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Progear Recomp 1.0.0

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@omegakatana92 omegakatana92 released this 18 Oct 03:09

Progear Recomp 1.0.0

A native PC port of Progear (Progear no Arashi; Cave, published by Capcom, 2001) for the CP
System II board, made by static recompilation with
cps2recomp by tmcleroy. The 68000 and Z80 programs are
translated ahead of time into C++ and run on a small machine written for the board — no emulator.

Not affiliated with, endorsed by or sponsored by Capcom. Progear is a trademark of Capcom Co.,
Ltd.

Downloads

File For
Progear-windows-x64.zip Windows x64
Progear-linux-x86_64.AppImage Linux x86_64 / Steam Deck (needs FUSE, or run with --appimage-extract-and-run)
Progear-linux-x86_64.tar.gz Linux x86_64, where there is no FUSE

Each archive is self-contained (it carries SDL 3 and the runtime it needs). SHA256SUMS.txt has
their checksums.

No game data — bring your own ROM set

These archives hold no game files. You need your own copy of the arcade set that this port is
built from — MAME's progear (Progear, Europe 010117) — from a board you own. The launcher
checks every file by CRC-32 before it will run. The other regions and revisions (progearu,
progearj, progeara) and the bootleg sets are refused on purpose: the port is translated from the
European program, and the game's own features will use addresses found in it.

How to play

  1. Launch Progear-launcher (progear-launcher.exe on Windows).
  2. Point it at the folder or .zip holding your progear set.
  3. Set the controls, then Play.

A coin starts a game (Insert coin in the menu). In game: Esc or F1 opens the menu (save
states, Insert coin, Player 2 joins, Reset, Quit game); P, O and -/= stop, step and
slow the game. Everything is remappable in the launcher.

What this first release runs

The toolkit's own features, on top of the board's behaviour:

  • The launcher (ROM set chosen and checked file by file, controls, features).
  • The in-game menu: nine save-state slots, Reset, Insert coin, Player 2 joins, Quit.
  • Stop, step and slow; run-ahead; the display options (scaling, picture shape, window, fullscreen).
  • Every key and button remappable, for each player.

The game's own features (free play, cheats, a practice mode) are not built yet; the port runs
exactly as the board does. They are the next work, and how each address is found will be recorded in
games/progear/PROGRESS.md.

Built from

  • 68000 program: 77,994 instructions in 15,878 blocks and 2,685 routines (3,018 code
    entries found by made-up play; 80 instructions fall back to the interpreter, 0.1%).
  • Z80 (QSound driver): 3,646 instructions in 751 blocks and 46 routines; none left to the
    interpreter.
  • Checks: make check (translated code against the interpreter, and two runs alike),
    make check-blocks (13,573,614 translated blocks), make check-toolkit and make check-common
    all pass.

Two toolkit changes

This project carries two local changes to cps2recomp, both generic and candidates for upstreaming
(see cps2recomp/PATCH.md):

  1. Eight-byte-lane graphics. Progear's SIMM graphics ROMs are wired as eight byte lanes; the
    stock loader only knew the four 16-bit-lane form, so the tiles would be scrambled.
  2. Bounded program-window reads. The 68000's program window is 4 MB but Progear's ROM is 1 MiB;
    the game's start-up routine sums the whole window, and the port now returns 0 past the ROM as the
    board does, instead of reading out of bounds.

Source and licence

The port is GPL-3.0-only; its source and how it was made are at
https://github.com/omegakatana92/Progear-Recomp. It uses tmcleroy's cps2recomp and recomp-common;
the third-party notices are in THIRD_PARTY_NOTICES.md (also in each archive).