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	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=4136</id>
		<title>Arbee&#039;s To-Do List</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=4136"/>
		<updated>2012-12-19T20:56:14Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing listed here is a guarantee or promise of action.  I have many more interests than I have hours in a day.  This lists only things directly related to MAME and MESS.  Also, order listed here may not reflect actual implementation order.&lt;br /&gt;
&lt;br /&gt;
==Near-term==&lt;br /&gt;
* Finish emulating original Mac and Mac Plus keyboards, eliminate that cruft from the driver&lt;br /&gt;
* Add -romsimm option to Mac driver for relevant machines&lt;br /&gt;
* Integrate PortMidi and PortAudio&lt;br /&gt;
* Figure out Ensoniq 16-bit crash (EPS OS, VFX SD/SD-1 sequencer)&lt;br /&gt;
* Emulate 3rd-generation Ensoniqs (ASR-10, MR-Rack, KT-76)&lt;br /&gt;
* Finish emulating DEC Rainbow&#039;s keyboard, try to boot MS-DOG&lt;br /&gt;
* Line-level ADB handling so Egret/Cuda equipped Macs have mouse and keyboard working (and IIgs and early PowerBooks when the ADB MCU is properly emulated) (UPDATE: working for Egret, timing isn&#039;t quite what Cuda&#039;s looking for yet).&lt;br /&gt;
* M50740-series core (6502 derivative) for IIgs ADB MCU / PMU on PowerBook 1xx&lt;br /&gt;
* nscsi-based NCR5380 and 5394/96 adaptations&lt;br /&gt;
* Help Andrew with &#039;&#039;Polygonet Commanders/Poly-Net Warriors&#039;&#039; where possible (I AM NOT A DSP56K COWBOY)&lt;br /&gt;
* Continue to work with the SpriteMind guys on YM2612 improvements (if any)&lt;br /&gt;
* SH-4 DRC for Naomi/Atomiswave (and Dreamcast in MESS)&lt;br /&gt;
&lt;br /&gt;
==Later==&lt;br /&gt;
* SCSP/AICA DSP recompiler&lt;br /&gt;
* AICA needs better envelope handling.  Shenmue DSF rips need the filters.&lt;br /&gt;
* 65816 family reunion&lt;br /&gt;
** Merge 65816/M37710 so identical opcodes use the same code&lt;br /&gt;
** Add Nintendo varient that runs in terms of SNES master cycles for better accuracy&lt;br /&gt;
* Rewrite Konami video chain and trojan unclear details&lt;br /&gt;
* Further reverse-engineering on (Super) System 23&lt;br /&gt;
* ARM DRC&lt;br /&gt;
&lt;br /&gt;
==SDLMAME/MESS==&lt;br /&gt;
* Rework OpenGL backend:&lt;br /&gt;
** Need to use a pixel shader to do YUV to RGB conversion or else laserdisc games will suck mightily on modern video cards (which no longer have dedicated conversion hardware)&lt;br /&gt;
** Render to texture first so user shader can still be used for final blit?  (And how bad will this break fglrx and Apple drivers?)&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=4135</id>
		<title>Arbee&#039;s To-Do List</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=4135"/>
		<updated>2012-12-19T20:55:58Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* Later */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing listed here is a guarantee or promise of action.  I have many more interests than I have hours in a day.  This lists only things directly related to MAME.  Also, order listed here may not reflect actual implementation order.&lt;br /&gt;
&lt;br /&gt;
==Near-term==&lt;br /&gt;
* Finish emulating original Mac and Mac Plus keyboards, eliminate that cruft from the driver&lt;br /&gt;
* Add -romsimm option to Mac driver for relevant machines&lt;br /&gt;
* Integrate PortMidi and PortAudio&lt;br /&gt;
* Figure out Ensoniq 16-bit crash (EPS OS, VFX SD/SD-1 sequencer)&lt;br /&gt;
* Emulate 3rd-generation Ensoniqs (ASR-10, MR-Rack, KT-76)&lt;br /&gt;
* Finish emulating DEC Rainbow&#039;s keyboard, try to boot MS-DOG&lt;br /&gt;
* Line-level ADB handling so Egret/Cuda equipped Macs have mouse and keyboard working (and IIgs and early PowerBooks when the ADB MCU is properly emulated) (UPDATE: working for Egret, timing isn&#039;t quite what Cuda&#039;s looking for yet).&lt;br /&gt;
* M50740-series core (6502 derivative) for IIgs ADB MCU / PMU on PowerBook 1xx&lt;br /&gt;
* nscsi-based NCR5380 and 5394/96 adaptations&lt;br /&gt;
* Help Andrew with &#039;&#039;Polygonet Commanders/Poly-Net Warriors&#039;&#039; where possible (I AM NOT A DSP56K COWBOY)&lt;br /&gt;
* Continue to work with the SpriteMind guys on YM2612 improvements (if any)&lt;br /&gt;
* SH-4 DRC for Naomi/Atomiswave (and Dreamcast in MESS)&lt;br /&gt;
&lt;br /&gt;
==Later==&lt;br /&gt;
* SCSP/AICA DSP recompiler&lt;br /&gt;
* AICA needs better envelope handling.  Shenmue DSF rips need the filters.&lt;br /&gt;
* 65816 family reunion&lt;br /&gt;
** Merge 65816/M37710 so identical opcodes use the same code&lt;br /&gt;
** Add Nintendo varient that runs in terms of SNES master cycles for better accuracy&lt;br /&gt;
* Rewrite Konami video chain and trojan unclear details&lt;br /&gt;
* Further reverse-engineering on (Super) System 23&lt;br /&gt;
* ARM DRC&lt;br /&gt;
&lt;br /&gt;
==SDLMAME/MESS==&lt;br /&gt;
* Rework OpenGL backend:&lt;br /&gt;
** Need to use a pixel shader to do YUV to RGB conversion or else laserdisc games will suck mightily on modern video cards (which no longer have dedicated conversion hardware)&lt;br /&gt;
** Render to texture first so user shader can still be used for final blit?  (And how bad will this break fglrx and Apple drivers?)&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=4134</id>
		<title>Arbee&#039;s To-Do List</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=4134"/>
		<updated>2012-12-19T20:55:36Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* Near-term */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing listed here is a guarantee or promise of action.  I have many more interests than I have hours in a day.  This lists only things directly related to MAME.  Also, order listed here may not reflect actual implementation order.&lt;br /&gt;
&lt;br /&gt;
==Near-term==&lt;br /&gt;
* Finish emulating original Mac and Mac Plus keyboards, eliminate that cruft from the driver&lt;br /&gt;
* Add -romsimm option to Mac driver for relevant machines&lt;br /&gt;
* Integrate PortMidi and PortAudio&lt;br /&gt;
* Figure out Ensoniq 16-bit crash (EPS OS, VFX SD/SD-1 sequencer)&lt;br /&gt;
* Emulate 3rd-generation Ensoniqs (ASR-10, MR-Rack, KT-76)&lt;br /&gt;
* Finish emulating DEC Rainbow&#039;s keyboard, try to boot MS-DOG&lt;br /&gt;
* Line-level ADB handling so Egret/Cuda equipped Macs have mouse and keyboard working (and IIgs and early PowerBooks when the ADB MCU is properly emulated) (UPDATE: working for Egret, timing isn&#039;t quite what Cuda&#039;s looking for yet).&lt;br /&gt;
* M50740-series core (6502 derivative) for IIgs ADB MCU / PMU on PowerBook 1xx&lt;br /&gt;
* nscsi-based NCR5380 and 5394/96 adaptations&lt;br /&gt;
* Help Andrew with &#039;&#039;Polygonet Commanders/Poly-Net Warriors&#039;&#039; where possible (I AM NOT A DSP56K COWBOY)&lt;br /&gt;
* Continue to work with the SpriteMind guys on YM2612 improvements (if any)&lt;br /&gt;
* SH-4 DRC for Naomi/Atomiswave (and Dreamcast in MESS)&lt;br /&gt;
&lt;br /&gt;
==Later==&lt;br /&gt;
* SCSP/AICA DSP recompiler&lt;br /&gt;
* AICA needs better envelope handling.  Shenmue DSF rips need the filters.&lt;br /&gt;
* 65816 family reunion&lt;br /&gt;
** Merge 65816/M37710 so identical opcodes use the same code&lt;br /&gt;
** Add Nintendo varient that runs in terms of SNES master cycles for better accuracy&lt;br /&gt;
* Rewrite Konami video chain and trojan unclear details&lt;br /&gt;
* Further reverse-engineering on (Super) System 23&lt;br /&gt;
* Investigate 680x0 instruction restart&lt;br /&gt;
* ARM DRC&lt;br /&gt;
&lt;br /&gt;
==SDLMAME/MESS==&lt;br /&gt;
* Rework OpenGL backend:&lt;br /&gt;
** Need to use a pixel shader to do YUV to RGB conversion or else laserdisc games will suck mightily on modern video cards (which no longer have dedicated conversion hardware)&lt;br /&gt;
** Render to texture first so user shader can still be used for final blit?  (And how bad will this break fglrx and Apple drivers?)&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=4011</id>
		<title>Arbee&#039;s To-Do List</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=4011"/>
		<updated>2012-10-11T19:37:56Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* Near-term */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing listed here is a guarantee or promise of action.  I have many more interests than I have hours in a day.  This lists only things directly related to MAME.  Also, order listed here may not reflect actual implementation order.&lt;br /&gt;
&lt;br /&gt;
==Near-term==&lt;br /&gt;
* Finish emulating DEC Rainbow&#039;s keyboard, try to boot MS-DOG&lt;br /&gt;
* Line-level ADB handling so Egret/Cuda equipped Macs have mouse and keyboard working (and IIgs and early PowerBooks when the ADB MCU is properly emulated) (UPDATE: working for Egret, timing isn&#039;t quite what Cuda&#039;s looking for yet).&lt;br /&gt;
* M50740-series core (6502 derivative) for IIgs ADB MCU / PMU on PowerBook 1xx when OG finished the new &amp;quot;perfect&amp;quot; 6502 family core&lt;br /&gt;
* nscsi-based NCR5380 and 5394/96 adaptations&lt;br /&gt;
* Help Andrew with &#039;&#039;Polygonet Commanders&#039;&#039; where possible (I AM NOT A DSP56K COWBOY)&lt;br /&gt;
* Continue to work with the SpriteMind guys on YM2612 improvements (if any)&lt;br /&gt;
* SH-4 DRC for Naomi/Atomiswave (and Dreamcast in MESS)&lt;br /&gt;
&lt;br /&gt;
==Later==&lt;br /&gt;
* SCSP/AICA DSP recompiler&lt;br /&gt;
* AICA needs better envelope handling.  Shenmue DSF rips need the filters.&lt;br /&gt;
* 65816 family reunion&lt;br /&gt;
** Merge 65816/M37710 so identical opcodes use the same code&lt;br /&gt;
** Add Nintendo varient that runs in terms of SNES master cycles for better accuracy&lt;br /&gt;
* Rewrite Konami video chain and trojan unclear details&lt;br /&gt;
* Further reverse-engineering on (Super) System 23&lt;br /&gt;
* Investigate 680x0 instruction restart&lt;br /&gt;
* ARM DRC&lt;br /&gt;
&lt;br /&gt;
==SDLMAME/MESS==&lt;br /&gt;
* Rework OpenGL backend:&lt;br /&gt;
** Need to use a pixel shader to do YUV to RGB conversion or else laserdisc games will suck mightily on modern video cards (which no longer have dedicated conversion hardware)&lt;br /&gt;
** Render to texture first so user shader can still be used for final blit?  (And how bad will this break fglrx and Apple drivers?)&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=4010</id>
		<title>Arbee&#039;s To-Do List</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=4010"/>
		<updated>2012-09-13T20:42:41Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* Near-term */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing listed here is a guarantee or promise of action.  I have many more interests than I have hours in a day.  This lists only things directly related to MAME.  Also, order listed here may not reflect actual implementation order.&lt;br /&gt;
&lt;br /&gt;
==Near-term==&lt;br /&gt;
* Finish emulating DEC Rainbow&#039;s keyboard, try to boot MS-DOG&lt;br /&gt;
* Line-level ADB handling so Egret/Cuda equipped Macs have at least a mouse working (and IIgs when ADB MCU is properly emulated)&lt;br /&gt;
* C++ 6502 cycle-by-cycle core (and adapt the rest of the family to be based on this framework)&lt;br /&gt;
* M50740-series core (6502 derivative) for IIgs ADB MCU / PMU on PowerBook 1xx&lt;br /&gt;
* nscsi-based NCR5380 and 5394/96 adaptations&lt;br /&gt;
* Help Andrew with &#039;&#039;Polygonet Commanders&#039;&#039; where possible (I AM NOT A DSP56K COWBOY)&lt;br /&gt;
* Continue to work with the SpriteMind guys on YM2612 improvements (if any)&lt;br /&gt;
* SH-4 DRC for Naomi/Atomiswave (and Dreamcast in MESS)&lt;br /&gt;
&lt;br /&gt;
==Later==&lt;br /&gt;
* SCSP/AICA DSP recompiler&lt;br /&gt;
* AICA needs better envelope handling.  Shenmue DSF rips need the filters.&lt;br /&gt;
* 65816 family reunion&lt;br /&gt;
** Merge 65816/M37710 so identical opcodes use the same code&lt;br /&gt;
** Add Nintendo varient that runs in terms of SNES master cycles for better accuracy&lt;br /&gt;
* Rewrite Konami video chain and trojan unclear details&lt;br /&gt;
* Further reverse-engineering on (Super) System 23&lt;br /&gt;
* Investigate 680x0 instruction restart&lt;br /&gt;
* ARM DRC&lt;br /&gt;
&lt;br /&gt;
==SDLMAME/MESS==&lt;br /&gt;
* Rework OpenGL backend:&lt;br /&gt;
** Need to use a pixel shader to do YUV to RGB conversion or else laserdisc games will suck mightily on modern video cards (which no longer have dedicated conversion hardware)&lt;br /&gt;
** Render to texture first so user shader can still be used for final blit?  (And how bad will this break fglrx and Apple drivers?)&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Framebuffer&amp;diff=3819</id>
		<title>Framebuffer</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Framebuffer&amp;diff=3819"/>
		<updated>2011-12-30T23:27:08Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: New page: A framebuffer is an area of memory in a computer system (remember, arcade games and consoles are mostly computers, too!) which is shared between the CPU and the video circuitry.  Therefore...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A framebuffer is an area of memory in a computer system (remember, arcade games and consoles are mostly computers, too!) which is shared between the CPU and the video circuitry.  Therefore, when the CPU writes to this area, changes appear on the screen.  The actual arrangement of framebuffers varies wildly across designs; in black and white systems like Space Invaders or the original Macintosh each bit represents one pixel on the screen and therefore a single 8-bit byte controls 8 pixels on the screen.&lt;br /&gt;
&lt;br /&gt;
You can learn much, much more about this from [http://en.wikipedia.org/wiki/ Wikipedia]&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=MNW&amp;diff=3359</id>
		<title>MNW</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=MNW&amp;diff=3359"/>
		<updated>2010-09-22T15:45:22Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* [http://mamedev.org/source/src/mame/drivers/taitojc.c.html taitojc] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This page is designed to allow for a quick look over all the drivers with a GAME_NOT_WORKING flag by giving, as much as possible, an idea on the amount of effort needed to fix them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/2mindril.c.html 2mindril] ==&lt;br /&gt;
Missing working simulation of the sensors.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/39in1.c.html 39in1] ==&lt;br /&gt;
&#039;&#039;&#039; 48in1, 48in1a &#039;&#039;&#039; - Games other than 39in1 on this hardware have substantially harder protection and are double-encrypted in a way that would be very difficult to emulate.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/3super8.c.html 3super8] ==&lt;br /&gt;
Skeleton driver. GFX / Sound roms are bad and the PIC isn&#039;t dumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/4roses.c.html 4roses] ==&lt;br /&gt;
&#039;&#039;&#039; 4roses, 4rosesa &#039;&#039;&#039; - Skeleton driver. The program rom is encrypted and it has an undumped MCU which needs decapping or simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/8080bw.c.html 8080bw] ==&lt;br /&gt;
&#039;&#039;&#039; modelr &#039;&#039;&#039; - Some issues with inputs and the shifter emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/86lions.c.html 86lions] ==&lt;br /&gt;
The inputs aren&#039;t fully understood yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/acefruit.c.html acefruit] ==&lt;br /&gt;
&#039;&#039;&#039; acefruit &#039;&#039;&#039; - Inputs aren&#039;t fully understood. The real title of the game is unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; starspnr &#039;&#039;&#039; - Most likely needs a redump of the program ROMs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/acommand.c.html acommand] ==&lt;br /&gt;
&#039;&#039;&#039; acommand &#039;&#039;&#039; - Inputs aren&#039;t fully understood.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/adp.c.html adp] ==&lt;br /&gt;
Skeleton driver.  Todo: &amp;quot;Almost everything.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/aleck64.c.html aleck64] ==&lt;br /&gt;
&#039;&#039;&#039; 11beat, doncdoon, hipai, kurufev, mayjin3, mtetrisc, srmvs, twrshaft &#039;&#039;&#039; - Incomplete N&amp;amp;4 hardware emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/alg.c.html alg] ==&lt;br /&gt;
Laserdisc games. They all work in theory, but are waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/alpha68k.c.html alpha68k] ==&lt;br /&gt;
&#039;&#039;&#039; goldmedb &#039;&#039;&#039; - It uses a 68705 in place of the Alpha controller.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/amaticmg.c.html amaticmg] ==&lt;br /&gt;
Program ROMs need to be decrypted and CPU is custom / unidentified.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ampoker2.c.html ampoker2] ==&lt;br /&gt;
&#039;&#039;&#039; piccolop &#039;&#039;&#039; - Ends in an infinite loop.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/arcadia.c.html arcadia] ==&lt;br /&gt;
&#039;&#039;&#039; ar_dart2 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/aristmk4.c.html aristmk4] ==&lt;br /&gt;
&#039;&#039;&#039; eforest &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/aristmk5.c.html aristmk5] ==&lt;br /&gt;
Hardware differences from the base Acorn Archimedes are not fully understood yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/armedf.c.html armedf] ==&lt;br /&gt;
&#039;&#039;&#039; terrafb &#039;&#039;&#039; - This bootleg runs on slightly modified hardware which need proper emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/astrocde.c.html astrocde] ==&lt;br /&gt;
&#039;&#039;&#039; tenpindx &#039;&#039;&#039; - This game used a physical hockey puck which the player slid down the bowling alley. Sensors on the other end picked up the location and velocity of the puck and simulated the pin behavior. Requires simulation of this input interface in order to be considered working.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/astrocorp.c.html astrocorp] ==&lt;br /&gt;
&#039;&#039;&#039; winbingo, winbingoa, zoo &#039;&#039;&#039; - These games need decryption.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/atarigx2.c.html atarigx2] ==&lt;br /&gt;
All of these games suffer from some advanced protection that affects them in different ways. Through some magic accesses in memory, data can be decrypted using some special key sequences that are not entirely understood. It might be possible to find all possible data sources, run them through the decryption process on the real PCB, and then encode that information in the driver, but it is tedious work at best. Below is the status of each game:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; motofren &#039;&#039;&#039; - Has some obvious gameplay glitches. Not much work has been done to understand the protection on this one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; spclords &#039;&#039;&#039; - Has had some of its data decrypted, which is why the palette during attract mode looks ok. But in game there are many problems lurking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; rrreveng &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/badlands.c.html badlands] ==&lt;br /&gt;
&#039;&#039;&#039; badlandb &#039;&#039;&#039; - This bootleg runs on heavily modified hardware and needs a redump of 2 roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfcobra.c.html bfcobra] ==&lt;br /&gt;
&#039;&#039;&#039; beeline &#039;&#039;&#039; - Missing floppy disk image.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; inquiztr &#039;&#039;&#039; - Missing floppy disk image.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfm_sc1.c.html bfm_sc1] ==&lt;br /&gt;
Driver under heavy construction.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfm_sc2.c.html bfm_sc2] ==&lt;br /&gt;
&#039;&#039;&#039; m_bcgslm, m_brkfst and clones, m_bfocus, m_cpeno1, m_luvjob &#039;&#039;&#039; - Mechanical games imported from AgeMame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; quintond &#039;&#039;&#039; - Missing emulation of RS232 data  link device (see BACTA Datapak specs for more info).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfmsys85.c.html bfmsys85] ==&lt;br /&gt;
Driver imported from AgeMame.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bigfghtr.c.html bigfghtr] ==&lt;br /&gt;
Protection MCUs need decapping / simulation. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bingoc.c.html bingoc] ==&lt;br /&gt;
Missing terminal roms. Sound banking could be wrong. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bingor.c.html bingor] ==&lt;br /&gt;
Protection problems?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/blackt96.c.html blackt96] ==&lt;br /&gt;
Tilemap decoding is wrong.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/blitz.c.html blitz] ==&lt;br /&gt;
There is an undumped 68705 MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/btime.c.html btime] ==&lt;br /&gt;
&#039;&#039;&#039; tisland &#039;&#039;&#039; - Needs to be decrypted.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bublbobl.c.html bublbobl] ==&lt;br /&gt;
&#039;&#039;&#039; tokio, tokiou &#039;&#039;&#039; - Protection MCUs need decapping / simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/buster.c.html buster] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cabaret.c.html cabaret] ==&lt;br /&gt;
Not fully playable beacuse of some pitfalls.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/calchase.c.html calchase] ==&lt;br /&gt;
PC hardware needs more work.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/calomega.c.html calomega] ==&lt;br /&gt;
Some bad/incomplete dumps and some hardware features are not correctly emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cb2001.c.html cb2001] ==&lt;br /&gt;
Encrypted CPU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cchance.c.html cchance] ==&lt;br /&gt;
Imperfect hopper emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cclimber.c.html cclimber] ==&lt;br /&gt;
&#039;&#039;&#039; bagmanf &#039;&#039;&#039; - Botleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cdi.c.html cdi] ==&lt;br /&gt;
Suffers from incomplete simulation of the SLAVE and CDIC MCUs.  Decapping would help.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cham24.c.html cham24] ==&lt;br /&gt;
Missing coins and timer due to unemulated Amtel MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/champbas.c.html champbas] ==&lt;br /&gt;
&#039;&#039;&#039; champbb2a &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; champbb2j &#039;&#039;&#039; - Slightly different hardware?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/chihiro.c.html chihiro] ==&lt;br /&gt;
Skeleton driver. Needs i386 protected-mode and Xbox hardware emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cliffhgr.c.html cliffhgr] ==&lt;br /&gt;
&#039;&#039;&#039; goaltogo &#039;&#039;&#039; - Laserdisc game. Works in theory, but is waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cmmb.c.html cmmb] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cninja.c.html cninja] ==&lt;br /&gt;
&#039;&#039;&#039; cninjabl &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cntsteer.c.html cntsteer] ==&lt;br /&gt;
&#039;&#039;&#039; cntsteer &#039;&#039;&#039; - Needs better understanding of the communications and correct ROZ layer implementation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; gekitsui, zerotrgt &#039;&#039;&#039; - Need better ROZ layer implementation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/coinmstr.c.html coinmstr] ==&lt;br /&gt;
&#039;&#039;&#039; supnudg2 &#039;&#039;&#039; - Incomplete protection simulation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; trailblz &#039;&#039;&#039; - Question roms aren&#039;t dumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/coinmvga.c.html coinmvga] ==&lt;br /&gt;
Interrupt generation is unknown and touch screen needs to be hooked up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/comebaby.c.html comebaby] ==&lt;br /&gt;
Skeleton driver. Game runs on a Pentium (I/II/III?) class machine running Windows 98!&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/coolridr.c.html coolridr] ==&lt;br /&gt;
Skeleton driver. Uses SH2 + SH1, 68k etc. Dual screen game, plays like a cheap korean rip-off of Outrunners (suspected to be recompiled from the same code ;p). CPU comms don&#039;t make sense, interrupts don&#039;t make sense.. somebody mentioned that the SH1 has &#039;extra&#039; features, but according to dox it&#039;s plain sh1, and the sh2 core should be 100% backwards compatible. it SHOULD be possible to get this working, or at least doing something more and would be a good / interesting project for somebody.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cop01.c.html cop01] ==&lt;br /&gt;
&#039;&#039;&#039; mightguy &#039;&#039;&#039; - Protection not emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cps1.c.html cps1] ==&lt;br /&gt;
&#039;&#039;&#039; captcommb, dinohunt, dinopic, dinopic2, knightsb, punipic, punipic2, punipic3, sf2m1, sf2m3, sf2mdt &#039;&#039;&#039; - Bootlegs which run on different hardware, which needs to be correctly implemented.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cps2.c.html cps2] ==&lt;br /&gt;
&#039;&#039;&#039; gigamn2 &#039;&#039;&#039; - A bootleg which runs on different hardware. Dump is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cps3.c.html cps3] ==&lt;br /&gt;
&#039;&#039;&#039; redeartn &#039;&#039;&#039; - Missing nocd bios dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/crystal.c.html crystal] ==&lt;br /&gt;
&#039;&#039;&#039; officeye, topbladv &#039;&#039;&#039; - Protection PICs have been dumped but there isn&#039;t a pic16c727 core yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cshooter.c.html cshooter] ==&lt;br /&gt;
GFX roms in black &#039;blobs&#039; (Dox working on it)&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cybertnk.c.html cybertnk] ==&lt;br /&gt;
Sprite emulation is incorrect (very likely that it can do zooming), road emulation, tilemap scrolling, color banking, inputs dont&#039;t seem to work in game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cyclemb.c.html cyclemb] ==&lt;br /&gt;
Needs decap or simulation of the 2 MCUs (8741).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/darkhors.c.html darkhors] ==&lt;br /&gt;
&#039;&#039;&#039; jclub2, jclub2o &#039;&#039;&#039; - Graphics seem to be compressed and aren&#039;t fully decoded yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dblewing.c.html dblewing] ==&lt;br /&gt;
Protection simulation is pretty advanced, but still incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ddenlovr.c.html ddenlovr] ==&lt;br /&gt;
&#039;&#039;&#039; quizchq, quizchql &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ddragon.c.html ddragon] ==&lt;br /&gt;
&#039;&#039;&#039; ddragon6809, ddragon6809a &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ddz.c.html ddz] ==&lt;br /&gt;
&#039;&#039;&#039; ddz &#039;&#039;&#039; - Skeleton driver. Hardware similar to crystal.c. Roms appear to be encrypted / scrambled.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dec0.c.html dec0] ==&lt;br /&gt;
&#039;&#039;&#039; automat, ffantasybl, secretab &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deco32.c.html deco32] ==&lt;br /&gt;
&#039;&#039;&#039; lockload, lockloadu  &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deco_ld.c.html deco_ld] ==&lt;br /&gt;
The driver needs better video e I/O emulation, laserdisc hook-ups.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deco_mlc.c.html deco_mlc] ==&lt;br /&gt;
&#039;&#039;&#039; stadhr96, stadhr96a &#039;&#039;&#039; - Protection isn&#039;t fully simulated and they seem to require raster IRQ video update support.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/decocass.c.html decocass] ==&lt;br /&gt;
&#039;&#039;&#039; ctisland3 &#039;&#039;&#039; - Different bitswap?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cexplore &#039;&#039;&#039; - Mssing rom dump from overlay PCB.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cgraplop2 &#039;&#039;&#039; - Wrong dongle?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deshoros.c.html deshoros] ==&lt;br /&gt;
Needs graphics emulation through artwork system and printer emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dlair.c.html dlair] ==&lt;br /&gt;
Laserdisc games. Work in theory, but are waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dmndrby.c.html dmndrby] ==&lt;br /&gt;
Electrocoin on snk hardware.  Needs better video emulation. Enters service mode while attract mode is running.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/drw80pkr.c.html drw80pkr] ==&lt;br /&gt;
Driver shows something, but emulation is still incomplete. I8039 based CPU with CRTC6845 video and AY8910 sound.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dwarfd.c.html dwarfd] ==&lt;br /&gt;
&#039;&#039;&#039; qc, quarterh and clones &#039;&#039;&#039; - Missing laserdisc dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dynax.c.html dynax] ==&lt;br /&gt;
&#039;&#039;&#039; majrjhdx, tenkai2b, tenkaid &#039;&#039;&#039; - Missing dump of the internal rom of the TMP91640.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/epos.c.html epos] ==&lt;br /&gt;
&#039;&#039;&#039; catapult, revenger &#039;&#039;&#039; - Bad dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ertictac.c.html ertictac] ==&lt;br /&gt;
&#039;&#039;&#039; poizone &#039;&#039;&#039; - ARM core bugs causes it to crash at some point.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/esh.c.html esh] ==&lt;br /&gt;
Laserdisc game. Works in theory, but is waiting for a good quality laserdisc dump.  Does have a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/f1gp.c.html f1gp] ==&lt;br /&gt;
&#039;&#039;&#039; f1gpb &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/fcrash.c.html fcrash] ==&lt;br /&gt;
&#039;&#039;&#039; kodb &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/firebeat.c.html firebeat] ==&lt;br /&gt;
Driver is incomplete. Missing MIDI card emulation, video emulation problems..&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/fortecar.c.html fortecar] ==&lt;br /&gt;
Missing banckswitching, inputs, ..&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/freekick.c.html freekick] ==&lt;br /&gt;
&#039;&#039;&#039; freekick, countrun &#039;&#039;&#039; - Main program inside of custom CPU block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; countrb2 &#039;&#039;&#039; - Possible bad dump, or encrypted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; gigas &#039;&#039;&#039; - One of the program roms is a bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/funworld.c.html funworld] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; royalcrdf, royalcrdp &#039;&#039;&#039; - Encrypted. Seems to use an epoxy block with CPU + extras (ICs, TTL, etc) to manage the encryption.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; jokercrd &#039;&#039;&#039; - Totaly encrypted. This game use a Funworld custom CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; magicd2a &#039;&#039;&#039; - CPU issues. This game use a slightly modified instructions set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; magicd2b &#039;&#039;&#039; - CPU issues. This game use a slightly modified instructions set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mongolnw &#039;&#039;&#039; - Need to hook the missing microcontroller (TSC87C52-16CB) to emulate this game properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; multiwin &#039;&#039;&#039; - Encrypted with unidentified CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; soccernw &#039;&#039;&#039; - Need to hook the missing microcontroller (TSC87C52-16CB) to emulate this game properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; saloon &#039;&#039;&#039; - This game is totally encrypted. No PIAs to drive I/O.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gaelco2.c.html gaelco2] ==&lt;br /&gt;
