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CPS1.NET user interface Introduction CPS1 is an arcade system board developed by Capcom that ran game software stored on removable ROM cartridges. There are some classic games releases on it, such as Final Fight, Captain Commando, Street Fighter II': Champion Edition, Warriors of Fate, Cadillacs and Dinosaurs, The Punisher. There are some emulators to emulate it: MAME, WinKawaks, Nebula, FBA. MAME is strictly a non-profit project. Its main purpose is to be a reference to the inner workings of the emulated arcade machines. You can do anything about arcade games with MAME source code. CPS1.NET is a C# based CPS1 emulator, and it maintains the same architecture of MAME.
By using C# and the powerful integrated development environment - Microsoft Visual Studio, there is no macro and you can debug the CPS1 game anywhere. The origin screen size is 384x224 pixels. I maximize the default visible area to 512x512 pixels, so you can see more details (for example: the hanging sword). I set the transparent color to magenta to show more background detail. The hanging sword CPS1.NET runs at following steps: load the ROMs, initialize the machine, soft reset the machine, and loop ' cpuexectimeslice' operation. The ' cpuexectimeslice' operation means execute M68000 CPU for a time slice, execute Z80 CPU for a time slice, and execute timer callbacks.
Timer callbacks contains: video update, soft reset, M68000 interrupt, Z80 interrupt, set sound latched value, sound update, YM2151 interrupt. By these steps, CPS1.NET emulates the CPS1 board successfully. CPS1.NET has more functions: save and load state, record and replay input, cheat, cheat search, IPS (patch M68000 ROM), CPS1 debugger, M68000 debugger, Z80 debugger. Load the ROMs There are 2 CPUs working in CPS1 board: a Motorola M68000 CPU and a Zilog Z80 CPU. For CPS1 game, there are two different boards. I named them CPS-1 board and CPS-1(QSound) board.
As an emulator, CPS1.NET loads ROMs first. There are total 6 types of ROM: ' maincpu.rom', ' gfx.rom', ' audiocpu.rom', ' audiocpop.rom', ' oki.rom' and ' qsound.rom'. For CPS-1 board, the M68000 CPU runs at 10MHz (12MHz for some games).
For CPS-1(QSound) board, the M68000 CPU runs at 12MHz. The program loads the file ' maincpu.rom' as M68000 ROM. Size of ' maincpu.rom' should be no greater than 0x400000 bytes. You can dump the certain memory of running MAME and make the byte swap to make ' maincpu.rom'. The file ' gfx.rom' contains tile data to display on screen. You can dump the certain memory of running MAME directly to make ' gfx.rom'.
For CPS-1 board, the Z80 CPU runs at 3579545 Hz, and there are two sound chips: Yamaha YM2151, Oki MSM6295. The program loads the file ' audiocpu.rom' as Z80 ROM. Since there is CPS1 sound bank switch, the upper limit size of ' audiocpu.rom' is 0x18000 bytes. The program loads the file ' oki.rom' as the Oki MSM6295 ROM. For CPS-1(QSound) board, the Z80 CPU runs at 8MHz with Kabuki encrypted code, and there is a Q-Sound chip. The program loads the file ' audiocpu.rom' as the Z80 ROM for ReadMemory only, the file ' audiocpuop.rom' as the Z80 ROM for ReadOp only. Since there is Q-Sound bank switch, the upper limit size of ' audiocpu.rom' is 0x50000 bytes.
The program loads the file ' qsound.rom' as the Q-Sound chip ROM. My former project M1.NET tells you how to dump these sound related ROMs from running MAME. Since M68000 is a big-endian CPU, CPS1.NET handles memory in big-endian byte order too.
The ROM format of CPS1.NET is the simplest. You can open and disassemble ' maincpu.rom' and ' audiocpu.rom' (only CPS-1 board) with IDA Pro directly. There is no combination of multiple ROMs, no CPS1 graphic effects decoding, no Kabuki decoding, and no byte swap. So the IPS file (.cht extension, the same as cheat file) is easy to understand. ROM hackers can focus on the real address-value pair and neglect ROM encoding and decoding. You can also disassemble CPU ROMs with the M68000 debugger and Z80 debugger functions in CPS1.NET.
Common Usage Build environment: I only test on Windows 7 Ultimate X64, Microsoft Visual Studio 2008. Operating environment: Microsoft.NET Framework 3.5 or higher. Hotkey: F3 - soft reset, F7 - load state, Shift+F7 - save state, F8 - replay input, Shift+F8 - record input (start and stop), 0-9 and A-Z after state related hotkey - handle certain files, F10 - toggle global throttle, P - pause and continue, Shift+P - skip a frame. Control Keys.
