Street Fighter III 3rd Strike: Fight for the Future (USA 990608)


Immagine gioco: Street Fighter III 3rd Strike: Fight for the Future (USA 990608)
   
Immagini disponibili::




 Descrizione 
Nome romset sfiii3u.zip
Anno di produzione: 1999
Produttore: Capcom
Questo gioco Ŕ il clone di: Street Fighter III 3rd Strike: Fight for the Future (Euro 990608)

Genere del gioco: Picchiaduro
Categoria: Picchiaduro / Scontro

 Emulazione 
Questo gioco funziona in MAME con problemi Questo gioco funziona in MAME con problemi
In MAME dalla versione: .081u3
Salvataggio state: Non supportato
Stato dell'emulazione: Buono
Emulazione colore: Buono
Emulazione sonoro: Buono
Emulazione grafica: Imperfetto
Dimensione palette: 65536
Il driver di questo gioco in MAME Ŕ: cps3.c - Leggi il codice

  Dati tecnici 
Questo gioco usa un solo schermo:
  Tipo di grafica: Raster
  Orientamento schermo: Orizzontale
  Risoluzione del gioco 384 x 224 @ 59.583393
Numero di giocatori: 2
Controllato con:
  Joystick
Numero di pulsanti: 6
La scheda di questo gioco usa 5 CHIP
NomeTipoClock
SH-2 DRCcpu25000000
CD/DAaudio
Speakeraudio
Speakeraudio
CPS3 Customaudio14318166


 Dati Scheda 
Il ROMset si compone di 1 ROM
Riferito alla versione MAME: 0.152

NomeDimensioniCRC32SHA1FunzionamentoNel romset
sfiii3_usa.29f400.u2524288ecc545c1 e39083820aae914fd8b80c9765129bedb745ceba good sfiii3u


:  Gioco Parent
:  Gioco Clone
:  BIOS

Le dimensioni del file sfiii3u.zip sono 129.21 Kbytes (compresso)
Questo gicoo usa CHD
Dati Supporto
Dimensioni: 0 bytes/0 Mb
SHA1 Disco:41b0e246db91cbfc3f8f0f62d981734feb4b4ab5
Dati CHD
Nome:cap-33s-2.chd
Dimensioni: 0 bytes/0 Mb
MD5 CHD:
SHA1 CHD:41b0e246db91cbfc3f8f0f62d981734feb4b4ab5


 Informazioni 
HISTORY

Street Fighter III - 3rd Strike : Fight For The Future (c) 1999 Capcom.


I nuovi personaggi Remy, Makoto, Q, e Twelve si uniscono al ritorno della veterana di Street Fighter Chun Li e al cast gia esistente di "Street Fighter III - 2nd Impact : Giant Attack" in questo terzo e ultimo capitolo di Street Fighter III.


- DATI TECNICI -


Capcom Play System III hardware (CPS III)

CD Number : CAP-33S000

CD Label : CAP-33S-1


Processore Principale : Hitachi SH2 (possibly 2)

Storage : SCSI CD Rom, RAM and Flash ROM.

RAM : Le SIMM alla sinistra contengono 16M di dati per ciascuno (ogni modulo ha le Rom Flash di 8x 16M Flash ROMs, ci sono 4 SIMMs collegate in questa scheda). Le SIMM alla destra sono di 8M ciascuna (ci sono 4 Flash ROM per ogni scheda e ci sono 2 SIMM collegate su di essa).

OSC : 60MHz. 42.9545MHz, XTAL 3.6864MHz.


Giocatori : 2

Controllo : Joystick a 8 direzioni

Pulsanti : 6

= > [1] LP (Pugno debole), [2] MP (Pugno medio), [3] HP (Pugno forte)

= > [4] LK (Calcio debole), [5] MK (Calcio medio), [6] HK (Calcio forte)


- CURIOSITA' -


Pubblicato nel Maggio 1999.


Il nome Twelve viene pronunciato in maniera incorretta 'Tweleve' nella schermata della selezione dell'avversario. Questo errore si ripresenta quando lo schermo scorre per visualizzare la scelta dell'avversario successivo.


Shin Akuma è presente nel codice del gioco. Il Shin Akuma del 3rd Strike presenta delle differenze rispetto alla sua controparte in 2nd Impact. Per prima cosa, in 2nd Impact Shin Akuma possiede i propri campionamenti vocali. In 3rd Strike, condivide i file sonori di Akuma. La sua seconda Super Art a volte è in qualche modo buggata, e a differenza di 2nd Impact, sembra che possieda solo 2 vestiti. Il vestito di colore blu è disponibile solo per il Giocatore 1, mentre quello bianco per il Giocatore 2. Entrambi sono codificati all'interno del codice del gioco.


Questo è anche il primo gioco della serie Street Fighter ad adottare un tema musical rap/hip-hop urbano.


