Nebula Emulator Cheats
Welcome to the Nebula official Web page.NEBULA is an emulator for the hardware found in the CAPCOM CPS2 boards. The games that use this hardware include Super Street Fighter, Street Fighter (Alpha, Zero, Alpha 2, etc), games with Marvel characters and Dungeons & Dragons series.In order to play these games, you'll need the ROM images of the board and also a decryption table for these ROMs. You'll not find any ROM links in this page.
You'll only find links to the decryption tables for these games.NEBULA is free and can be freely distributed as long as it is not packaged along with ROMs. Update after long time silent. This is a version that has been sitting in my HD for some years.- Fixed sound output only outputting mono audio- Added customizable pixel shader for texture replacement (see model2lua.txt)- Fixed Emulator-Exit not saving configuration- The emulator will now try to use pixel shader 2.0 when pixel shader 3.0 is unavailable- Added Full screen antialiasing (fsaa=1 in emulator.ini)- Fixed some 3D errors in dynamite cop causing low res textures to be used- Fixed texture replacement when two textures share the same tag data. This package includes both the normal and MultiCPU versions exes.Model 2 emulator 1.0Posted by ElSemi31/12/10. Finally the 1.0 version:).- Finally fixed VF2 hair problems, now all graphics are correct.- Added LUA script support for options, cheats and other uses (check model2lua.txt in SCRIPTS folder)- Added texture replacement support (check model2lua.txt in SCRIPTS folder)- Added widescreen support (needs per-game lua scripts to know when to enable it).
Lots of changes in this version:- Fixed TGP emulation bugs and added missing opcodes. Virtua Fighter 2 and Virtua Cop 2 are nowplayable. Prolific usb to serial driver ubuntu. There is still a bug with VF2 hair/body collisions, probably another TGP bug, but it'squite hard to find.- Fixed I960 bug that caused daytona invisible walls/holes in the road.- Fixed timer bug that caused missing hair in Fighting vipers, tails in sonic and slow cars inSega Rally (although they still don't work properly).- Added support for 'return to neutral'. Enable it with HoldGears=1 option in emulator.ini.
Thissetting will cause the emu to return to neutral when no gear button is pressed.- Redone rasterizer color decoding and texture mapping. Now it works the same way the real hardwaredoes, performing all the same table lookups and calculations, so color should be accurate now. Thecolor decoding is now done at pixel shader level so you'll need a PS 2.0 capable video card in orderto run the emulator now.- Fixed white borders in some transparent textures.- Redone texture caching code. Improved dirty texture detection. Fixes wrong textures in somegames when a new texture overlaps partially with an existing one.- Changed ManxTT sound roms to the Twin ones.
The previous romset was using the Deluxe ones thathave 2 sound boards. Fixes the 'japanese speech when braking' bug:).Set the machine to Twin.- Added 2 mice support for shooting games. Enable it with RawInput=1 in emulator.ini.
Read someother options there to tell the emu how to map a mouse to a player. When using RawInput the mousewill be locked to the emulator window.
Rewritten the MultiPCM sound chip emulation. It fixes Original Model2 games sounds and music.- Fixed eye paremeters being read as unsigned by the display list parser, causing bad geometryin daytona 4 players attract and sega rally 2 players attract.- Fixed network board detection for sgt24h and overrev. Now you don't need to enable network tohave them boot.- Adjusted daytona steering limits to the real machine limits (according to the service manual). It shouldhave a more accurate handling now.- Added force feedback for car driving games. You need to enable it in the.ini using theoption EnableFF=1 in the Input section. You can tweak more force parameters in that section. Also somegames only enable the force feedback if the cabinet type is set to Deluxe in the test mode.- Added XInput support.
You can enable XInput support in the.ini in the Input section. XInput allows directaccess to XBox360 compatible controllers for vibration (they don't support vibration through DirectInput).Keep in mind that the windows XInput libraries only support vibration force feedback so an XBox360 drivingcontroller won't have working force effects.- Added optional meshed polygons for translucency (like the hardware does). Enable it withMeshTransparency=1 in the ini. This option requires a Pixel Shader 3 capable videocard.- Fixed HOTD rom loading that caused missing tilemap graphics (how to play, map on gameover).- Added preliminary savestates support.