1 - P1 start. 2 - P2 start. 5 - P1 coin.
6 - P2 coin. R - Service 1. T - Service.
W - P1 up. S - P1 down. A - P1 left. D - P1 right. J - P1 button1. K - P1 button 2. L - P1 button 3.
U - P1 button 4. I - P1 button 5. O - P1 button 6. Up - P2 up. Down - P2 down.
Left - P2 left. Right - P2 right. NumPad1 - P2 button 1. NumPad2 - P2 button 2. NumPad3 - P2 button 3.
NumPad4 - P2 button 4. NumPad5 - P2 button 5. NumPad6 - P2 button 6 When the ROMs of a game are loaded, the emulator is auto paused.
You can apply IPS and dip-switch now and press P to continue. You can get the proper dip-switch value from running MAME. Dip-switch (CPS1.NET) Occasionally, GDI+ error occurs and a red cross is shown. You can click “ File-Reset picturebox” to handle the error. You can make the CPS1.NET cheat file refer to cheat file of MAME or other emulators.
You should make the ^1 operation to the cheat address for some emulators (for example: Winkawaks). There are two files for record input. The.sta file records the initial state and the.inp file records the input key. You can combine multiple.inp files to one.inp file. For example, there are 8 record input in the directory ' inp punisher ' ( 1.sta to 8.sta, 1.inp to 8.inp). Remember do not input any control key between two record input. Copy the file ' 1.sta' to ' q.sta' as the initial state.
Sequentially concatenate the files ' 1.inp', ' 2.inp' ' 8.inp' to a file ' q.inp'. So the ' q' record input is the combination of ' 1', ' 2' ' 8' record input. You can record your best input by the combination of multiple segments easily. Supported games:. Forgotten Worlds (World, newer) forgottn. Forgotten Worlds (World) forgottna. Forgotten Worlds (USA, B-Board 88621B-2, Rev.
C) forgottnu. Forgotten Worlds (USA, B-Board 88618B-2, Rev. E) forgottnue.
Forgotten Worlds (USA, B-Board 88618B-2, Rev. C) forgottnuc. Forgotten Worlds (USA, B-Board 88618B-2, Rev.
A) forgottnua. Forgotten Worlds (USA, B-Board 88618B-2, Rev. Eat fastest Since there is little unsafe code, the efficiency of CPS1.NET is lower than other emulators. You should use rather high performance hardware to run CPS1.NET, or the game will run slower than normal.
ROM Hacking You can hack the ROMs effectively with the M68000 debugger and Z80 debugger functions of CPS1.NET. For a beginner, M68000 ROM hacking contains the following steps: determine the key mainram address and value, debug M68000 CPU 'backward' until you get the certain mainrom address and value, patch the object mainrom. Now I show three examples: 1. Final Fight, Change the First Enemy Using the cheat search function, I find the base mainram address of the first enemy is 0x8FE8. The offset 0x13 and 0x14 bytes ( mainram0x8FFB and mainram0x8FFC) determine the type of first enemy. I record ' 1' record input, modify ' mame cps Memory.cs' and ' ui m68000Form.cs' as follows.
Always gun In the shootout scene, the following PPC code frequently writes mainram0x5D96 to nonzero ( A5=0xFFFF8000): 05E93E: 522D DD96 addq.b 1, ($DD96,A5) If I patch the M68000 ROM to: 0268E6: 522D DD96 addq.b 1, ($DD96,A5) The player will always have gun drawn too. If I patch the M68000 ROM to: 0268E6: 4E71 nop 0268E8: 4E71 nop or: 0268E6: 422D 8000 clr.b ($8000,A5) I disable the frequently ' write mainram0x5D96 to zero' operation. Once the player draws the gun, he will never withdraw the gun. So I make the IPS file ' ips punisher.cht'. Warriors of Fate Support How to add new support for a bootleg game?. Download original ROMs. Modify MAME code and dump ROMs from running MAME.
Add a common driver for the bootleg game and disassemble the M68000 code. Change CPS parameters and add customized driver until the bootleg game runs OK. I've added some common and bootleg series of Warriors of Fate. Warriors of Fate ('sgyxz' bootleg) sgyxz I've extracted the following information from ' maincpu.rom' and ' gfx.rom' of ROMs. English 日本語 简体中文 Shang-Lo: a country ruled by murder and violence under the iron fist of the dark lord Akkila-Orkhan.