&#039;&#039;&#039; aligator, touchgo, touchgoe, touchgon, wrally2 &#039;&#039;&#039; - Unemulated protection device with internal rom and suicide capabilities (DS5002FP). There&#039;s an unprotected versions of Alligator Hunt and it might be possible to simulate the protection in the protected version, but it isn&#039;t easy, looks like MCU may provide ROM patches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; snowboar, snowboara &#039;&#039;&#039; - Unemulated protection device (Lattice IspLSI 1016-80LJ)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; grtesoro &#039;&#039;&#039; - Unemulated protection device with internal rom and suicide capabilities (DS5002FP). Badly dumped program roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gaiden.c.html gaiden] ==&lt;br /&gt;
&#039;&#039;&#039; mastninj &#039;&#039;&#039; - Sprites, sound and y-scroll need fixing.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gal3.c.html gal3] ==&lt;br /&gt;
In need of laserdisc dump. Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galaxia.c.html galaxia] ==&lt;br /&gt;
&#039;&#039;&#039; galaxia &#039;&#039;&#039; - Skeleton driver.  It&#039;s a galaxian rip-off on a custom board with CVS-like hardware IIRC (Haze).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galaxold.c.html galaxold] ==&lt;br /&gt;
&#039;&#039;&#039; harem &#039;&#039;&#039; - One of the program roms is badly dumped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; trvchlng &#039;&#039;&#039; - Questions roms aren&#039;t dumped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; vstars &#039;&#039;&#039; - Encrypted?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galdrvr.c.html galdrvr] ==&lt;br /&gt;
&#039;&#039;&#039; dingoe &#039;&#039;&#039; - Probable bad dump and encryption.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; monsterz &#039;&#039;&#039; - Unemulated protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; scorpiona, skelagon, supergx &#039;&#039;&#039; - Bad dumps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tenspot &#039;&#039;&#039; - Menu isn&#039;t working yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; warofbugg &#039;&#039;&#039; - Bootleg on slightly different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galivan.c.html galivan] ==&lt;br /&gt;
&#039;&#039;&#039; youmab, youmab2 &#039;&#039;&#039; - Weird bootlegs, who knows.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galpani2.c.html galpani2] ==&lt;br /&gt;
Kaneko protection MCU with internal rom, managing CPU comms.  Decap should possible, should be the same for all games / sets.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gamecstl.c.html gamecstl] ==&lt;br /&gt;
&#039;Modern&#039; PC Hardware running a MAME bootleg.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/getrivia.c.html getrivia] ==&lt;br /&gt;
&#039;&#039;&#039; jokpokera &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ggconnie.c.html ggconnie] ==&lt;br /&gt;
Preliminary driver. Hardware is PC-Engine based.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ghosteo.c.html ghosteo] ==&lt;br /&gt;
Uses a fairly recent ARM based chip.  Almost a skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gladiatr.c.html gladiatr] ==&lt;br /&gt;
&#039;&#039;&#039; ppking &#039;&#039;&#039; - Missing MCU dump or simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/glass.c.html glass] ==&lt;br /&gt;
Unemulated protection device with internal rom and suicide capabilities (DS5002FP).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/goldngam.c.html goldngam] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/goldnpkr.c.html goldnpkr] ==&lt;br /&gt;
&#039;&#039;&#039; royale, royale &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; witchcde &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; witchcrd &#039;&#039;&#039; - Unknown protection device.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/goldstar.c.html goldstar] ==&lt;br /&gt;
&#039;&#039;&#039; cb3c &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cmast92 &#039;&#039;&#039; - Graphics ROMs aren&#039;t dumped yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cmasterbv, cmv4a &#039;&#039;&#039; - Missing switch between normal and &amp;quot;stealth&amp;quot; game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; jkrmast, pkrmast, prkmasta &#039;&#039;&#039; - Incomplete dumps and probably encrypted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mtonic &#039;&#039;&#039; - Unidentified CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nfm &#039;&#039;&#039; - Some roms don&#039;t seem to belong to the dumped set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; unkch1, unkch2, unkch3, unkch4 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gpworld.c.html gpworld] ==&lt;br /&gt;
Laserdisc hardware. Works in theory, but is waiting for a good quality laserdisc dump.  Does have a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gstriker.c.html gstriker] ==&lt;br /&gt;
&#039;&#039;&#039; twcup94, twcup94a, vgoalsoc, vgoalsoca &#039;&#039;&#039;Tecmo MCU providing jump addresses etc.  Has direct access to entire CPU bus, prevents code modification (MCU writes &#039;ROM ERROR&#039; if you change ROM).  ROZ pitch difficult to understand.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gticlub.c.html gticlub] ==&lt;br /&gt;
Driver is still in preliminary status. Most games show something and/or are somewhat playable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/guab.c.html guab] ==&lt;br /&gt;
&#039;&#039;&#039; crisscrs &#039;&#039;&#039; - Missing disk image dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gumbo.c.html gumbo] ==&lt;br /&gt;
&#039;&#039;&#039; mspuzzlen &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gunpey.c.html gunpey] ==&lt;br /&gt;
Complex video chip, supports compressed graphics formats etc. Skeleton driver, work has been done, but no good progress made.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/harddriv.c.html harddriv] ==&lt;br /&gt;
&#039;&#039;&#039; harddriv1 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; racedrv1, racedrv2, racedrivb1, racedrivc1, racedrivc2, racedrivg1, racedrivpan &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; steeltalp &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; hdrivairp &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hikaru.c.html hikaru] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hitpoker.c.html hitpoker] ==&lt;br /&gt;
Protection: needs dumping or simulating PIC.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hng64.c.html hng64] ==&lt;br /&gt;
The I/O CPU is a protected MCU.  There is some thought that the games uses this as a protection device. See driver notes for in depth todo/status report.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/homedata.c.html homedata] ==&lt;br /&gt;
&#039;&#039;&#039; mirderby &#039;&#039;&#039; - Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hornet.c.html hornet] ==&lt;br /&gt;
Driver is still in preliminary status. Most games show something and/or are somewhat playable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sscope, sscopea, sscope2 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; terabrst, terabrsta &#039;&#039;&#039; - Missing gun emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hotstuff.c.html hotstuff] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hshavoc.c.html hshavoc] ==&lt;br /&gt;
Genesis hardware, but uses a PIC to control state based encryption.  All the code that matches the Megadrive version has been decrypted, but the extra code (startup code, coins etc.) appears to have some annoying extra encryption.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hvyunit.c.html hvyunit] ==&lt;br /&gt;
Protection simulation is incomplete. The MCU was recently decapped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs009.c.html igs009] ==&lt;br /&gt;
&#039;&#039;&#039; gp98 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; jingbell &#039;&#039;&#039; - Protection simulation is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs011.c.html igs011] ==&lt;br /&gt;
&#039;&#039;&#039; nkishusp &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs017.c.html igs017] ==&lt;br /&gt;
All games but sdmg2 and mgdh suffer from incomplete protection simulation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tarzan, tarzana, starzan &#039;&#039;&#039; - Incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tjsb &#039;&#039;&#039; Sprites decryption is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs_m027.c.html igs_m027] ==&lt;br /&gt;
Main program / boot code in (currently undumpable) MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igspoker.c.html igspoker] ==&lt;br /&gt;
&#039;&#039;&#039; stellecu &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ilpag.c.html ilpag] ==&lt;br /&gt;
Undumpable MCUs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/intrscti.c.html intrscti] ==&lt;br /&gt;
Probably missing code in epoxy block.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ironhors.c.html ironhors] ==&lt;br /&gt;
&#039;&#039;&#039; farwest &#039;&#039;&#039; - Bootleg running on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/istellar.c.html istellar] ==&lt;br /&gt;
Laserdisc game.  Has a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/itgambl2.c.html itgambl2] ==&lt;br /&gt;
Italian Gambling games based on H8/3337 MCU. Internal ROM is currently undumpable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/itgambl3.c.html itgambl3] ==&lt;br /&gt;
Italian Gambling games based on Mitsubishi (Renesas) M16C MCU family. Internal ROM is currently undumpable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/itgamble.c.html itgamble] ==&lt;br /&gt;
Mostly Italian Gambling games mostly based on H8/3048 MCU. Internal ROM is currently undumpable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jackpool.c.html jackpool] ==&lt;br /&gt;
Needs better understanding of the master/slave communications, better EEPROM and NVRAM hook-up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jangou.c.html jangou] ==&lt;br /&gt;
&#039;&#039;&#039; luckygrl &#039;&#039;&#039; - Encrypted program roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jokrwild.c.html jokrwild] ==&lt;br /&gt;
Missing random number generator, inputs and sound.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jpmimpct.c.html jpmimpct] ==&lt;br /&gt;
&#039;&#039;&#039; m_tbirds &#039;&#039;&#039; - Mechanical game imported from AGEMAME.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jubilee.c.html jubilee] ==&lt;br /&gt;
Preliminary driver. Needs better memory map, correct video RAM offset, CRT controller hook up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kingdrby.c.html kingdrby] ==&lt;br /&gt;
&#039;&#039;&#039; cowrace &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kinst.c.html kinst] ==&lt;br /&gt;
&#039;&#039;&#039; kinst2k3, kinst2k4 &#039;&#039;&#039; - Upgrade kits.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/koftball.c.html koftball] ==&lt;br /&gt;
Incomplete protection simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/konamigv.c.html konamigv] ==&lt;br /&gt;
&#039;&#039;&#039; btchamp, kdeadeye, tokimosh, tokimosp &#039;&#039;&#039; - All games on this system suffer from a corner case involving audio track playback in the SCSI CD-ROM emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/konamigx.c.html konamigx] ==&lt;br /&gt;
&#039;&#039;&#039; ggreats2, opengolf, opengolf2, racinfrc, racinfrcu &#039;&#039;&#039; - These games use a special ROZ layer generated by the &amp;quot;PSAC4&amp;quot; custom IC which appears to include a height map.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/konamim2.c.html konamim2] ==&lt;br /&gt;
Preliminary driver, needs overall better emulation of the M2 system.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kongambl.c.html kongambl] ==&lt;br /&gt;
Skeleton driver for mostly unknown hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kopunch.c.html kopunch] ==&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ksys573.c.html ksys573] ==&lt;br /&gt;
Game suffer from incomplete PSX-based hardware emulation and some are missing emulation of the external digital sound and I/O board.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kungfur.c.html kungfur] ==&lt;br /&gt;
Missing inputs and lamps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/laserbas.c.html laserbas] ==&lt;br /&gt;
Jaleco-like protection device.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/laserbat.c.html laserbat] ==&lt;br /&gt;
&#039;&#039;&#039; catnmousa &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/legionna.c.html legionna] ==&lt;br /&gt;
Complex Seibu &#039;COP&#039; protection device. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/leland.c.html leland] ==&lt;br /&gt;
&#039;&#039;&#039; aafbb &#039;&#039;&#039; - One of the program roms is a bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/lgp.c.html lgp] ==&lt;br /&gt;
Laserdisc game.  Has a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/littlerb.c.html littlerb] ==&lt;br /&gt;
Annoying VDP-like chip controlling access to video devices.  Commands not fully understood, correct readback of data just as important as writes as addresses etc. are stored and it affects future writes.  Runs through attract mode with bad graphics, but no guarantees are made that the sprite-list it&#039;s currently processing is in the right format, or the right place as everything is written through the &#039;VDP&#039; device.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ltcasino.c.html ltcasino] ==&lt;br /&gt;
&#039;&#039;&#039; ltcasinn &#039;&#039;&#039; - Missing inputs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/lucky74.c.html lucky74] ==&lt;br /&gt;
&#039;&#039;&#039; lucky74a &#039;&#039;&#039; -  The program ROM seems incomplete or encrypted in some smart way.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m10.c.html m10] ==&lt;br /&gt;
&#039;&#039;&#039; andromed, greenber, ipminvad1 &#039;&#039;&#039; - Incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m52.c.html m52] ==&lt;br /&gt;
&#039;&#039;&#039; alpha1v &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m72.c.html m72] ==&lt;br /&gt;
&#039;&#039;&#039; lohtb &#039;&#039;&#039; - The bootleg hardware is different to the original hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m92.c.html m92] ==&lt;br /&gt;
&#039;&#039;&#039; ppan &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m107.c.html m107] ==&lt;br /&gt;
&#039;&#039;&#039; kftgoal, wpksoc &#039;&#039;&#039; - Missing EEPROM hook-up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/macs.c.html macs] ==&lt;br /&gt;
&#039;&#039;&#039; macsbios &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mac2bios &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; kisekaem &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; kisekaeh &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cultname &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/magic10.c.html magic10] ==&lt;br /&gt;
&#039;&#039;&#039; hotslot, magic102, mcolors suprpool &#039;&#039;&#039; - Missing  dump of the internal rom of the HD6473308cp10.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/magicard.c.html magicard] ==&lt;br /&gt;
Missing emulation of the Philips CD-i system.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/magictg.c.html magictg] ==&lt;br /&gt;
Skeleton driver. Bad dump?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/malzak.c.html malzak] ==&lt;br /&gt;
&#039;&#039;&#039; malzak, malzak2 &#039;&#039;&#039; - Sprite collision detection doesn&#039;t fully work.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/maygay1b.c.html maygay1b] ==&lt;br /&gt;
Mechanical game imported from AGEMAME.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/maygayv1.c.html maygayv1] ==&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mazerbla.c.html mazerbla] ==&lt;br /&gt;
Uses a custom video controller which isn&#039;t fully understood.  Mazer Blazer appears to use an MM54104 &#039;Digitalker&#039; speech IC, however, the two speech ROMs are undumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mcr.c.html mcr] ==&lt;br /&gt;
&#039;&#039;&#039; nflfoot &#039;&#039;&#039; - CED-based disk game. Has gory Z80-based serial I/O interface that is not understood. The CED player interface is undocumented. A poor quality rip exists of the video (probably the best we will get). There is a second CED disk with different teams playing which we do not have access to.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mediagx.c.html mediagx] ==&lt;br /&gt;
Mainly just need the inputs hooked up, which are mapped to the parallel port via a JAMMA interface&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/megasys1.c.html megasys1] ==&lt;br /&gt;
&#039;&#039;&#039; edfbl, monkelf &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/megatech.c.html megatech] ==&lt;br /&gt;
Incorrect behavior at time out and there are some sms based games which aren&#039;t yet fully supported.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/merit.c.html merit] ==&lt;br /&gt;
&#039;&#039;&#039; dodge &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/meritm.c.html meritm] ==&lt;br /&gt;
&#039;&#039;&#039; megat5a &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/meritm.c.html meritm] ==&lt;br /&gt;
Skeleton driver. Extremely complex prototype hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/metro.c.html metro] ==&lt;br /&gt;
&#039;&#039;&#039; puzzlet &#039;&#039;&#039; - An unknown unemulated chip (probably a PIC) provides protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/midvunit.c.html midvunit] ==&lt;br /&gt;
&#039;&#039;&#039; offroadc &#039;&#039;&#039; - some calculation bug in the TMS32031 (I suspect) causes the clip plane to clip out a number of close polygons, most importantly your truck. As-is, the game is sort of playable, if you like some extra challenge.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/midzeus.c.html midzeus] ==&lt;br /&gt;
&#039;&#039;&#039; crusnexo, thegrid and clones &#039;&#039;&#039; - These Zeus II-based games use a proprietary 3D graphics chip that has no available documentation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mk4b &#039;&#039;&#039; - Early revision probably working on early revision hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/miniboy7.c.html miniboy7] ==&lt;br /&gt;
Bad dumps, pretty much no information available other than the dump, missing color prom.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/missile.c.html missile] ==&lt;br /&gt;
&#039;&#039;&#039; mcombat, mcombata &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mitchell.c.html mitchell] ==&lt;br /&gt;
&#039;&#039;&#039; pkladiesbl &#039;&#039;&#039; - Needs CPU &amp;quot;decrytpion&amp;quot; / ordering.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mlanding.c.html mlanding] ==&lt;br /&gt;
Almost working. Needs better communications, among other minor improvements.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/model1.c.html model1] ==&lt;br /&gt;
&#039;&#039;&#039; swa, wingwar, wingwara &#039;&#039;&#039; - Guesswork incomplete on the math copro dsp functions and program impossible to dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/model2.c.html model2] ==&lt;br /&gt;
Implementation of the 3D systems is either guesswork (Model 2, 2A) or incomplete (Model 2B, 2C).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/model3.c.html model3] ==&lt;br /&gt;
Driver is still preliminary. Most games boot and show something.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/monzagp.c.html monzagp] ==&lt;br /&gt;
Preliminary driver. Possibly missing a rom.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/moo.c.html moo] ==&lt;br /&gt;
&#039;&#039;&#039; moobl &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mpu4.c.html mpu4] ==&lt;br /&gt;
Mechanical games imported from AGEMAME.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mpu4drvr.c.html mpu4drvr] ==&lt;br /&gt;
The TODO in the driver mentions: Correctly implement characteriser protection for each game. Fix meter sense error when coining up in Team Challenge - different cabinet. Improve AVDC implementation, adding split-screen interrupts (needed for mid-screen palette changes). Hook up OKIM6376 sound in The Mating Game. Get the BwB games running - They have a slightly different 68k memory map. The 6850 is at e00000 and the 6840 is at e01000. Find out what causes the games to reset in service mode (see jump taken at CPU1:c8e8).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mpu5.c.html mpu5] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mquake.c.html mquake] ==&lt;br /&gt;
A complete mystery. The existing dumps are 100% confirmed. Test mode works. All remaining code is heavily encrypted. Even the original author the game doesn&#039;t recall any encryption, but it is definitely there. It is not done in software; all unencrypted code has been accounted for.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ms32.c.html ms32] ==&lt;br /&gt;
&#039;&#039;&#039; f1superb &#039;&#039;&#039; - The road is always rendered as straight. The game has a road layer and extra roms for it. There is an unknown maths DSP for protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/n8080.c.html n8080] ==&lt;br /&gt;
&#039;&#039;&#039; helifire, helifirea &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcops2.c.html namcops2] ==&lt;br /&gt;
Skeleton driver. PlayStation2 hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos10.c.html namcos10] ==&lt;br /&gt;
Incomplete dumps.  Hardware has very strange protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos11.c.html namcos11] ==&lt;br /&gt;
&#039;&#039;&#039; souledgea, souledge1, souledge1j &#039;&#039;&#039; - Random draw list corruption.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos12.c.html namcos12] ==&lt;br /&gt;
&#039;&#039;&#039; kaiunqz &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mdhorse &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tektagtb, tektagtc &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sws2000 &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sws2001 &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos21.c.html namcos21] ==&lt;br /&gt;
&#039;&#039;&#039; aircombj, aircombu &#039;&#039;&#039; - No polygons displayed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; driveyes &#039;&#039;&#039; - Uses 3 screens with dedicated board for each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; winrun, winrun91 &#039;&#039;&#039; - System 21 prototype hardware. Mostly work.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos22.c.html namcos22] ==&lt;br /&gt;
&#039;&#039;&#039; airco22b &#039;&#039;&#039; - boots but missing sprite clear DMA?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; alpin2ra &#039;&#039;&#039; - issues with step lock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cybrcomm &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; ridgera2 and clones&#039;&#039;&#039; - They POST but don&#039;t start.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tokyowar &#039;&#039;&#039; - missing sprite clear DMA? Or protection?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos23.c.html namcos23] ==&lt;br /&gt;
Many aspects of the hardware are not completely understood.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/naomi.c.html naomi] ==&lt;br /&gt;
Most games show something and some are playable, but emulation is still incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nbmj8688.c.html nbmj8688] ==&lt;br /&gt;
&#039;&#039;&#039; nightlov &#039;&#039;&#039; - Input problems.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nbmj8891.c.html nbmj8891] ==&lt;br /&gt;
&#039;&#039;&#039; hnageman, hnxmasev &#039;&#039;&#039; - Missing VHS dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nbmj8991.c.html nbmj8991] ==&lt;br /&gt;
&#039;&#039;&#039; av2mj1bb, av2mj2rg &#039;&#039;&#039; - Missing VHS dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/neodrvr.c.html neodrvr] ==&lt;br /&gt;
&#039;&#039;&#039; 98best44 &#039;&#039;&#039; - Neo Print system isn&#039;t emulated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; kog &#039;&#039;&#039; - Bootleg with different protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; ms5pcb &#039;&#039;&#039; - Missing program ROMs dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/neptunp2.c.html neptunp2] ==&lt;br /&gt;
Skeleton driver. Missing GFX ROMs dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nightgal.c.html nightgal] ==&lt;br /&gt;
&#039;&#039;&#039; ngalsumr, sexygal, sweetgal &#039;&#039;&#039; - Missing protection simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/norautp.c.html norautp] ==&lt;br /&gt;
&#039;&#039;&#039; dphl, dphla, dphljp, drhl, gtipoker, kimbldhl, smshilo &#039;&#039;&#039; - Missing interrupts for I8080 CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; bjpoker, kimblz80, noraut3a, noraut3b, norautu, norautua, norautub, pma &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; fastdrwp, dphlunka, dphlunkb &#039;&#039;&#039; - Hardware unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tpoker2 &#039;&#039;&#039; - Missing 68705 MCU dump / simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nss.c.html nss] ==&lt;br /&gt;
Menu system is only partially understood.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nwk-tr.c.html nwk-tr] ==&lt;br /&gt;
Driver is still in preliminary status.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nycaptor.c.html nycaptor] ==&lt;br /&gt;
&#039;&#039;&#039; cyclshtg &#039;&#039;&#039; - Missing (protection?) MCU dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/oneshot.c.html oneshot] ==&lt;br /&gt;
&#039;&#039;&#039; maddonnb &#039;&#039;&#039; - No program roms on this set.  GFX have misplaced tiles when used with other program roms, so this is a different license / revision. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/overdriv.c.html overdriv] ==&lt;br /&gt;
Driver has heavy graphic problems. Missing road (two unemulated K053250).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pangofun.c.html pangofun] ==&lt;br /&gt;
&#039;&#039;&#039; pangofun &#039;&#039;&#039; - PC based hardware, possibly bad / incomplete dump. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/panicr.c.html panicr] ==&lt;br /&gt;
Capable of reading back the background layout ROMs for collision, readback method isn&#039;t properly understood, so the game doesn&#039;t play correctly.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/paranoia.c.html paranoia] ==&lt;br /&gt;
Jamma interface is not emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pcat_dyn.c.html pcat_dyn] ==&lt;br /&gt;
PC hardware. Gets stuck on 640K DRAM banking, beeps endlessly once it gets to memory test.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pcat_nit.c.html pcat_nit] ==&lt;br /&gt;
PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pcxt.c.html pcxt] ==&lt;br /&gt;
&#039;&#039;&#039; tetriskr &#039;&#039;&#039; - Corrupt game graphics after some time of gameplay, caused by a wrong reading of the i/o $3c8 bit 1.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pgm.c.html pgm] ==&lt;br /&gt;
&#039;&#039;&#039; drgw2, drgw2j, olds, olds100, olds100a &#039;&#039;&#039; - Somewhat playable, but protection simulation isn&#039;t perfect yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; drgw3 and clones &#039;&#039;&#039; - DMA protection device non correctly emulated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; ddp2, ddp2a, dmnfrnt, dmnfrnta, dw2001, kov, kov115, kovj, kovplus, kovplusa, kov2p, kov2p205, kovshp, oldsplus, puzlstar, puzzli2, py2k2, svg, theglad, theglada &#039;&#039;&#039; - Need internal rom of IGS027A.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/phoenix.c.html phoenix] ==&lt;br /&gt;
&#039;&#039;&#039; fenix &#039;&#039;&#039; - Bootleg, to be checked closer. Dump is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/photoply.c.html photoply] ==&lt;br /&gt;
PC hardware. Possible CPU core bugs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pinkiri8.c.html pinkiri8] ==&lt;br /&gt;
Current blocker is the video emulation i/o ports, it looks somewhat exotic.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/plygonet.c.html plygonet] ==&lt;br /&gt;
Dsp56k CPU emulation needs to be completed.  Network interface needs to be worked out.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pntnpuzl.c.html pntnpuzl] ==&lt;br /&gt;
Skeleton-ish.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/poker72.c.html poker72] ==&lt;br /&gt;
Preliminary driver for an unknown poker game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/progolf.c.html progolf] ==&lt;br /&gt;
&#039;&#039;&#039; progolfa &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/psattack.c.html psattack] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/psychic5.c.html psychic5] ==&lt;br /&gt;
&#039;&#039;&#039; bombsa &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/quakeat.c.html quakeat] ==&lt;br /&gt;
Unknown PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/queen.c.html queen] ==&lt;br /&gt;
Unknown PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/quizpun2.c.html quizpun2] ==&lt;br /&gt;
It uses an unknown DIP40 device for protection, that supplies the address to jump to (same as mosaic.c) and handles the EEPROM.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/raiden2.c.html raiden2] ==&lt;br /&gt;
&#039;&#039;&#039; raiden2, raidndx, zeroteam, xsedae and clones &#039;&#039;&#039; - Complex Seibu COP2 protection + banking (probably linked to the protection) + sprites incompletely decrypted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nzerotea, r2dx_v33 &#039;&#039;&#039; - Complex Seibu COP3 protection + banking (probably linked to the protection) + sprites incompletely decrypted.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/rbmk.c.html rbmk] ==&lt;br /&gt;
Possibly missing MCU dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/rcorsair.c.html rcorsair] ==&lt;br /&gt;
Undumped program roms in epoxy block.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/redalert.c.html redalert] ==&lt;br /&gt;
&#039;&#039;&#039; demoneye &#039;&#039;&#039; - Missing 3rd graphic layer making level 2 impossible.  Unclear what the layer should show.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/rgum.c.html rgum] ==&lt;br /&gt;
Skeleton driver. There is a Big Black Box in the middle of the PCB (for encryption, or containing roms?).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/royalmah.c.html royalmah] ==&lt;br /&gt;
&#039;&#039;&#039; cafebrk, cafedoll, jansou, mjvegas, &#039;&#039;&#039; - Missing internal program rom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; janoh &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; janoha &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mjsenka, mjsiyoub, mjyarou &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mjtensin &#039;&#039;&#039; - Random crashes, related to interrupts.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sangho.c.html sangho] ==&lt;br /&gt;
&#039;&#039;&#039; pzlestar&#039;&#039;&#039; - MSX2 based hardware. Memory banking is wrong.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/savquest.c.html savquest] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sbugger.c.html sbugger] ==&lt;br /&gt;
&#039;&#039;&#039; sbugger &#039;&#039;&#039; - Bad dump, different revision to working set. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/scramble.c.html scramble] ==&lt;br /&gt;
&#039;&#039;&#039; conquer &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sderby.c.html sderby] ==&lt;br /&gt;
&#039;&#039;&#039; pmroulet &#039;&#039;&#039; - Protection MCU handles win rates etc.  Correct win behavior is critical to this gambling game functioning as expected, so simulation probably doesn&#039;t make sense.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/seattle.c.html seattle] ==&lt;br /&gt;
&#039;&#039;&#039; sfrushrk &#039;&#039;&#039; - Won&#039;t go in-game. Don&#039;t know why. Hangs after selecting your car.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segac2.c.html segac2] ==&lt;br /&gt;
&#039;&#039;&#039; pclubj, pclubjv2, pclubjv4, pclubjv5 &#039;&#039;&#039; - Need camera and printer handling.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segag80r.c.html segag80r] ==&lt;br /&gt;
&#039;&#039;&#039; astrob1 &#039;&#039;&#039; - Dies when you first start.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segahang.c.html segahang] ==&lt;br /&gt;
