================================================================= Callus Version 0.23 (11/15/97) by Bloodlust Software ================================================================= New email again: bldlust@maelstrom.net Do not send any files without asking first. Do not ask about SNESticle (or anything else you want emulated). Get Scitech Display Doctor at www.scitechsoft.com! The arcade resolution is 384x224 and there is no SVGA equivilent. For compatibilities sake, the default resolution is 320x200 which is severely clipped. To change the resolution you must use the '-res x y' command line option (or just edit callus.ini). The best resolution is 400x300 (-res 400 300), although not all cards natively support that res (which is why you should get SDD). Other resolutions to try are 512x384, 640x480 and up. There's also tweaked res's 384x257 and 384x224 which may not work on all monitors/vidcards. These video modes are planar and are a lot slower than a regular VESA mode. Free RAM requirements: 12MB for Final Fight, UN Squadron, Area88, Carrier Air Wing, Magic Sword, 1941, Megatwins 16MB for Strider, Captain Commando, King of Dragons, Willow 20MB for SF2 WW/CE/Turbo, Three Wonders 24MB for Rockman The Power Battle Having sound enabled requires an extra MB of RAM. It is possible to use virtual ram but that is neither recommended nor supported. In Win95, the MS Sidewinder is virtualized to DOS apps as an analog joystick by the Win95 Sidewinder drivers. For Callus to read it in its native digital mode (with access to all 10 buttons) you have to hit the mode button a few times. You may also need v1.5 (not v1.0) of the Win95 Sidewinder software in order for it to work (www.microsoft.com/sidewinder). To get into a game's test mode now, you have to hold down F11 (the test mode button) and then hit F10 to reset. Keep holding F11 until you get into test mode. This was done because some games dont respond well to the testmode dipswitch. --------------------- Identity --------------------- Callus is a DOS based emulator for the Capcom System 1 hardware. Currently runs: Final Fight (US and Jap), Street Fighter II The World Warriors Street Fighter II Championship Edition (US and Jap) Street Fighter II Turbo (US and Jap), Strider (US and Jap), UN Squadron (US) and Area88 (Jap), Carrier Air Wing (US and Jap) Three Wonders (US), Captain Commando (US and Jap), King of Dragons (US and Jap), Willow, Knights of the Round, Magic Sword, Megatwins, 1941 (Jap), Rockman The Power Battle (Jap) The graphics rendering and palette mapper were written from *scratch* in assembly. The 68k and Z80 are the same as used in genecyst. The rest is in C++. It is freeware and it *MUST NOT* be distributed with arcade ROMs and it cannot be modified or sold. --------------------- Novelty --------------------- Version 0.23: -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) Version 0.22: -"-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 Version 0.21b: -"-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 Version 0.20: -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 Version 0.10: -Initial release --------------------- Deficiency --------------------- Digital YM2151 is on hold until I get it sounding better (very soon now). Better soon than never. Hicolor renderer (probably not worth it) Hiscore saving (just use savestates). SF2 sprites and BG are out of sync. Some tiles should be half in front and half behind sprites. I (still) can't figure out how this is supposed to work. More rendering optimizations (such as overdraw reduction and mapped tile caching) are theoretically possible. Other CPS1 games (ROMs and arcade boards for which i do not have) Captain Commando, King of Dragons, & Rockman dipswitches are incomplete Third player KOD/KOTR input 1941 is rotated, but playable (need a tweaked 224x384 mode now). --------------------- Necessity --------------------- A Pentium with at least 16MB or 24MB of RAM. VESA support (get Scitech Display Doctor) Soundblaster or 100% compatible optional. The arcade ROMS are required to play the game. These I cannot provide so don't even ask. You may only be in possession of copyrighted ROMs if legally entitled to do so. The ROMs for Final Fight are to be stored in the subdir "\FFIGHT". The following ROMs are required: ff01-01m.bin or FFIGHT.01 VROM ff03-03m.bin or FFIGHT.03 VROM ff05-05m.bin or FFIGHT.05 VROM ff07-07m.bin or FFIGHT.07 VROM ff30-36.bin or FFIGHT.30 68K Code ff31-37.bin or FFIGHT.31 68K Code ff32-32m.bin or FFIGHT.32 68K Data ff35-42.bin or FFIGHT.35 68K Code ff36-43.bin or FFIGHT.36 68K Code ff09-09.bin or FFIGHT.09 Z80 ff18-18.bin or FFIGHT.18 Sound ff19-19.bin or FFIGHT.19 Sound The ROMs for Final Fight Japanese go in the subdir "\FFIGHTJ". The following ROMs are required: ff*.bin The ROMs for Street Fighter 2 World Warriors are to be stored in the subdir "\SF2". The following ROMs are required: sf2*.rom, sf2gfx*.rom The ROMs for Street Fighter 2 Turbo (Hyper fighting) are to be stored in the subdir "\SF2T". The following ROMs are required: SF2.01 - SF2.13 VROM (Same for all variations) SF2.09,18,19 Sound (Same for all variations) SF2.21,22,23 68K (Street Fighter II Turbo US) SF2TJ.21,22,23 68K (Street Fighter II Turbo Japanese) SF2CE.21,22,23 68K (Street Fighter II CE US) SF2CEJ.21,22,23 68K (Street Fighter II CE Japanese) The graphics and sound roms for SF2 CE/CEJ/TJ are identical to those in SF2T. Only the 68k roms differ. To simplify things, these variations all run from the same subdirectory ("\SF2T"). The ROMs for Strider go in the subdir "\STRIDER". The following ROMs are required: strider.01-08 VROM strider.09,18,19 Sound strider.30,31,32,35,36 68K The ROMs for Strider Jap go in the subdir "\STRIDERJ". The following ROMs are required: sth*.bin The ROMs for UN Squadron go in the subdir "\UNSQUAD". The following ROMs are required: unsquad.01,03,05,07 VROM unsquad.09,18 Sound unsquad.30,31,32,35,36 68K The ROMs for Area 88 go in the subdir "\AREA88". The following ROMs are required: ar*.bin The ROMs for Carrier Air Wing go in the subdir "\CAWING". The following ROMs are required: ca_*.rom, ca_gfx*.rom The ROMs for Carrier Air Wing (Jap) go in the subdir "\CAWINGJ". The following ROMs are required: caj*.bin The ROMs for Three Wonders go in the subdir "\3WONDERS". The following ROMs are required: 3wonders.01-08 VROM 3wonders.09,18,19 Sound 3wonders.28,29,30,31,33,34,35,36 68K The ROMs for Captain Commando go in the subdir "\CAPTCOMM". The following ROMs are required: gfx_01.rom - gfx_08.rom VROM cc_09.rom,cc_18.rom,cc_19.rom Sound cc_22d.rom,cc_23d.rom,cc_24d.rom,cc_28d.rom 68K The ROMs for Captain Commando (Jap) go in the subdir "\CAPTCOMJ". The following ROMs are required: cc*.bin The ROMs for King of Dragons go in the subdir "\KOD". The following ROMs are required: kod*.rom The ROMs for King of Dragons (Jap) go in the subdir "\KODJ". The following ROMs are required: kd*.bin The ROMs for Willow go in the subdir "\WILLOW". The following ROMs are required: wl*.rom, wl_gfx*.rom The ROMs for 1941 (Jap) go in the subdir "\1941". The following ROMs are required: 41*.bin The ROMs for Megatwins go in the subdir "\mtwins". The following ROMs are required: ch*.rom The ROMs for Rockman The Power Battle (Jap) go in the subdir "\ROCKMANJ". The following ROMs are required: rcm*.bin --------------------- Utility --------------------- It's painfully obvious there's no GUI (yet), however the emu operates similarly to NESticle and genecyst. Keys are as follow: F1: Player 1 start F2: Player 2 start F3: Coin 1 F4: Coin 2 F5: Save state F7: Load state F9: Save PCX snapshot F10: Reset emulation F11: Test mode button (hold down and press F10 to get into test mode) F12: Dipswitch menu +/-: Adjust frameskip Alt-V: Toggle V-sync Alt-D: Toggle digital sound effects Alt-P or Pause: Pause emulation Alt-I: Toggle palette intensity The default keys for the first player in 2 button games are CTRL/ALT and the arrow keys. The default keys for the first player in 3 button games are a/s/d and the arrow keys. The default keys for the first player in 6 button games are a/s/d/z/x/c and the arrow keys. If you want to use a joystick, you have to edit the 'ini' file that is created and change the "-setinput 1" to: KEY1 Keyboard layout 1 KEY2 Keyboard layout 2 JOY1 2 button analog joystick 1 JOY2 2 button analog joystick 2 4BUTTON 4 button analog joystick/gamepad 6BUTTON 6 button analog joystick/gamepad SIDEWINDER Microsoft Sidewinder Gamepad in digital mode (10 button) GRIP1 GrIP slot 1 (8 button) GRIP2 GrIP slot 2 (8 button) SNESPAD1 SNES Pad 1 connected via LPT1 (8 button) SNESPAD2 SNES Pad 2 connected via LPT1 (8 button) In 2 button games (FF,Strider,etc), if you use a joystick with 4+ buttons, the other 2 buttons function as player start and coin input. In 6 button games (SF2T/CE), same goes for input devices with 8+ buttons. In 3 button games (Rockman,mtwins), if you use a joystick with 4 buttons, the other button functions as player start. If you use a joystick with more than 4 buttons the other 2 buttons function as player start and coin input. The GrIP support doesn't seem to work for everyone, but from what I've been told its the fault of the DOS SDK which I can't do much about. Also, since theres no way to interactively calibrate your joystick, you can use NESticle or genecyst to calibrate and then copy the 'joythresh' settings to callus.ini. Sorry for this inconvenience. SNES Pads can be connected to your computer with an adapter to the parallel port. See http://www.geocities.com/SiliconValley/Way/8843/ for more info. On a MS Sidewinder, start functions as player start and the M button functions as a coin input. Reading the MS Sidewinder in its native digital mode is much faster than as a 6 button analog joystick. Under 95 you may have to toggle the mode button in order to get into digital mode. You must also have v1.5 of the MS SideWinder software for it to work under 95 in digital mode. F5/F7 saves and loads states. Pressing the keyboard keys 0-9 will change the current state slot for subsequent saves/loads. The state filename follows the form "xxxx.CS?" where 'xxxx' is the romname and ? is the current save slot (0-9). With the '-altkey' command line option, the more common keys '1'-'4' function as player start/coin input however save slots 1-4 aren't accessable (I dont know a good way to do this). To change the save/pcx dirs you have to manually edit the ini as well. To reduce "shearing", enable vsyncing and disable autoframeskipping (-frameskip 1). "-exclusive" and/or running under pure DOS helps too. Having the palette intensity bits enabled really throws a wrench into the palette mapper code (plus you really need vsync on for it), so its left as an option. --------------------- Voluntary --------------------- @ : Parses the file for command line options -res : Sets the resolution to xw,yw on startup. -setinput : Sets input device to -remapbut : Remaps buttons for : can be JOY1, JOY2, 4BUTTON, GRIP1, GRIP2, 6BUTTON, SIDEWINDER -setkey