Having driven his own country into ruin and despair, Akkila-Orkhan now casts his covetous eyes on his neighboring countries. As his conquering shadow spread, one man rose up against this black tide. His name was Kuan-Ti, and with the aid of the five greatest warriors and the one wisest mind in his realm, Kuan-Ti would fight to defend his people and lands. The battle begins. 2200年まえ、中国たいりくに漢とよばれろ帝国があった。劉邦がきずいた漢帝国も400年をすぎ、ついに乱れろときがやってきた。混乱にじようじて政權をにぎった董卓は、暴虐のかぎりをつくし、民をくろしめた。漢王朝の血をひく劉備は關羽、張飛、趙雲とともに連合军にくわわり、董卓の野望をうちくだいた。それから7年漢の1/3を手にいれた曹操はみずからを魏王となのり、劉備たちのすひ荊州に攻めcんできた。 距今2200年前,刘邦建立汉朝。400年后,汉朝分裂,天下大乱。混乱之中,政权落入了董卓之手。残暴的统治,令百姓民不聊生,哀嚎遍野。拥有汉室血统的刘备,联同关羽、张飞、赵云一起加入了联合军,粉碎了董卓的野心。七年后,汉朝1/3的领土落入了曹操手中。他自立为魏王,起兵攻打驻荆州的刘备。 With the defeat of Akkila-Orkhan, Kuan-Ti soon rebuilt his kingdom.
With peace and prosperity restored to the land, he began a long and glorious reign which was remembered and celebrated for generations. 劉備は漢王朝を復興させた。人びとは平和なくらしをとりもどした。 刘备复兴了汉王朝。人们又重新过上了和平的生活。 Akkila-Orkhan soon returned and with help of his minions, he quickly conquered the country. Crushing any dissent in his iron fist. 国にかえった曹操は劉備をたおすcとに力をそそぎ国力を回復すろと荊州へ攻めcみ、cれを制压した。 回国后的曹操为打败刘备全力备战。国力恢复后就立刻向荆州进攻,占领了荆州。 国にかえった曹操は劉備との戰いに勝てなくなり魏、吳、蜀の3国がけいせいされていく. 回国后的曹操没能战胜刘备。魏、吴、蜀三国鼎立的局面逐渐形成 Conclusion I've finished CPS1.NET. It figures out how CPS1 games work.
You can make any other CPS1 game supported by referring to MAME source codes. By the translation from C to C#, there is little unsafe code and the code is much more readable. I've preserved the main architecture of MAME. Programmers can refer to the CPS1.NET source code and emulate more M68000 and Z80 based game systems by C#. History.
2015-09-01: Finish CPS1.NET (build 20150901). 2016-01-25: Improve the code and the architecture (build 20160125).
2016-04-29: Add support for series of Warriors of Fate (build 20160429). 2016-08-01: Support 191 games (build 20160801). 2018-01-09: Improve the code and the architecture, support 192 games (build 20180109). 2018-12-27: Fix mercs error.
References. MAME-Multiple Arcade Machine Emulator -. MSDN -. bizhawk M68000 and Z80 code -. VCMAME detail by Bryan McPhail -. MAME and MAMEUI Visual C Project Files -. M1.NET.
Danzar101 7-Jan-19 15:42 7-Jan-19 15:42 I love the article! When I load the demo I get an error on any game I tries to load.
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. Exception Text. System.NullReferenceException: Object reference not set to an instance of an object. There were few undefineds here and there, I fixed them, and it worked like charm Fixed undefined Cpuexec.DumpRam and Cpuexec.WriteRam in file cheatsearchForm.cs, I just removed those function call Fixed undefined 'IsConstModifier' used in SystemGuid.Keyboard in file Keyboard.cs, Problem was in my.NET version, to fix that I had to add refference of Microsoft.VisualC from 'C: Windows Microsoft.NET Framework v2.0.50727 Microsoft.VisualC.dll' EDIT: To load demo game in emulator, do followings: - Extract CPS1.NETdemo.zip - Extract CPS1.NETsource.zip - Open the project in Visual Studio. Set active configuration of project Debug. Fix errors as described above. Copy all files and folder in '/CPS1.NETdemo/' to project folder 'CPS1.NETsource cps1 bin Debug' - Rebuild the project.
Run emulator and load provided Rom (e.g wofr1) from menu File-Load When the ROMs of a game are loaded, the emulator is auto paused. Press P to continue. I hope that will help - modified 6-Jan-19 2:55am.