- AGGIORNAMENTI -


VER. 990512

* Ken Vs. Makoto - il bug della presa neutrale: Se Ken sconfigge Makotocon la sua presa neutrale (i colpi di ginocchio), il gioco viene resettato.

* Bug grafico durante il Chou Denji Storm: Il Yang controllato dal Giocatore 2 presnta il 'Chou Denji Storm' elencato come una delle sue Super Arts al posto del 'Tenshin-Senkyutai'.

* Imbloccabili: Alcuni personaggi (Urien, Oro) hanno mosse/combo impossibili da bloccare.


VER. 990608

* Il bug della presa neutrale di Ken Vs. Makoto è stato risolto e non resetta più il gioco.

* I colpi imbloccabili adesso possono essere bloccati.


- CONSIGLI E TRUCCHI -


* 6 Colori per i Costumi: Selezionare un personaggio nella schermo di selezione dei personaggi e premere uno dei 6 pulsanti per ottenere un colore diverso (il pulsante 1 AKA LP da il colore originale).


* Colore Segreto: Selezionare un lottatore nella schermata di selezione del personaggio e premere LP+MK+HP.


* Gioca contro Q : Ottieni almeno 5 vittorie di round tramite super art, senza perdere alcun round. Puoi tuttavia ottenere il voto di almeno D o superiore e sono necessari due punti speciali. Se hai questi requisiti, Q apparirà e combatterà nello stesso livello in cui ti trovi (verrà però riprodotto il tema di Q).


- SERIE -


1. Street Fighter (1987)

2. Street Fighter II - The World Warrior [CP-S No. 14] (1991)

3. Street Fighter II' - Champion Edition [CP-S No. 21] (1992)

4. Street Fighter II' - Hyper Fighting [CP-S No. 24] (1992)

5. Super Street Fighter II - The New Challengers [CP-S II No. 01] (1993)

6. Super Street Fighter II Turbo [CP-S II No. 03 Bis] (1994)

7. Street Fighter Alpha - Warriors' Dreams [CP-S II No. 11] (1995)

8. Street Fighter Alpha 2 [CP-S II No. 15] (1996)

9. Street Fighter III - New Generation (1997)

10. Street Fighter III - 2nd Impact : Giant Attack (1997)

11. Street Fighter Alpha 3 [CP-S II No. 29] (1998)

12. Street Fighter III - 3rd Strike : Fight For The Future (1999)

13. Hyper Street Fighter II - The Anniversary Edition [CP-S II No. 38] (2003)

14. Street Fighter IV (2008)

15. Super Street Fighter IV (2010)


- STAFF -


Sviluppatori personaggi : Who, Ikusan Z, D-Kurita, Chimorin Shogun, Sibaki, Chunzenji & Rute, Tsuyoshi, Jun-Ikawa, Toshihiro Suzuki, Noya-T, Seiji Yano, Naoi Ryosuke (Hell), Tomo, Hirano=Daichi, Izumi. N, Akira Yasuda (Akiman)

Sviluppatori sfondi : Imahori 75%, Sugiyama 50%, Youko Fukumoto, Yuki Kyotani, Sawatch, Atsushi, Ryo Uno, Yusuke Saiwai, Kenichi Yamahashi

Illustrazioni originali : Daigoro, Harumaru

Sviluppo titolo : Y. Uchida

Sviluppo istruzioni : Sakomizu

Programmazione : Kazuhito Nakai, Nobuya Yoshizumi (LT1), Yuko Kawamura (Tate), Hiroshi Nakagawa (Raoh), Y&M.Inada (Ine), Masahito Oh!Ya!, Akihiro (Star) Yokoyama

Sviluppo effetti sonori : Satoshi Ise, Yoshiki Sandou

Compositore musiche : Hideki Okugawa

Sviluppatore audio : Kazuya Takimoto

Direttore gestione suono : Yoshinori Ono

Compositori per Third Strike, Let's Get It On and Moving On : Infinite/Hideki Okugawa

Arrangiamento canzone : Hideki Okugawa

Voce : Infinite (Courtesy of Lock Down Entertainment Inc.)

Ingegnere di registrazione : Yutaka Shinoyama (Victor St.) (Lock Down Entertainment Inc.)

Ingegnere di mixaggio : Paul Shubat (Lock Down Entertainment Inc.)

Assistente ingegnere : Vladimir Nikolic (Lock Down Entertainment Inc.)

Gestione artisti : Cain (Lock Down Entertainment Inc.)

