Re: NEW DREAMNEO CD 3.0 COLLECTION [SB][CDI][FINAL] PERFECT
Posted: Sun Jun 02, 2024 7:10 pm
by redjeff76
I went back in this thread to get Cyberlip so I could get that DNCD VMU save file. But Cyberlip says it is v2.9. Will it still have the DNCD sav file I need for your DN3.0 games?
Re: NEW DREAMNEO CD 3.0 COLLECTION [SB][CDI][FINAL] PERFECT
Posted: Sun Jun 02, 2024 7:21 pm
by Ian Micheal
redjeff76 wrote: ↑Sun Jun 02, 2024 7:10 pm
I went back in this thread to get Cyberlip so I could get that DNCD VMU save file. But Cyberlip says it is v2.9. Will it still have the DNCD sav file I need for your DN3.0 games?
Yes can also use windjammers lose a match let the timer count down run out then it ask to save data then the save file is there..Do the first level of cyber lip, died, did the save, now working without issue..
Re: NEW DREAMNEO CD 3.0 COLLECTION [SB][CDI][FINAL] PERFECT
Re: NEW DREAMNEO CD 3.0 COLLECTION [SB][CDI][FINAL] PERFECT
Posted: Wed Jun 05, 2024 8:55 pm
by Ian Micheal
Converted all scaling from integer math to sh4 floating point math for scaling and tile creation. The Sh4 CPU is very slow at integer math and division.
Re: NEW DREAMNEO CD 3.0 COLLECTION [SB][CDI][FINAL] PERFECT
Posted: Wed Jun 05, 2024 10:02 pm
by Ian Micheal
Neo4allrc4 slow zoom missing frames and frame skipping jerking https://streamable.com/yx25b7
Can now compare the 2 side by side look at the zoom and background on neo4all you see skipping the the zoom frames
DNCD3.0 ART OF FIGHTING 2 REV20
Converted all scaling from integer math to sh4 floating point math for scaling and tile creation. The Sh4 CPU is very slow at integer math and division. https://streamable.com/77swv7
Re: NEW DREAMNEO CD 3.0 COLLECTION [SB][CDI][FINAL] PERFECT
Posted: Thu Jun 06, 2024 5:58 pm
by Ian Micheal
Art of fighting 2
====================================
Video of gameplay on a cdr.
============================================
--Rewrote scaling and tile use to sh4 fpu math smooth fast no missing frames
--59.547783FPS no frameskip as good as it ever will be
-- Added tv ad from 1994
--Sh4 asm clear buffers routine
--Low level bios cpu read fix
--Zero frameskip
--Stable played it to the end.
--fullsaving working and stable no tone hang or sound bug
--Analog and D-pad movement
--HD remake of NeoGeo CD intro
--Bleemcast retail-like menu [Coding by Ian Michael], art [Adam aka Enfilade]
--OpenMenu product key and IPBIN and GDEMU image [DubCity]
--Threaded CDDA reading
--Swap screen will boot real NeoGeo CD-ROM of the same game
--REGION MENU HOLD PRESS START AT THE SWAP SCREEN YOU CAN CHANGE TO ANY REGION
--"adapta-clock" (tm) technology!
--Bugs some sound bugs first into and like intro girl gets cut off sorry worked 8 hours on it nothing major:)
--Faster loading almost no wait with no big delay in cdda music starting.
--Gammar correction re written with sh4 prefetch and fast fpu freindly
=============================
Still must have a DNCD save file on your vmu or will not start use cyber lip or windjammer to
creator a save or you only get a black screen on boot..
Re: NEW DREAMNEO CD 3.0 COLLECTION [SB][CDI][FINAL] PERFECT
Posted: Sat Jun 08, 2024 7:00 am
by CORE316
Loving these collections Ian awesome work as usual I hope to get back working with my Dreamcast again and sit down and enjoy these. Thanks for your time and effort Ian and for sharing with us NeoGeo just seems to belong on Dreamcast.
Re: NEW DREAMNEO CD 3.0 COLLECTION [SB][CDI][FINAL] PERFECT
Re: NEW DREAMNEO CD 3.0 COLLECTION [SB][CDI][FINAL] PERFECT
Posted: Tue Jun 11, 2024 12:48 am
by Temporar
Thank You, Ian
Re: NEW DREAMNEO CD 3.0 COLLECTION [SB][CDI][FINAL] PERFECT
Posted: Wed Jun 12, 2024 1:13 am
by Ian Micheal
Coming soon
Metal slug 1 best it can get
This game suffers from tons of slowdowns on the real NeoGeo CD machine and AES. I have used Dreamcast hardware to minimize delays between frames. It will still be slow in the same places, as this is built into the code of the engine. However, one thing that you can spot is that in the 68k assembly, there is a 30 fps lock code that is causing extra frames to be dropped. If the game was missing one frame, it would miss two. If it missed three, it would instead miss four. A game with a built-in frameskip in the game's code, which I can't change. I have micro-optimized frame pacing in the rendering to try to counter this; the actual delay between frames is reduced by 2 across all speeds. To improve things more would mean actually rewriting chunks of 68k assembly code, as apparently there are many slow functions in there. And no one is going to do this. So this is one of the best-running versions, better than on a real machine or arcade. So for the emulation on Dreamcast, we have better than real hardware. I can't take away all of the slowdown and skip frames, as this is in the 68k assembly of the actual game code.Not in the emulation of the game on Dreamcast.
Crazy metal slug2 shares the same code but worst..