The sound engine state is not being saved yet. I've added this so I canask for states to try to fix the invisible walls problem in daytona. This package includes both the normal and MultiCPU versions exes.Model 2 emulator 0.7aPosted by ElSemi04/06/08. More accurate emulation of some TGP by using the data tables from the mainboard. You'll need thesetable roms in Model2.zip or inside the game zip.
Thanks to Peabo for the donation of a Daytona boardthat helped to understand how they worked. This has fixed most of the bugs in daytona usa (reverse and mostinvisble wall hits) and sega rally (automatic transmission).Improved color table decoding that gives more bright colors for some games.Improved SCSP timing. It should be more accurate and musics should not sound out of sync anymore. As abonus feature I've left in a debug sound player that allows you to load a SSF (Saturn Sound Format) filefor playing. To use it, load a game using SCSP (model 2a,b or c) and enter test mode (so it doesn't sendsound commands) then press LeftControl+F5 and choose the ssf file to play.Improved clipping.
By moving to vertex/pixel shaders I've got rid of all the clipping issues that happenedwith ATI video cards and recent NVIDIA ones. Remember to remove set SoftwareVertexProcessing to 0. You'll needa pixel shader 1.1 and vertex shader 1.1 capable card. It's the lowest shader version so any video should work. Asa side effect of this change, there is only a geometrizer now, so the Geometrizer opion in the ini file is not used.Fixed problems with textures ending in the lowest line of the texture sheet not being uploaded to direct3d (segarally black background in 2nd stage and topskater missing floors).Added Wave Runner (Model 2C)Added support for direct3d automimpap generation (see emulator.ini AutoMip option)Added network emulation (see NETWORK section below). This package includes both the normal and MultiCPU versions exes.Model 2 emulator 0.6Posted by ElSemi03/01/08.
So many changes that I can't remember.Lighting fixes, control fixes, sound fixes.ManxTT is working, but sound is broken.Merged some features from the cps3 emu (vsync, custom fullscreen res.)NOTE: To get past of ManxTT Active Motion Slider screen, enter test mode (F2) and then exit. You'll have to do this everytime yo boot the game. To avoid that, enter test mode and set the cabinet type to Twin. That will disable the drive board check. This package includes both the normal and MultiCPU versions exes.CPX3 v1.0aPosted by ElSemi24/08/07. Fixed CHD reading for the Alt VersionsFixed Jojoalt rom 10 CRC, it was loading the one from the parent jojo set.Fixed crashing in sfiii3 when Ken finishes Makoto with neutral throw (kicks). It'sactually a bug in the game (fixed in sfiii3a).
In the real board it would cause an addresserror (misaligned jump) and would reset the machine due to watchdog. In the emu it will justfreeze the game because there is not watchdog, just hit F3 to restart the game.Fixed Jojo games damage level. It was a core bug in the ADDC (add with carry) opcode, so itcould be causing problems in other games too.Added support for joypads with more than 8 buttons.Re-enabled the Unload Rom button, I disabled it because it fails more times than works, butthere is some people that actually used it, so I've enabled it again.CPS3 Emulator v1.0Posted by ElSemi08/07/07. This is a preview version of my CPS3 emulator. Here youcan see the current work-in-progress state of the emulation.New features emulated:Palette fadein/outSean stage special tile compressionProper sprite/tilemap alignmentProper priority handlingThe CPS3 emulation is almost complete. Only the shadow/blendingemulation is missing.
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There is a preliminary emulation for itthat works partially with the shadows, but is not correct in someother places (warzard sword effects for example).I've added savestates support. To make a savestate, first selectthe slot with CTRL+number (in the main keyboard, not in the keypad)then press F11 twice (it's done that way so you don't accidentallydelete a working state). To load a savestate, select the slot andthen press F10.I've added an option to set a custom fullscreen resolution in the.ini file (FullScreenWidth,FullScreenHeight). You must enableit setting Video-Fullscreen Resolution-Custom. Using a resolutionthat is not supported by your video card will cause the emulator tocrash.
I'm not including the MultiCPU version as it causes some graphics glitches and if you have a dual core CPU,then you have enough power to run the standard version.CPS3 Emulator Preview 2 Test versionPosted by ElSemi20/06/07. This is a preview version of my CPS3 emulator.