Progettazione : Neo_G H. Ishizawa, Haruo Murata, Numach (T.O), Yasunori Ichinose, Sada 36

Traduttore messaggi : Erik Suzuki, Dan Okada, Chris Tang

Produttore : Noritaka Funamizu, Kouji Nakajima

Produttore generale : Yoshiki Okamoto


* Doppiatori :

Ryu : Touru Ohkawa

Ken Masters : Yuji Kishi

Sean Matsuda : Mitsuo Iwata

Yun Lee : Kentaro Itou

Yang Lee : Masakazu Suzuki

Ibuki/Effie : Yuri Amano

Elena : Mie Midori

Oro : Takashi Matsuyama

Akuma : Tomomichi Nishimura

Makoto : Makoto Tsumura

Remy : Eiji Sekiguchi

Chun-Li, Poison : Atsuko Tanaka

Urien, Necro, Twelve, Gill : Lawrence Bayne

Alex : Patrick Gallagan

Dudley : Francis Diakewsky

Q, Hugo : Len Carlson


Ringraziamenti speciali : Youichi Egawa, Takuya Shiraiwa, Abu, Tomoaki Tsuji, Tobuto Dezaki (Mam2), Mitsuaki Araki (Tim2), Takechan, Oni-Suzuki, Hiroshi.Sugimoto-Bug, K. Shinano, Gon, Syachi (S. Ohoka), Yng. J. Matsubara, Miura Cuberick, Tetsuya Haze, Yoshihiro Tomita, Hmx-12 Hamada, Masayasu Mukai, Punch Kubozono, Tetsuya Iijima, Lisa E. Jones, Masayuki Fukumoto, Lance Luu, Nate Williams


- CONVERSIONI -


* Console :

Sega Dreamcast [JP] (June 29, 2000) [Model T-1209M]

Sega Dreamcast [JP] (October 4, 2000) [Model T-1213N]

Sony PlayStation 2 [JP] (July 22, 2004) [Model SLPM-65621]

Sony PlayStation 2 [JP] (July 22, 2004, "Street Fighter III - 3rd Strike [The Limited Edition]") [Model CPCS-01009]

Sony PlayStation 2 [US] (August 31, 2004, "Street Fighter Anniversary Collection") [Model SLUS-20949]

Sony PlayStation 2 [KO] (September 3, 2008, "Street Fighter Anniversary Collection [PlayStation 2 Big Hit]") [Model SLKA-25437]

Sony PlayStation 2 [EU] (October 30, 2004, "Street Fighter Anniversary Collection")

Microsoft XBOX [JP] (October 28, 2004, "Street Fighter Anniversary Collection") [Model STJ-00001]

Microsoft XBOX [EU] (October 29, 2004, "Street Fighter Anniversary Collection")

Microsoft XBOX [AU] (2004, "Street Fighter Anniversary Collection")

Microsoft XBOX [US] (February 22, 2005, "Street Fighter Anniversary Collection") [Model STJ-00001]

Sony PlayStation 2 [JP] (December 14, 2006, "Street Fighter III - 3rd Strike [Capcore]") [Model SLPM-66639]

Sony PlayStation 2 [JP] (September 18, 2008, "Capcom vs SNK 2 Millionaire Fighting 2001/Street Fighter III 3rd Strike Fight for the Future Value Pack") [Model CPCS-01040]

Sony Playstation 3 (August 23, 2011, "Street Fighter III - 3rd Strike Online Edition)

Microsoft XBOX 360 (August 24, 2011, "Street Fighter III - 3rd Strike Online Edition)


- FONTI -


Rom del gioco.

Attenzione: I dati di history.dat potrebbero essere diversi da quelli riportati nel resto della scheda (tratti da MAME), in quanto provenienti da fonti diverse.

 MAMEINFO.DAT 
Informazioni su sfiii3

0.144u5 [Layne, Smitdogg, The Dumping Union]

0.129 [?]

0.81u3 [?]


Artwork available

CD-ROM required


Bugs:

- Reference material: video of original cabinet running attract mode. Smitdogg (ID 03009)


WIP:

- 0.145u4: Renamed (sfiii3a) to (sfiii3r1), (sfiii3au) to (sfiii3ur1) and (sfiii3an) to (sfiii3nr1)

- 0.144u5: Layne, Smitdogg and The Dumping Union added Street Fighter III 3rd Strike: Fight for the Future (Euro 990608) and clone (Euro 990512). Team CPS-1 dumped and added Street Fighter III 3rd Strike Euro BIOS, unlocked 2 new sets. Renamed (sfiii3) to (sfiii3u) and (sfiii3a) to (sfiii3au).

- 3rd January 2012: Smitdogg - We got the Euro Street Fighter III: Third Strike cart from Layne today.

- 0.144u1: Documented all sfiii, sfiii2 and sfiii3 existing revisions [Team CPS-1].

- 0.141u2: Added 40x SIMM roms to 'JoJo's Venture (USA 990108)'.

- 0.129: Renamed (sfiii3) to (sfiii3a), (sfiii3a) to (sfiii3), (sfiii3n) to (sfiii3an) and (sfiii3an) to (sfiii3n).

- 0.126u5: Joshua Chang fixed sfiii3's title animation and the linear zoom effect that OopsWare didn't improve properly since 0.122u7.

- 0.116u4: Added clones 'Street Fighter III 3rd Strike: Fight for the Future (Japan, 990512, NO CD)' and (Japan, 990608, NO CD). Changed SH-2 CPU1 clock speed to 25MHz. Removed user4/5 roms.