&#039;&#039;&#039; endurob2 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segald.c.html segald] ==&lt;br /&gt;
Laserdisc hardware.  Has a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segaorun.c.html segaorun] ==&lt;br /&gt;
&#039;&#039;&#039; shangon1 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; toutrun2 &#039;&#039;&#039; - Missing decryption key.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas16a.c.html segas16a] ==&lt;br /&gt;
&#039;&#039;&#039; wb35, wbr35a &#039;&#039;&#039; - Decryption key is bad.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas16b.c.html segas16b] ==&lt;br /&gt;
&#039;&#039;&#039; aceattac, altbeastj1, altbeastj2 &#039;&#039;&#039; - Missing decryption key.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas18.c.html segas18] ==&lt;br /&gt;
&#039;&#039;&#039; pontoon &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas24.c.html segas24] ==&lt;br /&gt;
&#039;&#039;&#039; sspirtfc &#039;&#039;&#039; - Missing floppy image.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sgmast &#039;&#039;&#039; - Missing decryption key.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas32.c.html segas32] ==&lt;br /&gt;
&#039;&#039;&#039; kokoroj2 &#039;&#039;&#039; - Unemulated CD board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; f1lap &#039;&#039;&#039; - Protection + Needs a minimum of 2 boards. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segaxbd.c.html segaxbd] ==&lt;br /&gt;
&#039;&#039;&#039; gprider &#039;&#039;&#039; - Program roms not dumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/seta.c.html seta] ==&lt;br /&gt;
&#039;&#039;&#039; inttoote &#039;&#039;&#039; - Unemulated protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; inttootea &#039;&#039;&#039; - Incomplete dump?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; setaroul &#039;&#039;&#039; - Prelimary emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sfbonus.c.html sfbonus] ==&lt;br /&gt;
&#039;&#039;&#039; amclink &#039;&#039;&#039; - &amp;quot;Game&amp;quot; function unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; fb6s1, fb6s2, fb6s3 &#039;&#039;&#039; - Missing reel graphics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; dvisland, fbdeluxe, funriver, funriverv, spooky, version4 &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sfcbox.c.html sfcbox] ==&lt;br /&gt;
Preliminary driver. SNES based.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sigmab52.c.html sigmab52] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/skeetsht.c.html skeetsht] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/skylncr.c.html skylncr] ==&lt;br /&gt;
&#039;&#039;&#039; leader &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/slapfght.c.html slapfght] ==&lt;br /&gt;
&#039;&#039;&#039; slapfigha &#039;&#039;&#039; - Undumped 68705 protection MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sms.c.html sms] ==&lt;br /&gt;
&#039;&#039;&#039; trvhanga &#039;&#039;&#039; - Missing questions roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/snesb.c.html snesb] ==&lt;br /&gt;
&#039;&#039;&#039; endless &#039;&#039;&#039; - Game isn&#039;t correctly decrypted yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/splash.c.html splash] ==&lt;br /&gt;
&#039;&#039;&#039; funystrp, puckpepl&#039;&#039;&#039; - Protection, controls eating of dots + other things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; rebus &#039;&#039;&#039; - Another protected Microhard game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/st0016.c.html st0016] ==&lt;br /&gt;
&#039;&#039;&#039; atamanot &#039;&#039;&#039; - Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/st0016.c.html st0016] ==&lt;br /&gt;
&#039;&#039;&#039; mayjinsn &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/statriv2.c.html statriv2] ==&lt;br /&gt;
&#039;&#039;&#039; cstripxi &#039;&#039;&#039; - Laserdisc game in need of laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; quaquiz2 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tripdraw &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/stepstag.c.html stepstag] ==&lt;br /&gt;
Incomplete frankendump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/strnskil.c.html strnskil] ==&lt;br /&gt;
&#039;&#039;&#039; banbam, pettanp &#039;&#039;&#039; - Protection MCU.. seems to be a data (or code?) ROM for it tho.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/stv.c.html stv] ==&lt;br /&gt;
&#039;&#039;&#039; decathlt &#039;&#039;&#039; - Funky DMA/decompression protection (reads gfx data via protection chip, descramble / decompress? scrambled registers).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; decathlt, decathlto, elandore, ffreveng, twcup98 &#039;&#039;&#039; - Protection. astrass suffers from it too, but it&#039;s kludged to work. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; findlove &#039;&#039;&#039; - Controls broken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; finlarch, smleague &#039;&#039;&#039; - Randomly hang / crash. They work with a ridiculous MDRV_INTERLEAVE number, might need strict SH-2 synching.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; magzun, techbowl, micrombc &#039;&#039;&#039; - I/O errors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nclubv3, pclub2, pclub3, pclubpok, stress &#039;&#039;&#039; - Unemulated printer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sfish2, sfish2j &#039;&#039;&#039; - CD handling broken.  Needs MPEG decoder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; vfremix &#039;&#039;&#039; - Texture upload issues in some cases, see source.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/subsino.c.html subsino] ==&lt;br /&gt;
&#039;&#039;&#039; mtrain &#039;&#039;&#039; - Runs on different hardware. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/suna8.c.html suna8] ==&lt;br /&gt;
&#039;&#039;&#039; brickzn, brickzn3, sparkman, starfigh &#039;&#039;&#039; - Protection / encryption (custom CPU modules containing Z80 + encryption logic).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/superdq.c.html superdq] ==&lt;br /&gt;
Laserdisc games. Works in theory, but is waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/system1.c.html system1] ==&lt;br /&gt;
&#039;&#039;&#039; shtngmst &#039;&#039;&#039; - Missing MCU dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/system16.c.html system16] ==&lt;br /&gt;
&#039;&#039;&#039; bayrouteb1 &#039;&#039;&#039; - Broken sprites (missing IRQ?).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; bayrouteb2, beautyb, dduxb1, eswatb1, fpointb1, fpointbj, goldnaxeb1, iqpipe, passshtb, passht4b, shinob1d, tturfb1, wb3bb1 &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taito_f3.c.html taito_f3] ==&lt;br /&gt;
&#039;&#039;&#039; bubsymphb &#039;&#039;&#039; - Bootleg on different hardware. Backgrounds don&#039;t show up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taito_o.c.html taito_o] ==&lt;br /&gt;
Driver still in preliminary stages. TODO: inputs (coins), NVRAM, sprite priorities, dips, interrupts (sources).ö&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taito_z.c.html taito_z] ==&lt;br /&gt;
&#039;&#039;&#039; racingb &#039;&#039;&#039; - Serious video emulation issues (raster irq?).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitoair.c.html taitoair] ==&lt;br /&gt;
Possible 320c25 bugs.  Possible m68k-c25 communication issues.  Not easy, the c25 code is hard to read, probably interesting.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitogn.c.html taitogn] ==&lt;br /&gt;
&#039;&#039;&#039; gobyrc, rcdego &#039;&#039;&#039; - Custom inputs need calibrating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nightrai &#039;&#039;&#039; - No background / enemy sprites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sianniv &#039;&#039;&#039; - IRQ at the wrong time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; zooo &#039;&#039;&#039; - Missing most of the playfield.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitojc.c.html taitojc] ==&lt;br /&gt;
&#039;&#039;&#039; dangcurv &#039;&#039;&#039; - Hangs on its DSP test. Needs correct controls hooking up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; dendeg, dendegx, dendeg2, dendeg2x &#039;&#039;&#039; - Hang / crash, various palette/textures problems. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; landgear &#039;&#039;&#039; - analog inputs don&#039;t work in-game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitopjc.c.html taitopjc] ==&lt;br /&gt;
Skeleton driver. Requires TLCS-900 CPU core to make progress.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitotz.c.html taitotz] ==&lt;br /&gt;
Skeleton driver. Requires TLCS-900 CPU core to make progress.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitowlf.c.html taitowlf] ==&lt;br /&gt;
Preliminary, PC+voodoo.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tank8.c.html tank8] ==&lt;br /&gt;
&#039;&#039;&#039; tank8a, tank8b, tank8c, tank8d &#039;&#039;&#039; - Bad / incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tattack.c.html tattack] ==&lt;br /&gt;
Preliminary, maybe protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tcl.c.html tcl] ==&lt;br /&gt;
Skeleton, decryption incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tehkanwc.c.html tehkanwc] ==&lt;br /&gt;
&#039;&#039;&#039; tehkanwcc &#039;&#039;&#039; - Bootleg with different inputs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tetrisp2.c.html tetrisp2] ==&lt;br /&gt;
&#039;&#039;&#039; nndmseal &#039;&#039;&#039; - Missing camera and printer emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/thayers.c.html thayers] ==&lt;br /&gt;
Laserdisc game. Works in theory, but is waiting for a good quality laserdisc dump.  Does have a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/thepit.c.html thepit] ==&lt;br /&gt;
&#039;&#039;&#039; zaryavos &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/thoop2.c.html thoop2] ==&lt;br /&gt;
Unemulated protection device with internal rom and suicide capabilities (DS5002FP).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/timeplt.c.html timeplt] ==&lt;br /&gt;
&#039;&#039;&#039; chkun &#039;&#039;&#039; - Runs on slightly different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/timetrv.c.html timetrv] ==&lt;br /&gt;
Needs laserdisc dump. Laserdisc player models used by this game are unemulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tmnt.c.html tmnt] ==&lt;br /&gt;
&#039;&#039;&#039; ssridersb &#039;&#039;&#039; - Bootleg on different hardware. Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/toaplan2.c.html toaplan2] ==&lt;br /&gt;
&#039;&#039;&#039; fixeight &#039;&#039;&#039; - Protection MCU supplies background data.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tokyocop.c.html tokyocop] ==&lt;br /&gt;
Skeleton driver. PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/toratora.c.html toratora] ==&lt;br /&gt;
Very strange, may be missing a rom, schematics available.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/trackfld.c.html trackfld] ==&lt;br /&gt;
&#039;&#039;&#039; trackfldnz &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/triforce.c.html triforce] ==&lt;br /&gt;
Skeleton driver. Needs Gamecube emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/trvmadns.c.html trvmadns] ==&lt;br /&gt;
Random hangs, probably due to incorrect question banking.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ttchamp.c.html ttchamp] ==&lt;br /&gt;
Skeleton-ish.  V30 based, Banking issues, PIC for protection? or sound?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/turrett.c.html turrett] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/twinkle.c.html twinkle] ==&lt;br /&gt;
Preliminary driver. TODO:  Sound (IDE DMA, finish communications), DVD, Harddrive, 16seg led font.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vamphalf.c.html vamphalf] ==&lt;br /&gt;
&#039;&#039;&#039; mrkicker &#039;&#039;&#039; - Hyperstone core bugs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vcombat.c.html vcombat] ==&lt;br /&gt;
Partially working driver.  Most of the memory maps for all four CPUs are complete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vega.c.html vega] ==&lt;br /&gt;
Rom dump is probably bad.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vegas.c.html vegas] ==&lt;br /&gt;
&#039;&#039;&#039; warfa &#039;&#039;&#039; - Something is wrong with the on-board ethernet chip emulation. If the chip is hacked out, the game boots, but that&#039;s not accurate. There were many rendering issues last time I checked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; roadburn &#039;&#039;&#039; - Sound board is different; with some manual fiddling, you can get it in-game, but it doesn&#039;t work particularly well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nbashowt, nbanfl &#039;&#039;&#039; - These Vegas games used a Voodoo Banshee video card. The current 3dfx voodoo emulation has some basic support for the Banshee, but it is pretty minimal. The tricky bit is that the Banshee (and later, the Voodoo 3) have integrated 2D and 3D capabilities, so we need to emulate at least part of a VGA controller in addition to the 3D. These boards also had some new features that require some addition internal reworking of the Voodoo driver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cartfury, sf2049, sf2049se, sf2049te &#039;&#039;&#039; - Voodoo 3-based, one step beyond the Voodoo Banshee problems.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vicdual.c.html vicdual] ==&lt;br /&gt;
&#039;&#039;&#039; headonsa, headon2s &#039;&#039;&#039; - Won&#039;t coin up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/viper.c.html viper] ==&lt;br /&gt;
Skeleton driver, PPC+voodoo.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vp101.c.html vp101] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vpoker.c.html vpoker] ==&lt;br /&gt;
Needs 6840PTM hook-up, I/Os and sound emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vsnes.c.html vsnes] ==&lt;br /&gt;
&#039;&#039;&#039; smgolfb &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&#039;&#039;&#039; suprmriobl, suprmriobl2 &#039;&#039;&#039; - Bootleg with extra Z80.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wgp.c.html wgp] ==&lt;br /&gt;
Recently demoted to not working status.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wheelfir.c.html wheelfir] ==&lt;br /&gt;
Extensive TODO list on top of driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/williams.c.html williams] ==&lt;br /&gt;
&#039;&#039;&#039; defndjeu, tornado2 &#039;&#039;&#039; - Bad dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wldarrow.c.html wldarrow] ==&lt;br /&gt;
&#039;&#039;&#039; mdrawpkr, mdrawpkra &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wwfsstar.c.html wwfsstar] ==&lt;br /&gt;
&#039;&#039;&#039; wwfsstaj &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/zn.c.html zn] ==&lt;br /&gt;
&#039;&#039;&#039; bam2 &#039;&#039;&#039; - Lacks music (which streams from a hard disk under the control of an H8/3644 MCU).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; beastrzb &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; glpracr2, glpracr2j, glpracr2l &#039;&#039;&#039; - Lock up when starting a game/entering test mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nbajamex &#039;&#039;&#039; - Black screen. Wrong banking?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; primrag2 &#039;&#039;&#039; - Locks up when starting a game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/zr107.c.html zr107] ==&lt;br /&gt;
&#039;&#039;&#039; waveshrk &#039;&#039;&#039; - Uses the lower board from GTI Club (GN678), and a ZR107(PWB(A)300769A top board.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=MNW&amp;diff=3358</id>
		<title>MNW</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=MNW&amp;diff=3358"/>
		<updated>2010-09-22T15:41:00Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* [http://mamedev.org/source/src/mame/drivers/namcos23.c.html namcos23] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This page is designed to allow for a quick look over all the drivers with a GAME_NOT_WORKING flag by giving, as much as possible, an idea on the amount of effort needed to fix them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/2mindril.c.html 2mindril] ==&lt;br /&gt;
Missing working simulation of the sensors.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/39in1.c.html 39in1] ==&lt;br /&gt;
&#039;&#039;&#039; 48in1, 48in1a &#039;&#039;&#039; - Games other than 39in1 on this hardware have substantially harder protection and are double-encrypted in a way that would be very difficult to emulate.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/3super8.c.html 3super8] ==&lt;br /&gt;
Skeleton driver. GFX / Sound roms are bad and the PIC isn&#039;t dumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/4roses.c.html 4roses] ==&lt;br /&gt;
&#039;&#039;&#039; 4roses, 4rosesa &#039;&#039;&#039; - Skeleton driver. The program rom is encrypted and it has an undumped MCU which needs decapping or simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/8080bw.c.html 8080bw] ==&lt;br /&gt;
&#039;&#039;&#039; modelr &#039;&#039;&#039; - Some issues with inputs and the shifter emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/86lions.c.html 86lions] ==&lt;br /&gt;
The inputs aren&#039;t fully understood yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/acefruit.c.html acefruit] ==&lt;br /&gt;
&#039;&#039;&#039; acefruit &#039;&#039;&#039; - Inputs aren&#039;t fully understood. The real title of the game is unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; starspnr &#039;&#039;&#039; - Most likely needs a redump of the program ROMs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/acommand.c.html acommand] ==&lt;br /&gt;
&#039;&#039;&#039; acommand &#039;&#039;&#039; - Inputs aren&#039;t fully understood.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/adp.c.html adp] ==&lt;br /&gt;
Skeleton driver.  Todo: &amp;quot;Almost everything.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/aleck64.c.html aleck64] ==&lt;br /&gt;
&#039;&#039;&#039; 11beat, doncdoon, hipai, kurufev, mayjin3, mtetrisc, srmvs, twrshaft &#039;&#039;&#039; - Incomplete N&amp;amp;4 hardware emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/alg.c.html alg] ==&lt;br /&gt;
Laserdisc games. They all work in theory, but are waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/alpha68k.c.html alpha68k] ==&lt;br /&gt;
&#039;&#039;&#039; goldmedb &#039;&#039;&#039; - It uses a 68705 in place of the Alpha controller.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/amaticmg.c.html amaticmg] ==&lt;br /&gt;
Program ROMs need to be decrypted and CPU is custom / unidentified.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ampoker2.c.html ampoker2] ==&lt;br /&gt;
&#039;&#039;&#039; piccolop &#039;&#039;&#039; - Ends in an infinite loop.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/arcadia.c.html arcadia] ==&lt;br /&gt;
&#039;&#039;&#039; ar_dart2 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/aristmk4.c.html aristmk4] ==&lt;br /&gt;
&#039;&#039;&#039; eforest &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/aristmk5.c.html aristmk5] ==&lt;br /&gt;
Hardware differences from the base Acorn Archimedes are not fully understood yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/armedf.c.html armedf] ==&lt;br /&gt;
&#039;&#039;&#039; terrafb &#039;&#039;&#039; - This bootleg runs on slightly modified hardware which need proper emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/astrocde.c.html astrocde] ==&lt;br /&gt;
&#039;&#039;&#039; tenpindx &#039;&#039;&#039; - This game used a physical hockey puck which the player slid down the bowling alley. Sensors on the other end picked up the location and velocity of the puck and simulated the pin behavior. Requires simulation of this input interface in order to be considered working.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/astrocorp.c.html astrocorp] ==&lt;br /&gt;
&#039;&#039;&#039; winbingo, winbingoa, zoo &#039;&#039;&#039; - These games need decryption.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/atarigx2.c.html atarigx2] ==&lt;br /&gt;
All of these games suffer from some advanced protection that affects them in different ways. Through some magic accesses in memory, data can be decrypted using some special key sequences that are not entirely understood. It might be possible to find all possible data sources, run them through the decryption process on the real PCB, and then encode that information in the driver, but it is tedious work at best. Below is the status of each game:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; motofren &#039;&#039;&#039; - Has some obvious gameplay glitches. Not much work has been done to understand the protection on this one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; spclords &#039;&#039;&#039; - Has had some of its data decrypted, which is why the palette during attract mode looks ok. But in game there are many problems lurking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; rrreveng &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/badlands.c.html badlands] ==&lt;br /&gt;
&#039;&#039;&#039; badlandb &#039;&#039;&#039; - This bootleg runs on heavily modified hardware and needs a redump of 2 roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfcobra.c.html bfcobra] ==&lt;br /&gt;
&#039;&#039;&#039; beeline &#039;&#039;&#039; - Missing floppy disk image.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; inquiztr &#039;&#039;&#039; - Missing floppy disk image.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfm_sc1.c.html bfm_sc1] ==&lt;br /&gt;
Driver under heavy construction.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfm_sc2.c.html bfm_sc2] ==&lt;br /&gt;
&#039;&#039;&#039; m_bcgslm, m_brkfst and clones, m_bfocus, m_cpeno1, m_luvjob &#039;&#039;&#039; - Mechanical games imported from AgeMame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; quintond &#039;&#039;&#039; - Missing emulation of RS232 data  link device (see BACTA Datapak specs for more info).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfmsys85.c.html bfmsys85] ==&lt;br /&gt;
Driver imported from AgeMame.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bigfghtr.c.html bigfghtr] ==&lt;br /&gt;
Protection MCUs need decapping / simulation. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bingoc.c.html bingoc] ==&lt;br /&gt;
Missing terminal roms. Sound banking could be wrong. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bingor.c.html bingor] ==&lt;br /&gt;
Protection problems?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/blackt96.c.html blackt96] ==&lt;br /&gt;
Tilemap decoding is wrong.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/blitz.c.html blitz] ==&lt;br /&gt;
There is an undumped 68705 MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/btime.c.html btime] ==&lt;br /&gt;
&#039;&#039;&#039; tisland &#039;&#039;&#039; - Needs to be decrypted.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bublbobl.c.html bublbobl] ==&lt;br /&gt;
&#039;&#039;&#039; tokio, tokiou &#039;&#039;&#039; - Protection MCUs need decapping / simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/buster.c.html buster] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cabaret.c.html cabaret] ==&lt;br /&gt;
Not fully playable beacuse of some pitfalls.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/calchase.c.html calchase] ==&lt;br /&gt;
PC hardware needs more work.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/calomega.c.html calomega] ==&lt;br /&gt;
Some bad/incomplete dumps and some hardware features are not correctly emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cb2001.c.html cb2001] ==&lt;br /&gt;
Encrypted CPU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cchance.c.html cchance] ==&lt;br /&gt;
Imperfect hopper emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cclimber.c.html cclimber] ==&lt;br /&gt;
&#039;&#039;&#039; bagmanf &#039;&#039;&#039; - Botleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cdi.c.html cdi] ==&lt;br /&gt;
Suffers from incomplete simulation of the SLAVE and CDIC MCUs.  Decapping would help.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cham24.c.html cham24] ==&lt;br /&gt;
Missing coins and timer due to unemulated Amtel MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/champbas.c.html champbas] ==&lt;br /&gt;
&#039;&#039;&#039; champbb2a &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; champbb2j &#039;&#039;&#039; - Slightly different hardware?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/chihiro.c.html chihiro] ==&lt;br /&gt;
Skeleton driver. Needs i386 protected-mode and Xbox hardware emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cliffhgr.c.html cliffhgr] ==&lt;br /&gt;
&#039;&#039;&#039; goaltogo &#039;&#039;&#039; - Laserdisc game. Works in theory, but is waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cmmb.c.html cmmb] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cninja.c.html cninja] ==&lt;br /&gt;
&#039;&#039;&#039; cninjabl &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cntsteer.c.html cntsteer] ==&lt;br /&gt;
&#039;&#039;&#039; cntsteer &#039;&#039;&#039; - Needs better understanding of the communications and correct ROZ layer implementation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; gekitsui, zerotrgt &#039;&#039;&#039; - Need better ROZ layer implementation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/coinmstr.c.html coinmstr] ==&lt;br /&gt;
&#039;&#039;&#039; supnudg2 &#039;&#039;&#039; - Incomplete protection simulation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; trailblz &#039;&#039;&#039; - Question roms aren&#039;t dumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/coinmvga.c.html coinmvga] ==&lt;br /&gt;
Interrupt generation is unknown and touch screen needs to be hooked up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/comebaby.c.html comebaby] ==&lt;br /&gt;
Skeleton driver. Game runs on a Pentium (I/II/III?) class machine running Windows 98!&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/coolridr.c.html coolridr] ==&lt;br /&gt;
Skeleton driver. Uses SH2 + SH1, 68k etc. Dual screen game, plays like a cheap korean rip-off of Outrunners (suspected to be recompiled from the same code ;p). CPU comms don&#039;t make sense, interrupts don&#039;t make sense.. somebody mentioned that the SH1 has &#039;extra&#039; features, but according to dox it&#039;s plain sh1, and the sh2 core should be 100% backwards compatible. it SHOULD be possible to get this working, or at least doing something more and would be a good / interesting project for somebody.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cop01.c.html cop01] ==&lt;br /&gt;
&#039;&#039;&#039; mightguy &#039;&#039;&#039; - Protection not emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cps1.c.html cps1] ==&lt;br /&gt;
&#039;&#039;&#039; captcommb, dinohunt, dinopic, dinopic2, knightsb, punipic, punipic2, punipic3, sf2m1, sf2m3, sf2mdt &#039;&#039;&#039; - Bootlegs which run on different hardware, which needs to be correctly implemented.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cps2.c.html cps2] ==&lt;br /&gt;
&#039;&#039;&#039; gigamn2 &#039;&#039;&#039; - A bootleg which runs on different hardware. Dump is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cps3.c.html cps3] ==&lt;br /&gt;
&#039;&#039;&#039; redeartn &#039;&#039;&#039; - Missing nocd bios dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/crystal.c.html crystal] ==&lt;br /&gt;
&#039;&#039;&#039; officeye, topbladv &#039;&#039;&#039; - Protection PICs have been dumped but there isn&#039;t a pic16c727 core yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cshooter.c.html cshooter] ==&lt;br /&gt;
GFX roms in black &#039;blobs&#039; (Dox working on it)&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cybertnk.c.html cybertnk] ==&lt;br /&gt;
Sprite emulation is incorrect (very likely that it can do zooming), road emulation, tilemap scrolling, color banking, inputs dont&#039;t seem to work in game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cyclemb.c.html cyclemb] ==&lt;br /&gt;
Needs decap or simulation of the 2 MCUs (8741).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/darkhors.c.html darkhors] ==&lt;br /&gt;
&#039;&#039;&#039; jclub2, jclub2o &#039;&#039;&#039; - Graphics seem to be compressed and aren&#039;t fully decoded yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dblewing.c.html dblewing] ==&lt;br /&gt;
Protection simulation is pretty advanced, but still incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ddenlovr.c.html ddenlovr] ==&lt;br /&gt;
&#039;&#039;&#039; quizchq, quizchql &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ddragon.c.html ddragon] ==&lt;br /&gt;
&#039;&#039;&#039; ddragon6809, ddragon6809a &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ddz.c.html ddz] ==&lt;br /&gt;
&#039;&#039;&#039; ddz &#039;&#039;&#039; - Skeleton driver. Hardware similar to crystal.c. Roms appear to be encrypted / scrambled.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dec0.c.html dec0] ==&lt;br /&gt;
&#039;&#039;&#039; automat, ffantasybl, secretab &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deco32.c.html deco32] ==&lt;br /&gt;
&#039;&#039;&#039; lockload, lockloadu  &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deco_ld.c.html deco_ld] ==&lt;br /&gt;
The driver needs better video e I/O emulation, laserdisc hook-ups.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deco_mlc.c.html deco_mlc] ==&lt;br /&gt;
&#039;&#039;&#039; stadhr96, stadhr96a &#039;&#039;&#039; - Protection isn&#039;t fully simulated and they seem to require raster IRQ video update support.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/decocass.c.html decocass] ==&lt;br /&gt;
&#039;&#039;&#039; ctisland3 &#039;&#039;&#039; - Different bitswap?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cexplore &#039;&#039;&#039; - Mssing rom dump from overlay PCB.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cgraplop2 &#039;&#039;&#039; - Wrong dongle?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deshoros.c.html deshoros] ==&lt;br /&gt;
Needs graphics emulation through artwork system and printer emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dlair.c.html dlair] ==&lt;br /&gt;
Laserdisc games. Work in theory, but are waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dmndrby.c.html dmndrby] ==&lt;br /&gt;
Electrocoin on snk hardware.  Needs better video emulation. Enters service mode while attract mode is running.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/drw80pkr.c.html drw80pkr] ==&lt;br /&gt;
Driver shows something, but emulation is still incomplete. I8039 based CPU with CRTC6845 video and AY8910 sound.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dwarfd.c.html dwarfd] ==&lt;br /&gt;
&#039;&#039;&#039; qc, quarterh and clones &#039;&#039;&#039; - Missing laserdisc dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dynax.c.html dynax] ==&lt;br /&gt;
&#039;&#039;&#039; majrjhdx, tenkai2b, tenkaid &#039;&#039;&#039; - Missing dump of the internal rom of the TMP91640.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/epos.c.html epos] ==&lt;br /&gt;
&#039;&#039;&#039; catapult, revenger &#039;&#039;&#039; - Bad dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ertictac.c.html ertictac] ==&lt;br /&gt;
&#039;&#039;&#039; poizone &#039;&#039;&#039; - ARM core bugs causes it to crash at some point.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/esh.c.html esh] ==&lt;br /&gt;
Laserdisc game. Works in theory, but is waiting for a good quality laserdisc dump.  Does have a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/f1gp.c.html f1gp] ==&lt;br /&gt;
&#039;&#039;&#039; f1gpb &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/fcrash.c.html fcrash] ==&lt;br /&gt;
&#039;&#039;&#039; kodb &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/firebeat.c.html firebeat] ==&lt;br /&gt;
Driver is incomplete. Missing MIDI card emulation, video emulation problems..&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/fortecar.c.html fortecar] ==&lt;br /&gt;
Missing banckswitching, inputs, ..&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/freekick.c.html freekick] ==&lt;br /&gt;
