This is an update to an earlier post.
I've determined the frameskip patterns of the Capcom NAOMI games, gotten better figures for HF and ST, and added a few console versions for comparison. These things were made easier by an improvement to my old frameskip-analyzing Lua script. Now it requires less info about the game than before, it's less subject to game-specific quirks, and has auto game detection for arcade emus: http://pastey.net/149881
It's the same basic technique as before: watch how the timer value goes down frame by frame under each speed setting, then extrapolate the skip patterns. The experiment itself is easy, but setting it up was painful for NAOMI games because they run at 5-10% on my computer and savestates don't work. Just getting into the operator menu, rebooting the machine and starting a match takes a lot of in-game loading time.
The memory addresses for the NAOMI game timers aren't in any cheat databases so I had find them myself. The search isn't hard, but the memory used by MAME shoots up several gigabytes when you cheatinit
, and I had to borrow another computer with more RAM to avoid an Out of memory!
crash. Even without doing that I only have enough memory to start capsnk and mvsc2 in MAME-rr. Vanilla MAME can do the job since all you need is frame advance (shift + pause hotkey) and the mem viewer of the debugger, but it's even more tedious without Lua.
Was frameskip in any other games? It seems to have only been a Capcomism.
The tables below give the patterns in the usual form of numbers of consecutive unskipped frames separated by commas. The speed relative to no frameskip is also given. This is the total rendered frames divided by the displayed frames.
Recent Comments