Are the sprites 240p on the neo geo cd versions of last blade 2 and kof games?Anthony817 wrote:The reason for Last Blade 2 not having VGA mode is quite simple. It was designed for 240p, so sprites would all have to be stretched to scale well to 480p. I have asked japanese_cake about this game and that is what he told me. It is possible but a lot of work modifying the actual game assets.
Why can’t certain games be patched to run in VGA?
- dubcity
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Re: Why can’t certain games be patched to run in VGA?
- Ian Micheal
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Re: Why can’t certain games be patched to run in VGA?
No there not but on dreamneo cd i hardware scale them using the pvr hardwaredubcity wrote:Are the sprites 240p on the neo geo cd versions of last blade 2 and kof games?Anthony817 wrote:The reason for Last Blade 2 not having VGA mode is quite simple. It was designed for 240p, so sprites would all have to be stretched to scale well to 480p. I have asked japanese_cake about this game and that is what he told me. It is possible but a lot of work modifying the actual game assets.
Resolution: 304 x 224 wierd size nothing to do with 320x240 at all
Technical specifications
The Neo Geo CD had standard A/V outs, as well as a multi port for RGB video.
Main Processor: Motorola 68000 running at 12 MHz
Although the original 68000 CPU was designed by Motorola, there are many clones of this CPU found in the Neo Geo hardware. The most common CPU is the TMP68HC000 manufactured by Toshiba.
Coprocessor: Zilog Z80 running at 4 MHz
Colors On Screen: 4,096
Colors Available: 65,536
Resolution: 304 x 224
Max Sprites: 384
Max Sprite Size: 16 x 512
Number of Planes: 3 (128 sprites per plane as the Neo Geo does not use bitmaps for its planes like with most game systems at the time)
The system is also capable of reading Redbook standard compact disc audio.
In addition to the multi-AV port (nearly identical to the one used on the Sega Genesis model 1, though they are not interchangeable), all Neo Geo CD models had composite RCA A/V and S-Video out jacks on the rear of the console.
The CD system's 56 Mbit / 7 MB of RAM[1] was split accordingly:
68000 Program Memory: 2 MB
Fix Layer Memory: 128 KB
Graphics Memory: 4 MB
Sound Sample Memory: 1 MB
Z80 Program Memory: 64 kB
VRAM: 512Kb[5] (For graphics attributes)
SRAM: 2 KB (For high scores / general save data)
Game library
- dubcity
- Resident Evil
- Posts: 1753
Re: Why can’t certain games be patched to run in VGA?
This was in response to a question about bangai-o.japanese-cake says:
31/01/2015 at 19:43
Actually, I am able to enable the upscaler of the PVR engine so the game appears in full screen now. Just need to fix a couple of other little things… I will try with the second game you mention to see whether my patch can be used for all the other 240p only games.
I left him a message asking about it last year on his blog. If someone is on twitter ask him if he had any progress with this.
- dubcity
- Resident Evil
- Posts: 1753
Re: Why can’t certain games be patched to run in VGA?
looks like JC ran into a situation similar to ceasars palace with wwf attitude. game started in vga and then switched at title screen
https://blog.japanese-cake.io/index.php ... vga-patch/
https://blog.japanese-cake.io/index.php ... vga-patch/
- MoeFoh
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Re: Why can’t certain games be patched to run in VGA?
FYI: j-cake's stash of his pre-patched releases.
https://mega.nz/folder/g0QWlJgI#qfUWBc8sNoubMZ1CeBV0vg
https://mega.nz/folder/g0QWlJgI#qfUWBc8sNoubMZ1CeBV0vg
- dubcity
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Re: Why can’t certain games be patched to run in VGA?
Already been thru that.. I'm just going back and reading his blog posts now and comment replies to look for similarities.
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Re: Why can’t certain games be patched to run in VGA?
Do you know any way to run the game in VGA Mode?
I'm talking about the game called "Seven Mansions: A Ghastly Smile"
I'm talking about the game called "Seven Mansions: A Ghastly Smile"
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