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#1 |
Registered User
Join Date: Apr 2014
Location: Germany
Posts: 154
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Porting Neo Geo game to Amiga
I have to say I really really like NEO GEO games.
NEO GEO has many very high quality titles which are done with a lot of love for details. Metal Slug is one of my all time favorites. It would be awesome to play these titles on AMIGA. How are the chances for this? |
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#2 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,625
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For fast 060 turbo cards it is very possible. Maybe even fast 030 cards. The main requirement would be an MMU.
An attempt was made last year to resource the neogeo games and port to a 16MHz 14 Mbyte Atari Falcon. http://atari-forum.com/viewtopic.php?f=68&t=25780 |
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#3 | |
Registered User
Join Date: Nov 2012
Location: Willich/Germany
Posts: 236
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Quote:
Also the graphics emulation is quite simple with a "hi-colour mode" like the Atari Falcon has. I am not sure what graphic modes are comparable (and standard) on the faster Amigas. So in general I would say it's not impossible but tricky and needs some investigation. ![]() Cheers Sascha |
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#4 |
Registered User
Join Date: Apr 2014
Location: Germany
Posts: 154
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Hi Sascha,
Did I understand this right, did you do the NEO-GEO emulator? Can you please explain a little bit how the chipset is accessed on NEO-GEO, so that we understand what would be needed to emulate it? Lets say you would have an AMIGA with the following specs. Fast 68k CPU > 100 MIPS 128 MB fast memory 15bit direct color framebuffer How much effort would you estimate to get the NEO-GEO emulator running? Could all NEO GEO games run this way? Cheers Gunnar |
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#5 | |||
Registered User
Join Date: Nov 2012
Location: Willich/Germany
Posts: 236
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Correct.
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The Neo Geo hardware is rather simple compared to a computer like the Amiga yet more powerful for sprite based games. E.g. it doesn't have/need controllers for like data storage or serial ports so there are only a few hardware registers. The sprite interface is also very "special" but it's a straight forward implementation and everything you see on the screen (except for the text layer) is comprised of sprites so the current emulation program on the Atari Falcon fits in only about 20 kilobytes. There is a very good development related Neo Geo website which was my only source while developing the emulator and is really helpful to understand the Neo Geo system. Quote:
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![]() So far mostly will. However there are some games which do some nasty stack frame modifications (at least Viewpoint does it) but that issue could be patched. Self modifying code is also very rare on ROM based systems. ![]() Cheers Sascha |
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#6 | ||||
Registered User
Join Date: Apr 2014
Location: Germany
Posts: 154
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Hi Sascha,
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Great. Would you be interested in doing a port for AMIGA with such a system? How long would you think would it need to get it running? Quote:
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Cheers Gunnar |
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#7 | ||
Registered User
Join Date: Nov 2012
Location: Willich/Germany
Posts: 236
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Quote:
Of course this would help a lot. We need to talk... ![]() Quote:
Cheers Sascha |
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#8 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 44
Posts: 17,789
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New unofficial Metal Slug for Gameboy have less graphics and lower resolution, maybe it's easier to use this version:
[ Show youtube player ] or simplified version from GameBoy Advance.
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#9 |
Registered User
Join Date: Sep 2006
Location: Thunder Bay, Canada
Posts: 4,323
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Sounds like Gunnar is talking about an A600 with a Vampire running a Phoenix core, just a guess
![]() Last edited by kipper2k; 15 June 2014 at 17:09. |
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#10 |
Registered User
Join Date: Apr 2014
Location: Germany
Posts: 154
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Hi Sascha,
The NEO-GEO really sounds interesting. My kids like love NEO-GEO games... (and I have to admit I like them too) To be able to tun them on AMIGA would be really cool. The CPU that we have here is no 68060. We call it Apollo-Phoenix - its a very fast 68000 (with support for many 68020/68060 instruction) but with 68000 stackframe From what we discussed the features to map address spaces and to "monitor" writes to certain areas are sufficient to do the NEO-GEO emulation. I understood you that your emulator uses a 16bit framebuffer. We expect to have more development systems with RGB framebuffers in some weeks. I'll send get back to you. Would be great if we could get a quick port running of your NEO-GEO emulator on AMIGA together... While I could certainly help with some level stuff. Maybe we find someone with MUI skills to help to create a nice AMIGA user interface quickly. |
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#11 |
CaptainM68K-SPS France
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on mame030, the emulation runs at 3 fps on my 1230@50mhz.
I hope that sascha's emu will run better ![]() |
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#12 |
Registered User
Join Date: Sep 2006
Location: Thunder Bay, Canada
Posts: 4,323
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there are definately some nice games on Neo Geo, it would be nice to see them running on an Amiga
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#13 |
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Join Date: Apr 2014
Location: Germany
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#14 |
CaptainM68K-SPS France
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60 fps.
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#15 |
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Join Date: Apr 2014
Location: Germany
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#16 |
CaptainM68K-SPS France
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mame030 is damn slow, true, but it's not optimised. I guess that for emulating such a system, the emulator needs to be coded in ASM. C is too dog slow.
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#17 | |||
Registered User
Join Date: Nov 2012
Location: Willich/Germany
Posts: 236
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Quote:
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![]() Cheers Sascha |
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