Would Neogeo game ports to SNES using FX/SA-1/CX4 be possible?

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Would Neogeo game ports to SNES using FX/SA-1/CX4 be possible? Empty Would Neogeo game ports to SNES using FX/SA-1/CX4 be possible?

Post by nashismo Mon 9 Jan 2023 - 4:32

Not a request necessarily but a question to those savvy enough.

Would theoretically be possible to port NeoGeo games to the SNES using the FX/SA-1/CX4 chips, through the FPGA on the SD2SNES?

I mean here is the thing, for speed you could use a chip like the SA-1 that is clocked at 16mhz, which was of course amazing for its time.

For vector graphics you could use the FX chip (though I do not know if that would translate well to Neogeo ports).

But the most interesting one would be the CX4 Capcom chip which from what I know not only allows for vector graphics, but it also allow for MUCH larger sprites on screen (see the 1st boss on Megaman X2).

Could this be possible? Theoretically?

"Great things start with the most basic human instinct, our curiosity" Very Happy

Cheers to all, and be sure to leave your thoughts! And if anyone very knowledgeable leaves feedback, then even better Smile


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Post by TheRetromancer Mon 9 Jan 2023 - 7:44

Neat idea, unlikely to actually happen. There are effectively no practical similarities between the SNES architecture and the NEO GEO. The NEO GEO does not use Vector Graphics, for example.

As a matter of fact, the only thing the NEO GEO does, graphically speaking, is draw vertical strips as sprites. That's it - all that processing power, and all it does it draw sprites. Big sprites, impressive sprites, sprites with as many frames of gorgeous animation as you can possible cram into the space available...but still sprites. The amount of work and retooling needed makes the effort less of a port and more of a ground-up redesign.

Additionally, the NEO GEO AES deals with something like 200 different pins on each cartridge. Sure, there's a fair amount of GND and VCC, but the sheer I/O needed to make those pretty images happen is kind of a bear to overcome. That's a lot of throughput you'd have to pare down and economize.

And that's just for starters. Nevermind that the SD2SNES FPGA probably doesn't have enough space left on it to handle another core, let alone the kind of core that this would require.

With enough time and effort, is it *possible* to overcome limitations like this? I guess, maybe. Is it *plausible*...? I kinda doubt it.
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Post by Cubear Mon 9 Jan 2023 - 19:22

yeah, the processor on the neogeo was the 68000 right? it's more similar to a sega genesis than a snes.  

i hesitate to call anything impossible but the number of people capable of accomplishing anything near that is shrinkingly small, and those with the time and inclination to do something like this might shrink the number of eligible people to zero.
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Post by nashismo Tue 10 Jan 2023 - 3:58

Thank you for your answers guys! But I was thinking more like porting a game! Not emulate it.

I guess that for that you would probably need to have access to source code of NeoGeo games or at least their assets, and from that make the game.

One idea that came to my mind were the old Mugen games, does anyone remember those?

It would be cool if there was some type of translator to the language the SNES is using also, because I have heard SNES code was quite difficult actually and that is why indie game developers prefer the Sega Genesis, wich works on an easier to code language.

In fact I am really sad, there are hardly any new indie games released for the SNES, there are a few though, but very little.

Ok, thank you then! If anyone wants to share more thoughts, please do Smile My best regards.

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