werejag said:bits of this guide are not explained
like in the prg.prg booting part why are these 14 bytes changed and are they the same for all prg.prg files for aLL games?
A better project would be a bios for the Hyper Neo 64 that makes the gun and racing games boot on the fighting board. Maybe there's just one byte of data that locks it out.Sly DC said:P.S. to Razoola: Will you ever make a release of the Unibios for the NGCD ?? I would be in heaven if ever you do!!
Sly DC said:i'm pretty sure that he doesn't know that you need to byteswap 0x66 to 0x69 with 0x6A to 0x6D. KaNyErO told me about the byteswap (and now Razoola confirms it) but KaNyErO told me it was only for some specific games like Eightman but it works with the two swapped bytes (0x66 with 0x6A)....weird huh ?!
Without checking, I think the graphics or sound roms were too big.Did anyone attempt to convert Flip Shot? That one is small enough that it should work (46 Megs). I always thought it was a pretty decent two-player game; it was not as good as Windjammers, but still fun.
Without checking, I think the graphics or sound roms were too big.
Like King Of The Monsters, extracting the audio data and maybe checking for unused data or using techniques to shorten the audio data. So it would fit in the 1mb rather than what we have now.
The NGCD has 2MB available for PCM data, not 1MB
Bump!
I was testing Eight Man and it's sad that it has some missing sfx that glitch out into an annoying beep. I was wondering if I could hack the Z80 program to ignore playback of out-of-memory samples... but for that I'd have to know an emulator that lets me set breakpoints on the REG_SOUND port in the z80 side, and let me step through code. Anyone has any recommendations? I could work in the weekend on this project.
EDIT: Seems like Mame has an OK debugger and Neo-Geo CD(Z) support, but I need to brush up on the z80 neo docs first.
EDIT 2: I have disassembled a bit of the Z80 code but it seems like it's not gonna be easy to do my original plan in a straightforward way. Seems like 68000 commands get translated in some odd way with a table on $4C4C, which does not correspond to actual track code numbers (like the Unibios jukebox codes). I changed ONE entry to 00 and that was enough to wreck havoc in the music side of the game to hilarious results.
I'll see if I can go deeper into the driver (Makoto 2.0A) and figure out how it works but it seems to me it might be too much effort for little payoff. Dunno if I should give up yet.
It's because the Neo Geo CD system only has 1 megabyte of ram for V rom data (sound samples). For most games to fit, you have to trim the game's V rom data to be smaller than 1 megabyte.HI Burning Fight ( i love your nickname !)
I didn't understand everything you said, i'm not a programmer, but could you explain to me with simple words why almost all the conversion games got this horrible sound bug ?
I'm making a small video of presentation of the conversions we can find on neogeo CD, and i would like to avoid nonsenses on it
On my neoCD with NeoCD SDLoader, only Ando Dunos, Puzzle de Pon + Puzzle de Pon R and Pop 'N Bounce didn't have the sound issue (Pop 'N Bounce got others bugs but it's not the subject here )...
I precise that i pickup the iso on the Kuk's website http://neogeocdworld.info/html/jeux/jeux/conversions.html
Maybe it exists earlier version of these converts somewhere else on the web ?
Thanks for your lights