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Final Fight Rockman The Power Battle Street Fighter II Snapshots Taken From Callus v0.42
Arcade games are what we really remember. So why not relive those quarter-classics. Just, without the quarters.
Note: You must own a Capcom System 1 Arcade Machine to use this emulator.
NJ's Emus And Roms Pick: Callus v0.42
Callus
callus042.zip
| 328.0k | v0.42 | 06/24/98 | Dos | Bloodlust Software
callus042w.zip
| 201.0k | v0.42 | 06/24/98 | DirectX | Bloodlust Software
Currently runs:
Final Fight (US and Jap),
Street Fighter II The World Warriors (US and Jap)
Street Fighter II Championship Edition (US and Jap)
Street Fighter II Turbo (US and Jap),
Street Fighter II Rainbow Edition (pirate)
Strider (US and Jap),
UN Squadron (US) and Area88 (Jap),
Carrier Air Wing (US and Jap)
Three Wonders (US) and Wonder 3 (Jap),
Captain Commando (US and Jap),
King of Dragons (US and Jap),
Willow (US and Jap),
Knights of the Round (US and Jap),
Magic Sword (US and Jap),
Megatwins (US) and Chiki Chiki Boys (Jap),
1941 (US and Jap),
Rockman The Power Battle (Jap),
Nemo (US and Jap),
Varth (US and Jap),
Quiz and Dragons (US and Jap),
Mercs (US) and Senjyo no Ookami II (Jap),
Punisher (US and Jap),
Warriors of Fate (US and Jap),
Cadillacs and Dinosaurs,
Muscle Bomber Duo (US and Jap),
Pnickies (Jap),
Dynasty Wars (Jap),
Capcom World 2 (Jap),
Ghouls 'n Ghosts (US) and Daimakaimura (Jap)
(US refers less specifically to any non-Jap romset)
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Novelty
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Version 0.42:
-QSound games run with z80 disabled
-Saved callus95 video settings
-Street Fighter 2 Rainbow Edition support (sf2rb)
-Slammasters crashes a bit less often
-Fixed Dynasty Wars layer priority
-Fixed Muscle Bomber Duo copy protection
Version 0.41b:
-400x300 tweaked mode (maybe not very compatible)
-16-bit SB output via 8-bit dma
-Fixed minor start/coin input bug
-Fixed DOS 8-bit QSound output (typo)
Version 0.41:
-Jap Magic Sword support (mswordj)
-Jap Daimakaimura support (gngj)
-Jap Muscle Bomber Duo support (mbomberj)
-Z80 CPU skipping
-ABC and XYZ button mappings
-RLE compressed state files
-'qvol' option
-Automatic MMX detection
-Better input device remapping
-ROM loading from ZIP files
-Stereo output for QSound games (-stereo on/off)
-QSound emulation
-Kabuki Z80 decryption
Version 0.40:
-Senjyo no Ookami II support (mercsj)
-Ghouls 'n Ghosts support (gng)
-Fixed GrIP support
-TCP/IP netplay
-DirectX port ("callus95.exe")
-Game settings stored in game.ini
-16 bit hicolor renderer (-hicolor)
-Jap Capcom World 2 support (cworld2j)
-YM logging
-'map2to3' option
Version 0.30:
Version 0.23:
Version 0.22:
Version 0.21b:
Version 0.20:
Version 0.10:
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CPS2 emulation would be trivial if the CPU roms were not encrypted.
Hiscore saving (just use savestates).
The GUI is rotated in rotated games ('doh).
Netplay sucks
Column-based overdraw reduction
Slammasters still crashes/messes up due to copy protection.
---------------------
A Pentium with at least 16MB-32MB of RAM.
DOS:
Win95:
The arcade ROMS are required to play the game.
Consult gamelist.txt for the required ROM file names.