&#039;&#039;&#039; freekick, countrun &#039;&#039;&#039; - Main program inside of custom CPU block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; countrb2 &#039;&#039;&#039; - Possible bad dump, or encrypted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; gigas &#039;&#039;&#039; - One of the program roms is a bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/funworld.c.html funworld] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; royalcrdf, royalcrdp &#039;&#039;&#039; - Encrypted. Seems to use an epoxy block with CPU + extras (ICs, TTL, etc) to manage the encryption.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; jokercrd &#039;&#039;&#039; - Totaly encrypted. This game use a Funworld custom CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; magicd2a &#039;&#039;&#039; - CPU issues. This game use a slightly modified instructions set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; magicd2b &#039;&#039;&#039; - CPU issues. This game use a slightly modified instructions set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mongolnw &#039;&#039;&#039; - Need to hook the missing microcontroller (TSC87C52-16CB) to emulate this game properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; multiwin &#039;&#039;&#039; - Encrypted with unidentified CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; soccernw &#039;&#039;&#039; - Need to hook the missing microcontroller (TSC87C52-16CB) to emulate this game properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; saloon &#039;&#039;&#039; - This game is totally encrypted. No PIAs to drive I/O.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gaelco2.c.html gaelco2] ==&lt;br /&gt;
&#039;&#039;&#039; aligator, touchgo, touchgoe, touchgon, wrally2 &#039;&#039;&#039; - Unemulated protection device with internal rom and suicide capabilities (DS5002FP). There&#039;s an unprotected versions of Alligator Hunt and it might be possible to simulate the protection in the protected version, but it isn&#039;t easy, looks like MCU may provide ROM patches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; snowboar, snowboara &#039;&#039;&#039; - Unemulated protection device (Lattice IspLSI 1016-80LJ)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; grtesoro &#039;&#039;&#039; - Unemulated protection device with internal rom and suicide capabilities (DS5002FP). Badly dumped program roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gaiden.c.html gaiden] ==&lt;br /&gt;
&#039;&#039;&#039; mastninj &#039;&#039;&#039; - Sprites, sound and y-scroll need fixing.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gal3.c.html gal3] ==&lt;br /&gt;
In need of laserdisc dump. Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galaxia.c.html galaxia] ==&lt;br /&gt;
&#039;&#039;&#039; galaxia &#039;&#039;&#039; - Skeleton driver.  It&#039;s a galaxian rip-off on a custom board with CVS-like hardware IIRC (Haze).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galaxold.c.html galaxold] ==&lt;br /&gt;
&#039;&#039;&#039; harem &#039;&#039;&#039; - One of the program roms is badly dumped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; trvchlng &#039;&#039;&#039; - Questions roms aren&#039;t dumped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; vstars &#039;&#039;&#039; - Encrypted?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galdrvr.c.html galdrvr] ==&lt;br /&gt;
&#039;&#039;&#039; dingoe &#039;&#039;&#039; - Probable bad dump and encryption.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; monsterz &#039;&#039;&#039; - Unemulated protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; scorpiona, skelagon, supergx &#039;&#039;&#039; - Bad dumps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tenspot &#039;&#039;&#039; - Menu isn&#039;t working yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; warofbugg &#039;&#039;&#039; - Bootleg on slightly different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galivan.c.html galivan] ==&lt;br /&gt;
&#039;&#039;&#039; youmab, youmab2 &#039;&#039;&#039; - Weird bootlegs, who knows.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galpani2.c.html galpani2] ==&lt;br /&gt;
Kaneko protection MCU with internal rom, managing CPU comms.  Decap should possible, should be the same for all games / sets.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gamecstl.c.html gamecstl] ==&lt;br /&gt;
&#039;Modern&#039; PC Hardware running a MAME bootleg.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/getrivia.c.html getrivia] ==&lt;br /&gt;
&#039;&#039;&#039; jokpokera &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ggconnie.c.html ggconnie] ==&lt;br /&gt;
Preliminary driver. Hardware is PC-Engine based.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ghosteo.c.html ghosteo] ==&lt;br /&gt;
Uses a fairly recent ARM based chip.  Almost a skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gladiatr.c.html gladiatr] ==&lt;br /&gt;
&#039;&#039;&#039; ppking &#039;&#039;&#039; - Missing MCU dump or simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/glass.c.html glass] ==&lt;br /&gt;
Unemulated protection device with internal rom and suicide capabilities (DS5002FP).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/goldngam.c.html goldngam] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/goldnpkr.c.html goldnpkr] ==&lt;br /&gt;
&#039;&#039;&#039; royale, royale &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; witchcde &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; witchcrd &#039;&#039;&#039; - Unknown protection device.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/goldstar.c.html goldstar] ==&lt;br /&gt;
&#039;&#039;&#039; cb3c &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cmast92 &#039;&#039;&#039; - Graphics ROMs aren&#039;t dumped yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cmasterbv, cmv4a &#039;&#039;&#039; - Missing switch between normal and &amp;quot;stealth&amp;quot; game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; jkrmast, pkrmast, prkmasta &#039;&#039;&#039; - Incomplete dumps and probably encrypted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mtonic &#039;&#039;&#039; - Unidentified CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nfm &#039;&#039;&#039; - Some roms don&#039;t seem to belong to the dumped set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; unkch1, unkch2, unkch3, unkch4 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gpworld.c.html gpworld] ==&lt;br /&gt;
Laserdisc hardware. Works in theory, but is waiting for a good quality laserdisc dump.  Does have a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gstriker.c.html gstriker] ==&lt;br /&gt;
&#039;&#039;&#039; twcup94, twcup94a, vgoalsoc, vgoalsoca &#039;&#039;&#039;Tecmo MCU providing jump addresses etc.  Has direct access to entire CPU bus, prevents code modification (MCU writes &#039;ROM ERROR&#039; if you change ROM).  ROZ pitch difficult to understand.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gticlub.c.html gticlub] ==&lt;br /&gt;
Driver is still in preliminary status. Most games show something and/or are somewhat playable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/guab.c.html guab] ==&lt;br /&gt;
&#039;&#039;&#039; crisscrs &#039;&#039;&#039; - Missing disk image dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gumbo.c.html gumbo] ==&lt;br /&gt;
&#039;&#039;&#039; mspuzzlen &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gunpey.c.html gunpey] ==&lt;br /&gt;
Complex video chip, supports compressed graphics formats etc. Skeleton driver, work has been done, but no good progress made.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/harddriv.c.html harddriv] ==&lt;br /&gt;
&#039;&#039;&#039; harddriv1 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; racedrv1, racedrv2, racedrivb1, racedrivc1, racedrivc2, racedrivg1, racedrivpan &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; steeltalp &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; hdrivairp &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hikaru.c.html hikaru] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hitpoker.c.html hitpoker] ==&lt;br /&gt;
Protection: needs dumping or simulating PIC.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hng64.c.html hng64] ==&lt;br /&gt;
The I/O CPU is a protected MCU.  There is some thought that the games uses this as a protection device. See driver notes for in depth todo/status report.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/homedata.c.html homedata] ==&lt;br /&gt;
&#039;&#039;&#039; mirderby &#039;&#039;&#039; - Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hornet.c.html hornet] ==&lt;br /&gt;
Driver is still in preliminary status. Most games show something and/or are somewhat playable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sscope, sscopea, sscope2 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; terabrst, terabrsta &#039;&#039;&#039; - Missing gun emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hotstuff.c.html hotstuff] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hshavoc.c.html hshavoc] ==&lt;br /&gt;
Genesis hardware, but uses a PIC to control state based encryption.  All the code that matches the Megadrive version has been decrypted, but the extra code (startup code, coins etc.) appears to have some annoying extra encryption.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hvyunit.c.html hvyunit] ==&lt;br /&gt;
Protection simulation is incomplete. The MCU was recently decapped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs009.c.html igs009] ==&lt;br /&gt;
&#039;&#039;&#039; gp98 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; jingbell &#039;&#039;&#039; - Protection simulation is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs011.c.html igs011] ==&lt;br /&gt;
&#039;&#039;&#039; nkishusp &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs017.c.html igs017] ==&lt;br /&gt;
All games but sdmg2 and mgdh suffer from incomplete protection simulation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tarzan, tarzana, starzan &#039;&#039;&#039; - Incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tjsb &#039;&#039;&#039; Sprites decryption is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs_m027.c.html igs_m027] ==&lt;br /&gt;
Main program / boot code in (currently undumpable) MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igspoker.c.html igspoker] ==&lt;br /&gt;
&#039;&#039;&#039; stellecu &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ilpag.c.html ilpag] ==&lt;br /&gt;
Undumpable MCUs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/intrscti.c.html intrscti] ==&lt;br /&gt;
Probably missing code in epoxy block.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ironhors.c.html ironhors] ==&lt;br /&gt;
&#039;&#039;&#039; farwest &#039;&#039;&#039; - Bootleg running on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/istellar.c.html istellar] ==&lt;br /&gt;
Laserdisc game.  Has a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/itgambl2.c.html itgambl2] ==&lt;br /&gt;
Italian Gambling games based on H8/3337 MCU. Internal ROM is currently undumpable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/itgambl3.c.html itgambl3] ==&lt;br /&gt;
Italian Gambling games based on Mitsubishi (Renesas) M16C MCU family. Internal ROM is currently undumpable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/itgamble.c.html itgamble] ==&lt;br /&gt;
Mostly Italian Gambling games mostly based on H8/3048 MCU. Internal ROM is currently undumpable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jackpool.c.html jackpool] ==&lt;br /&gt;
Needs better understanding of the master/slave communications, better EEPROM and NVRAM hook-up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jangou.c.html jangou] ==&lt;br /&gt;
&#039;&#039;&#039; luckygrl &#039;&#039;&#039; - Encrypted program roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jokrwild.c.html jokrwild] ==&lt;br /&gt;
Missing random number generator, inputs and sound.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jpmimpct.c.html jpmimpct] ==&lt;br /&gt;
&#039;&#039;&#039; m_tbirds &#039;&#039;&#039; - Mechanical game imported from AGEMAME.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jubilee.c.html jubilee] ==&lt;br /&gt;
Preliminary driver. Needs better memory map, correct video RAM offset, CRT controller hook up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kingdrby.c.html kingdrby] ==&lt;br /&gt;
&#039;&#039;&#039; cowrace &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kinst.c.html kinst] ==&lt;br /&gt;
&#039;&#039;&#039; kinst2k3, kinst2k4 &#039;&#039;&#039; - Upgrade kits.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/koftball.c.html koftball] ==&lt;br /&gt;
Incomplete protection simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/konamigv.c.html konamigv] ==&lt;br /&gt;
&#039;&#039;&#039; btchamp, kdeadeye, tokimosh, tokimosp &#039;&#039;&#039; - All games on this system suffer from a corner case involving audio track playback in the SCSI CD-ROM emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/konamigx.c.html konamigx] ==&lt;br /&gt;
&#039;&#039;&#039; ggreats2, opengolf, opengolf2, racinfrc, racinfrcu &#039;&#039;&#039; - These games use a special ROZ layer generated by the &amp;quot;PSAC4&amp;quot; custom IC which appears to include a height map.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/konamim2.c.html konamim2] ==&lt;br /&gt;
Preliminary driver, needs overall better emulation of the M2 system.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kongambl.c.html kongambl] ==&lt;br /&gt;
Skeleton driver for mostly unknown hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kopunch.c.html kopunch] ==&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ksys573.c.html ksys573] ==&lt;br /&gt;
Game suffer from incomplete PSX-based hardware emulation and some are missing emulation of the external digital sound and I/O board.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kungfur.c.html kungfur] ==&lt;br /&gt;
Missing inputs and lamps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/laserbas.c.html laserbas] ==&lt;br /&gt;
Jaleco-like protection device.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/laserbat.c.html laserbat] ==&lt;br /&gt;
&#039;&#039;&#039; catnmousa &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/legionna.c.html legionna] ==&lt;br /&gt;
Complex Seibu &#039;COP&#039; protection device. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/leland.c.html leland] ==&lt;br /&gt;
&#039;&#039;&#039; aafbb &#039;&#039;&#039; - One of the program roms is a bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/lgp.c.html lgp] ==&lt;br /&gt;
Laserdisc game.  Has a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/littlerb.c.html littlerb] ==&lt;br /&gt;
Annoying VDP-like chip controlling access to video devices.  Commands not fully understood, correct readback of data just as important as writes as addresses etc. are stored and it affects future writes.  Runs through attract mode with bad graphics, but no guarantees are made that the sprite-list it&#039;s currently processing is in the right format, or the right place as everything is written through the &#039;VDP&#039; device.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ltcasino.c.html ltcasino] ==&lt;br /&gt;
&#039;&#039;&#039; ltcasinn &#039;&#039;&#039; - Missing inputs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/lucky74.c.html lucky74] ==&lt;br /&gt;
&#039;&#039;&#039; lucky74a &#039;&#039;&#039; -  The program ROM seems incomplete or encrypted in some smart way.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m10.c.html m10] ==&lt;br /&gt;
&#039;&#039;&#039; andromed, greenber, ipminvad1 &#039;&#039;&#039; - Incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m52.c.html m52] ==&lt;br /&gt;
&#039;&#039;&#039; alpha1v &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m72.c.html m72] ==&lt;br /&gt;
&#039;&#039;&#039; lohtb &#039;&#039;&#039; - The bootleg hardware is different to the original hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m92.c.html m92] ==&lt;br /&gt;
&#039;&#039;&#039; ppan &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m107.c.html m107] ==&lt;br /&gt;
&#039;&#039;&#039; kftgoal, wpksoc &#039;&#039;&#039; - Missing EEPROM hook-up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/macs.c.html macs] ==&lt;br /&gt;
&#039;&#039;&#039; macsbios &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mac2bios &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; kisekaem &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; kisekaeh &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cultname &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/magic10.c.html magic10] ==&lt;br /&gt;
&#039;&#039;&#039; hotslot, magic102, mcolors suprpool &#039;&#039;&#039; - Missing  dump of the internal rom of the HD6473308cp10.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/magicard.c.html magicard] ==&lt;br /&gt;
Missing emulation of the Philips CD-i system.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/magictg.c.html magictg] ==&lt;br /&gt;
Skeleton driver. Bad dump?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/malzak.c.html malzak] ==&lt;br /&gt;
&#039;&#039;&#039; malzak, malzak2 &#039;&#039;&#039; - Sprite collision detection doesn&#039;t fully work.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/maygay1b.c.html maygay1b] ==&lt;br /&gt;
Mechanical game imported from AGEMAME.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/maygayv1.c.html maygayv1] ==&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mazerbla.c.html mazerbla] ==&lt;br /&gt;
Uses a custom video controller which isn&#039;t fully understood.  Mazer Blazer appears to use an MM54104 &#039;Digitalker&#039; speech IC, however, the two speech ROMs are undumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mcr.c.html mcr] ==&lt;br /&gt;
&#039;&#039;&#039; nflfoot &#039;&#039;&#039; - CED-based disk game. Has gory Z80-based serial I/O interface that is not understood. The CED player interface is undocumented. A poor quality rip exists of the video (probably the best we will get). There is a second CED disk with different teams playing which we do not have access to.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mediagx.c.html mediagx] ==&lt;br /&gt;
Mainly just need the inputs hooked up, which are mapped to the parallel port via a JAMMA interface&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/megasys1.c.html megasys1] ==&lt;br /&gt;
&#039;&#039;&#039; edfbl, monkelf &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/megatech.c.html megatech] ==&lt;br /&gt;
Incorrect behavior at time out and there are some sms based games which aren&#039;t yet fully supported.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/merit.c.html merit] ==&lt;br /&gt;
&#039;&#039;&#039; dodge &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/meritm.c.html meritm] ==&lt;br /&gt;
&#039;&#039;&#039; megat5a &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/meritm.c.html meritm] ==&lt;br /&gt;
Skeleton driver. Extremely complex prototype hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/metro.c.html metro] ==&lt;br /&gt;
&#039;&#039;&#039; puzzlet &#039;&#039;&#039; - An unknown unemulated chip (probably a PIC) provides protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/midvunit.c.html midvunit] ==&lt;br /&gt;
&#039;&#039;&#039; offroadc &#039;&#039;&#039; - some calculation bug in the TMS32031 (I suspect) causes the clip plane to clip out a number of close polygons, most importantly your truck. As-is, the game is sort of playable, if you like some extra challenge.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/midzeus.c.html midzeus] ==&lt;br /&gt;
&#039;&#039;&#039; crusnexo, thegrid and clones &#039;&#039;&#039; - These Zeus II-based games use a proprietary 3D graphics chip that has no available documentation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mk4b &#039;&#039;&#039; - Early revision probably working on early revision hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/miniboy7.c.html miniboy7] ==&lt;br /&gt;
Bad dumps, pretty much no information available other than the dump, missing color prom.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/missile.c.html missile] ==&lt;br /&gt;
&#039;&#039;&#039; mcombat, mcombata &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mitchell.c.html mitchell] ==&lt;br /&gt;
&#039;&#039;&#039; pkladiesbl &#039;&#039;&#039; - Needs CPU &amp;quot;decrytpion&amp;quot; / ordering.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mlanding.c.html mlanding] ==&lt;br /&gt;
Almost working. Needs better communications, among other minor improvements.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/model1.c.html model1] ==&lt;br /&gt;
&#039;&#039;&#039; swa, wingwar, wingwara &#039;&#039;&#039; - Guesswork incomplete on the math copro dsp functions and program impossible to dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/model2.c.html model2] ==&lt;br /&gt;
Implementation of the 3D systems is either guesswork (Model 2, 2A) or incomplete (Model 2B, 2C).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/model3.c.html model3] ==&lt;br /&gt;
Driver is still preliminary. Most games boot and show something.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/monzagp.c.html monzagp] ==&lt;br /&gt;
Preliminary driver. Possibly missing a rom.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/moo.c.html moo] ==&lt;br /&gt;
&#039;&#039;&#039; moobl &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mpu4.c.html mpu4] ==&lt;br /&gt;
Mechanical games imported from AGEMAME.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mpu4drvr.c.html mpu4drvr] ==&lt;br /&gt;
The TODO in the driver mentions: Correctly implement characteriser protection for each game. Fix meter sense error when coining up in Team Challenge - different cabinet. Improve AVDC implementation, adding split-screen interrupts (needed for mid-screen palette changes). Hook up OKIM6376 sound in The Mating Game. Get the BwB games running - They have a slightly different 68k memory map. The 6850 is at e00000 and the 6840 is at e01000. Find out what causes the games to reset in service mode (see jump taken at CPU1:c8e8).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mpu5.c.html mpu5] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mquake.c.html mquake] ==&lt;br /&gt;
A complete mystery. The existing dumps are 100% confirmed. Test mode works. All remaining code is heavily encrypted. Even the original author the game doesn&#039;t recall any encryption, but it is definitely there. It is not done in software; all unencrypted code has been accounted for.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ms32.c.html ms32] ==&lt;br /&gt;
&#039;&#039;&#039; f1superb &#039;&#039;&#039; - The road is always rendered as straight. The game has a road layer and extra roms for it. There is an unknown maths DSP for protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/n8080.c.html n8080] ==&lt;br /&gt;
&#039;&#039;&#039; helifire, helifirea &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcops2.c.html namcops2] ==&lt;br /&gt;
Skeleton driver. PlayStation2 hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos10.c.html namcos10] ==&lt;br /&gt;
Incomplete dumps.  Hardware has very strange protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos11.c.html namcos11] ==&lt;br /&gt;
&#039;&#039;&#039; souledgea, souledge1, souledge1j &#039;&#039;&#039; - Random draw list corruption.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos12.c.html namcos12] ==&lt;br /&gt;
&#039;&#039;&#039; kaiunqz &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mdhorse &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tektagtb, tektagtc &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sws2000 &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sws2001 &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos21.c.html namcos21] ==&lt;br /&gt;
&#039;&#039;&#039; aircombj, aircombu &#039;&#039;&#039; - No polygons displayed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; driveyes &#039;&#039;&#039; - Uses 3 screens with dedicated board for each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; winrun, winrun91 &#039;&#039;&#039; - System 21 prototype hardware. Mostly work.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos22.c.html namcos22] ==&lt;br /&gt;
&#039;&#039;&#039; airco22b &#039;&#039;&#039; - boots but missing sprite clear DMA?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; alpin2ra &#039;&#039;&#039; - issues with step lock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cybrcomm &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; ridgera2 and clones&#039;&#039;&#039; - They POST but don&#039;t start.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tokyowar &#039;&#039;&#039; - missing sprite clear DMA? Or protection?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos23.c.html namcos23] ==&lt;br /&gt;
Many aspects of the hardware are not completely understood.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/naomi.c.html naomi] ==&lt;br /&gt;
Most games show something and some are playable, but emulation is still incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nbmj8688.c.html nbmj8688] ==&lt;br /&gt;
&#039;&#039;&#039; nightlov &#039;&#039;&#039; - Input problems.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nbmj8891.c.html nbmj8891] ==&lt;br /&gt;
&#039;&#039;&#039; hnageman, hnxmasev &#039;&#039;&#039; - Missing VHS dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nbmj8991.c.html nbmj8991] ==&lt;br /&gt;
&#039;&#039;&#039; av2mj1bb, av2mj2rg &#039;&#039;&#039; - Missing VHS dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/neodrvr.c.html neodrvr] ==&lt;br /&gt;
&#039;&#039;&#039; 98best44 &#039;&#039;&#039; - Neo Print system isn&#039;t emulated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; kog &#039;&#039;&#039; - Bootleg with different protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; ms5pcb &#039;&#039;&#039; - Missing program ROMs dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/neptunp2.c.html neptunp2] ==&lt;br /&gt;
Skeleton driver. Missing GFX ROMs dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nightgal.c.html nightgal] ==&lt;br /&gt;
&#039;&#039;&#039; ngalsumr, sexygal, sweetgal &#039;&#039;&#039; - Missing protection simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/norautp.c.html norautp] ==&lt;br /&gt;
&#039;&#039;&#039; dphl, dphla, dphljp, drhl, gtipoker, kimbldhl, smshilo &#039;&#039;&#039; - Missing interrupts for I8080 CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; bjpoker, kimblz80, noraut3a, noraut3b, norautu, norautua, norautub, pma &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; fastdrwp, dphlunka, dphlunkb &#039;&#039;&#039; - Hardware unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tpoker2 &#039;&#039;&#039; - Missing 68705 MCU dump / simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nss.c.html nss] ==&lt;br /&gt;
Menu system is only partially understood.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nwk-tr.c.html nwk-tr] ==&lt;br /&gt;
Driver is still in preliminary status.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nycaptor.c.html nycaptor] ==&lt;br /&gt;
&#039;&#039;&#039; cyclshtg &#039;&#039;&#039; - Missing (protection?) MCU dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/oneshot.c.html oneshot] ==&lt;br /&gt;
&#039;&#039;&#039; maddonnb &#039;&#039;&#039; - No program roms on this set.  GFX have misplaced tiles when used with other program roms, so this is a different license / revision. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/overdriv.c.html overdriv] ==&lt;br /&gt;
Driver has heavy graphic problems. Missing road (two unemulated K053250).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pangofun.c.html pangofun] ==&lt;br /&gt;
&#039;&#039;&#039; pangofun &#039;&#039;&#039; - PC based hardware, possibly bad / incomplete dump. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/panicr.c.html panicr] ==&lt;br /&gt;
Capable of reading back the background layout ROMs for collision, readback method isn&#039;t properly understood, so the game doesn&#039;t play correctly.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/paranoia.c.html paranoia] ==&lt;br /&gt;
Jamma interface is not emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pcat_dyn.c.html pcat_dyn] ==&lt;br /&gt;
PC hardware. Gets stuck on 640K DRAM banking, beeps endlessly once it gets to memory test.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pcat_nit.c.html pcat_nit] ==&lt;br /&gt;
PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pcxt.c.html pcxt] ==&lt;br /&gt;
&#039;&#039;&#039; tetriskr &#039;&#039;&#039; - Corrupt game graphics after some time of gameplay, caused by a wrong reading of the i/o $3c8 bit 1.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pgm.c.html pgm] ==&lt;br /&gt;
&#039;&#039;&#039; drgw2, drgw2j, olds, olds100, olds100a &#039;&#039;&#039; - Somewhat playable, but protection simulation isn&#039;t perfect yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; drgw3 and clones &#039;&#039;&#039; - DMA protection device non correctly emulated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; ddp2, ddp2a, dmnfrnt, dmnfrnta, dw2001, kov, kov115, kovj, kovplus, kovplusa, kov2p, kov2p205, kovshp, oldsplus, puzlstar, puzzli2, py2k2, svg, theglad, theglada &#039;&#039;&#039; - Need internal rom of IGS027A.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/phoenix.c.html phoenix] ==&lt;br /&gt;
&#039;&#039;&#039; fenix &#039;&#039;&#039; - Bootleg, to be checked closer. Dump is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/photoply.c.html photoply] ==&lt;br /&gt;
PC hardware. Possible CPU core bugs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pinkiri8.c.html pinkiri8] ==&lt;br /&gt;
Current blocker is the video emulation i/o ports, it looks somewhat exotic.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/plygonet.c.html plygonet] ==&lt;br /&gt;
Dsp56k CPU emulation needs to be completed.  Network interface needs to be worked out.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pntnpuzl.c.html pntnpuzl] ==&lt;br /&gt;
Skeleton-ish.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/poker72.c.html poker72] ==&lt;br /&gt;
Preliminary driver for an unknown poker game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/progolf.c.html progolf] ==&lt;br /&gt;
&#039;&#039;&#039; progolfa &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/psattack.c.html psattack] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/psychic5.c.html psychic5] ==&lt;br /&gt;
&#039;&#039;&#039; bombsa &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/quakeat.c.html quakeat] ==&lt;br /&gt;
Unknown PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/queen.c.html queen] ==&lt;br /&gt;
Unknown PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/quizpun2.c.html quizpun2] ==&lt;br /&gt;
It uses an unknown DIP40 device for protection, that supplies the address to jump to (same as mosaic.c) and handles the EEPROM.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/raiden2.c.html raiden2] ==&lt;br /&gt;
&#039;&#039;&#039; raiden2, raidndx, zeroteam, xsedae and clones &#039;&#039;&#039; - Complex Seibu COP2 protection + banking (probably linked to the protection) + sprites incompletely decrypted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nzerotea, r2dx_v33 &#039;&#039;&#039; - Complex Seibu COP3 protection + banking (probably linked to the protection) + sprites incompletely decrypted.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/rbmk.c.html rbmk] ==&lt;br /&gt;
Possibly missing MCU dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/rcorsair.c.html rcorsair] ==&lt;br /&gt;
Undumped program roms in epoxy block.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/redalert.c.html redalert] ==&lt;br /&gt;
&#039;&#039;&#039; demoneye &#039;&#039;&#039; - Missing 3rd graphic layer making level 2 impossible.  Unclear what the layer should show.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/rgum.c.html rgum] ==&lt;br /&gt;
Skeleton driver. There is a Big Black Box in the middle of the PCB (for encryption, or containing roms?).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/royalmah.c.html royalmah] ==&lt;br /&gt;
