
A new work-in-progress port of Capcom’s Knights of the Round to the Atari Falcon 030 has become one of the more interesting retro game development stories of the moment. It is not a fan remake in the usual sense, nor a visual tribute built in a modern engine. The project takes the more difficult route: bringing a CPS-1 arcade game across to Atari’s last home computer by working close to the metal, decoding original arcade data, adapting graphics and sound, and rebuilding enough of the game’s behaviour to make a demanding 1990s coin-op run on a very different machine. This is not only about nostalgia for a Capcom beat ’em up. It is about what happens when arcade hardware, 68000 assembly programming, emulation tools and homebrew discipline meet in one project. The result is a reminder that the Atari Falcon 030, despite its short commercial life, still has technical room left for ambitious experiments.
What makes this Atari Falcon 030 port different
The project is mainly built in 68000 assembly, which makes sense given the shared processor lineage between many arcade boards and 16/32-bit computers of the period. That does not make the job straightforward. A CPS-1 arcade board and an Atari Falcon 030 do not organise their graphics, memory, sound or display hardware in the same way. A port like this is less about copying code and more about translating assumptions from one hardware world into another.
The graphics are not being redrawn from scratch. Instead, the port uses original CPS-1 graphics ROM data, decodes tile and sprite information, and converts it into a format the Falcon can render. That approach gives the project a closer link to the arcade original, but it also raises the technical bar. Palette layouts, sprite flipping, ROM interleaving, object tables and stage-specific layer ordering all have to be understood properly before they can be reproduced convincingly.
Textblock: The core challenge is not simply getting sprites on screen. The harder part is matching how Knights of the Round used the CPS-1 hardware in its own particular way, then making those behaviours work within the Falcon’s video and memory constraints.

Sound, samples and Falcon hardware
Audio brings its own set of problems. The original arcade game used sample data suited to Capcom’s board, while the Falcon has its own DMA audio hardware. In the current approach, original ADPCM sample ROMs are converted to PCM and played through the Falcon’s audio system. This is a practical route, but accurate playback is still one of the areas that needs careful verification.
The Falcon 030 is an unusual target for this kind of work. Released in 1992, it was Atari’s final personal computer and combined a Motorola 68030 CPU with a Motorola 56001 DSP, a VIDEL video controller and 16-bit audio capabilities. On paper, it was a capable multimedia machine. In the market, it arrived too late and sold in relatively small numbers. Today, that makes it a cult system rather than a mainstream retro platform, which is exactly why a CPS-1 conversion for it attracts attention.
A short history of Knights of the Round
Knights of the Round was developed and published by Capcom for arcades at the beginning of the 1990s, during one of the company’s strongest coin-op periods. Capcom’s CPS-1 hardware had already helped define the era with games such as Final Fight and Street Fighter II, and Knights of the Round belonged to that same broad arcade culture: large characters, clear animation, three-player action and immediate mechanical readability.
The game is loosely based on Arthurian legend. Players choose between Arthur, Lancelot and Perceval, each with a different balance of speed, reach and power. Arthur is the all-rounder, Lancelot is faster and lighter, and Perceval is stronger but less agile. That three-character structure was typical of Capcom’s best beat ’em ups, but Knights of the Round added a distinctive progression system. Characters level up during play, gaining stronger weapons and more elaborate armour as their score increases.
That levelling system gave the game a light action-RPG flavour without slowing down the arcade rhythm. It was still a side-scrolling beat ’em up designed for short, intense sessions, but it gave players a visible sense of advancement. The more you survived, the more powerful and visually imposing your knight became. In busy arcades, where games had to communicate their appeal instantly, that was a clever hook.
Why the original game still matters
Knights of the Round was never as culturally dominant as Final Fight or Street Fighter II, but it occupied a respected place in Capcom’s arcade catalogue. It offered a more grounded medieval alternative to The King of Dragons, another fantasy-themed Capcom brawler from the same period. Where The King of Dragons leaned further into monsters and fantasy role-playing tropes, Knights of the Round focused on armour, blades, blocking, mounted combat and heavy physical attacks.
The blocking mechanic helped separate it from many simpler belt-scrollers. Timing a guard correctly could open a window for counter-attacks, adding a small but important defensive layer to the usual movement, crowd control and positioning. Horseback sections added variety, while the bosses and stage layouts kept the campaign moving through castles, battlefields and medieval scenery.
The authentic arcade game is remembered not because it reinvented the beat ’em up, but because it refined Capcom’s early 1990s formula with strong art direction, three-player co-op, character growth and a slower, heavier combat feel than many of its contemporaries.
From arcade cabinet to home systems
Like many arcade hits of the period, Knights of the Round eventually moved beyond dedicated cabinets. The Super NES version arrived in 1994, bringing the game to home players but inevitably reducing aspects of the arcade presentation. Later, the game appeared in official retro collections, which helped preserve it for modern platforms and introduced it to players who never saw the original machine in an arcade.
Those official releases are important, but they are different from what is happening with the Falcon project. Modern collections usually preserve the arcade game through emulation. A Falcon conversion has to reinterpret the game for another vintage platform. That makes it closer to the old art of arcade porting, where developers had to decide what could be preserved, what had to be rewritten, and what tricks were needed to make one machine behave like another.
The development story behind the port
The current port appears to build on a methodical toolchain rather than trial-and-error alone. Modern cross-development tools such as vasm and vlink make it possible to write and build 68000 code on contemporary systems, while emulation and debugging through Hatari allow repeated testing without relying entirely on original hardware. MAME also plays a role as a behavioural reference for the CPS-1 side of the equation.
That combination reflects how retro development has changed. Developers now have better documentation, stronger emulators, automated build systems and headless debugging than programmers had during the commercial life of these machines. At the same time, they still face the old limitations: memory maps, bus errors, palette formats, sprite budgets, audio timing and hardware-specific display behaviour. The interesting part is the overlap between modern workflow and vintage limits. The tools are new, but the final code still has to respect the realities of the Atari Falcon 030.

Why this matters for retro game development
A CPS-1 port of Knights of the Round to Atari Falcon 030 is unlikely to become a mainstream release, and that is not the point. Its value lies in the technical proof of concept. It shows that there is still meaningful work to be done on machines that many people consider fully explored. It also demonstrates how arcade preservation, reverse engineering and homebrew development can overlap without turning into a simple emulation exercise.
For Atari fans, the project gives the Falcon a rare chance to stand beside arcade hardware that once seemed out of reach. For Capcom beat ’em up fans, it offers a fresh way to look at a game that has usually been discussed in terms of arcade cabinets, SNES compromises and modern collections. For developers, it is a case study in the unglamorous but fascinating details that make old games function.
Knights of the Round was built for the arcade floor, where every animation, impact and upgrade had to earn another coin. More than three decades later, its journey to the Falcon 030 says something different: classic games are not frozen in time. In the hands of skilled retro programmers, they can become active engineering problems again.














