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How much would it cost to get a CPS2 game decompiled?
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Has anyone even made the effort to do arcade game decompilation? There's the obvious caveat that you "need to provide your own ROM" when using anything that is from the fruits of a decompilation effort, and arcade ROMs are largely inaccessible unless you can extract data from commercial console or PC releases.

There's been a big effort to do cycle accurate FPGA emulation on things like Mister, which seems to be the preferred way to handle arcade stuff besides MAME right now.
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>>11396341
Yes, there was a decompilation of Street Fighter 2: The World Warrior. But it was very much a proof-of-concept compared to anything like a full PC port or editor.
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>>11396341
>There's the obvious caveat that you "need to provide your own ROM" when using anything that is from the fruits of a decompilation effort, and arcade ROMs are largely inaccessible unless you can extract data from commercial console or PC releases.
Anon do you really think the majority of people are actually dumping their own SM64, OoT or MM roms to play the decomp projects?
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>>11396357
Decompilation by itself doesn't aim to provide anything other than a source code that can be studied, usually to provide a convenient means of recompiling a modified ROM with patches or learning software mechanisms that lend themselves to in-depth play for speedruns.
Anything like PC ports or dedicated mod tools fall outside of decomp efforts, but can of course be an incentive for some people performing decomps.

>>11396361
Decomp projects need to plausibly cover themselves, even if whoever uses those fruits does so illegally.
It is actually plausible that someone provides their own ROMs for the N64 games you just mentioned, because there are softmod means of retrieving them such as from Wii Virtual Console releases, or specialist N64 cartridge dumper hardware.

Arcade ROMs are much less plausible because arcade boards aren't general consumer products.
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Why are people so autistic about decompilslop? Why do you need it?
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>>11396392
>Arcade ROMs are much less plausible because arcade boards aren't general consumer products.
In the case of the CPS2 it's equally "plausible" (*wink*) to extract the ROM from one of the many emulation based commercial releases.
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>>11396402
I could explain but I don't think you're worth the effort. I don't think you'd accept any answer.
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>>11396402
When SM64 decompilation gave loads of native ports and things like 60 FPS 4K DLSS raytracking free-camera control mods, people got thirsty for more.
Decompilation is also the basis of many games getting ported to things like Retro Handhelds under the Portmaster project.

>>11396409
Provided that a given game has a commercial release and that the decompilation uses that as the basis.
Bearing in mind that commercial releases can be modified from original arcade releases that people prefer to play because of release integrity.
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>>11396431
In the case of SSF2T there is a rom on the PS2 Capcom collection which is uncensored from the arcade.
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>>11396437
It's also on the original Xbox.
I think it would be fairly trivial to write a program for a PC which would extract the ROM file from the disc.
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>>11396431
>Bearing in mind that commercial releases can be modified from original arcade releases that people prefer to play because of release integrity.
Name one single game where this would be an actual problem.
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>>11396330
86 million dollars
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>>11396341
outrun was made into the open source game cannonball

>>11396330
it would be more about time, the actual code would be much smaller than the graphics but I think someone can do that with stuff like the mame debugger and ghidra. I've looked into it for 8 bit games but need a few uninterrupted days to really get into it, I would rather have an automated way because say with physics you will have one subroutine but then another part of the physics will be way further into the code because they wanted this to be synced to frame rate or maybe every 2 frames.

>>11396402
It could be good to natively port CPS stuff to dreamcast or other systems.
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Decompiling isn't actually the tough part, it's porting over all the graphics routines and other custom garbage. A lot of these games relied on custom chips to do some of the work. Those would have to be emulated.
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>>11396885
>it's porting over all the graphics routines
This is not part of the game's code?
Is is part of some other ROM chip on the CPS2 boards?
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>>11396890
>Is is part of some other ROM chip on the CPS2 boards?
https://en.wikipedia.org/wiki/CP_System_II

It has some custom chips. Think of the ROM as the cartridge, and the board as the console.



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