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Farsight Studios
The Pinball Arcade / Farsight Studios
Capcom emulation is already a reality
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<blockquote data-quote="sellenoff" data-source="post: 94195" data-attributes="member: 1090"><p>One last thing to say:</p><p></p><p>As far as Capcom emulation:</p><p></p><p>1) Capcom was way more processor intense by multiple factors than all the other systems Pinmame supported at the time. SAM would be the only one that runs considerably slower than it.</p><p>I would predict that mobile might have trouble with it, but it's hard to know for 100% sure.</p><p>2) I'm not sure I could rewrite the cpu core for it as it's way more complex than the 8 bit processors I've been dealing with, so we'd have to possibly license it from either the author(s) from mame or somewhere else. Of course given enough time I certainly could rewrite it, but my current schedule doesn't really allow for it, and that might not make financial sense for FS anyway, might be cheaper to license it.</p><p>3) Much of how Capcom works was never fully understood, and still today there are some hacks we injected into the rom at run time to make it pass the hardware tests on boot up. Surprisingly, I recall the Visual Pinball tables played pretty good despite this, so I'm optimistic in this regard while being pessimistic at the same time.</p><p>4) Simulating the sound system may be considerably harder due to how the main cpu communicates to the sound cpu, i.e., I'm not sure I can reverse engineer it so easily. I recall trying to do that prior to implementing the MPG2 support in pinmame, and being very unsuccessful.</p><p></p><p>Having said all that, I'm still confident that we could see a decent enough emulation of Capcom to make people happy if most of the above issues can be worked out and if FS wants to include it bad enough.. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>FWIW - I'm a huge fan of Capcom games, I've liked them all and would love to see them included in TPA.</p></blockquote><p></p>
[QUOTE="sellenoff, post: 94195, member: 1090"] One last thing to say: As far as Capcom emulation: 1) Capcom was way more processor intense by multiple factors than all the other systems Pinmame supported at the time. SAM would be the only one that runs considerably slower than it. I would predict that mobile might have trouble with it, but it's hard to know for 100% sure. 2) I'm not sure I could rewrite the cpu core for it as it's way more complex than the 8 bit processors I've been dealing with, so we'd have to possibly license it from either the author(s) from mame or somewhere else. Of course given enough time I certainly could rewrite it, but my current schedule doesn't really allow for it, and that might not make financial sense for FS anyway, might be cheaper to license it. 3) Much of how Capcom works was never fully understood, and still today there are some hacks we injected into the rom at run time to make it pass the hardware tests on boot up. Surprisingly, I recall the Visual Pinball tables played pretty good despite this, so I'm optimistic in this regard while being pessimistic at the same time. 4) Simulating the sound system may be considerably harder due to how the main cpu communicates to the sound cpu, i.e., I'm not sure I can reverse engineer it so easily. I recall trying to do that prior to implementing the MPG2 support in pinmame, and being very unsuccessful. Having said all that, I'm still confident that we could see a decent enough emulation of Capcom to make people happy if most of the above issues can be worked out and if FS wants to include it bad enough.. :) FWIW - I'm a huge fan of Capcom games, I've liked them all and would love to see them included in TPA. [/QUOTE]
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The Pinball Arcade / Farsight Studios
Capcom emulation is already a reality
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