- 0.116u3: Various CPS3 updates [David Haywood, Andreas Naive, ElSemi]. Street Fighter III 3rd Strike is now playable.

- 0.116u2: Added clone 'Street Fighter III 3rd Strike: Fight for the Future (USA, 990608)'. Changed parent description to 'Street Fighter III 3rd Strike: Fight for the Future (USA, 990512)'. Added Custom (14318166 Hz) sound. Changed SH-2 CPU1 clock speed to 6250000 Hz and visible area to 384x224. Added Player 1-2, 8-way Joystick, 6x buttons and 2x coin slots.

- 0.108u3: Added new user1 rom sf33usa.bin (this one is from a usa version).

- 0.96u2: Changed description to 'Street Fighter III 3rd Strike: Fight for the Future'.

- 0.86u3: R. Belmont converted Street Fighter III 3rd Strike images (CD cue+bin) to CHD.

- 0.82: Added missing user1 BIOS rom.

- 0.81u3: Added Street Fighter III 3rd Strike - Fight for the Future (Capcom 1999).


LEVELS: 10


Other Emulators:

* FB Alpha

Informazioni su cps3.c (Driver MAME)


0.116u2 [David Haywood, Andreas Naive, ElSemi, Tomasz Slanina, Phil Bennett]

0.81u3 [?]


TODO:

- Street Fighter 3 2nd Impact uses flipped tilemaps during flashing, emulate this.

- Figure out proper IRQ10 generation: If we generate on DMA operations only then Warzard is OK, otherwise it hangs during attract HOWEVER, SFIII2 sometimes has messed up character profiles unless we also generate it periodicly. I think the corrupt background on some of the lighning effects may be realted to this + the DMA status flags.

- Alpha Blending Effects: These are actually palette manipulation effects, not true blending. How the values are used is not currently 100% understood. They are incorrect if you use player 2 in Warzard

- Linezoom: Is it used anywhere??

- Palette DMA effects: Verify them, they might not be 100% accurate at the moment

- Verify Full Screen Zoom on real hardware: Which is which, x & y registers, how far can it zoom etc.

- Verify CRT registers: Only SFIII2 changes them, for widescreen mode. What other modes are possible?

- Sprite positioning glitches: Some sprites are still in the wrong places, seems the placement of zooming sprites is imperfect eg. warzard intro + cutscenes leave the left most 16 pixels uncovered because the sprite is positioned incorrectly, the same occurs in the sf games. Doesn't look like the origin is correct when zooming in all cases.

- Gaps in Sprite Zooming: Probably cause by use of drawgfx instead of processing as a single large sprite, but could also be due to the positioning of each part of the sprite. Warzard is confirmed to have gaps during some cutscenes on real hardware.


NOTES:

- Driver by David Haywood with help from Tomasz Slanina and ElSemi. Decryption by Andreas Naive. Sound emulation by Phil Bennett. SCSI code by ElSemi.


Bugs:

- Incorrect alpha blending implementation. Source (ID 02305)

- warzard, sfiii, sfiii2, sfiii3: There are sprite positioning glitches. Source (ID 02306)

- There are gaps in the sprite zooming. Source (ID 02307)

- Palette DMA effects need to be verified. They might not be 100% accurate at the moment. Source (ID 02308)

- Full screen zoom needs to be verified on real hardware. Source (ID 02309)


WIP:

- 0.151: Added some new (and some previously just not included) CPS3 documentation [R. Belmont, based on a patch by Darksoft]. Improved CPS3 README with more hardware detail [Guru].

- 0.148u4: State cleanup and some modernization (machine\wd33c93.c and drivers\cps3.c) [Miodrag Milanovic].

- 0.148u2: Modernized CPS3 sound devices [Andrew Gardner].

- 0.147u2: Added CD/DA sound.

- 0.147u1: Only load the SIMMs on NO-CD sets. Don't use ROMX_LOAD when it's not needed [hap].

- 0.147: Turned WD33C93 into a device and made CPS3 flash roms optional on CD sets [smf].

- 0.146u1: SCSI devices are now proper MAME devices [Phill W.].

- 0.145u8: Marked all remaining old-style CDs without gap information BAD_DUMP. These will still run (where applicable), but need to be re-ripped for best accuracy (and proper audio track timing for some Bemani games) [R. Belmont, Firewave].

- 0.145u7: CPS-3 update [Team CPS-1]: Fixed CD Catalog # for jojoba 990927 and properly renamed the CHD. Realigned the games table.

- 0.145u4: CPS-3 rom label corrections [Guru].

- 0.145u1: CPS-3 documentation update and white space alignment [Brian Troha].

- 0.144u7: Correct CPS-3 disk prefix to make games boot again [hap].

- 0.144u5: CPS-3 update [Team CPS-1]: Reordered all sets per release date. Minor fixes.

- 0.142u4: Joe Caporale gave labels to many inputs in CPS3 games.

