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.Originally Posted by Sly DC
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.Originally Posted by Sly DC
https://basementbrothers.net/
You need to:Originally Posted by Sly DC
Byteswap PRG rom, append banks together.
Swap the IRQs at 0x64 and 0x68 (DWORD values). This swaps the VBlank and HBlank IRQs.
And change locations:
0x40 - 00 C0 05 22 00 C0 05 28 00 C0 05 2E 00 C0 05 34
0x50 - 00 C0 05 3A 00 C0 04 F2 00 C0 04 EC 00 C0 04 E6
0x60 - 00 C0 E0 00
It's cool to see someone finally figured this out. And my versions do have incorrect colors, this was pointed out by Chirs Covell.
I guess in my excitement of getting it working, I didn't check the colors. The sprite banks probably need to be byte swapped.
good to see Neo Geo CD getting "new" games, good job guys.
I was really excited when I read this thread, but when I clicked on the 'link' provided in his initial post, it comes up with this:
For Sale
Internet Domain Name
www.Game-Shoppe.com
For The Current Price
CLICK HERE
What's going on?
I'm sorry I'm posting this here (where it doesn't belong) but I have no other choice!
I am new and I ca't open new threads, just answer in some forums, like this "News And Rumors" one.
Anyone knows why?
Thanks!
Are there any people still interested in resurrecting this project? With a fresh guide and new set of tools?![]()
kuk thanks. still looking for shock troopers and nightmare in the dark. thanks
Interesting...
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.
the probleme is the limitation of 4 Mo for the Graphism, you could have more but you should delete and load the new graphism (and have a loading time)
Thanks for the link kuk.
I was hoping maybe people in the know would have the tools to appropriately scale down certain game assets for the NGCD.
Rather than just chopping the files.
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.![]()
well for me it's 1 Mo or 7 Mbits
7 Mb no more, no less. 7 shall be the number thou shalt count, and the number of the counting shall be 7. 8 shalt thou not count, neither count thou 6, excepting that thou then proceed to 7. 9 is right out. Once the number 7, being the 7 number, be reached, then lobbest thou
Amen
**CORRECTION**
I want to apologize for misleading you guys here. You were correct, the NGCD does indeed only have 1MB of PCM ram. For awhile I was thinking there was 2MB but after running many tests to confirm, only 1MB of PCM ram is useable. It's setup as 2 banks of 512KB however if you are doing CD conversions it probably doesn't make any difference as you would be loading all of the data from one entry starting at 0x0 in the IPL.TXT.
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.
Last edited by Burning Fight!!; 07-14-2020 at 12:25 AM.
Play that shit like you just got your motherfucking check and couldn't come pick up the thang-KOF98
I'd love to see ganryu converted but have no clue about its possibility.
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 wordswhy 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/...nversions.html
Maybe it exists earlier version of these converts somewhere else on the web ?
Thanks for your lights![]()
Last edited by amobile; 12-02-2020 at 05:07 AM.
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.
Then when the game needs to access any of that sample data that got trimmed off, your speakers get filled with that glitchy mess instead of the intended sound.
The way to fix this would be to program load screens in the middle of the game, but that's too much effort. That's why most conversions are only for the smaller games, that fit within the Neo Geo CD's ram limitations.
https://basementbrothers.net/
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