&#039;&#039;&#039; cafebrk, cafedoll, jansou, mjvegas, &#039;&#039;&#039; - Missing internal program rom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; janoh &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; janoha &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mjsenka, mjsiyoub, mjyarou &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mjtensin &#039;&#039;&#039; - Random crashes, related to interrupts.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sangho.c.html sangho] ==&lt;br /&gt;
&#039;&#039;&#039; pzlestar&#039;&#039;&#039; - MSX2 based hardware. Memory banking is wrong.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/savquest.c.html savquest] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sbugger.c.html sbugger] ==&lt;br /&gt;
&#039;&#039;&#039; sbugger &#039;&#039;&#039; - Bad dump, different revision to working set. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/scramble.c.html scramble] ==&lt;br /&gt;
&#039;&#039;&#039; conquer &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sderby.c.html sderby] ==&lt;br /&gt;
&#039;&#039;&#039; pmroulet &#039;&#039;&#039; - Protection MCU handles win rates etc.  Correct win behavior is critical to this gambling game functioning as expected, so simulation probably doesn&#039;t make sense.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/seattle.c.html seattle] ==&lt;br /&gt;
&#039;&#039;&#039; sfrushrk &#039;&#039;&#039; - Won&#039;t go in-game. Don&#039;t know why. Hangs after selecting your car.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segac2.c.html segac2] ==&lt;br /&gt;
&#039;&#039;&#039; pclubj, pclubjv2, pclubjv4, pclubjv5 &#039;&#039;&#039; - Need camera and printer handling.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segag80r.c.html segag80r] ==&lt;br /&gt;
&#039;&#039;&#039; astrob1 &#039;&#039;&#039; - Dies when you first start.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segahang.c.html segahang] ==&lt;br /&gt;
&#039;&#039;&#039; endurob2 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segald.c.html segald] ==&lt;br /&gt;
Laserdisc hardware.  Has a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segaorun.c.html segaorun] ==&lt;br /&gt;
&#039;&#039;&#039; shangon1 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; toutrun2 &#039;&#039;&#039; - Missing decryption key.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas16a.c.html segas16a] ==&lt;br /&gt;
&#039;&#039;&#039; wb35, wbr35a &#039;&#039;&#039; - Decryption key is bad.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas16b.c.html segas16b] ==&lt;br /&gt;
&#039;&#039;&#039; aceattac, altbeastj1, altbeastj2 &#039;&#039;&#039; - Missing decryption key.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas18.c.html segas18] ==&lt;br /&gt;
&#039;&#039;&#039; pontoon &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas24.c.html segas24] ==&lt;br /&gt;
&#039;&#039;&#039; sspirtfc &#039;&#039;&#039; - Missing floppy image.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sgmast &#039;&#039;&#039; - Missing decryption key.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas32.c.html segas32] ==&lt;br /&gt;
&#039;&#039;&#039; kokoroj2 &#039;&#039;&#039; - Unemulated CD board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; f1lap &#039;&#039;&#039; - Protection + Needs a minimum of 2 boards. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segaxbd.c.html segaxbd] ==&lt;br /&gt;
&#039;&#039;&#039; gprider &#039;&#039;&#039; - Program roms not dumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/seta.c.html seta] ==&lt;br /&gt;
&#039;&#039;&#039; inttoote &#039;&#039;&#039; - Unemulated protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; inttootea &#039;&#039;&#039; - Incomplete dump?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; setaroul &#039;&#039;&#039; - Prelimary emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sfbonus.c.html sfbonus] ==&lt;br /&gt;
&#039;&#039;&#039; amclink &#039;&#039;&#039; - &amp;quot;Game&amp;quot; function unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; fb6s1, fb6s2, fb6s3 &#039;&#039;&#039; - Missing reel graphics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; dvisland, fbdeluxe, funriver, funriverv, spooky, version4 &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sfcbox.c.html sfcbox] ==&lt;br /&gt;
Preliminary driver. SNES based.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sigmab52.c.html sigmab52] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/skeetsht.c.html skeetsht] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/skylncr.c.html skylncr] ==&lt;br /&gt;
&#039;&#039;&#039; leader &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/slapfght.c.html slapfght] ==&lt;br /&gt;
&#039;&#039;&#039; slapfigha &#039;&#039;&#039; - Undumped 68705 protection MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sms.c.html sms] ==&lt;br /&gt;
&#039;&#039;&#039; trvhanga &#039;&#039;&#039; - Missing questions roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/snesb.c.html snesb] ==&lt;br /&gt;
&#039;&#039;&#039; endless &#039;&#039;&#039; - Game isn&#039;t correctly decrypted yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/splash.c.html splash] ==&lt;br /&gt;
&#039;&#039;&#039; funystrp, puckpepl&#039;&#039;&#039; - Protection, controls eating of dots + other things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; rebus &#039;&#039;&#039; - Another protected Microhard game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/st0016.c.html st0016] ==&lt;br /&gt;
&#039;&#039;&#039; atamanot &#039;&#039;&#039; - Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/st0016.c.html st0016] ==&lt;br /&gt;
&#039;&#039;&#039; mayjinsn &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/statriv2.c.html statriv2] ==&lt;br /&gt;
&#039;&#039;&#039; cstripxi &#039;&#039;&#039; - Laserdisc game in need of laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; quaquiz2 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tripdraw &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/stepstag.c.html stepstag] ==&lt;br /&gt;
Incomplete frankendump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/strnskil.c.html strnskil] ==&lt;br /&gt;
&#039;&#039;&#039; banbam, pettanp &#039;&#039;&#039; - Protection MCU.. seems to be a data (or code?) ROM for it tho.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/stv.c.html stv] ==&lt;br /&gt;
&#039;&#039;&#039; decathlt &#039;&#039;&#039; - Funky DMA/decompression protection (reads gfx data via protection chip, descramble / decompress? scrambled registers).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; decathlt, decathlto, elandore, ffreveng, twcup98 &#039;&#039;&#039; - Protection. astrass suffers from it too, but it&#039;s kludged to work. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; findlove &#039;&#039;&#039; - Controls broken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; finlarch, smleague &#039;&#039;&#039; - Randomly hang / crash. They work with a ridiculous MDRV_INTERLEAVE number, might need strict SH-2 synching.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; magzun, techbowl, micrombc &#039;&#039;&#039; - I/O errors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nclubv3, pclub2, pclub3, pclubpok, stress &#039;&#039;&#039; - Unemulated printer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sfish2, sfish2j &#039;&#039;&#039; - CD handling broken.  Needs MPEG decoder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; vfremix &#039;&#039;&#039; - Texture upload issues in some cases, see source.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/subsino.c.html subsino] ==&lt;br /&gt;
&#039;&#039;&#039; mtrain &#039;&#039;&#039; - Runs on different hardware. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/suna8.c.html suna8] ==&lt;br /&gt;
&#039;&#039;&#039; brickzn, brickzn3, sparkman, starfigh &#039;&#039;&#039; - Protection / encryption (custom CPU modules containing Z80 + encryption logic).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/superdq.c.html superdq] ==&lt;br /&gt;
Laserdisc games. Works in theory, but is waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/system1.c.html system1] ==&lt;br /&gt;
&#039;&#039;&#039; shtngmst &#039;&#039;&#039; - Missing MCU dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/system16.c.html system16] ==&lt;br /&gt;
&#039;&#039;&#039; bayrouteb1 &#039;&#039;&#039; - Broken sprites (missing IRQ?).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; bayrouteb2, beautyb, dduxb1, eswatb1, fpointb1, fpointbj, goldnaxeb1, iqpipe, passshtb, passht4b, shinob1d, tturfb1, wb3bb1 &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taito_f3.c.html taito_f3] ==&lt;br /&gt;
&#039;&#039;&#039; bubsymphb &#039;&#039;&#039; - Bootleg on different hardware. Backgrounds don&#039;t show up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taito_o.c.html taito_o] ==&lt;br /&gt;
Driver still in preliminary stages. TODO: inputs (coins), NVRAM, sprite priorities, dips, interrupts (sources).ö&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taito_z.c.html taito_z] ==&lt;br /&gt;
&#039;&#039;&#039; racingb &#039;&#039;&#039; - Serious video emulation issues (raster irq?).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitoair.c.html taitoair] ==&lt;br /&gt;
Possible 320c25 bugs.  Possible m68k-c25 communication issues.  Not easy, the c25 code is hard to read, probably interesting.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitogn.c.html taitogn] ==&lt;br /&gt;
&#039;&#039;&#039; gobyrc, rcdego &#039;&#039;&#039; - Custom inputs need calibrating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nightrai &#039;&#039;&#039; - No background / enemy sprites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sianniv &#039;&#039;&#039; - IRQ at the wrong time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; zooo &#039;&#039;&#039; - Missing most of the playfield.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitojc.c.html taitojc] ==&lt;br /&gt;
&#039;&#039;&#039; dangcurv &#039;&#039;&#039; - Hangs on its DSP test. Needs correct controls hooking up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; dendeg, dendegx, dendeg2, dendeg2x &#039;&#039;&#039; - Hang / crash, various palette/textures problems. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; landgear &#039;&#039;&#039; - Crashes, analog inputs don&#039;t work in-game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitopjc.c.html taitopjc] ==&lt;br /&gt;
Skeleton driver. Requires TLCS-900 CPU core to make progress.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitotz.c.html taitotz] ==&lt;br /&gt;
Skeleton driver. Requires TLCS-900 CPU core to make progress.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitowlf.c.html taitowlf] ==&lt;br /&gt;
Preliminary, PC+voodoo.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tank8.c.html tank8] ==&lt;br /&gt;
&#039;&#039;&#039; tank8a, tank8b, tank8c, tank8d &#039;&#039;&#039; - Bad / incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tattack.c.html tattack] ==&lt;br /&gt;
Preliminary, maybe protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tcl.c.html tcl] ==&lt;br /&gt;
Skeleton, decryption incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tehkanwc.c.html tehkanwc] ==&lt;br /&gt;
&#039;&#039;&#039; tehkanwcc &#039;&#039;&#039; - Bootleg with different inputs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tetrisp2.c.html tetrisp2] ==&lt;br /&gt;
&#039;&#039;&#039; nndmseal &#039;&#039;&#039; - Missing camera and printer emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/thayers.c.html thayers] ==&lt;br /&gt;
Laserdisc game. Works in theory, but is waiting for a good quality laserdisc dump.  Does have a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/thepit.c.html thepit] ==&lt;br /&gt;
&#039;&#039;&#039; zaryavos &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/thoop2.c.html thoop2] ==&lt;br /&gt;
Unemulated protection device with internal rom and suicide capabilities (DS5002FP).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/timeplt.c.html timeplt] ==&lt;br /&gt;
&#039;&#039;&#039; chkun &#039;&#039;&#039; - Runs on slightly different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/timetrv.c.html timetrv] ==&lt;br /&gt;
Needs laserdisc dump. Laserdisc player models used by this game are unemulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tmnt.c.html tmnt] ==&lt;br /&gt;
&#039;&#039;&#039; ssridersb &#039;&#039;&#039; - Bootleg on different hardware. Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/toaplan2.c.html toaplan2] ==&lt;br /&gt;
&#039;&#039;&#039; fixeight &#039;&#039;&#039; - Protection MCU supplies background data.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tokyocop.c.html tokyocop] ==&lt;br /&gt;
Skeleton driver. PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/toratora.c.html toratora] ==&lt;br /&gt;
Very strange, may be missing a rom, schematics available.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/trackfld.c.html trackfld] ==&lt;br /&gt;
&#039;&#039;&#039; trackfldnz &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/triforce.c.html triforce] ==&lt;br /&gt;
Skeleton driver. Needs Gamecube emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/trvmadns.c.html trvmadns] ==&lt;br /&gt;
Random hangs, probably due to incorrect question banking.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ttchamp.c.html ttchamp] ==&lt;br /&gt;
Skeleton-ish.  V30 based, Banking issues, PIC for protection? or sound?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/turrett.c.html turrett] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/twinkle.c.html twinkle] ==&lt;br /&gt;
Preliminary driver. TODO:  Sound (IDE DMA, finish communications), DVD, Harddrive, 16seg led font.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vamphalf.c.html vamphalf] ==&lt;br /&gt;
&#039;&#039;&#039; mrkicker &#039;&#039;&#039; - Hyperstone core bugs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vcombat.c.html vcombat] ==&lt;br /&gt;
Partially working driver.  Most of the memory maps for all four CPUs are complete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vega.c.html vega] ==&lt;br /&gt;
Rom dump is probably bad.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vegas.c.html vegas] ==&lt;br /&gt;
&#039;&#039;&#039; warfa &#039;&#039;&#039; - Something is wrong with the on-board ethernet chip emulation. If the chip is hacked out, the game boots, but that&#039;s not accurate. There were many rendering issues last time I checked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; roadburn &#039;&#039;&#039; - Sound board is different; with some manual fiddling, you can get it in-game, but it doesn&#039;t work particularly well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nbashowt, nbanfl &#039;&#039;&#039; - These Vegas games used a Voodoo Banshee video card. The current 3dfx voodoo emulation has some basic support for the Banshee, but it is pretty minimal. The tricky bit is that the Banshee (and later, the Voodoo 3) have integrated 2D and 3D capabilities, so we need to emulate at least part of a VGA controller in addition to the 3D. These boards also had some new features that require some addition internal reworking of the Voodoo driver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cartfury, sf2049, sf2049se, sf2049te &#039;&#039;&#039; - Voodoo 3-based, one step beyond the Voodoo Banshee problems.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vicdual.c.html vicdual] ==&lt;br /&gt;
&#039;&#039;&#039; headonsa, headon2s &#039;&#039;&#039; - Won&#039;t coin up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/viper.c.html viper] ==&lt;br /&gt;
Skeleton driver, PPC+voodoo.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vp101.c.html vp101] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vpoker.c.html vpoker] ==&lt;br /&gt;
Needs 6840PTM hook-up, I/Os and sound emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vsnes.c.html vsnes] ==&lt;br /&gt;
&#039;&#039;&#039; smgolfb &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&#039;&#039;&#039; suprmriobl, suprmriobl2 &#039;&#039;&#039; - Bootleg with extra Z80.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wgp.c.html wgp] ==&lt;br /&gt;
Recently demoted to not working status.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wheelfir.c.html wheelfir] ==&lt;br /&gt;
Extensive TODO list on top of driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/williams.c.html williams] ==&lt;br /&gt;
&#039;&#039;&#039; defndjeu, tornado2 &#039;&#039;&#039; - Bad dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wldarrow.c.html wldarrow] ==&lt;br /&gt;
&#039;&#039;&#039; mdrawpkr, mdrawpkra &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wwfsstar.c.html wwfsstar] ==&lt;br /&gt;
&#039;&#039;&#039; wwfsstaj &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/zn.c.html zn] ==&lt;br /&gt;
&#039;&#039;&#039; bam2 &#039;&#039;&#039; - Lacks music (which streams from a hard disk under the control of an H8/3644 MCU).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; beastrzb &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; glpracr2, glpracr2j, glpracr2l &#039;&#039;&#039; - Lock up when starting a game/entering test mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nbajamex &#039;&#039;&#039; - Black screen. Wrong banking?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; primrag2 &#039;&#039;&#039; - Locks up when starting a game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/zr107.c.html zr107] ==&lt;br /&gt;
&#039;&#039;&#039; waveshrk &#039;&#039;&#039; - Uses the lower board from GTI Club (GN678), and a ZR107(PWB(A)300769A top board.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=MNW&amp;diff=3357</id>
		<title>MNW</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=MNW&amp;diff=3357"/>
		<updated>2010-09-22T15:38:41Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* [http://mamedev.org/source/src/mame/drivers/namcos10.c.html namcos10] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This page is designed to allow for a quick look over all the drivers with a GAME_NOT_WORKING flag by giving, as much as possible, an idea on the amount of effort needed to fix them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/2mindril.c.html 2mindril] ==&lt;br /&gt;
Missing working simulation of the sensors.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/39in1.c.html 39in1] ==&lt;br /&gt;
&#039;&#039;&#039; 48in1, 48in1a &#039;&#039;&#039; - Games other than 39in1 on this hardware have substantially harder protection and are double-encrypted in a way that would be very difficult to emulate.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/3super8.c.html 3super8] ==&lt;br /&gt;
Skeleton driver. GFX / Sound roms are bad and the PIC isn&#039;t dumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/4roses.c.html 4roses] ==&lt;br /&gt;
&#039;&#039;&#039; 4roses, 4rosesa &#039;&#039;&#039; - Skeleton driver. The program rom is encrypted and it has an undumped MCU which needs decapping or simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/8080bw.c.html 8080bw] ==&lt;br /&gt;
&#039;&#039;&#039; modelr &#039;&#039;&#039; - Some issues with inputs and the shifter emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/86lions.c.html 86lions] ==&lt;br /&gt;
The inputs aren&#039;t fully understood yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/acefruit.c.html acefruit] ==&lt;br /&gt;
&#039;&#039;&#039; acefruit &#039;&#039;&#039; - Inputs aren&#039;t fully understood. The real title of the game is unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; starspnr &#039;&#039;&#039; - Most likely needs a redump of the program ROMs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/acommand.c.html acommand] ==&lt;br /&gt;
&#039;&#039;&#039; acommand &#039;&#039;&#039; - Inputs aren&#039;t fully understood.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/adp.c.html adp] ==&lt;br /&gt;
Skeleton driver.  Todo: &amp;quot;Almost everything.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/aleck64.c.html aleck64] ==&lt;br /&gt;
&#039;&#039;&#039; 11beat, doncdoon, hipai, kurufev, mayjin3, mtetrisc, srmvs, twrshaft &#039;&#039;&#039; - Incomplete N&amp;amp;4 hardware emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/alg.c.html alg] ==&lt;br /&gt;
Laserdisc games. They all work in theory, but are waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/alpha68k.c.html alpha68k] ==&lt;br /&gt;
&#039;&#039;&#039; goldmedb &#039;&#039;&#039; - It uses a 68705 in place of the Alpha controller.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/amaticmg.c.html amaticmg] ==&lt;br /&gt;
Program ROMs need to be decrypted and CPU is custom / unidentified.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ampoker2.c.html ampoker2] ==&lt;br /&gt;
&#039;&#039;&#039; piccolop &#039;&#039;&#039; - Ends in an infinite loop.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/arcadia.c.html arcadia] ==&lt;br /&gt;
&#039;&#039;&#039; ar_dart2 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/aristmk4.c.html aristmk4] ==&lt;br /&gt;
&#039;&#039;&#039; eforest &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/aristmk5.c.html aristmk5] ==&lt;br /&gt;
Hardware differences from the base Acorn Archimedes are not fully understood yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/armedf.c.html armedf] ==&lt;br /&gt;
&#039;&#039;&#039; terrafb &#039;&#039;&#039; - This bootleg runs on slightly modified hardware which need proper emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/astrocde.c.html astrocde] ==&lt;br /&gt;
&#039;&#039;&#039; tenpindx &#039;&#039;&#039; - This game used a physical hockey puck which the player slid down the bowling alley. Sensors on the other end picked up the location and velocity of the puck and simulated the pin behavior. Requires simulation of this input interface in order to be considered working.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/astrocorp.c.html astrocorp] ==&lt;br /&gt;
&#039;&#039;&#039; winbingo, winbingoa, zoo &#039;&#039;&#039; - These games need decryption.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/atarigx2.c.html atarigx2] ==&lt;br /&gt;
All of these games suffer from some advanced protection that affects them in different ways. Through some magic accesses in memory, data can be decrypted using some special key sequences that are not entirely understood. It might be possible to find all possible data sources, run them through the decryption process on the real PCB, and then encode that information in the driver, but it is tedious work at best. Below is the status of each game:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; motofren &#039;&#039;&#039; - Has some obvious gameplay glitches. Not much work has been done to understand the protection on this one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; spclords &#039;&#039;&#039; - Has had some of its data decrypted, which is why the palette during attract mode looks ok. But in game there are many problems lurking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; rrreveng &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/badlands.c.html badlands] ==&lt;br /&gt;
&#039;&#039;&#039; badlandb &#039;&#039;&#039; - This bootleg runs on heavily modified hardware and needs a redump of 2 roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfcobra.c.html bfcobra] ==&lt;br /&gt;
&#039;&#039;&#039; beeline &#039;&#039;&#039; - Missing floppy disk image.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; inquiztr &#039;&#039;&#039; - Missing floppy disk image.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfm_sc1.c.html bfm_sc1] ==&lt;br /&gt;
Driver under heavy construction.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfm_sc2.c.html bfm_sc2] ==&lt;br /&gt;
&#039;&#039;&#039; m_bcgslm, m_brkfst and clones, m_bfocus, m_cpeno1, m_luvjob &#039;&#039;&#039; - Mechanical games imported from AgeMame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; quintond &#039;&#039;&#039; - Missing emulation of RS232 data  link device (see BACTA Datapak specs for more info).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfmsys85.c.html bfmsys85] ==&lt;br /&gt;
Driver imported from AgeMame.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bigfghtr.c.html bigfghtr] ==&lt;br /&gt;
Protection MCUs need decapping / simulation. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bingoc.c.html bingoc] ==&lt;br /&gt;
Missing terminal roms. Sound banking could be wrong. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bingor.c.html bingor] ==&lt;br /&gt;
Protection problems?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/blackt96.c.html blackt96] ==&lt;br /&gt;
Tilemap decoding is wrong.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/blitz.c.html blitz] ==&lt;br /&gt;
There is an undumped 68705 MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/btime.c.html btime] ==&lt;br /&gt;
&#039;&#039;&#039; tisland &#039;&#039;&#039; - Needs to be decrypted.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bublbobl.c.html bublbobl] ==&lt;br /&gt;
&#039;&#039;&#039; tokio, tokiou &#039;&#039;&#039; - Protection MCUs need decapping / simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/buster.c.html buster] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cabaret.c.html cabaret] ==&lt;br /&gt;
Not fully playable beacuse of some pitfalls.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/calchase.c.html calchase] ==&lt;br /&gt;
PC hardware needs more work.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/calomega.c.html calomega] ==&lt;br /&gt;
Some bad/incomplete dumps and some hardware features are not correctly emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cb2001.c.html cb2001] ==&lt;br /&gt;
Encrypted CPU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cchance.c.html cchance] ==&lt;br /&gt;
Imperfect hopper emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cclimber.c.html cclimber] ==&lt;br /&gt;
&#039;&#039;&#039; bagmanf &#039;&#039;&#039; - Botleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cdi.c.html cdi] ==&lt;br /&gt;
Suffers from incomplete simulation of the SLAVE and CDIC MCUs.  Decapping would help.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cham24.c.html cham24] ==&lt;br /&gt;
Missing coins and timer due to unemulated Amtel MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/champbas.c.html champbas] ==&lt;br /&gt;
&#039;&#039;&#039; champbb2a &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; champbb2j &#039;&#039;&#039; - Slightly different hardware?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/chihiro.c.html chihiro] ==&lt;br /&gt;
Skeleton driver. Needs i386 protected-mode and Xbox hardware emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cliffhgr.c.html cliffhgr] ==&lt;br /&gt;
&#039;&#039;&#039; goaltogo &#039;&#039;&#039; - Laserdisc game. Works in theory, but is waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cmmb.c.html cmmb] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cninja.c.html cninja] ==&lt;br /&gt;
&#039;&#039;&#039; cninjabl &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cntsteer.c.html cntsteer] ==&lt;br /&gt;
&#039;&#039;&#039; cntsteer &#039;&#039;&#039; - Needs better understanding of the communications and correct ROZ layer implementation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; gekitsui, zerotrgt &#039;&#039;&#039; - Need better ROZ layer implementation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/coinmstr.c.html coinmstr] ==&lt;br /&gt;
&#039;&#039;&#039; supnudg2 &#039;&#039;&#039; - Incomplete protection simulation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; trailblz &#039;&#039;&#039; - Question roms aren&#039;t dumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/coinmvga.c.html coinmvga] ==&lt;br /&gt;
Interrupt generation is unknown and touch screen needs to be hooked up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/comebaby.c.html comebaby] ==&lt;br /&gt;
Skeleton driver. Game runs on a Pentium (I/II/III?) class machine running Windows 98!&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/coolridr.c.html coolridr] ==&lt;br /&gt;
Skeleton driver. Uses SH2 + SH1, 68k etc. Dual screen game, plays like a cheap korean rip-off of Outrunners (suspected to be recompiled from the same code ;p). CPU comms don&#039;t make sense, interrupts don&#039;t make sense.. somebody mentioned that the SH1 has &#039;extra&#039; features, but according to dox it&#039;s plain sh1, and the sh2 core should be 100% backwards compatible. it SHOULD be possible to get this working, or at least doing something more and would be a good / interesting project for somebody.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cop01.c.html cop01] ==&lt;br /&gt;
&#039;&#039;&#039; mightguy &#039;&#039;&#039; - Protection not emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cps1.c.html cps1] ==&lt;br /&gt;
&#039;&#039;&#039; captcommb, dinohunt, dinopic, dinopic2, knightsb, punipic, punipic2, punipic3, sf2m1, sf2m3, sf2mdt &#039;&#039;&#039; - Bootlegs which run on different hardware, which needs to be correctly implemented.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cps2.c.html cps2] ==&lt;br /&gt;
&#039;&#039;&#039; gigamn2 &#039;&#039;&#039; - A bootleg which runs on different hardware. Dump is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cps3.c.html cps3] ==&lt;br /&gt;
&#039;&#039;&#039; redeartn &#039;&#039;&#039; - Missing nocd bios dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/crystal.c.html crystal] ==&lt;br /&gt;
&#039;&#039;&#039; officeye, topbladv &#039;&#039;&#039; - Protection PICs have been dumped but there isn&#039;t a pic16c727 core yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cshooter.c.html cshooter] ==&lt;br /&gt;
GFX roms in black &#039;blobs&#039; (Dox working on it)&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cybertnk.c.html cybertnk] ==&lt;br /&gt;
Sprite emulation is incorrect (very likely that it can do zooming), road emulation, tilemap scrolling, color banking, inputs dont&#039;t seem to work in game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cyclemb.c.html cyclemb] ==&lt;br /&gt;
Needs decap or simulation of the 2 MCUs (8741).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/darkhors.c.html darkhors] ==&lt;br /&gt;
&#039;&#039;&#039; jclub2, jclub2o &#039;&#039;&#039; - Graphics seem to be compressed and aren&#039;t fully decoded yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dblewing.c.html dblewing] ==&lt;br /&gt;
Protection simulation is pretty advanced, but still incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ddenlovr.c.html ddenlovr] ==&lt;br /&gt;
&#039;&#039;&#039; quizchq, quizchql &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ddragon.c.html ddragon] ==&lt;br /&gt;
&#039;&#039;&#039; ddragon6809, ddragon6809a &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ddz.c.html ddz] ==&lt;br /&gt;
&#039;&#039;&#039; ddz &#039;&#039;&#039; - Skeleton driver. Hardware similar to crystal.c. Roms appear to be encrypted / scrambled.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dec0.c.html dec0] ==&lt;br /&gt;
&#039;&#039;&#039; automat, ffantasybl, secretab &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deco32.c.html deco32] ==&lt;br /&gt;
&#039;&#039;&#039; lockload, lockloadu  &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deco_ld.c.html deco_ld] ==&lt;br /&gt;
The driver needs better video e I/O emulation, laserdisc hook-ups.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deco_mlc.c.html deco_mlc] ==&lt;br /&gt;
&#039;&#039;&#039; stadhr96, stadhr96a &#039;&#039;&#039; - Protection isn&#039;t fully simulated and they seem to require raster IRQ video update support.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/decocass.c.html decocass] ==&lt;br /&gt;
&#039;&#039;&#039; ctisland3 &#039;&#039;&#039; - Different bitswap?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cexplore &#039;&#039;&#039; - Mssing rom dump from overlay PCB.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cgraplop2 &#039;&#039;&#039; - Wrong dongle?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deshoros.c.html deshoros] ==&lt;br /&gt;
Needs graphics emulation through artwork system and printer emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dlair.c.html dlair] ==&lt;br /&gt;
