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MSX-Related - Konami Antiques on PSX, emulator??

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Konami Antiques on PSX, emulator??

diabolus
msx user
Posts: 45
Posted: October 29 2004, 12:19   
Has anybody of you guys tried those Konami MSX Antiques series on playstation?
I have all them. To me, those games seem to be exactly same as on msx.
I wonder if there's emulator running those games?
If it is an emulator, maybe it could also run other .roms?

Maybe you gurus could check them...


Samor
msx professional
Posts: 846
Posted: October 29 2004, 13:21   
afaik it's an emulator, but it's not totally accurate; pretty close though.

I don't think it would be legally allowed to run other games using that software (even if it's possible)
sander

msx addict
Posts: 340
Posted: October 29 2004, 13:38   
If it's an msx emulator in the background, is it based on the fMSX sourcecode? Did they pay the MSX association for using MSX-roms? Or did they recode the lot to work without roms. That would be nice to check, if someone can check the content of the cd-rom for (cloacked) roms, or disassemble some psx code.
diabolus
msx user
Posts: 45
Posted: October 29 2004, 13:53   
I found this emus4psx.host.sk/ekonami.htm while googling...
Latok
msx master
Posts: 1734
Posted: October 29 2004, 13:59   
Was there an MSX Association in 1998?
BiFi
msx guru
Posts: 3142
Posted: October 29 2004, 15:32   
For what I know (after some investigation), Konami changed the game roms to run without the required BIOS ROM by recoding those routines. Texts have been changed to be correct for the Playstation and adapted menu control where necessary. It does run in an MSX emulator. Which one, or on which one it's based, I don't know.
pitpan
msx master
Posts: 1390
Posted: October 29 2004, 15:39   
Indeed, Konami didn't use a lot of BIOS routines. Only setup (like INIGRP and similar) and for keyboard/joystick detection. Anyway, I have little experience disassembling Konami games.

I guess that they coded their own emulator, or instead, improved some fMSX. There is a PSX version, but I have never tried it myself. It was a bit slow, wasn't it?


Samor
msx professional
Posts: 846
Posted: October 29 2004, 15:49   
afaik the speed was fine, but I didn't play it THAT long....

BiFi
msx guru
Posts: 3142
Posted: October 29 2004, 15:52   
AFAIK Konami set up the VDP registers themselves and never used the INIGRP call to do that.

I only know the PSX version Konami put on the collection discs and I haven't experienced any real difference in speed.
dhau
msx master
Posts: 1062
Posted: October 31 2004, 21:02   
You overestimate emulation potenrial. Something like fMSX would run at ~2-3 frames per second on Playstation. Ever heard of static recompilation?
GuyveR800
msx guru
Posts: 3048
Posted: November 01 2004, 00:20   
bullcrap!
Ofcourse it's emulation! The rom images are even on the CD!

PSX has a 33MHz R3000 CPU, that's more than enough to emulate an MSX1.
tfh
msx addict
Posts: 496
Posted: November 01 2004, 09:55   
Quote:

bullcrap!
Ofcourse it's emulation! The rom images are even on the CD!

PSX has a 33MHz R3000 CPU, that's more than enough to emulate an MSX1.



Indeed.. The ROM images can be found on the CD. Just put the disc into your PC and search for a bit. They are changed a bit though, probably so they don't need any BIOS stuff anymore...
dhau
msx master
Posts: 1062
Posted: November 01 2004, 20:47   
You guys don't know enough about static recompilation, but do like to pretend all-knowing semi-deities. How pathetic...
Arjan
msx addict
Posts: 475
Posted: November 01 2004, 21:00   
pfff, PSX is fast enough to emulate MSX1, plus Konami could speed up the emulator by removing parts that aren't used by the games on the CD.

And I think Guyver800 has proven to know enough about emulation on msx, even using dynamic recompilation!
Grauw
msx professional
Posts: 1006
Posted: November 01 2004, 21:20   
dhau: GEM the Gameboy Emulator for MSX (by Guyver) does nothing else than dynamically recompile the 'GB80' code to Z80 code. So I'd say Guyver knows a hundred times more about dynamic recompilation than you do.

Static recompilation is a nice term to throw around with, but for several reasons is very hard to achieve, if not impossible. Imagine for example a jump table which you jump into with an index. On MSX, that index is multiplied by 3 and added to the base address to calculate the start address. On a 32-bit system this would be different. How can the recompiler possible know that it has to take a different value there? Right, it is impossible.

Or, how does it know which bytes are code and what is data? And what about self-modifying code (though I doubt Konami used that)?


~Grauw
 
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