Update: Kind QJ reader Rick Ross has provided us with a translation of the changelog:

– Autofire function added
– Palette calculation process changed
CPU interrupt process fixed
– Some alterations made to sprite drawing process
– Corrections made to Megaman/Rockman
– Reduced the filesize of the emulator executable
– Optimizing C68k (work in progress)

Thanks a lot Rick!


Update: Rom Chau was kind enough to provide us with the translated version of the entire readme.txt. Click Full Article for a better view of the text. Thanks, Rom Chau!

Download: [Capcom CPS1 Emulator Beta 3]

Street Fighter

NJ has released an updated version of his Capcom CPS1 Emulator for the PSP, brining it to Beta 3. With QJ’s resident translator Jeff C. off duty and only the aid of Babelfish that cannot seem to translate the changelog, we cannot make out what exactly the changes are. Still, here’s the translated text:

The variety doing, it increases, but speed rises absolutely and it cannot increase. On the other hand whether it went down, (laughing)
Being next, issuing formal edition, it is end.

All we can derive from what’s in front of us is that because this is a beta and not a test version, both compatibility and speed improvements can be expected. Exhausting resources beyond what is present, we decided to try it out to see what developments this version really has.

We tried Street Fighter 2: championship Edition and it ran at full speed with no slowdowns at all; considering that this game’s one of the harder titles to emulate, it’ll be safe to say that most roms work great. The variety of Roms that can be played has most probably increased in this version, maybe at the expense of speed; or it could be that the variety of supported Roms cannot be increased due to speed restrictions.

NJ has certainly been pushing out these releases quickly in the past few days, and make sure you try this version to see if you have any speed increases from beta 2 of this emulator. If anybody can help with a Japanese to English translation please send us a news tip!

Update: Kind QJ reader Rick Ross has provided us with a translation of the changelog:

– Autofire function added
– Palette calculation process changed
CPU interrupt process fixed
– Some alterations made to sprite drawing process
– Corrections made to Megaman/Rockman
– Reduced the filesize of the emulator executable
– Optimizing C68k (work in progress)

Thanks a lot Rick!

Download: [Capcom CPS1 Emulator Beta 3]


Update: Rom Chau was kind enough to provide us with the translated version of the entire readme.txt. Click Full Article for a better view of the text. Thanks, Rom Chau!

———————————————————————-

Translated to English By: Rom Chau
   CAPCOM CPS1 Emulator for PSP beta 3

   NJ (http://neocdz.hp.infoseek.co.jp/psp/)

———————————————————————-

 

CAPCOM CPS1 for PSP (Capcom Play System) it is emulator.
In addition, properly it does not operate and, the air which makes these emulators completely there is no CPS2 and CPS3.

———————————————————————-

Because setting of the button differs from NEOGEO Emulator, by all means please read this text to end.

Setting of standard, is Raster Effects validity and sound 11025Hz, but it is rather heavy, is. If it is you feel that hindrance arises in play, still even then it is heavy first, with Raster Effects as invalid, the arm it is, sound please make invalid.

Even at present time, as for drawing it is in a state where it is optimized rather. It has optimized NEOGEO Emulator compared to. In spite even to that just a little it is sad only for this speed to appear, is, but. Why, that you say when, whether speed does not appear,

  1. Constitution of the picture the background is a total 4 picture of 3 aspects in addition to the complicated sprite 1 aspect, furthermore, as for the background aspect are times when 1 picture is divided into two pictures. NEOGEO there is no background, because it has drawn with all sprite, is faced to PSP very.

  2. The FM sound whose load is high at the time of waveform data compilation of the sound which becomes the constitution whose constitution of sound emulation load is high 7ch is used. NEOGEO uses ADPCM whose load is low for main, FM sound (4ch) has almost not used. This difference is large rather, is. Because as for CPS1 monaural (as for QSOUND the stereo) is, it is audible excessively poor-looking.

Because with optimization of drawing above this you cannot desire the improvement of speed, we would like somehow sound.

———————————————————————-

Directory setting

The directory is drawn up at all first starting times automatically.

 /PSP/GAME/
      |
      +- CPS1PSP/  (root directory)
         |  |
         |  +- EBOOT.PBP    CPS1 Emulator binary
         |  +- cps1psp.ini  software config file (create by emulator)
         |
         +- config/   (directory for key config file)
         |
         +- nvram/    (directory for SRAM)
         |
         +- snap/     (directory for screen shot)
         |
         +- roms/ (put BIOS and rom files here. (zip compressed)
         |    |
         |    +- 1941.zip   (example: 1941)
         |    +- sf2.zip    (example: Street Fighter II (parent))
         |    +- sf2j.zip   (example: Street Fighter II (clone: Japanese version))
         |    +- …

·All ROM image as for the file it is necessary to compress in the zip file. If the fact that the file which is   developed in the folder cannot be handled is excluded, basically completely it is the same as MAME. In   addition, it does not correspond to the ROM set to which MAME is not corresponding.