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This is a preview version of my CPS3 emulator. Here youcan see the current work-in-progress state of the emulation.There are still a lot of missing features to emulate properlyso don't report any emulation errors yet. The missing featuresinclude (and the effect caused by them missing):Sprite Zoom: you'll see the sprite tiles (squares) not being properly aligned or with gapsFullscreen Zoom: Sometimes it seems like the camera is not pointing to the actionPer-tile palette selection: some colors (a lot in some games) are wrongPriorities: objects that are over the background when they should appear behindLinescroll: Floor 3D effect missing.
SF32ndi scrolling letters in intro missing.Linezoom: I don't know where is it used:). This package includes both the normal and MultiCPU versions exes.Model 2 emulator 0.5aPosted by ElSemi29/05/07. This release fixes several playability bugs in Daytona USA (analog controlswraparound and windows disappearing when going to fullscreen) and adds a newplayable game: Motor Raid.It also contains a modified color lookup table processing that improves thecolors in the original model 2 games (daytona, vcop and dtank).The emulator now includes a nice icon and background image, thanks to jordigahanand Peabo for them.
This package includes both the normal and MultiCPU versions exes.Model 2 emulator 0.4Posted by ElSemi03/04/07. Here is it: The Model 2 Emulator supporting some Model 2 and Model 2 A-CRX boards (Daytona anyone?:) ).This version of the emulator includes a preliminary emulation of the Fujitsu MB86234 DSP present in these boards.Keep in mind that the emulation is still preliminary, as there is no documentation on this chip, and it has been doneby reverse engineering the binary programs and comparing with the model 2B and 2C programs and the MAME Model 1HLE. I'd like to thank Olivier Galibert and Ernesto Corvi for their help in making possible this DSP emulation.Check the include README.TXT for instructions (especially how to set Daytona to Standalone machine as Multiplayer isnot implemented) and known emulation bugs in the games. This package includes both the normal and MultiCPU versions exes.Nebula 2.25bPosted by ElSemi18/02/07. While I finish nebula 2.26, here is a quick update tothank the people that donated me a PGM mainboard and thecart to extract the Knights of Valour Super Heroesinternal protection program.
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Thanks to the people atBOBO KOV WORLD for the donation and happy new chinese year to everyone!!.PGM.Added Knights of Valour Super Heroes. Thanksto KOFBOBO and the restof peole in BOBO KOV WORLD (the donationof a PGM motherboard and game Cart for kovshto extract the protection program.Added Martial Masters.Added The Killing Blade (only Rev 109 works).Added internal protection program forPhotoy2k, removed simulation.NEOGEO.Fixed kof2002 andMatrimelee driversin speksnk.net boards.CPS 1.Fixed CPSQ &CPSExtra dat files.GENERAL.Added some cheats,transparency tables and tracklists.model 2 emulator 0.3 multiCPU experimentalPosted by ElSemi11/02/07. After some time without updates.
I've finally put together a new version of Nebula emulator. Get it from the downloads page.NEOGEO.
Updated drivers. Thanks to Wesker, MR-J and the rest of peoplein speksnk.net boards. Unlocked games up to New Power Instinct Matrimelee. Fixed garou raster effect missing in pre-battle talk. Added proper neopcm2 decryption.NEOGEO CD. Some code has been rewritten to improve compatibility. Nowmore games should work (although there are still some problems).
Added an option in the Emulation menu for direct load of neocd ISOor CD.PGM. Added Knights of Valour 2 and Knights of Valour 2: Nine Dragons. Thanksto HappyASR for the help getting the dump of the internal cartridgecpu program. Due to the extra processor required to emulate, the gamewill require a more powerful PC to run. Also savestates won't work.(Internet ranking mode for kof2nd has been intentionally disabled). Music speed in kov2/kov2nd is a bit off.
Fixed wrong sprite zoom and shrinking (required for kov2nd). Fixed sprite priorities handling (required for kov2 & kof2nd). Added protection for PhotoY2k.CPS 2. Updated drivers. Thanks to Wesker, MR-J and the rest of peoplein speksnk.net boardThe contact address and form don't work anymore. They are flooded with spam so I've cancelled them. They haven't been working for the last 8 or 9 months so if you sent any message in that time, it will have been lost.
I'll setup a new address shortly so don't use the contact form yet.crystal system emulator 1.2Posted by ElSemi29/15/05.