The thing with Raiden II is, aside from the waiting time while Raiden II itself is accessible via other means they don't do the original game justice. I find the NMK stuff interesting too, but you hit the nail on the head there Haze: anyone with SVN/compiling skills can see visible progress in MAME as it happens - providing said progress is committed to the main line branch and not kept behind closed doors for years and years unlike certain drivers, prototype games and emulation improvements which I'm not going to elaborate on here. That's not to say I'm not excited about R2, the sheer level at which they integrated the protection features into the gameplay is fascinating, so seeing the code to emulate it unfold is really interesting. (Zero Team, Legionairre, Godzilla, Seibu Cup Soccer, Denjin Makai, Heated Barrel, SD Gundam Sangokushi Rainbow Tairiku Senki, X Se Dae Quiz) The real achievement will be having all those working with confidence.Īlso I find the NMK sound emulation more interesting because it's not been done properly before, and again we're dealing with a lot of exclusives, or games where the ports had downright awful sound (USAAF Mustang / Fire Mustang on the Genesis) so proper sound emulation the originals will be a big achievement, the current simulation only gets you so much. All the other COP games are arcade exclusives, or at best received related games that weren't really directly connected to the arcades. I realise that too, although it's actually the most accessible of the COP protected games already with the near perfect PSX and PC ports. They're hyped for R2 because people have been wanting to play it in Mame for at least 15 years. Unfortunately he still hasn't shared this dump, so I can't attempt to hook anything up in MAME, so I guess I can understand why people are getting more hyped by the MAME R2 news, because they can actually try it out right now Personally I think (at this stage) the actual emulation work Trap15 is doing with the NMK games is more interesting as it should lead to a final solution for sound on those. The PC version doesn't have a COP, or a COP emulator, so the behaviour of the code they have instead is being mimicked in the COP simulation, full understanding (and confidence in emulation) will come later, maybe much later. At the moment only the high level interpretation of what each command called by the game does, the parameters it works with, and the ram values it affects is being figured. The actual workings of the COP, and exact meaning of most of the tables / sequences it uploads are unknown. As he said, studying the PC version is behavioural, at a fairly high level.
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