Laserdisc games. Work in theory, but are waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dmndrby.c.html dmndrby] ==&lt;br /&gt;
Electrocoin on snk hardware.  Needs better video emulation. Enters service mode while attract mode is running.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/drw80pkr.c.html drw80pkr] ==&lt;br /&gt;
Driver shows something, but emulation is still incomplete. I8039 based CPU with CRTC6845 video and AY8910 sound.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dwarfd.c.html dwarfd] ==&lt;br /&gt;
&#039;&#039;&#039; qc, quarterh and clones &#039;&#039;&#039; - Missing laserdisc dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dynax.c.html dynax] ==&lt;br /&gt;
&#039;&#039;&#039; majrjhdx, tenkai2b, tenkaid &#039;&#039;&#039; - Missing dump of the internal rom of the TMP91640.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/epos.c.html epos] ==&lt;br /&gt;
&#039;&#039;&#039; catapult, revenger &#039;&#039;&#039; - Bad dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ertictac.c.html ertictac] ==&lt;br /&gt;
&#039;&#039;&#039; poizone &#039;&#039;&#039; - ARM core bugs causes it to crash at some point.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/esh.c.html esh] ==&lt;br /&gt;
Laserdisc game. Works in theory, but is waiting for a good quality laserdisc dump.  Does have a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/f1gp.c.html f1gp] ==&lt;br /&gt;
&#039;&#039;&#039; f1gpb &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/fcrash.c.html fcrash] ==&lt;br /&gt;
&#039;&#039;&#039; kodb &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/firebeat.c.html firebeat] ==&lt;br /&gt;
Driver is incomplete. Missing MIDI card emulation, video emulation problems..&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/fortecar.c.html fortecar] ==&lt;br /&gt;
Missing banckswitching, inputs, ..&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/freekick.c.html freekick] ==&lt;br /&gt;
&#039;&#039;&#039; freekick, countrun &#039;&#039;&#039; - Main program inside of custom CPU block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; countrb2 &#039;&#039;&#039; - Possible bad dump, or encrypted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; gigas &#039;&#039;&#039; - One of the program roms is a bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/funworld.c.html funworld] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; royalcrdf, royalcrdp &#039;&#039;&#039; - Encrypted. Seems to use an epoxy block with CPU + extras (ICs, TTL, etc) to manage the encryption.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; jokercrd &#039;&#039;&#039; - Totaly encrypted. This game use a Funworld custom CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; magicd2a &#039;&#039;&#039; - CPU issues. This game use a slightly modified instructions set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; magicd2b &#039;&#039;&#039; - CPU issues. This game use a slightly modified instructions set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mongolnw &#039;&#039;&#039; - Need to hook the missing microcontroller (TSC87C52-16CB) to emulate this game properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; multiwin &#039;&#039;&#039; - Encrypted with unidentified CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; soccernw &#039;&#039;&#039; - Need to hook the missing microcontroller (TSC87C52-16CB) to emulate this game properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; saloon &#039;&#039;&#039; - This game is totally encrypted. No PIAs to drive I/O.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gaelco2.c.html gaelco2] ==&lt;br /&gt;
&#039;&#039;&#039; aligator, touchgo, touchgoe, touchgon, wrally2 &#039;&#039;&#039; - Unemulated protection device with internal rom and suicide capabilities (DS5002FP). There&#039;s an unprotected versions of Alligator Hunt and it might be possible to simulate the protection in the protected version, but it isn&#039;t easy, looks like MCU may provide ROM patches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; snowboar, snowboara &#039;&#039;&#039; - Unemulated protection device (Lattice IspLSI 1016-80LJ)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; grtesoro &#039;&#039;&#039; - Unemulated protection device with internal rom and suicide capabilities (DS5002FP). Badly dumped program roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gaiden.c.html gaiden] ==&lt;br /&gt;
&#039;&#039;&#039; mastninj &#039;&#039;&#039; - Sprites, sound and y-scroll need fixing.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gal3.c.html gal3] ==&lt;br /&gt;
In need of laserdisc dump. Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galaxia.c.html galaxia] ==&lt;br /&gt;
&#039;&#039;&#039; galaxia &#039;&#039;&#039; - Skeleton driver.  It&#039;s a galaxian rip-off on a custom board with CVS-like hardware IIRC (Haze).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galaxold.c.html galaxold] ==&lt;br /&gt;
&#039;&#039;&#039; harem &#039;&#039;&#039; - One of the program roms is badly dumped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; trvchlng &#039;&#039;&#039; - Questions roms aren&#039;t dumped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; vstars &#039;&#039;&#039; - Encrypted?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galdrvr.c.html galdrvr] ==&lt;br /&gt;
&#039;&#039;&#039; dingoe &#039;&#039;&#039; - Probable bad dump and encryption.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; monsterz &#039;&#039;&#039; - Unemulated protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; scorpiona, skelagon, supergx &#039;&#039;&#039; - Bad dumps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tenspot &#039;&#039;&#039; - Menu isn&#039;t working yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; warofbugg &#039;&#039;&#039; - Bootleg on slightly different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galivan.c.html galivan] ==&lt;br /&gt;
&#039;&#039;&#039; youmab, youmab2 &#039;&#039;&#039; - Weird bootlegs, who knows.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galpani2.c.html galpani2] ==&lt;br /&gt;
Kaneko protection MCU with internal rom, managing CPU comms.  Decap should possible, should be the same for all games / sets.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gamecstl.c.html gamecstl] ==&lt;br /&gt;
&#039;Modern&#039; PC Hardware running a MAME bootleg.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/getrivia.c.html getrivia] ==&lt;br /&gt;
&#039;&#039;&#039; jokpokera &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ggconnie.c.html ggconnie] ==&lt;br /&gt;
Preliminary driver. Hardware is PC-Engine based.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ghosteo.c.html ghosteo] ==&lt;br /&gt;
Uses a fairly recent ARM based chip.  Almost a skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gladiatr.c.html gladiatr] ==&lt;br /&gt;
&#039;&#039;&#039; ppking &#039;&#039;&#039; - Missing MCU dump or simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/glass.c.html glass] ==&lt;br /&gt;
Unemulated protection device with internal rom and suicide capabilities (DS5002FP).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/goldngam.c.html goldngam] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/goldnpkr.c.html goldnpkr] ==&lt;br /&gt;
&#039;&#039;&#039; royale, royale &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; witchcde &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; witchcrd &#039;&#039;&#039; - Unknown protection device.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/goldstar.c.html goldstar] ==&lt;br /&gt;
&#039;&#039;&#039; cb3c &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cmast92 &#039;&#039;&#039; - Graphics ROMs aren&#039;t dumped yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cmasterbv, cmv4a &#039;&#039;&#039; - Missing switch between normal and &amp;quot;stealth&amp;quot; game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; jkrmast, pkrmast, prkmasta &#039;&#039;&#039; - Incomplete dumps and probably encrypted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mtonic &#039;&#039;&#039; - Unidentified CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nfm &#039;&#039;&#039; - Some roms don&#039;t seem to belong to the dumped set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; unkch1, unkch2, unkch3, unkch4 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gpworld.c.html gpworld] ==&lt;br /&gt;
Laserdisc hardware. Works in theory, but is waiting for a good quality laserdisc dump.  Does have a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gstriker.c.html gstriker] ==&lt;br /&gt;
&#039;&#039;&#039; twcup94, twcup94a, vgoalsoc, vgoalsoca &#039;&#039;&#039;Tecmo MCU providing jump addresses etc.  Has direct access to entire CPU bus, prevents code modification (MCU writes &#039;ROM ERROR&#039; if you change ROM).  ROZ pitch difficult to understand.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gticlub.c.html gticlub] ==&lt;br /&gt;
Driver is still in preliminary status. Most games show something and/or are somewhat playable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/guab.c.html guab] ==&lt;br /&gt;
&#039;&#039;&#039; crisscrs &#039;&#039;&#039; - Missing disk image dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gumbo.c.html gumbo] ==&lt;br /&gt;
&#039;&#039;&#039; mspuzzlen &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gunpey.c.html gunpey] ==&lt;br /&gt;
Complex video chip, supports compressed graphics formats etc. Skeleton driver, work has been done, but no good progress made.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/harddriv.c.html harddriv] ==&lt;br /&gt;
&#039;&#039;&#039; harddriv1 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; racedrv1, racedrv2, racedrivb1, racedrivc1, racedrivc2, racedrivg1, racedrivpan &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; steeltalp &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; hdrivairp &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hikaru.c.html hikaru] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hitpoker.c.html hitpoker] ==&lt;br /&gt;
Protection: needs dumping or simulating PIC.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hng64.c.html hng64] ==&lt;br /&gt;
The I/O CPU is a protected MCU.  There is some thought that the games uses this as a protection device. See driver notes for in depth todo/status report.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/homedata.c.html homedata] ==&lt;br /&gt;
&#039;&#039;&#039; mirderby &#039;&#039;&#039; - Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hornet.c.html hornet] ==&lt;br /&gt;
Driver is still in preliminary status. Most games show something and/or are somewhat playable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sscope, sscopea, sscope2 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; terabrst, terabrsta &#039;&#039;&#039; - Missing gun emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hotstuff.c.html hotstuff] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hshavoc.c.html hshavoc] ==&lt;br /&gt;
Genesis hardware, but uses a PIC to control state based encryption.  All the code that matches the Megadrive version has been decrypted, but the extra code (startup code, coins etc.) appears to have some annoying extra encryption.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hvyunit.c.html hvyunit] ==&lt;br /&gt;
Protection simulation is incomplete. The MCU was recently decapped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs009.c.html igs009] ==&lt;br /&gt;
&#039;&#039;&#039; gp98 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; jingbell &#039;&#039;&#039; - Protection simulation is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs011.c.html igs011] ==&lt;br /&gt;
&#039;&#039;&#039; nkishusp &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs017.c.html igs017] ==&lt;br /&gt;
All games but sdmg2 and mgdh suffer from incomplete protection simulation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tarzan, tarzana, starzan &#039;&#039;&#039; - Incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tjsb &#039;&#039;&#039; Sprites decryption is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs_m027.c.html igs_m027] ==&lt;br /&gt;
Main program / boot code in (currently undumpable) MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igspoker.c.html igspoker] ==&lt;br /&gt;
&#039;&#039;&#039; stellecu &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ilpag.c.html ilpag] ==&lt;br /&gt;
Undumpable MCUs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/intrscti.c.html intrscti] ==&lt;br /&gt;
Probably missing code in epoxy block.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ironhors.c.html ironhors] ==&lt;br /&gt;
&#039;&#039;&#039; farwest &#039;&#039;&#039; - Bootleg running on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/istellar.c.html istellar] ==&lt;br /&gt;
Laserdisc game.  Has a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/itgambl2.c.html itgambl2] ==&lt;br /&gt;
Italian Gambling games based on H8/3337 MCU. Internal ROM is currently undumpable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/itgambl3.c.html itgambl3] ==&lt;br /&gt;
Italian Gambling games based on Mitsubishi (Renesas) M16C MCU family. Internal ROM is currently undumpable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/itgamble.c.html itgamble] ==&lt;br /&gt;
Mostly Italian Gambling games mostly based on H8/3048 MCU. Internal ROM is currently undumpable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jackpool.c.html jackpool] ==&lt;br /&gt;
Needs better understanding of the master/slave communications, better EEPROM and NVRAM hook-up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jangou.c.html jangou] ==&lt;br /&gt;
&#039;&#039;&#039; luckygrl &#039;&#039;&#039; - Encrypted program roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jokrwild.c.html jokrwild] ==&lt;br /&gt;
Missing random number generator, inputs and sound.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jpmimpct.c.html jpmimpct] ==&lt;br /&gt;
&#039;&#039;&#039; m_tbirds &#039;&#039;&#039; - Mechanical game imported from AGEMAME.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jubilee.c.html jubilee] ==&lt;br /&gt;
Preliminary driver. Needs better memory map, correct video RAM offset, CRT controller hook up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kingdrby.c.html kingdrby] ==&lt;br /&gt;
&#039;&#039;&#039; cowrace &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kinst.c.html kinst] ==&lt;br /&gt;
&#039;&#039;&#039; kinst2k3, kinst2k4 &#039;&#039;&#039; - Upgrade kits.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/koftball.c.html koftball] ==&lt;br /&gt;
Incomplete protection simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/konamigv.c.html konamigv] ==&lt;br /&gt;
&#039;&#039;&#039; btchamp, kdeadeye, tokimosh, tokimosp &#039;&#039;&#039; - All games on this system suffer from a corner case involving audio track playback in the SCSI CD-ROM emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/konamigx.c.html konamigx] ==&lt;br /&gt;
&#039;&#039;&#039; ggreats2, opengolf, opengolf2, racinfrc, racinfrcu &#039;&#039;&#039; - These games use a special ROZ layer generated by the &amp;quot;PSAC4&amp;quot; custom IC which appears to include a height map.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/konamim2.c.html konamim2] ==&lt;br /&gt;
Preliminary driver, needs overall better emulation of the M2 system.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kongambl.c.html kongambl] ==&lt;br /&gt;
Skeleton driver for mostly unknown hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kopunch.c.html kopunch] ==&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ksys573.c.html ksys573] ==&lt;br /&gt;
Game suffer from incomplete PSX-based hardware emulation and some are missing emulation of the external digital sound and I/O board.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kungfur.c.html kungfur] ==&lt;br /&gt;
Missing inputs and lamps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/laserbas.c.html laserbas] ==&lt;br /&gt;
Jaleco-like protection device.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/laserbat.c.html laserbat] ==&lt;br /&gt;
&#039;&#039;&#039; catnmousa &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/legionna.c.html legionna] ==&lt;br /&gt;
Complex Seibu &#039;COP&#039; protection device. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/leland.c.html leland] ==&lt;br /&gt;
&#039;&#039;&#039; aafbb &#039;&#039;&#039; - One of the program roms is a bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/lgp.c.html lgp] ==&lt;br /&gt;
Laserdisc game.  Has a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/littlerb.c.html littlerb] ==&lt;br /&gt;
Annoying VDP-like chip controlling access to video devices.  Commands not fully understood, correct readback of data just as important as writes as addresses etc. are stored and it affects future writes.  Runs through attract mode with bad graphics, but no guarantees are made that the sprite-list it&#039;s currently processing is in the right format, or the right place as everything is written through the &#039;VDP&#039; device.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ltcasino.c.html ltcasino] ==&lt;br /&gt;
&#039;&#039;&#039; ltcasinn &#039;&#039;&#039; - Missing inputs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/lucky74.c.html lucky74] ==&lt;br /&gt;
&#039;&#039;&#039; lucky74a &#039;&#039;&#039; -  The program ROM seems incomplete or encrypted in some smart way.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m10.c.html m10] ==&lt;br /&gt;
&#039;&#039;&#039; andromed, greenber, ipminvad1 &#039;&#039;&#039; - Incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m52.c.html m52] ==&lt;br /&gt;
&#039;&#039;&#039; alpha1v &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m72.c.html m72] ==&lt;br /&gt;
&#039;&#039;&#039; lohtb &#039;&#039;&#039; - The bootleg hardware is different to the original hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m92.c.html m92] ==&lt;br /&gt;
&#039;&#039;&#039; ppan &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m107.c.html m107] ==&lt;br /&gt;
&#039;&#039;&#039; kftgoal, wpksoc &#039;&#039;&#039; - Missing EEPROM hook-up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/macs.c.html macs] ==&lt;br /&gt;
&#039;&#039;&#039; macsbios &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mac2bios &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; kisekaem &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; kisekaeh &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cultname &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/magic10.c.html magic10] ==&lt;br /&gt;
&#039;&#039;&#039; hotslot, magic102, mcolors suprpool &#039;&#039;&#039; - Missing  dump of the internal rom of the HD6473308cp10.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/magicard.c.html magicard] ==&lt;br /&gt;
Missing emulation of the Philips CD-i system.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/magictg.c.html magictg] ==&lt;br /&gt;
Skeleton driver. Bad dump?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/malzak.c.html malzak] ==&lt;br /&gt;
&#039;&#039;&#039; malzak, malzak2 &#039;&#039;&#039; - Sprite collision detection doesn&#039;t fully work.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/maygay1b.c.html maygay1b] ==&lt;br /&gt;
Mechanical game imported from AGEMAME.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/maygayv1.c.html maygayv1] ==&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mazerbla.c.html mazerbla] ==&lt;br /&gt;
Uses a custom video controller which isn&#039;t fully understood.  Mazer Blazer appears to use an MM54104 &#039;Digitalker&#039; speech IC, however, the two speech ROMs are undumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mcr.c.html mcr] ==&lt;br /&gt;
&#039;&#039;&#039; nflfoot &#039;&#039;&#039; - CED-based disk game. Has gory Z80-based serial I/O interface that is not understood. The CED player interface is undocumented. A poor quality rip exists of the video (probably the best we will get). There is a second CED disk with different teams playing which we do not have access to.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mediagx.c.html mediagx] ==&lt;br /&gt;
Mainly just need the inputs hooked up, which are mapped to the parallel port via a JAMMA interface&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/megasys1.c.html megasys1] ==&lt;br /&gt;
&#039;&#039;&#039; edfbl, monkelf &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/megatech.c.html megatech] ==&lt;br /&gt;
Incorrect behavior at time out and there are some sms based games which aren&#039;t yet fully supported.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/merit.c.html merit] ==&lt;br /&gt;
&#039;&#039;&#039; dodge &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/meritm.c.html meritm] ==&lt;br /&gt;
&#039;&#039;&#039; megat5a &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/meritm.c.html meritm] ==&lt;br /&gt;
Skeleton driver. Extremely complex prototype hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/metro.c.html metro] ==&lt;br /&gt;
&#039;&#039;&#039; puzzlet &#039;&#039;&#039; - An unknown unemulated chip (probably a PIC) provides protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/midvunit.c.html midvunit] ==&lt;br /&gt;
&#039;&#039;&#039; offroadc &#039;&#039;&#039; - some calculation bug in the TMS32031 (I suspect) causes the clip plane to clip out a number of close polygons, most importantly your truck. As-is, the game is sort of playable, if you like some extra challenge.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/midzeus.c.html midzeus] ==&lt;br /&gt;
&#039;&#039;&#039; crusnexo, thegrid and clones &#039;&#039;&#039; - These Zeus II-based games use a proprietary 3D graphics chip that has no available documentation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mk4b &#039;&#039;&#039; - Early revision probably working on early revision hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/miniboy7.c.html miniboy7] ==&lt;br /&gt;
Bad dumps, pretty much no information available other than the dump, missing color prom.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/missile.c.html missile] ==&lt;br /&gt;
&#039;&#039;&#039; mcombat, mcombata &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mitchell.c.html mitchell] ==&lt;br /&gt;
&#039;&#039;&#039; pkladiesbl &#039;&#039;&#039; - Needs CPU &amp;quot;decrytpion&amp;quot; / ordering.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mlanding.c.html mlanding] ==&lt;br /&gt;
Almost working. Needs better communications, among other minor improvements.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/model1.c.html model1] ==&lt;br /&gt;
&#039;&#039;&#039; swa, wingwar, wingwara &#039;&#039;&#039; - Guesswork incomplete on the math copro dsp functions and program impossible to dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/model2.c.html model2] ==&lt;br /&gt;
Implementation of the 3D systems is either guesswork (Model 2, 2A) or incomplete (Model 2B, 2C).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/model3.c.html model3] ==&lt;br /&gt;
Driver is still preliminary. Most games boot and show something.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/monzagp.c.html monzagp] ==&lt;br /&gt;
Preliminary driver. Possibly missing a rom.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/moo.c.html moo] ==&lt;br /&gt;
&#039;&#039;&#039; moobl &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mpu4.c.html mpu4] ==&lt;br /&gt;
Mechanical games imported from AGEMAME.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mpu4drvr.c.html mpu4drvr] ==&lt;br /&gt;
The TODO in the driver mentions: Correctly implement characteriser protection for each game. Fix meter sense error when coining up in Team Challenge - different cabinet. Improve AVDC implementation, adding split-screen interrupts (needed for mid-screen palette changes). Hook up OKIM6376 sound in The Mating Game. Get the BwB games running - They have a slightly different 68k memory map. The 6850 is at e00000 and the 6840 is at e01000. Find out what causes the games to reset in service mode (see jump taken at CPU1:c8e8).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mpu5.c.html mpu5] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mquake.c.html mquake] ==&lt;br /&gt;
A complete mystery. The existing dumps are 100% confirmed. Test mode works. All remaining code is heavily encrypted. Even the original author the game doesn&#039;t recall any encryption, but it is definitely there. It is not done in software; all unencrypted code has been accounted for.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ms32.c.html ms32] ==&lt;br /&gt;
&#039;&#039;&#039; f1superb &#039;&#039;&#039; - The road is always rendered as straight. The game has a road layer and extra roms for it. There is an unknown maths DSP for protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/n8080.c.html n8080] ==&lt;br /&gt;
&#039;&#039;&#039; helifire, helifirea &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcops2.c.html namcops2] ==&lt;br /&gt;
Skeleton driver. PlayStation2 hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos10.c.html namcos10] ==&lt;br /&gt;
Incomplete dumps.  Hardware has very strange protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos11.c.html namcos11] ==&lt;br /&gt;
&#039;&#039;&#039; souledgea, souledge1, souledge1j &#039;&#039;&#039; - Random draw list corruption.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos12.c.html namcos12] ==&lt;br /&gt;
&#039;&#039;&#039; kaiunqz &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mdhorse &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tektagtb, tektagtc &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sws2000 &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sws2001 &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos21.c.html namcos21] ==&lt;br /&gt;
&#039;&#039;&#039; aircombj, aircombu &#039;&#039;&#039; - No polygons displayed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; driveyes &#039;&#039;&#039; - Uses 3 screens with dedicated board for each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; winrun, winrun91 &#039;&#039;&#039; - System 21 prototype hardware. Mostly work.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos22.c.html namcos22] ==&lt;br /&gt;
&#039;&#039;&#039; airco22b &#039;&#039;&#039; - boots but missing sprite clear DMA?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; alpin2ra &#039;&#039;&#039; - issues with step lock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cybrcomm &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; ridgera2 and clones&#039;&#039;&#039; - They POST but don&#039;t start.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tokyowar &#039;&#039;&#039; - missing sprite clear DMA? Or protection?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos23.c.html namcos23] ==&lt;br /&gt;
The entire 3D subsystem needs to be emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/naomi.c.html naomi] ==&lt;br /&gt;
Most games show something and some are playable, but emulation is still incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nbmj8688.c.html nbmj8688] ==&lt;br /&gt;
&#039;&#039;&#039; nightlov &#039;&#039;&#039; - Input problems.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nbmj8891.c.html nbmj8891] ==&lt;br /&gt;
&#039;&#039;&#039; hnageman, hnxmasev &#039;&#039;&#039; - Missing VHS dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nbmj8991.c.html nbmj8991] ==&lt;br /&gt;
&#039;&#039;&#039; av2mj1bb, av2mj2rg &#039;&#039;&#039; - Missing VHS dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/neodrvr.c.html neodrvr] ==&lt;br /&gt;
&#039;&#039;&#039; 98best44 &#039;&#039;&#039; - Neo Print system isn&#039;t emulated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; kog &#039;&#039;&#039; - Bootleg with different protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; ms5pcb &#039;&#039;&#039; - Missing program ROMs dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/neptunp2.c.html neptunp2] ==&lt;br /&gt;
Skeleton driver. Missing GFX ROMs dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nightgal.c.html nightgal] ==&lt;br /&gt;
&#039;&#039;&#039; ngalsumr, sexygal, sweetgal &#039;&#039;&#039; - Missing protection simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/norautp.c.html norautp] ==&lt;br /&gt;
&#039;&#039;&#039; dphl, dphla, dphljp, drhl, gtipoker, kimbldhl, smshilo &#039;&#039;&#039; - Missing interrupts for I8080 CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; bjpoker, kimblz80, noraut3a, noraut3b, norautu, norautua, norautub, pma &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; fastdrwp, dphlunka, dphlunkb &#039;&#039;&#039; - Hardware unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tpoker2 &#039;&#039;&#039; - Missing 68705 MCU dump / simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nss.c.html nss] ==&lt;br /&gt;
Menu system is only partially understood.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nwk-tr.c.html nwk-tr] ==&lt;br /&gt;
Driver is still in preliminary status.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nycaptor.c.html nycaptor] ==&lt;br /&gt;
&#039;&#039;&#039; cyclshtg &#039;&#039;&#039; - Missing (protection?) MCU dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/oneshot.c.html oneshot] ==&lt;br /&gt;
&#039;&#039;&#039; maddonnb &#039;&#039;&#039; - No program roms on this set.  GFX have misplaced tiles when used with other program roms, so this is a different license / revision. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/overdriv.c.html overdriv] ==&lt;br /&gt;
Driver has heavy graphic problems. Missing road (two unemulated K053250).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pangofun.c.html pangofun] ==&lt;br /&gt;
&#039;&#039;&#039; pangofun &#039;&#039;&#039; - PC based hardware, possibly bad / incomplete dump. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/panicr.c.html panicr] ==&lt;br /&gt;
Capable of reading back the background layout ROMs for collision, readback method isn&#039;t properly understood, so the game doesn&#039;t play correctly.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/paranoia.c.html paranoia] ==&lt;br /&gt;
Jamma interface is not emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pcat_dyn.c.html pcat_dyn] ==&lt;br /&gt;
PC hardware. Gets stuck on 640K DRAM banking, beeps endlessly once it gets to memory test.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pcat_nit.c.html pcat_nit] ==&lt;br /&gt;
PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pcxt.c.html pcxt] ==&lt;br /&gt;
&#039;&#039;&#039; tetriskr &#039;&#039;&#039; - Corrupt game graphics after some time of gameplay, caused by a wrong reading of the i/o $3c8 bit 1.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pgm.c.html pgm] ==&lt;br /&gt;
&#039;&#039;&#039; drgw2, drgw2j, olds, olds100, olds100a &#039;&#039;&#039; - Somewhat playable, but protection simulation isn&#039;t perfect yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; drgw3 and clones &#039;&#039;&#039; - DMA protection device non correctly emulated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; ddp2, ddp2a, dmnfrnt, dmnfrnta, dw2001, kov, kov115, kovj, kovplus, kovplusa, kov2p, kov2p205, kovshp, oldsplus, puzlstar, puzzli2, py2k2, svg, theglad, theglada &#039;&#039;&#039; - Need internal rom of IGS027A.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/phoenix.c.html phoenix] ==&lt;br /&gt;
&#039;&#039;&#039; fenix &#039;&#039;&#039; - Bootleg, to be checked closer. Dump is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/photoply.c.html photoply] ==&lt;br /&gt;
PC hardware. Possible CPU core bugs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pinkiri8.c.html pinkiri8] ==&lt;br /&gt;
Current blocker is the video emulation i/o ports, it looks somewhat exotic.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/plygonet.c.html plygonet] ==&lt;br /&gt;
Dsp56k CPU emulation needs to be completed.  Network interface needs to be worked out.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pntnpuzl.c.html pntnpuzl] ==&lt;br /&gt;
Skeleton-ish.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/poker72.c.html poker72] ==&lt;br /&gt;