- 0.142u1: CPS-3 update [Team CPS-1]: Added Street Fighter III: New Generation Hispanic BIOS rom CD version. Added a detailed table of all known releases until now with usefull notes to identify new Cart Regions/CD Revisions. Renamed some CHDs to use the new Catalog # standard.

- 0.140u2: CPS-3 update [Team CPS-1]: Added JoJo's Venture USA BIOS rom CD version. Reordered some CPS sets per release date in mamedriv.c. Minor cleanups and fixes.

- 28th November 2010: Smitdogg - Me and Layne have been researching CPS3 discs and carts to understand the labeling and revisions better. To make a long story short, if you have any dead CPS3 carts that you will sell me for a few bucks or donate, send me a private message and we can determine if you have a needed one. There are a lot of undumped carts and each one unlocks a region. There's no point in killing a working one but if you have a dead one, there's a good chance it's needed. Here's what a cart looks like opened up. In fact probably go ahead and contact me if you have one at all so we can document the part numbers/codes on the front and back.

- 0.140: Aaron Giles fixed black screen/hang in all CPS3 sets.

- 0.139u3: Aaron Giles cleaned up CPS3 No-CD sets to break up the "ROMs" into individual flash pieces which are automatically loaded by the intelfsh device on initialization. Also split the MACHINE_CONFIG to only populate the number of SIMMs actually present for each game, as documented in the top of the file. And replaced the NVRAM_HANDLER with an NVRAM device.

- 0.131u3: Aaron Giles fixed CPS3 access violation.

- 0.129u4: Changed Custom sound to CPS3 Custom.

- 0.129u3: David Haywood fixed the remaining CPS3 sets that were left broken from the previous half-done set renames. Also reworked the code a bit to make it harder for somebody to break it in future (removed the config table & moved keys to driver inits, define region sizes, allocate memory in init for CD based games.) Should be no functional changes, although it might be a fraction of a % faster due to there being less region lookups.

- 0.128u1: David Haywood removed per-game hacks from CPS3 (moved to DMA callback in SH2 core). Removed Speedups from CPS3 / PsikyoSH, while they do still give a decent speed boost they're not really needed with the DRC and just clutter the code.

- 0.127u1: Aaron Giles derived CPS3 video timing based on measurements. These are educated guesses. The logic behind the derivations is shown in the source. Changed VSync to 59.583393 Hz.

- 0.126u5: Aaron Giles fixed refresh rate for all CPS3 games (video from a DV cam proves the refresh rate of CPS3 in MAME is wrong). Changed VSync to 59.633333 Hz.

- 0.125u9: Aaron Giles fixed access violation in the CPS3 driver.

- 0.122u7: Improved linear zoom effect resolution to address gaps in CPS3 rendering [OopsWare].

- 0.122u4: Oliver St÷neberg fixed memory leak in the CPS3 driver.

- 0.120u3: Atari Ace added static qualifiers and renamed symbols in MAME in an effort to further tidy up the global namespace. Generally generic names were targeted and some symbols that were both static and extern. Some specifics: Dead code in cps3.c was discovered and commented out.

- 0.118u3: Ernesto Corvi added a fairly complete WD33C93 SCSI controller emulation, and also updated the CPS3 driver to use it.

- 0.117: David Haywood added alpha blending effects to the CPS3 driver and improved sprite positioning. R. Belmont fixed CPS3 code to be big-endian friendly.

- 8th July 2007: ElSemi - CPS3 Emulator v1.0: This is the final version of the CPS3 emulator. It adds transparency effects (not actual transparency, but well it looks like that :) ), although it's not fully understood yet. Fixed palette transformation for flashes, and fadein/outs, now blacks properly fade to white. Fixed crashes in some zoomin ending sequences in SF3 games. Fixed a 1 pixel offset in the framebuffer that was causing a 1 pixel column problem in the left side of the screen sometimes. Added support for Nebula external video plugins (there is some source code and the interface documents in the plugins folder). Added CHD (MAME's compressed Hard Disks CD Images) support. Just put the .chd files in the CHD folder in the main directory (sorry, no path selection for it). And the BIOS (or the full roms zip) romsets in the ROMS directory. When loading a CHD romset, the emulator will run the entire startup sequence so it will take a while to boot (early games just have a black screen) while the BIOS waits for the cd to spin up. You don't need to go through the flashrom rewritting sequence, although you can see how it looks (just for fun, as it doesn't actually write anything) by going to Test menu and selecting "Game Rewrite". Using CHDs doesn't have an actual benefit (except for seeing the exact startup sequence of the game machine) apart from being able to run Warzard in any region because Warzard always checks the cd ingame unless it's set to asia, so by having the real CD emulation through CHD, you can run it in any region).

- 0.116u4: CPS3 updates [David Haywood, ElSemi]: Corrected clock speed, used idle skipping instead of reducing the clock speed. Optimized some GFX functions. It now only decodes RAM based tiles when it needs to draw them, not every single time the data changes. Added support for CD flashing. Added support for alternate BIOS sets. Changed code to use a custom render function.

