Tim Robbins wrote: » Any advice on what to look out for for sticks? And similarly for buttons? Like I am assuming there are ones that you simulate the arcade feel better than others?
Doge wrote: » I think Sanwa and Seimitsu sticks would be the ones to go for. The Seimitsu have a shorter throw generally, the sanwas are a bit looser. It all comes down to personal preference really. Maybe some of the arcade fighter heads on here can give a more in depth comparison.
Shapey Fiend wrote: » Have they explained how the Sega Saturn stuff is going to work. I know they've been making big inroads with Yabause lately in terms of compatibility with it still not being terrifically system intensive but they're still going to need something a little more punchy than a Raspberry Pi in there.
Retr0gamer wrote: » Saturn emulation will never be good unless they go really low level ala BSNES. With two processors and two video processing units there's just too much reliance on timing of data between all 4 components. FPGA might be able to come close but it will take a significant amount of work.
The Last Bandit wrote: » The SH-2 core used in Saturn has been implement on FPGA already so the rest should be easy peasy right ?
The Last Bandit wrote: » See the FPGA isn't emulating the SH-2 core - its a cycle accurate simulation so should behave identically to the original chip. FPGA are commonly used now to replace obsolete ASICs, basically the original logic design at the gate level is reimplemented in the FPGA. Emulating it on x86-64 chip is probably just a total b1tch of a job to get right and current CPU don't have the horsepower or more likely the investment to do it.
FPGA devices are emulators too. Nothing inherently makes FPGAs more accurate than software emulation
FPGAs, or field-programmable gate arrays, are components that are programmed through code written in languages such as Verilog or VHDL. This code tells the component how to operate, in the same way that C++ instructs a general purpose CPU how to operate. How these two differ behind the scenes (logic gates versus microcode) is irrelevant to the end result: replicating the original hardware experience. Setting efficiency aside, there is absolutely nothing an FPGA can do that cannot be done in software.
Retr0gamer wrote: » It's all fine and dandy to have the SH-2 chip emulated in FPGA. The issue is you also have 2 very unique VDP chips to simulate as well. That shouldn't be an issue if people get the chip schematics. The real issue is how the data bus between the two CPUs and the two VDP units work. And once you simulate that a lot of the complex games rely on the timing of this data reaching each chip so you've to simulate that as well. Once you add any kind of parallelisation things become a lot more complex, although with FPGA if you've got schematics is could make it a lot easier.
Cake of Tremendous Power wrote: » Maybe I'm late to the party with this one but have ye heard of Fightcade before? It seems like a great idea, enabling online multiplayer for games emulated by Final Burn Alpha.https://play.fightcade.com/ As is tradition, roms aren't included in the download
Cake of Tremendous Power wrote: » No joy, No Archive Found error when I try. I'm trying to find info on what Standards were used for the Mega Drive but very little out there it seems