Preliminary driver for an unknown poker game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/progolf.c.html progolf] ==&lt;br /&gt;
&#039;&#039;&#039; progolfa &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/psattack.c.html psattack] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/psychic5.c.html psychic5] ==&lt;br /&gt;
&#039;&#039;&#039; bombsa &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/quakeat.c.html quakeat] ==&lt;br /&gt;
Unknown PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/queen.c.html queen] ==&lt;br /&gt;
Unknown PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/quizpun2.c.html quizpun2] ==&lt;br /&gt;
It uses an unknown DIP40 device for protection, that supplies the address to jump to (same as mosaic.c) and handles the EEPROM.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/raiden2.c.html raiden2] ==&lt;br /&gt;
&#039;&#039;&#039; raiden2, raidndx, zeroteam, xsedae and clones &#039;&#039;&#039; - Complex Seibu COP2 protection + banking (probably linked to the protection) + sprites incompletely decrypted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nzerotea, r2dx_v33 &#039;&#039;&#039; - Complex Seibu COP3 protection + banking (probably linked to the protection) + sprites incompletely decrypted.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/rbmk.c.html rbmk] ==&lt;br /&gt;
Possibly missing MCU dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/rcorsair.c.html rcorsair] ==&lt;br /&gt;
Undumped program roms in epoxy block.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/redalert.c.html redalert] ==&lt;br /&gt;
&#039;&#039;&#039; demoneye &#039;&#039;&#039; - Missing 3rd graphic layer making level 2 impossible.  Unclear what the layer should show.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/rgum.c.html rgum] ==&lt;br /&gt;
Skeleton driver. There is a Big Black Box in the middle of the PCB (for encryption, or containing roms?).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/royalmah.c.html royalmah] ==&lt;br /&gt;
&#039;&#039;&#039; cafebrk, cafedoll, jansou, mjvegas, &#039;&#039;&#039; - Missing internal program rom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; janoh &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; janoha &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mjsenka, mjsiyoub, mjyarou &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mjtensin &#039;&#039;&#039; - Random crashes, related to interrupts.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sangho.c.html sangho] ==&lt;br /&gt;
&#039;&#039;&#039; pzlestar&#039;&#039;&#039; - MSX2 based hardware. Memory banking is wrong.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/savquest.c.html savquest] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sbugger.c.html sbugger] ==&lt;br /&gt;
&#039;&#039;&#039; sbugger &#039;&#039;&#039; - Bad dump, different revision to working set. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/scramble.c.html scramble] ==&lt;br /&gt;
&#039;&#039;&#039; conquer &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sderby.c.html sderby] ==&lt;br /&gt;
&#039;&#039;&#039; pmroulet &#039;&#039;&#039; - Protection MCU handles win rates etc.  Correct win behavior is critical to this gambling game functioning as expected, so simulation probably doesn&#039;t make sense.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/seattle.c.html seattle] ==&lt;br /&gt;
&#039;&#039;&#039; sfrushrk &#039;&#039;&#039; - Won&#039;t go in-game. Don&#039;t know why. Hangs after selecting your car.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segac2.c.html segac2] ==&lt;br /&gt;
&#039;&#039;&#039; pclubj, pclubjv2, pclubjv4, pclubjv5 &#039;&#039;&#039; - Need camera and printer handling.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segag80r.c.html segag80r] ==&lt;br /&gt;
&#039;&#039;&#039; astrob1 &#039;&#039;&#039; - Dies when you first start.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segahang.c.html segahang] ==&lt;br /&gt;
&#039;&#039;&#039; endurob2 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segald.c.html segald] ==&lt;br /&gt;
Laserdisc hardware.  Has a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segaorun.c.html segaorun] ==&lt;br /&gt;
&#039;&#039;&#039; shangon1 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; toutrun2 &#039;&#039;&#039; - Missing decryption key.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas16a.c.html segas16a] ==&lt;br /&gt;
&#039;&#039;&#039; wb35, wbr35a &#039;&#039;&#039; - Decryption key is bad.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas16b.c.html segas16b] ==&lt;br /&gt;
&#039;&#039;&#039; aceattac, altbeastj1, altbeastj2 &#039;&#039;&#039; - Missing decryption key.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas18.c.html segas18] ==&lt;br /&gt;
&#039;&#039;&#039; pontoon &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas24.c.html segas24] ==&lt;br /&gt;
&#039;&#039;&#039; sspirtfc &#039;&#039;&#039; - Missing floppy image.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sgmast &#039;&#039;&#039; - Missing decryption key.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas32.c.html segas32] ==&lt;br /&gt;
&#039;&#039;&#039; kokoroj2 &#039;&#039;&#039; - Unemulated CD board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; f1lap &#039;&#039;&#039; - Protection + Needs a minimum of 2 boards. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segaxbd.c.html segaxbd] ==&lt;br /&gt;
&#039;&#039;&#039; gprider &#039;&#039;&#039; - Program roms not dumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/seta.c.html seta] ==&lt;br /&gt;
&#039;&#039;&#039; inttoote &#039;&#039;&#039; - Unemulated protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; inttootea &#039;&#039;&#039; - Incomplete dump?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; setaroul &#039;&#039;&#039; - Prelimary emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sfbonus.c.html sfbonus] ==&lt;br /&gt;
&#039;&#039;&#039; amclink &#039;&#039;&#039; - &amp;quot;Game&amp;quot; function unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; fb6s1, fb6s2, fb6s3 &#039;&#039;&#039; - Missing reel graphics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; dvisland, fbdeluxe, funriver, funriverv, spooky, version4 &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sfcbox.c.html sfcbox] ==&lt;br /&gt;
Preliminary driver. SNES based.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sigmab52.c.html sigmab52] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/skeetsht.c.html skeetsht] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/skylncr.c.html skylncr] ==&lt;br /&gt;
&#039;&#039;&#039; leader &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/slapfght.c.html slapfght] ==&lt;br /&gt;
&#039;&#039;&#039; slapfigha &#039;&#039;&#039; - Undumped 68705 protection MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sms.c.html sms] ==&lt;br /&gt;
&#039;&#039;&#039; trvhanga &#039;&#039;&#039; - Missing questions roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/snesb.c.html snesb] ==&lt;br /&gt;
&#039;&#039;&#039; endless &#039;&#039;&#039; - Game isn&#039;t correctly decrypted yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/splash.c.html splash] ==&lt;br /&gt;
&#039;&#039;&#039; funystrp, puckpepl&#039;&#039;&#039; - Protection, controls eating of dots + other things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; rebus &#039;&#039;&#039; - Another protected Microhard game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/st0016.c.html st0016] ==&lt;br /&gt;
&#039;&#039;&#039; atamanot &#039;&#039;&#039; - Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/st0016.c.html st0016] ==&lt;br /&gt;
&#039;&#039;&#039; mayjinsn &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/statriv2.c.html statriv2] ==&lt;br /&gt;
&#039;&#039;&#039; cstripxi &#039;&#039;&#039; - Laserdisc game in need of laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; quaquiz2 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tripdraw &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/stepstag.c.html stepstag] ==&lt;br /&gt;
Incomplete frankendump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/strnskil.c.html strnskil] ==&lt;br /&gt;
&#039;&#039;&#039; banbam, pettanp &#039;&#039;&#039; - Protection MCU.. seems to be a data (or code?) ROM for it tho.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/stv.c.html stv] ==&lt;br /&gt;
&#039;&#039;&#039; decathlt &#039;&#039;&#039; - Funky DMA/decompression protection (reads gfx data via protection chip, descramble / decompress? scrambled registers).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; decathlt, decathlto, elandore, ffreveng, twcup98 &#039;&#039;&#039; - Protection. astrass suffers from it too, but it&#039;s kludged to work. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; findlove &#039;&#039;&#039; - Controls broken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; finlarch, smleague &#039;&#039;&#039; - Randomly hang / crash. They work with a ridiculous MDRV_INTERLEAVE number, might need strict SH-2 synching.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; magzun, techbowl, micrombc &#039;&#039;&#039; - I/O errors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nclubv3, pclub2, pclub3, pclubpok, stress &#039;&#039;&#039; - Unemulated printer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sfish2, sfish2j &#039;&#039;&#039; - CD handling broken.  Needs MPEG decoder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; vfremix &#039;&#039;&#039; - Texture upload issues in some cases, see source.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/subsino.c.html subsino] ==&lt;br /&gt;
&#039;&#039;&#039; mtrain &#039;&#039;&#039; - Runs on different hardware. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/suna8.c.html suna8] ==&lt;br /&gt;
&#039;&#039;&#039; brickzn, brickzn3, sparkman, starfigh &#039;&#039;&#039; - Protection / encryption (custom CPU modules containing Z80 + encryption logic).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/superdq.c.html superdq] ==&lt;br /&gt;
Laserdisc games. Works in theory, but is waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/system1.c.html system1] ==&lt;br /&gt;
&#039;&#039;&#039; shtngmst &#039;&#039;&#039; - Missing MCU dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/system16.c.html system16] ==&lt;br /&gt;
&#039;&#039;&#039; bayrouteb1 &#039;&#039;&#039; - Broken sprites (missing IRQ?).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; bayrouteb2, beautyb, dduxb1, eswatb1, fpointb1, fpointbj, goldnaxeb1, iqpipe, passshtb, passht4b, shinob1d, tturfb1, wb3bb1 &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taito_f3.c.html taito_f3] ==&lt;br /&gt;
&#039;&#039;&#039; bubsymphb &#039;&#039;&#039; - Bootleg on different hardware. Backgrounds don&#039;t show up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taito_o.c.html taito_o] ==&lt;br /&gt;
Driver still in preliminary stages. TODO: inputs (coins), NVRAM, sprite priorities, dips, interrupts (sources).ö&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taito_z.c.html taito_z] ==&lt;br /&gt;
&#039;&#039;&#039; racingb &#039;&#039;&#039; - Serious video emulation issues (raster irq?).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitoair.c.html taitoair] ==&lt;br /&gt;
Possible 320c25 bugs.  Possible m68k-c25 communication issues.  Not easy, the c25 code is hard to read, probably interesting.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitogn.c.html taitogn] ==&lt;br /&gt;
&#039;&#039;&#039; gobyrc, rcdego &#039;&#039;&#039; - Custom inputs need calibrating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nightrai &#039;&#039;&#039; - No background / enemy sprites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sianniv &#039;&#039;&#039; - IRQ at the wrong time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; zooo &#039;&#039;&#039; - Missing most of the playfield.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitojc.c.html taitojc] ==&lt;br /&gt;
&#039;&#039;&#039; dangcurv &#039;&#039;&#039; - Hangs on its DSP test. Needs correct controls hooking up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; dendeg, dendegx, dendeg2, dendeg2x &#039;&#039;&#039; - Hang / crash, various palette/textures problems. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; landgear &#039;&#039;&#039; - Crashes, analog inputs don&#039;t work in-game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitopjc.c.html taitopjc] ==&lt;br /&gt;
Skeleton driver. Requires TLCS-900 CPU core to make progress.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitotz.c.html taitotz] ==&lt;br /&gt;
Skeleton driver. Requires TLCS-900 CPU core to make progress.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitowlf.c.html taitowlf] ==&lt;br /&gt;
Preliminary, PC+voodoo.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tank8.c.html tank8] ==&lt;br /&gt;
&#039;&#039;&#039; tank8a, tank8b, tank8c, tank8d &#039;&#039;&#039; - Bad / incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tattack.c.html tattack] ==&lt;br /&gt;
Preliminary, maybe protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tcl.c.html tcl] ==&lt;br /&gt;
Skeleton, decryption incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tehkanwc.c.html tehkanwc] ==&lt;br /&gt;
&#039;&#039;&#039; tehkanwcc &#039;&#039;&#039; - Bootleg with different inputs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tetrisp2.c.html tetrisp2] ==&lt;br /&gt;
&#039;&#039;&#039; nndmseal &#039;&#039;&#039; - Missing camera and printer emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/thayers.c.html thayers] ==&lt;br /&gt;
Laserdisc game. Works in theory, but is waiting for a good quality laserdisc dump.  Does have a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/thepit.c.html thepit] ==&lt;br /&gt;
&#039;&#039;&#039; zaryavos &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/thoop2.c.html thoop2] ==&lt;br /&gt;
Unemulated protection device with internal rom and suicide capabilities (DS5002FP).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/timeplt.c.html timeplt] ==&lt;br /&gt;
&#039;&#039;&#039; chkun &#039;&#039;&#039; - Runs on slightly different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/timetrv.c.html timetrv] ==&lt;br /&gt;
Needs laserdisc dump. Laserdisc player models used by this game are unemulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tmnt.c.html tmnt] ==&lt;br /&gt;
&#039;&#039;&#039; ssridersb &#039;&#039;&#039; - Bootleg on different hardware. Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/toaplan2.c.html toaplan2] ==&lt;br /&gt;
&#039;&#039;&#039; fixeight &#039;&#039;&#039; - Protection MCU supplies background data.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tokyocop.c.html tokyocop] ==&lt;br /&gt;
Skeleton driver. PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/toratora.c.html toratora] ==&lt;br /&gt;
Very strange, may be missing a rom, schematics available.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/trackfld.c.html trackfld] ==&lt;br /&gt;
&#039;&#039;&#039; trackfldnz &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/triforce.c.html triforce] ==&lt;br /&gt;
Skeleton driver. Needs Gamecube emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/trvmadns.c.html trvmadns] ==&lt;br /&gt;
Random hangs, probably due to incorrect question banking.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ttchamp.c.html ttchamp] ==&lt;br /&gt;
Skeleton-ish.  V30 based, Banking issues, PIC for protection? or sound?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/turrett.c.html turrett] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/twinkle.c.html twinkle] ==&lt;br /&gt;
Preliminary driver. TODO:  Sound (IDE DMA, finish communications), DVD, Harddrive, 16seg led font.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vamphalf.c.html vamphalf] ==&lt;br /&gt;
&#039;&#039;&#039; mrkicker &#039;&#039;&#039; - Hyperstone core bugs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vcombat.c.html vcombat] ==&lt;br /&gt;
Partially working driver.  Most of the memory maps for all four CPUs are complete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vega.c.html vega] ==&lt;br /&gt;
Rom dump is probably bad.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vegas.c.html vegas] ==&lt;br /&gt;
&#039;&#039;&#039; warfa &#039;&#039;&#039; - Something is wrong with the on-board ethernet chip emulation. If the chip is hacked out, the game boots, but that&#039;s not accurate. There were many rendering issues last time I checked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; roadburn &#039;&#039;&#039; - Sound board is different; with some manual fiddling, you can get it in-game, but it doesn&#039;t work particularly well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nbashowt, nbanfl &#039;&#039;&#039; - These Vegas games used a Voodoo Banshee video card. The current 3dfx voodoo emulation has some basic support for the Banshee, but it is pretty minimal. The tricky bit is that the Banshee (and later, the Voodoo 3) have integrated 2D and 3D capabilities, so we need to emulate at least part of a VGA controller in addition to the 3D. These boards also had some new features that require some addition internal reworking of the Voodoo driver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cartfury, sf2049, sf2049se, sf2049te &#039;&#039;&#039; - Voodoo 3-based, one step beyond the Voodoo Banshee problems.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vicdual.c.html vicdual] ==&lt;br /&gt;
&#039;&#039;&#039; headonsa, headon2s &#039;&#039;&#039; - Won&#039;t coin up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/viper.c.html viper] ==&lt;br /&gt;
Skeleton driver, PPC+voodoo.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vp101.c.html vp101] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vpoker.c.html vpoker] ==&lt;br /&gt;
Needs 6840PTM hook-up, I/Os and sound emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vsnes.c.html vsnes] ==&lt;br /&gt;
&#039;&#039;&#039; smgolfb &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&#039;&#039;&#039; suprmriobl, suprmriobl2 &#039;&#039;&#039; - Bootleg with extra Z80.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wgp.c.html wgp] ==&lt;br /&gt;
Recently demoted to not working status.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wheelfir.c.html wheelfir] ==&lt;br /&gt;
Extensive TODO list on top of driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/williams.c.html williams] ==&lt;br /&gt;
&#039;&#039;&#039; defndjeu, tornado2 &#039;&#039;&#039; - Bad dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wldarrow.c.html wldarrow] ==&lt;br /&gt;
&#039;&#039;&#039; mdrawpkr, mdrawpkra &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wwfsstar.c.html wwfsstar] ==&lt;br /&gt;
&#039;&#039;&#039; wwfsstaj &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/zn.c.html zn] ==&lt;br /&gt;
&#039;&#039;&#039; bam2 &#039;&#039;&#039; - Lacks music (which streams from a hard disk under the control of an H8/3644 MCU).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; beastrzb &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; glpracr2, glpracr2j, glpracr2l &#039;&#039;&#039; - Lock up when starting a game/entering test mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nbajamex &#039;&#039;&#039; - Black screen. Wrong banking?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; primrag2 &#039;&#039;&#039; - Locks up when starting a game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/zr107.c.html zr107] ==&lt;br /&gt;
&#039;&#039;&#039; waveshrk &#039;&#039;&#039; - Uses the lower board from GTI Club (GN678), and a ZR107(PWB(A)300769A top board.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=MNW&amp;diff=3356</id>
		<title>MNW</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=MNW&amp;diff=3356"/>
		<updated>2010-09-22T15:30:05Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* [http://mamedev.org/source/src/mame/drivers/chihiro.c.html chihiro] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This page is designed to allow for a quick look over all the drivers with a GAME_NOT_WORKING flag by giving, as much as possible, an idea on the amount of effort needed to fix them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/2mindril.c.html 2mindril] ==&lt;br /&gt;
Missing working simulation of the sensors.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/39in1.c.html 39in1] ==&lt;br /&gt;
&#039;&#039;&#039; 48in1, 48in1a &#039;&#039;&#039; - Games other than 39in1 on this hardware have substantially harder protection and are double-encrypted in a way that would be very difficult to emulate.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/3super8.c.html 3super8] ==&lt;br /&gt;
Skeleton driver. GFX / Sound roms are bad and the PIC isn&#039;t dumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/4roses.c.html 4roses] ==&lt;br /&gt;
&#039;&#039;&#039; 4roses, 4rosesa &#039;&#039;&#039; - Skeleton driver. The program rom is encrypted and it has an undumped MCU which needs decapping or simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/8080bw.c.html 8080bw] ==&lt;br /&gt;
&#039;&#039;&#039; modelr &#039;&#039;&#039; - Some issues with inputs and the shifter emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/86lions.c.html 86lions] ==&lt;br /&gt;
The inputs aren&#039;t fully understood yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/acefruit.c.html acefruit] ==&lt;br /&gt;
&#039;&#039;&#039; acefruit &#039;&#039;&#039; - Inputs aren&#039;t fully understood. The real title of the game is unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; starspnr &#039;&#039;&#039; - Most likely needs a redump of the program ROMs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/acommand.c.html acommand] ==&lt;br /&gt;
&#039;&#039;&#039; acommand &#039;&#039;&#039; - Inputs aren&#039;t fully understood.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/adp.c.html adp] ==&lt;br /&gt;
Skeleton driver.  Todo: &amp;quot;Almost everything.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/aleck64.c.html aleck64] ==&lt;br /&gt;
&#039;&#039;&#039; 11beat, doncdoon, hipai, kurufev, mayjin3, mtetrisc, srmvs, twrshaft &#039;&#039;&#039; - Incomplete N&amp;amp;4 hardware emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/alg.c.html alg] ==&lt;br /&gt;
Laserdisc games. They all work in theory, but are waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/alpha68k.c.html alpha68k] ==&lt;br /&gt;
&#039;&#039;&#039; goldmedb &#039;&#039;&#039; - It uses a 68705 in place of the Alpha controller.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/amaticmg.c.html amaticmg] ==&lt;br /&gt;
Program ROMs need to be decrypted and CPU is custom / unidentified.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ampoker2.c.html ampoker2] ==&lt;br /&gt;
&#039;&#039;&#039; piccolop &#039;&#039;&#039; - Ends in an infinite loop.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/arcadia.c.html arcadia] ==&lt;br /&gt;
&#039;&#039;&#039; ar_dart2 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/aristmk4.c.html aristmk4] ==&lt;br /&gt;
&#039;&#039;&#039; eforest &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/aristmk5.c.html aristmk5] ==&lt;br /&gt;
Hardware differences from the base Acorn Archimedes are not fully understood yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/armedf.c.html armedf] ==&lt;br /&gt;
&#039;&#039;&#039; terrafb &#039;&#039;&#039; - This bootleg runs on slightly modified hardware which need proper emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/astrocde.c.html astrocde] ==&lt;br /&gt;
&#039;&#039;&#039; tenpindx &#039;&#039;&#039; - This game used a physical hockey puck which the player slid down the bowling alley. Sensors on the other end picked up the location and velocity of the puck and simulated the pin behavior. Requires simulation of this input interface in order to be considered working.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/astrocorp.c.html astrocorp] ==&lt;br /&gt;
&#039;&#039;&#039; winbingo, winbingoa, zoo &#039;&#039;&#039; - These games need decryption.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/atarigx2.c.html atarigx2] ==&lt;br /&gt;
All of these games suffer from some advanced protection that affects them in different ways. Through some magic accesses in memory, data can be decrypted using some special key sequences that are not entirely understood. It might be possible to find all possible data sources, run them through the decryption process on the real PCB, and then encode that information in the driver, but it is tedious work at best. Below is the status of each game:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; motofren &#039;&#039;&#039; - Has some obvious gameplay glitches. Not much work has been done to understand the protection on this one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; spclords &#039;&#039;&#039; - Has had some of its data decrypted, which is why the palette during attract mode looks ok. But in game there are many problems lurking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; rrreveng &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/badlands.c.html badlands] ==&lt;br /&gt;
&#039;&#039;&#039; badlandb &#039;&#039;&#039; - This bootleg runs on heavily modified hardware and needs a redump of 2 roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfcobra.c.html bfcobra] ==&lt;br /&gt;
&#039;&#039;&#039; beeline &#039;&#039;&#039; - Missing floppy disk image.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; inquiztr &#039;&#039;&#039; - Missing floppy disk image.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfm_sc1.c.html bfm_sc1] ==&lt;br /&gt;
Driver under heavy construction.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfm_sc2.c.html bfm_sc2] ==&lt;br /&gt;
&#039;&#039;&#039; m_bcgslm, m_brkfst and clones, m_bfocus, m_cpeno1, m_luvjob &#039;&#039;&#039; - Mechanical games imported from AgeMame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; quintond &#039;&#039;&#039; - Missing emulation of RS232 data  link device (see BACTA Datapak specs for more info).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfmsys85.c.html bfmsys85] ==&lt;br /&gt;
Driver imported from AgeMame.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bigfghtr.c.html bigfghtr] ==&lt;br /&gt;
Protection MCUs need decapping / simulation. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bingoc.c.html bingoc] ==&lt;br /&gt;
Missing terminal roms. Sound banking could be wrong. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bingor.c.html bingor] ==&lt;br /&gt;
Protection problems?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/blackt96.c.html blackt96] ==&lt;br /&gt;
Tilemap decoding is wrong.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/blitz.c.html blitz] ==&lt;br /&gt;
There is an undumped 68705 MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/btime.c.html btime] ==&lt;br /&gt;
&#039;&#039;&#039; tisland &#039;&#039;&#039; - Needs to be decrypted.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bublbobl.c.html bublbobl] ==&lt;br /&gt;
&#039;&#039;&#039; tokio, tokiou &#039;&#039;&#039; - Protection MCUs need decapping / simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/buster.c.html buster] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cabaret.c.html cabaret] ==&lt;br /&gt;
Not fully playable beacuse of some pitfalls.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/calchase.c.html calchase] ==&lt;br /&gt;
PC hardware needs more work.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/calomega.c.html calomega] ==&lt;br /&gt;
Some bad/incomplete dumps and some hardware features are not correctly emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cb2001.c.html cb2001] ==&lt;br /&gt;
Encrypted CPU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cchance.c.html cchance] ==&lt;br /&gt;
Imperfect hopper emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cclimber.c.html cclimber] ==&lt;br /&gt;
&#039;&#039;&#039; bagmanf &#039;&#039;&#039; - Botleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cdi.c.html cdi] ==&lt;br /&gt;
Suffers from incomplete simulation of the SLAVE and CDIC MCUs.  Decapping would help.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cham24.c.html cham24] ==&lt;br /&gt;
Missing coins and timer due to unemulated Amtel MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/champbas.c.html champbas] ==&lt;br /&gt;
&#039;&#039;&#039; champbb2a &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; champbb2j &#039;&#039;&#039; - Slightly different hardware?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/chihiro.c.html chihiro] ==&lt;br /&gt;
Skeleton driver. Needs i386 protected-mode and Xbox hardware emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cliffhgr.c.html cliffhgr] ==&lt;br /&gt;
&#039;&#039;&#039; goaltogo &#039;&#039;&#039; - Laserdisc game. Works in theory, but is waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cmmb.c.html cmmb] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cninja.c.html cninja] ==&lt;br /&gt;
&#039;&#039;&#039; cninjabl &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cntsteer.c.html cntsteer] ==&lt;br /&gt;
&#039;&#039;&#039; cntsteer &#039;&#039;&#039; - Needs better understanding of the communications and correct ROZ layer implementation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; gekitsui, zerotrgt &#039;&#039;&#039; - Need better ROZ layer implementation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/coinmstr.c.html coinmstr] ==&lt;br /&gt;
&#039;&#039;&#039; supnudg2 &#039;&#039;&#039; - Incomplete protection simulation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; trailblz &#039;&#039;&#039; - Question roms aren&#039;t dumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/coinmvga.c.html coinmvga] ==&lt;br /&gt;
Interrupt generation is unknown and touch screen needs to be hooked up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/comebaby.c.html comebaby] ==&lt;br /&gt;
Skeleton driver. Game runs on a Pentium (I/II/III?) class machine running Windows 98!&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/coolridr.c.html coolridr] ==&lt;br /&gt;
Skeleton driver. Uses SH2 + SH1, 68k etc. Dual screen game, plays like a cheap korean rip-off of Outrunners (suspected to be recompiled from the same code ;p). CPU comms don&#039;t make sense, interrupts don&#039;t make sense.. somebody mentioned that the SH1 has &#039;extra&#039; features, but according to dox it&#039;s plain sh1, and the sh2 core should be 100% backwards compatible. it SHOULD be possible to get this working, or at least doing something more and would be a good / interesting project for somebody.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cop01.c.html cop01] ==&lt;br /&gt;
&#039;&#039;&#039; mightguy &#039;&#039;&#039; - Protection not emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cps1.c.html cps1] ==&lt;br /&gt;
&#039;&#039;&#039; captcommb, dinohunt, dinopic, dinopic2, knightsb, punipic, punipic2, punipic3, sf2m1, sf2m3, sf2mdt &#039;&#039;&#039; - Bootlegs which run on different hardware, which needs to be correctly implemented.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cps2.c.html cps2] ==&lt;br /&gt;
&#039;&#039;&#039; gigamn2 &#039;&#039;&#039; - A bootleg which runs on different hardware. Dump is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cps3.c.html cps3] ==&lt;br /&gt;
&#039;&#039;&#039; redeartn &#039;&#039;&#039; - Missing nocd bios dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/crystal.c.html crystal] ==&lt;br /&gt;
&#039;&#039;&#039; officeye, topbladv &#039;&#039;&#039; - Protection PICs have been dumped but there isn&#039;t a pic16c727 core yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cshooter.c.html cshooter] ==&lt;br /&gt;
GFX roms in black &#039;blobs&#039; (Dox working on it)&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cybertnk.c.html cybertnk] ==&lt;br /&gt;
Sprite emulation is incorrect (very likely that it can do zooming), road emulation, tilemap scrolling, color banking, inputs dont&#039;t seem to work in game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cyclemb.c.html cyclemb] ==&lt;br /&gt;
Needs decap or simulation of the 2 MCUs (8741).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/darkhors.c.html darkhors] ==&lt;br /&gt;