- 3rd July 2007: David Haywood - Watching Paint Dry: I've hooked up the CD-Flash mechanism in CPS3. The code is a bit messy at the moment, but it seems to be working, and yes, the SFIII3 screenshot says *70* minutes. Quite how they managed that I don't know, I don't think the CPS3 CD/Flash code could be more inefficient if they tried, not even Vista is *that* slow at copying files.

- 0.116u3: Nicola Salmoria simplified CPS3 decryption function. Various CPS3 updates [David Haywood, Andreas Naive, ElSemi]. R. Belmont fixed CPS3 code to work on big-endian systems. Changed SH-2 CPU1 clock speed to 10MHz. Removed dipswitches '1', 'xxx' and 36x 'Unknown'.

- 28th June 2007: ElSemi - CPS3 Emulator Preview 3 Test Vversion: This is a preview version of my CPS3 emulator. Here you can see the current work-in-progress state of the emulation. New features emulated: Palette fadein/out, Sean stage special tile compression, Proper sprite/tilemap alignment and proper priority handling. The CPS3 emulation is almost complete. Only the shadow/blending emulation is missing. There is a preliminary emulation for it that works partially with the shadows, but is not correct in some other places (warzard sword effects for example). I've added savestates support. To make a savestate, first select the slot with CTRL+number (in the main keyboard, not in the keypad) then press F11 twice (it's done that way so you don't accidentally delete a working state). To load a savestate, select the slot and then press F10. I've added an option to set a custom fullscreen resolution in the .ini file (FullScreenWidth,FullScreenHeight). You must enable it setting Video->Fullscreen Resolution->Custom. Using a resolution that is not supported by your video card will cause the emulator to crash. I'm not including the MultiCPU version as it causes some graphics glitches and if you have a dual core CPU, then you have enough power to run the standard version.

- 27th June 2007: David Haywood - CPS3 Tile Compression Part 3: Sean's Stage in SFIII New Generation uses a different compression scheme to the other games. For some reason, Capcom decided that one stage, in one game would use a different system. The Compression used on this level supports 8bpp tiles instead of 6, thus allowing for more colours, but a less efficient compression scheme. I've spent some time looking at this, and mostly figured out how it works. There are still a few problems, but I now have reocgnizable background tiles at least. Update: Ok, Sean's stage graphics are 100% fixed, ElSemi found the minor error in the implementation. I'll post screenshots later as I can't recompile at this very minute. I'm guessing ElSemi will have a good looking screenshot up fairly soon anyway.

- 24th June 2007: Mr. Do - I figured why not join the CPS3 hype-machine. Instruction cards for JoJo, SFIII:3 and Warzard, thanks to Tormod and Jeston. Looks really nice on a wide-screen monitor.

- 23rd June 2007: R. Belmont - Bigger and better: Here is a revised cps3.c (unzip and put in src\mame\drivers and recompile) which fixes the sprites, backgrounds and colors for CPS3 on big-endian machines (for SDLMAME that's PowerPC Macs and the PS3). The front text layer is still missing so there are no life bars, but it's playable at least.

- 22nd June 2007: David Haywood - Full-screen Zoom: I've come up with a preliminary implementation of Full-screen zoom, used pretty heavily by JoJo and Warzard. Right now the code assumes that the view will never be zoomed more than twice the normal visible area away, as it's a framebuffer zoom I'd expect there to be some sensible limit in hardware such as this, although testing on the real hardware would be good. Note, I haven't managed to fix the reported crash in SFIII NG, I'm looking into it now.

- 21st June 2007: David Haywood - CPS3 Palettes (5:51 PM): I think I've fixed the palettes. There was a single bit to select which one to use (the one in the main list, or the one in the sublists). Not tested too much so far, but everything I've seen looks much better. The only 'bad' colours I can see now are where there should be shadow sprites / alpha blending effects.

- 20th June 2007: ElSemi - CPS3 Emulator Preview 2 Test Vversion: This is a preview version of my CPS3 emulator. Here you can see the current work-in-progress state of the emulation. I've fixed some problems in the emulation: Color palettes seem right now, fullscreen Zoom, sprite Zoom and linescroll. The priorities have improved but they aren't fully right yet (mainly in jojo games). Shadow/alpha is still missing. Linezoom is missing, but I haven't found a single place where it's used. Sean stage in sf3ng doesn't crash now, but shows garbage in the bg. I've added an entry to the ini so you can switch the region (except for warzard that it won't boot unless region is Asia). I've also tried to fix some problems that people were having with some old and integrated graphics chipsets. Probably some problems have been fixed, but there might still be some around. You can now also try to fix the renderer to the vsync of your monitor with an option in the ini file (ForceSync). CPS3 Emulator Test Version 2. This package includes both the normal and MultiCPU versions exes. If you have graphics problems and are using the MultiCPU version, try with the standard version. UPDATE: I've noticed that I disabled the image filtering in fullscreen. I've updated the package with an exe that works like the old version you can get the unfiltered version by setting FilterTilemaps=0 in the ini.