The ROMs are to be put in a subdirectory from the callus
Callus can load the roms from a ZIP file instead:
Estimated free RAM requirements: ©1999
- NJ's Emus And Roms
-Fixed sprite clip bug
-Row based overdraw reduction
-Exponential operator envelopes
-Corrected black background intensity
-'resv' command line option
-Volume control dialog
-Movie playing/recording (
-Rewrote graphics decoder in asm (faster loading)
-Modified 384x224 mode (should be more compatible)
-Rotated display
-Japanese Dynasty Wars support (dwj)
-Japanese Pnickies support (pnickj)
-Chiki Chiki Boys support (chikij)
-Tile/sprite partial-priority
-Improved plane enable bits
-Muscle Bomber Duo support (mbomber)
-Hybrid input option (see below)
-KOD/Rockmanj dipswitches
-3rd/4th player inputs
-Support for a second sidewinder (untested)
-Haggar pants GUI
-Fixed sprite/bg synch
-Sound logging to wav files
-Implemented ADPCM channel volume
-Fixed rare palette mapper color leak
-Fixed minor player input bug
-Cadillacs and Dinosaurs support (dino)
-Japanese Knights of the Round support (knightsj)
-Japanese Warriors of Fate support (wofj)
-Warriors of Fate support (wof)
-Semiaccurate YM2151 timer/irq mechanism
-Digital YM2151 FM emulation
-Emulated hardware coin counter
-1941 support (1941)
-State slots changeable with F6/F8
-State display
-Fixed -remapbut bug
-Punisher support (punish)
-EEPROM emulation
-Japanese Punisher support (punishj)
-Nemo support (nemo)
-Quiz and Dragons support (qad)
-Japanese Wonder 3 support (wonder3)
-Japanese Varth support (varthj)
-Japanese Willow support (willowj)
-Mercs support (mercs)
-Japanese Quiz and Dragons support (qadj)
-Varth support (varth)
-Japanese Nemo support (nemoj)
-Japanese Street Fighter II support (sf2j)
-Fixed minor sprite bug
-Test mode altered
-Fixed minor palette mapper bug
-Japanese Rockman The Power Battle support (rockmanj)
-Megatwins support (mtwins)
-Japanese 1941 support (1941j)
-Japanese King of Dragons support (kodj)
-Magic Sword support (msword)
-Knights of the Round support (knights)
-Carrier Air Wing US support (cawing)
-Willow support (willow)
-Street Fighter II support (sf2)
-"-FPUcopy" and "-MMXcopy" speed up vesa modes
-Common ini file (callus.ini) for video/dir/inputtype settings
-Japanese Captain Commando support (captcomj)
-Japanese Strider support (striderj)
-384x224 tweaked mode
-King of Dragons support (kod)
-Captain Commando support (captcomm)
-Area 88 support (area88)
-Three Wonders support (3wonders)
-Japanese Final Fight support (ffightj)
-Fixed Carrier Air Wing Jap
-"-altmode" uses the original 384x257 used in .20
-"-vesa6bit" will force 6bit VESA palettes
-Fixed banking problem in VESA banked modes
-Japanese Street Fighter II Turbo Support (sf2tj)
-Partial Carrier Air Wing Jap support (cawingj)
-UN Squadron support (unsquad)
-Screen centered in clipped video modes
-Uses 8 bit VESA palette DAC (if present)
-Palette intensity bits (disabled by default, Alt-I or -intensity)
-Z80 state saved in save states
-Fixed 2nd player kick buttons
-Japanese Street Fighter II Championship Edition Support (sf2cej)
-Modified 68k byte order
-Street Fighter II Championship Edition Support (sf2ce)
-Implemented plane enable bits (may not be totally correct)
-Strider support (strider)
-Native MS Sidewinder Gamepad support
-Added SNES Pad input devices
-Lowered ADPCM output sample rate
-Start/Coin inputs now mappable to joystick buttons
-Adjusted 384x257 mode
-Added tweaked planar mode 384x257 courtesy Brad Thomas
-Layer toggling (Alt+'1'-'4')
-Much improved palette mapper (colors should be 99% arcade perfect)
-"-noelephant" command line option (you'll be glad you used it)
-Dip switch menu (F12)
-Alternate keyboard settings with "-altkey"
-Separate .ini file for each game
-Multi-game support: "callus
-Manual frame skip settings
-Line based engine for SF2 parallax'd floors
-Street Fighter II Turbo (Hyper Fighting) support
-Better sprite/plane priority
-Many rendering optimizations
-Now should abort if it runs out of RAM
-"-double" command line option
-ADPCM output
-Z80 emulation
-Initial release
Deficiency
---------------------
What would help would be the dumped CPU roms from the CPS2 versions
of Rockman The Power Battle or Pnickies, since the CPS1 and CPS2 CPU roms are
likely very similar.
The GUI is absent in hicolor modes under DOS.
Rotated games need rotation in DX.
DX HEL doesn't support DDBLTFX_ROTATE90
Digital FM is less than perfect.
Necessity
---------------------
VESA support (get Scitech Display Doctor)
Soundblaster or 100% compatible optional.
DirectX 5.0 or later
You may only be in possession of copyrighted ROMs
if legally entitled to do so.
main directory. For example:
callus dir: C:\callus
Final Fight roms: C:\callus\ffight
Final Fight ZIP: C:\callus\ffight.zip
12MB for Final Fight, UN Squadron, Area88, Carrier Air Wing,
Magic Sword, 1941, Megatwins, Nemo, Varth
16MB for Strider, Captain Commando, King of Dragons, Willow, Mercs,
WOF, Cad&Dinosaurs
20MB for SF2 WW/CE/Turbo, Three Wonders, Punisher, MBomber
24MB for Rockman The Power Battle
Sound requires an extra 2MB of RAM for FM games, 4MB for Qsound games.
It is possible to use virtual ram but that is neither recommended nor supported.
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