·As for zip file name of each game it is necessary “to agree to the ROM set name of MAME 0.106 strictly”.

·ROM file name of each game does not care with any name, but “CRC CRC and agreement of the ROM set of MAME 0.106” has the necessity to have done.

———————————————————————-

Operation method

·With all menus it is designed in such a way that operation help is indicated by the fact that the “R trigger” is pushed excluding the picture and the main menu which are in the midst of game executing. If it is not understood, in any case please push the “R trigger”. If you see, because you think, that it is understood, you spare details.

·The menu which modifies the setting and the like of the game is indicated by the fact that “START + SELECT” is pushed in during game executing.

·Allotment of the button operation button in the game is modification possible. Setting of default is written below.

  When it is below, in combination with button arrangement to the picture automatically, because reversal/it turns, especially being conscious, it is not necessary to modify.
  ·At the time of 2 Player operation when the item of Cabinet is set to Cooktail with the DIP switch
  ·When with the DIP switch the item of Flip Screen is turned to ON,
  ·When with the game of the vertical picture Rotate Screen is designated as Yes,

  Commonness
    Up    – Up or Analog Up
    Down  – Down or Analog Down
    Left  – Left or Analog Left
    Right – Right or Analog Right
    Start – Start
    Coin  – Select

  2 Game of button
    Button 1 – Square
    Button 2 – Triangle

  3 Game of button
    Button 1 – Square
    Button 2 – Triangle
    Button 3 – Cross

  The quiz game (you do not use the direction button)
    Button 1 – Square
    Button 2 – Triangle
    Button 3 – Cross
    Button 4 – Circle

  Game of Street Fighter II type (Street Fighter Zero CPS Changer ver. It includes)
    Button 1 – Square
    Button 2 – Triangle
    Button 3 – L trigger
    Button 4 – Cross
    Button 5 – Circle
    Button 6 – R trigger

  Forgotton World / Lost World
    (Because the loop lever with PSP how it does not become, it substitutes with the L/R trigger)
    Button 1 – Square
    Dial(rotate left) – L trigger
    Dial(rotate right) – R trigger

———————————————————————-

“Raster Effects” About

·In the game setting menu, there is the item “of Raster Effects”. Validity of the Line Scroll effect which is used with this item, with the game of Street Fighter II and the like/invalidity is appointed.
This item usually has become “ON”, but because emulation load is very high, the one which does not seriously consider the degree of reappearance of the picture and turns to “OFF” is good, is.

 Street Fighter II the stripe the picture deteriorating uninformed with as invalid, it becomes cruel state, but because Street Fighter Zero does not change particularly, the one which is made invalid is good, is.

———————————————————————-

Modification point

beta 3

·autofire Functional addition
·Modifying the calculation method of the pallet
·CPU Correcting interruption processing
·Sprite drawing processing somewhat modification
·QSOUND With game and pang3, when ending SRAM is not retention and correcting the bug which has been read
·QSOUND In order volume of the game generally with any game to become same, you adjust
·megaman/rockmanj Correcting the dip switch
·Reducing executable file size
·C68K In the midst of optimization. (Unfinished)

———————————————————————-

beta 2

·With the game of the vertical picture, correcting the bug where input direction of the controller is not just reflected.
·Service Coin?Service Switch Key Configuration It adds.

———————————————————————-

beta 1

 
·slammast(mbomber) Correcting the bug which has been frozen.
·slammast(mbomber) Key ConfigurationThe button only two correcting the bug which is not indicated.
·punisher And so on with correcting the bug where portion of sprite is not indicated.
·pang3(Euro/Japan) EEPROM Correcting the bug which cannot be started with error.
·varth(US) Correcting the bug which cannot be started.
·Correcting the bug whose early button setting is strange with the quiz game.

 
·It tried not to be able to start the game which becomes operational failure with MAME. 4 it is following to become the object,: Kodb and sf2m1, sf2m2, sf2m3
·Turning the picture, it tried to be able to indicate the game of the vertical picture. Only the corresponding game the item of Rotate Screen is added by Game Configuration, initial value has become Yes. Because the picture resolution of PSP is not enough, considerably the picture becomes small, but please be patient. Furthermore, originally in order the monitor to play, in vertical ranging former side it is the picture where the picture which faces is correct. When we would like to reset to this picture, please designate Rotate Screen as No.
·It tried to do the picture flip emulation of CPS. It becomes effective to the case where item of specification is modified with setting the Dip Switch, but it is not necessary usually to operate.
·When indicatory direction of the picture is modified, in combination with the input button to direction, it tried to modify automatically.

———————————————————————-

alpha 2

·It corresponds to QSOUND.
  The mixing of QSOUND was much lighter than expectation, is.
  You think the game of QSOUND that even with 22050Hz it operates to that appearance.

·Correcting the dip switch of the old game.

———————————————————————-

alpha 1

·Temporarily release.

Via NJ

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