- 20th June 2007: ElSemi - CPS3 Emulator Preview Test Version: This is a preview version of my CPS3 emulator. Here you can see the current work-in-progress state of the emulation. There are still a lot of missing features to emulate properly so don't report any emulation errors yet. The missing features include (and the effect caused by them missing): Sprite Zoom: you'll see the sprite tiles (squares) not being properly aligned or with gaps Fullscreen Zoom: Sometimes it seems like the camera is not pointing to the action Per-tile palette selection: some colors (a lot in some games) are wrong Priorities: objects that are over the background when they should appear behind Linescroll: Floor 3D effect missing. SF32ndi scrolling letters in intro missing. Linezoom: I don't know where is it used. CPS3 Emulator Test Version. This package includes both the normal and MultiCPU versions exes.

- 0.116u2: Added audio\cps3.c and includes\cps3.h. Initial cut at working CPS3 driver. Basically works but has a lot more work to be done to finish it up [David Haywood, Andreas Naive, Tomasz Slanina, ElSemi, Phil Bennett]. Added dipswitches '1', 'xxx' and 36x 'Unknown'.

- 21st June 2007: David Haywood - CPS3 Sprite Zoom: I've hooked up a preliminary spritezoom in CPS3 (this progress is in MAME0116u2) and passed the information on how it works to ElSemi so that he can implement it in his standalone emulator. Basically each part of a sprite can specify the height / width of that part in pixels, and the number of tiles that are used to cover that height / width. Previously I was using the upper 4 bits of the height / width as the number of tiles instead. After realising that this was wrong and finding the actual # of tiles bit implementing the zoom was fairly straightforward. JoJo / JoJo Ba have a test mode where you can test the sprites. This is only available when the game is set to 'Developer Mode' ( 0x7x region code in the BIOS ) As the current MAME driver is set to this while I work on it, you can access the hidden mode by holding Player 1 button 1 when entering test mode. Warzard also uses it for the character profiles in the background on the select screen. Compare this to the shot in the previous news post. Street Fighter 3 3rd Strike uses it during the intro for some portraits, these looked terrible with the previous preview code. And it's also used for the 'Fight' graphics at the start of the round on most of the games. There are many other places where it's used as Capcom made fairly extensive use of it for special effects etc. So having it implemented improves a large number of little things. CPS3 also has 'Line Zoom' and 'Frame Zoom' Frame Zoom seems to be some kind of Framebuffer zoom, allowing the player to see a greater / smaller area of the playfield. Implenenting that *fast* in MAME could be a pain ;-) I remember having to do similar for 'Rabbit' and it slowing the whole thing down significantly due to the overhead of having to render and clear an extended display area. Anyway, I'll look into it at some point, but first I'd like to look into fixing the remaining sprite palette issues both myself and ElSemi are having. He's using one sprite colour register, I'm using the other, there must be some way to combine them, or select which one to use.

- 20th June 2007: David Haywood - CPS3 More Progress: I fixed a few problems (broken fastboot hacks are bad mmmk) and Warzard now has sprites, and the Sprite positions in the other games seem more correct. The zoom isn't emulated on the sprites yet, hence the bad looking ones on the first shot in the backgrond. You may have noticed the site was down for a bit yesterday, basically the bandwidth usage was killing the MAMEworld.info server, so Twisty disabled it for a while. Go easy on the refresh button guys.

- 18th June 2007: David Haywood - Sprites... (9:13 PM): This is the first shot of some sprites with meaningful tiles. Everything is in the wrong place and upside down at the moment, but you can see where this is heading.

- 18th June 2007: David Haywood - Tile Compression Part 2 (6:30 PM): Dox made a suggestion, i implemented it and now the tile DMA is fixed. Basically the RLE byte should affect the last normal byte before it, NOT the byte after it. This simplifies the code, and produces much better results.

- 18th June 2007: David Haywood - CPS3 Tile / Sprite Data Compression: CPS3 uses compressed data for it's BG tiles and Sprite Data. The system has a 'DMA' list in Video RAM, and when given the command the video hardware will process this list, and copy + decompress graphic data from the FlashROMs into Video RAM for use by the game. The compression initially looked rather complex, but actually turns out to be much more simple than first thought (although emulation still isn't perfect). The basics of it are simple. The first command in the DMA list is a special command, telling the chip to upload a 256 byte table to its internal memory. The Compressed data contains 8 bit values from 00 - FF. Byte with 0x80 set (0x80 - 0xFF) are treated as a lookup into the table it uploaded, replacing one byte, with one word from the table. This allows them to compress the 128 most common words to a single byte instead of a word, thus saving 50%. After that there is an RLE stage, bytes with 0x40 set are command bytes, telling the chip to repeat the next byte a certain number of tiles. What you're left with is a series of values between 0x00 and 0x3f, giving 6bpp (64 colour) sprite / bg tiles. What isn't quite understood is what happens if there is an RLE command byte followed by an RLE command byte, or if RLE is applied to a 0x80 byte, does it just affect the first value in the table, or do both get repeated etc. Here are some screenshots, they're not quite as good as ElSemi's, probably due to a bug in the code I'm using right now. Also I've had to disable the text layer palette for now because MAME can't handle over 0x10000 colours in a palette without custom drawing functions.

- 16th June 2007: David Haywood - CPS3 Colours: The palette DMA is now emulated, so the text layer is looking a lot nicer now. Note, Warzard / Red Earth still does not boot in MAME, I have no idea why, don't worry tho, the decryption of it is fine, it's just not booting for me. Note 2, ignore the regions, most dumped sets are actually Japan. Note 3, the strange outlines around the tiles are because they're being drawn as solid, not transparent... mainly due to the fact that there is nothing behind them right now.

- 15th June 2007: David Haywood - CPS3 Sound: No real progress on the Backgrounds / Sprites / Palette i'm afraid. Lots of things have been ruled out, but no conclusions have been made on how it actually gets/decode the data from FlashRoms into RAM yet, it seems to be some kind of external DMA but we can't find any parameters or what triggers it right now. On the good side of things, EEPROM access has been fixed, so SFIII / 2 / 3 boot without EEPROM hacks. Warzard still doesn't boot for some reason, although ElSemi has it booting outside of MAME (it doesn't reveal any more clues about the backgrounds/sprites work tho). Also, and this is the main thing I want report here, Phil Bennett has added preliminary sound emulation (as mentioned in the comments of the previous post). Here is a short OGG recorded from SF3 in MAME. As you can hear, the game is running even if you can't really see anything apart from the health bars.

- 11th June 2007: David Haywood - Skipping Ahead: Dox decided to hack around a bit with the driver, and found a way to skip some of the tests. As a result JoJo and JoJoba actually now execute some of the game code, rather than just the BIOS. They both hang after the Japan warning however. The code appears to be stuck in a big loop, dong not much at all. Doing this properly is something of a pain in the backside due to the way MAME works. The games execute code from FlashROMs, however due to the way FlashROMs are accessed MAME must map them as Read/Write handlers in the driver, not blocks of RAM/ROM. MAME's CPU cores don't handle executing code from Read/Write handlers well, nevermind *encrypted* code (with the possibility of *decrypted* data) from such handlers. This is probably going to require some rather ugly hacking around. Its interesting to note that JoJoba is the NCD set, while JoJobaa appears to be a standard set. They both however still check for the CD, so I'm guessing there must be something else to it too. It's also interesting to note that the dates these things are booting up with seem completely wrong. Maybe it's not running the correct boot code.

- 10th June 2007: David Haywood - 10:09 PM. Keys to the World: Andreas Naive figured out the keys for the other games, giving us a bit more to work with. Of course, everything is stuck with error messages at the moment as I haven't made much more progress with the CD-Controller emulation yet. I found that the AMD 33C93A SCSI controller is supported in MESS (wd33c93.c), I don't know how well it works tho, it's only used by the Indy driver... I guess I'm going to have to find out. Warzard (Complains about the CD-ROM?), Street Fighter III: New Generation (The same?), Street Fighter III 2nd Impact: Giant Attack (Likewise), Street Fighter III 3rd Strike: Fight For The Future (Same message as the original JoJo) and JoJo's Bizarre Adventure (Same message as the original JoJo).

- 10th June 2007: David Haywood - 3:59 PM. CPS3, more progress: I've hooked up the FlashROMs, now the BIOS is waiting for the CD-ROM so that it can flash them... Of course, without the CD-Drive emulated it isn't too happy... I guess I'd better correct it properly. Upate: At the moment the only graphics that are implemented is the text tilemap using the 8x8 tiles it uploads to RAM. Once it gets a bit further we can look at implementing the backgrounds and sprites. And if it starts flashing 'Insert Coin', i'll be happy to work on the rest of the video hardware.

- 9th June 2007: David Haywood - Andreas Naive is pretty good at decryption... Now, are we good enough to emulate it? Sounds like a challenge. Update: The game code has however also been decrypted, how it's accessed/used isn't quite clear at the moment due to the whole mess with flashing the flashram from CD etc. That's just the first meaningful screenshot we've got out of it (it uploads tile data to ram, then the tilemap data to display them). Andreas Naive will look at the other games soon, to see if they can be decrypted too.

- 0.81u3: Added cps3.c driver. This driver never work (encryption etc.). It does NOTHING, for reference only Street Fighter III etc.

- 29th March 2006: Razoola - CPS-3 Battery Replacement: Since I get emailed about this alot I have added a short FAQ on how to change batteries on CPS-3 hardware. This is totally based on an older FAQ found on the net and I take no credit for it (http://cps2shock.retrogames.com/cps3/index.html).



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