&#039;&#039;&#039; jclub2, jclub2o &#039;&#039;&#039; - Graphics seem to be compressed and aren&#039;t fully decoded yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dblewing.c.html dblewing] ==&lt;br /&gt;
Protection simulation is pretty advanced, but still incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ddenlovr.c.html ddenlovr] ==&lt;br /&gt;
&#039;&#039;&#039; quizchq, quizchql &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ddragon.c.html ddragon] ==&lt;br /&gt;
&#039;&#039;&#039; ddragon6809, ddragon6809a &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ddz.c.html ddz] ==&lt;br /&gt;
&#039;&#039;&#039; ddz &#039;&#039;&#039; - Skeleton driver. Hardware similar to crystal.c. Roms appear to be encrypted / scrambled.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dec0.c.html dec0] ==&lt;br /&gt;
&#039;&#039;&#039; automat, ffantasybl, secretab &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deco32.c.html deco32] ==&lt;br /&gt;
&#039;&#039;&#039; lockload, lockloadu  &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deco_ld.c.html deco_ld] ==&lt;br /&gt;
The driver needs better video e I/O emulation, laserdisc hook-ups.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deco_mlc.c.html deco_mlc] ==&lt;br /&gt;
&#039;&#039;&#039; stadhr96, stadhr96a &#039;&#039;&#039; - Protection isn&#039;t fully simulated and they seem to require raster IRQ video update support.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/decocass.c.html decocass] ==&lt;br /&gt;
&#039;&#039;&#039; ctisland3 &#039;&#039;&#039; - Different bitswap?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cexplore &#039;&#039;&#039; - Mssing rom dump from overlay PCB.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cgraplop2 &#039;&#039;&#039; - Wrong dongle?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deshoros.c.html deshoros] ==&lt;br /&gt;
Needs graphics emulation through artwork system and printer emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dlair.c.html dlair] ==&lt;br /&gt;
Laserdisc games. Work in theory, but are waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dmndrby.c.html dmndrby] ==&lt;br /&gt;
Electrocoin on snk hardware.  Needs better video emulation. Enters service mode while attract mode is running.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/drw80pkr.c.html drw80pkr] ==&lt;br /&gt;
Driver shows something, but emulation is still incomplete. I8039 based CPU with CRTC6845 video and AY8910 sound.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dwarfd.c.html dwarfd] ==&lt;br /&gt;
&#039;&#039;&#039; qc, quarterh and clones &#039;&#039;&#039; - Missing laserdisc dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dynax.c.html dynax] ==&lt;br /&gt;
&#039;&#039;&#039; majrjhdx, tenkai2b, tenkaid &#039;&#039;&#039; - Missing dump of the internal rom of the TMP91640.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/epos.c.html epos] ==&lt;br /&gt;
&#039;&#039;&#039; catapult, revenger &#039;&#039;&#039; - Bad dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ertictac.c.html ertictac] ==&lt;br /&gt;
&#039;&#039;&#039; poizone &#039;&#039;&#039; - ARM core bugs causes it to crash at some point.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/esh.c.html esh] ==&lt;br /&gt;
Laserdisc game. Works in theory, but is waiting for a good quality laserdisc dump.  Does have a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/f1gp.c.html f1gp] ==&lt;br /&gt;
&#039;&#039;&#039; f1gpb &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/fcrash.c.html fcrash] ==&lt;br /&gt;
&#039;&#039;&#039; kodb &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/firebeat.c.html firebeat] ==&lt;br /&gt;
Driver is incomplete. Missing MIDI card emulation, video emulation problems..&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/fortecar.c.html fortecar] ==&lt;br /&gt;
Missing banckswitching, inputs, ..&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/freekick.c.html freekick] ==&lt;br /&gt;
&#039;&#039;&#039; freekick, countrun &#039;&#039;&#039; - Main program inside of custom CPU block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; countrb2 &#039;&#039;&#039; - Possible bad dump, or encrypted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; gigas &#039;&#039;&#039; - One of the program roms is a bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/funworld.c.html funworld] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; royalcrdf, royalcrdp &#039;&#039;&#039; - Encrypted. Seems to use an epoxy block with CPU + extras (ICs, TTL, etc) to manage the encryption.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; jokercrd &#039;&#039;&#039; - Totaly encrypted. This game use a Funworld custom CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; magicd2a &#039;&#039;&#039; - CPU issues. This game use a slightly modified instructions set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; magicd2b &#039;&#039;&#039; - CPU issues. This game use a slightly modified instructions set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mongolnw &#039;&#039;&#039; - Need to hook the missing microcontroller (TSC87C52-16CB) to emulate this game properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; multiwin &#039;&#039;&#039; - Encrypted with unidentified CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; soccernw &#039;&#039;&#039; - Need to hook the missing microcontroller (TSC87C52-16CB) to emulate this game properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; saloon &#039;&#039;&#039; - This game is totally encrypted. No PIAs to drive I/O.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gaelco2.c.html gaelco2] ==&lt;br /&gt;
&#039;&#039;&#039; aligator, touchgo, touchgoe, touchgon, wrally2 &#039;&#039;&#039; - Unemulated protection device with internal rom and suicide capabilities (DS5002FP). There&#039;s an unprotected versions of Alligator Hunt and it might be possible to simulate the protection in the protected version, but it isn&#039;t easy, looks like MCU may provide ROM patches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; snowboar, snowboara &#039;&#039;&#039; - Unemulated protection device (Lattice IspLSI 1016-80LJ)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; grtesoro &#039;&#039;&#039; - Unemulated protection device with internal rom and suicide capabilities (DS5002FP). Badly dumped program roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gaiden.c.html gaiden] ==&lt;br /&gt;
&#039;&#039;&#039; mastninj &#039;&#039;&#039; - Sprites, sound and y-scroll need fixing.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gal3.c.html gal3] ==&lt;br /&gt;
In need of laserdisc dump. Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galaxia.c.html galaxia] ==&lt;br /&gt;
&#039;&#039;&#039; galaxia &#039;&#039;&#039; - Skeleton driver.  It&#039;s a galaxian rip-off on a custom board with CVS-like hardware IIRC (Haze).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galaxold.c.html galaxold] ==&lt;br /&gt;
&#039;&#039;&#039; harem &#039;&#039;&#039; - One of the program roms is badly dumped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; trvchlng &#039;&#039;&#039; - Questions roms aren&#039;t dumped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; vstars &#039;&#039;&#039; - Encrypted?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galdrvr.c.html galdrvr] ==&lt;br /&gt;
&#039;&#039;&#039; dingoe &#039;&#039;&#039; - Probable bad dump and encryption.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; monsterz &#039;&#039;&#039; - Unemulated protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; scorpiona, skelagon, supergx &#039;&#039;&#039; - Bad dumps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tenspot &#039;&#039;&#039; - Menu isn&#039;t working yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; warofbugg &#039;&#039;&#039; - Bootleg on slightly different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galivan.c.html galivan] ==&lt;br /&gt;
&#039;&#039;&#039; youmab, youmab2 &#039;&#039;&#039; - Weird bootlegs, who knows.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galpani2.c.html galpani2] ==&lt;br /&gt;
Kaneko protection MCU with internal rom, managing CPU comms.  Decap should possible, should be the same for all games / sets.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gamecstl.c.html gamecstl] ==&lt;br /&gt;
&#039;Modern&#039; PC Hardware running a MAME bootleg.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/getrivia.c.html getrivia] ==&lt;br /&gt;
&#039;&#039;&#039; jokpokera &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ggconnie.c.html ggconnie] ==&lt;br /&gt;
Preliminary driver. Hardware is PC-Engine based.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ghosteo.c.html ghosteo] ==&lt;br /&gt;
Uses a fairly recent ARM based chip.  Almost a skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gladiatr.c.html gladiatr] ==&lt;br /&gt;
&#039;&#039;&#039; ppking &#039;&#039;&#039; - Missing MCU dump or simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/glass.c.html glass] ==&lt;br /&gt;
Unemulated protection device with internal rom and suicide capabilities (DS5002FP).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/goldngam.c.html goldngam] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/goldnpkr.c.html goldnpkr] ==&lt;br /&gt;
&#039;&#039;&#039; royale, royale &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; witchcde &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; witchcrd &#039;&#039;&#039; - Unknown protection device.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/goldstar.c.html goldstar] ==&lt;br /&gt;
&#039;&#039;&#039; cb3c &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cmast92 &#039;&#039;&#039; - Graphics ROMs aren&#039;t dumped yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cmasterbv, cmv4a &#039;&#039;&#039; - Missing switch between normal and &amp;quot;stealth&amp;quot; game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; jkrmast, pkrmast, prkmasta &#039;&#039;&#039; - Incomplete dumps and probably encrypted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mtonic &#039;&#039;&#039; - Unidentified CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nfm &#039;&#039;&#039; - Some roms don&#039;t seem to belong to the dumped set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; unkch1, unkch2, unkch3, unkch4 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gpworld.c.html gpworld] ==&lt;br /&gt;
Laserdisc hardware. Works in theory, but is waiting for a good quality laserdisc dump.  Does have a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gstriker.c.html gstriker] ==&lt;br /&gt;
&#039;&#039;&#039; twcup94, twcup94a, vgoalsoc, vgoalsoca &#039;&#039;&#039;Tecmo MCU providing jump addresses etc.  Has direct access to entire CPU bus, prevents code modification (MCU writes &#039;ROM ERROR&#039; if you change ROM).  ROZ pitch difficult to understand.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gticlub.c.html gticlub] ==&lt;br /&gt;
Driver is still in preliminary status. Most games show something and/or are somewhat playable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/guab.c.html guab] ==&lt;br /&gt;
&#039;&#039;&#039; crisscrs &#039;&#039;&#039; - Missing disk image dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gumbo.c.html gumbo] ==&lt;br /&gt;
&#039;&#039;&#039; mspuzzlen &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gunpey.c.html gunpey] ==&lt;br /&gt;
Complex video chip, supports compressed graphics formats etc. Skeleton driver, work has been done, but no good progress made.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/harddriv.c.html harddriv] ==&lt;br /&gt;
&#039;&#039;&#039; harddriv1 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; racedrv1, racedrv2, racedrivb1, racedrivc1, racedrivc2, racedrivg1, racedrivpan &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; steeltalp &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; hdrivairp &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hikaru.c.html hikaru] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hitpoker.c.html hitpoker] ==&lt;br /&gt;
Protection: needs dumping or simulating PIC.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hng64.c.html hng64] ==&lt;br /&gt;
The I/O CPU is a protected MCU.  There is some thought that the games uses this as a protection device. See driver notes for in depth todo/status report.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/homedata.c.html homedata] ==&lt;br /&gt;
&#039;&#039;&#039; mirderby &#039;&#039;&#039; - Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hornet.c.html hornet] ==&lt;br /&gt;
Driver is still in preliminary status. Most games show something and/or are somewhat playable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sscope, sscopea, sscope2 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; terabrst, terabrsta &#039;&#039;&#039; - Missing gun emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hotstuff.c.html hotstuff] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hshavoc.c.html hshavoc] ==&lt;br /&gt;
Genesis hardware, but uses a PIC to control state based encryption.  All the code that matches the Megadrive version has been decrypted, but the extra code (startup code, coins etc.) appears to have some annoying extra encryption.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hvyunit.c.html hvyunit] ==&lt;br /&gt;
Protection simulation is incomplete. The MCU was recently decapped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs009.c.html igs009] ==&lt;br /&gt;
&#039;&#039;&#039; gp98 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; jingbell &#039;&#039;&#039; - Protection simulation is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs011.c.html igs011] ==&lt;br /&gt;
&#039;&#039;&#039; nkishusp &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs017.c.html igs017] ==&lt;br /&gt;
All games but sdmg2 and mgdh suffer from incomplete protection simulation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tarzan, tarzana, starzan &#039;&#039;&#039; - Incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tjsb &#039;&#039;&#039; Sprites decryption is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs_m027.c.html igs_m027] ==&lt;br /&gt;
Main program / boot code in (currently undumpable) MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igspoker.c.html igspoker] ==&lt;br /&gt;
&#039;&#039;&#039; stellecu &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ilpag.c.html ilpag] ==&lt;br /&gt;
Undumpable MCUs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/intrscti.c.html intrscti] ==&lt;br /&gt;
Probably missing code in epoxy block.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ironhors.c.html ironhors] ==&lt;br /&gt;
&#039;&#039;&#039; farwest &#039;&#039;&#039; - Bootleg running on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/istellar.c.html istellar] ==&lt;br /&gt;
Laserdisc game.  Has a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/itgambl2.c.html itgambl2] ==&lt;br /&gt;
Italian Gambling games based on H8/3337 MCU. Internal ROM is currently undumpable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/itgambl3.c.html itgambl3] ==&lt;br /&gt;
Italian Gambling games based on Mitsubishi (Renesas) M16C MCU family. Internal ROM is currently undumpable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/itgamble.c.html itgamble] ==&lt;br /&gt;
Mostly Italian Gambling games mostly based on H8/3048 MCU. Internal ROM is currently undumpable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jackpool.c.html jackpool] ==&lt;br /&gt;
Needs better understanding of the master/slave communications, better EEPROM and NVRAM hook-up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jangou.c.html jangou] ==&lt;br /&gt;
&#039;&#039;&#039; luckygrl &#039;&#039;&#039; - Encrypted program roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jokrwild.c.html jokrwild] ==&lt;br /&gt;
Missing random number generator, inputs and sound.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jpmimpct.c.html jpmimpct] ==&lt;br /&gt;
&#039;&#039;&#039; m_tbirds &#039;&#039;&#039; - Mechanical game imported from AGEMAME.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jubilee.c.html jubilee] ==&lt;br /&gt;
Preliminary driver. Needs better memory map, correct video RAM offset, CRT controller hook up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kingdrby.c.html kingdrby] ==&lt;br /&gt;
&#039;&#039;&#039; cowrace &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kinst.c.html kinst] ==&lt;br /&gt;
&#039;&#039;&#039; kinst2k3, kinst2k4 &#039;&#039;&#039; - Upgrade kits.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/koftball.c.html koftball] ==&lt;br /&gt;
Incomplete protection simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/konamigv.c.html konamigv] ==&lt;br /&gt;
&#039;&#039;&#039; btchamp, kdeadeye, tokimosh, tokimosp &#039;&#039;&#039; - All games on this system suffer from a corner case involving audio track playback in the SCSI CD-ROM emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/konamigx.c.html konamigx] ==&lt;br /&gt;
&#039;&#039;&#039; ggreats2, opengolf, opengolf2, racinfrc, racinfrcu &#039;&#039;&#039; - These games use a special ROZ layer generated by the &amp;quot;PSAC4&amp;quot; custom IC which appears to include a height map.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/konamim2.c.html konamim2] ==&lt;br /&gt;
Preliminary driver, needs overall better emulation of the M2 system.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kongambl.c.html kongambl] ==&lt;br /&gt;
Skeleton driver for mostly unknown hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kopunch.c.html kopunch] ==&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ksys573.c.html ksys573] ==&lt;br /&gt;
Game suffer from incomplete PSX-based hardware emulation and some are missing emulation of the external digital sound and I/O board.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kungfur.c.html kungfur] ==&lt;br /&gt;
Missing inputs and lamps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/laserbas.c.html laserbas] ==&lt;br /&gt;
Jaleco-like protection device.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/laserbat.c.html laserbat] ==&lt;br /&gt;
&#039;&#039;&#039; catnmousa &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/legionna.c.html legionna] ==&lt;br /&gt;
Complex Seibu &#039;COP&#039; protection device. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/leland.c.html leland] ==&lt;br /&gt;
&#039;&#039;&#039; aafbb &#039;&#039;&#039; - One of the program roms is a bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/lgp.c.html lgp] ==&lt;br /&gt;
Laserdisc game.  Has a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/littlerb.c.html littlerb] ==&lt;br /&gt;
Annoying VDP-like chip controlling access to video devices.  Commands not fully understood, correct readback of data just as important as writes as addresses etc. are stored and it affects future writes.  Runs through attract mode with bad graphics, but no guarantees are made that the sprite-list it&#039;s currently processing is in the right format, or the right place as everything is written through the &#039;VDP&#039; device.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ltcasino.c.html ltcasino] ==&lt;br /&gt;
&#039;&#039;&#039; ltcasinn &#039;&#039;&#039; - Missing inputs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/lucky74.c.html lucky74] ==&lt;br /&gt;
&#039;&#039;&#039; lucky74a &#039;&#039;&#039; -  The program ROM seems incomplete or encrypted in some smart way.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m10.c.html m10] ==&lt;br /&gt;
&#039;&#039;&#039; andromed, greenber, ipminvad1 &#039;&#039;&#039; - Incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m52.c.html m52] ==&lt;br /&gt;
&#039;&#039;&#039; alpha1v &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m72.c.html m72] ==&lt;br /&gt;
&#039;&#039;&#039; lohtb &#039;&#039;&#039; - The bootleg hardware is different to the original hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m92.c.html m92] ==&lt;br /&gt;
&#039;&#039;&#039; ppan &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m107.c.html m107] ==&lt;br /&gt;
&#039;&#039;&#039; kftgoal, wpksoc &#039;&#039;&#039; - Missing EEPROM hook-up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/macs.c.html macs] ==&lt;br /&gt;
&#039;&#039;&#039; macsbios &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mac2bios &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; kisekaem &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; kisekaeh &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cultname &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/magic10.c.html magic10] ==&lt;br /&gt;
&#039;&#039;&#039; hotslot, magic102, mcolors suprpool &#039;&#039;&#039; - Missing  dump of the internal rom of the HD6473308cp10.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/magicard.c.html magicard] ==&lt;br /&gt;
Missing emulation of the Philips CD-i system.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/magictg.c.html magictg] ==&lt;br /&gt;
Skeleton driver. Bad dump?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/malzak.c.html malzak] ==&lt;br /&gt;
&#039;&#039;&#039; malzak, malzak2 &#039;&#039;&#039; - Sprite collision detection doesn&#039;t fully work.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/maygay1b.c.html maygay1b] ==&lt;br /&gt;
Mechanical game imported from AGEMAME.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/maygayv1.c.html maygayv1] ==&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mazerbla.c.html mazerbla] ==&lt;br /&gt;
Uses a custom video controller which isn&#039;t fully understood.  Mazer Blazer appears to use an MM54104 &#039;Digitalker&#039; speech IC, however, the two speech ROMs are undumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mcr.c.html mcr] ==&lt;br /&gt;
&#039;&#039;&#039; nflfoot &#039;&#039;&#039; - CED-based disk game. Has gory Z80-based serial I/O interface that is not understood. The CED player interface is undocumented. A poor quality rip exists of the video (probably the best we will get). There is a second CED disk with different teams playing which we do not have access to.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mediagx.c.html mediagx] ==&lt;br /&gt;
Mainly just need the inputs hooked up, which are mapped to the parallel port via a JAMMA interface&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/megasys1.c.html megasys1] ==&lt;br /&gt;
&#039;&#039;&#039; edfbl, monkelf &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/megatech.c.html megatech] ==&lt;br /&gt;
Incorrect behavior at time out and there are some sms based games which aren&#039;t yet fully supported.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/merit.c.html merit] ==&lt;br /&gt;
&#039;&#039;&#039; dodge &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/meritm.c.html meritm] ==&lt;br /&gt;
&#039;&#039;&#039; megat5a &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/meritm.c.html meritm] ==&lt;br /&gt;
Skeleton driver. Extremely complex prototype hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/metro.c.html metro] ==&lt;br /&gt;
&#039;&#039;&#039; puzzlet &#039;&#039;&#039; - An unknown unemulated chip (probably a PIC) provides protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/midvunit.c.html midvunit] ==&lt;br /&gt;
&#039;&#039;&#039; offroadc &#039;&#039;&#039; - some calculation bug in the TMS32031 (I suspect) causes the clip plane to clip out a number of close polygons, most importantly your truck. As-is, the game is sort of playable, if you like some extra challenge.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/midzeus.c.html midzeus] ==&lt;br /&gt;
&#039;&#039;&#039; crusnexo, thegrid and clones &#039;&#039;&#039; - These Zeus II-based games use a proprietary 3D graphics chip that has no available documentation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mk4b &#039;&#039;&#039; - Early revision probably working on early revision hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/miniboy7.c.html miniboy7] ==&lt;br /&gt;
Bad dumps, pretty much no information available other than the dump, missing color prom.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/missile.c.html missile] ==&lt;br /&gt;
&#039;&#039;&#039; mcombat, mcombata &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mitchell.c.html mitchell] ==&lt;br /&gt;
&#039;&#039;&#039; pkladiesbl &#039;&#039;&#039; - Needs CPU &amp;quot;decrytpion&amp;quot; / ordering.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mlanding.c.html mlanding] ==&lt;br /&gt;
Almost working. Needs better communications, among other minor improvements.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/model1.c.html model1] ==&lt;br /&gt;
&#039;&#039;&#039; swa, wingwar, wingwara &#039;&#039;&#039; - Guesswork incomplete on the math copro dsp functions and program impossible to dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/model2.c.html model2] ==&lt;br /&gt;
Implementation of the 3D systems is either guesswork (Model 2, 2A) or incomplete (Model 2B, 2C).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/model3.c.html model3] ==&lt;br /&gt;
Driver is still preliminary. Most games boot and show something.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/monzagp.c.html monzagp] ==&lt;br /&gt;
Preliminary driver. Possibly missing a rom.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/moo.c.html moo] ==&lt;br /&gt;
&#039;&#039;&#039; moobl &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mpu4.c.html mpu4] ==&lt;br /&gt;
Mechanical games imported from AGEMAME.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mpu4drvr.c.html mpu4drvr] ==&lt;br /&gt;
The TODO in the driver mentions: Correctly implement characteriser protection for each game. Fix meter sense error when coining up in Team Challenge - different cabinet. Improve AVDC implementation, adding split-screen interrupts (needed for mid-screen palette changes). Hook up OKIM6376 sound in The Mating Game. Get the BwB games running - They have a slightly different 68k memory map. The 6850 is at e00000 and the 6840 is at e01000. Find out what causes the games to reset in service mode (see jump taken at CPU1:c8e8).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mpu5.c.html mpu5] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mquake.c.html mquake] ==&lt;br /&gt;
A complete mystery. The existing dumps are 100% confirmed. Test mode works. All remaining code is heavily encrypted. Even the original author the game doesn&#039;t recall any encryption, but it is definitely there. It is not done in software; all unencrypted code has been accounted for.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ms32.c.html ms32] ==&lt;br /&gt;
&#039;&#039;&#039; f1superb &#039;&#039;&#039; - The road is always rendered as straight. The game has a road layer and extra roms for it. There is an unknown maths DSP for protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/n8080.c.html n8080] ==&lt;br /&gt;
&#039;&#039;&#039; helifire, helifirea &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcops2.c.html namcops2] ==&lt;br /&gt;
Skeleton driver. PlayStation2 hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos10.c.html namcos10] ==&lt;br /&gt;
Incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos11.c.html namcos11] ==&lt;br /&gt;
&#039;&#039;&#039; souledgea, souledge1, souledge1j &#039;&#039;&#039; - Random draw list corruption.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos12.c.html namcos12] ==&lt;br /&gt;
&#039;&#039;&#039; kaiunqz &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mdhorse &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tektagtb, tektagtc &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sws2000 &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sws2001 &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos21.c.html namcos21] ==&lt;br /&gt;
&#039;&#039;&#039; aircombj, aircombu &#039;&#039;&#039; - No polygons displayed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; driveyes &#039;&#039;&#039; - Uses 3 screens with dedicated board for each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; winrun, winrun91 &#039;&#039;&#039; - System 21 prototype hardware. Mostly work.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos22.c.html namcos22] ==&lt;br /&gt;
&#039;&#039;&#039; airco22b &#039;&#039;&#039; - boots but missing sprite clear DMA?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; alpin2ra &#039;&#039;&#039; - issues with step lock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cybrcomm &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; ridgera2 and clones&#039;&#039;&#039; - They POST but don&#039;t start.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tokyowar &#039;&#039;&#039; - missing sprite clear DMA? Or protection?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos23.c.html namcos23] ==&lt;br /&gt;
The entire 3D subsystem needs to be emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/naomi.c.html naomi] ==&lt;br /&gt;
Most games show something and some are playable, but emulation is still incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nbmj8688.c.html nbmj8688] ==&lt;br /&gt;
&#039;&#039;&#039; nightlov &#039;&#039;&#039; - Input problems.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nbmj8891.c.html nbmj8891] ==&lt;br /&gt;
&#039;&#039;&#039; hnageman, hnxmasev &#039;&#039;&#039; - Missing VHS dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nbmj8991.c.html nbmj8991] ==&lt;br /&gt;
&#039;&#039;&#039; av2mj1bb, av2mj2rg &#039;&#039;&#039; - Missing VHS dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/neodrvr.c.html neodrvr] ==&lt;br /&gt;
&#039;&#039;&#039; 98best44 &#039;&#039;&#039; - Neo Print system isn&#039;t emulated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; kog &#039;&#039;&#039; - Bootleg with different protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; ms5pcb &#039;&#039;&#039; - Missing program ROMs dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/neptunp2.c.html neptunp2] ==&lt;br /&gt;
Skeleton driver. Missing GFX ROMs dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nightgal.c.html nightgal] ==&lt;br /&gt;
&#039;&#039;&#039; ngalsumr, sexygal, sweetgal &#039;&#039;&#039; - Missing protection simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/norautp.c.html norautp] ==&lt;br /&gt;
&#039;&#039;&#039; dphl, dphla, dphljp, drhl, gtipoker, kimbldhl, smshilo &#039;&#039;&#039; - Missing interrupts for I8080 CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; bjpoker, kimblz80, noraut3a, noraut3b, norautu, norautua, norautub, pma &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; fastdrwp, dphlunka, dphlunkb &#039;&#039;&#039; - Hardware unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tpoker2 &#039;&#039;&#039; - Missing 68705 MCU dump / simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nss.c.html nss] ==&lt;br /&gt;
Menu system is only partially understood.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nwk-tr.c.html nwk-tr] ==&lt;br /&gt;
Driver is still in preliminary status.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nycaptor.c.html nycaptor] ==&lt;br /&gt;
&#039;&#039;&#039; cyclshtg &#039;&#039;&#039; - Missing (protection?) MCU dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/oneshot.c.html oneshot] ==&lt;br /&gt;
&#039;&#039;&#039; maddonnb &#039;&#039;&#039; - No program roms on this set.  GFX have misplaced tiles when used with other program roms, so this is a different license / revision. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/overdriv.c.html overdriv] ==&lt;br /&gt;
Driver has heavy graphic problems. Missing road (two unemulated K053250).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pangofun.c.html pangofun] ==&lt;br /&gt;
&#039;&#039;&#039; pangofun &#039;&#039;&#039; - PC based hardware, possibly bad / incomplete dump. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/panicr.c.html panicr] ==&lt;br /&gt;
Capable of reading back the background layout ROMs for collision, readback method isn&#039;t properly understood, so the game doesn&#039;t play correctly.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/paranoia.c.html paranoia] ==&lt;br /&gt;
Jamma interface is not emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pcat_dyn.c.html pcat_dyn] ==&lt;br /&gt;
PC hardware. Gets stuck on 640K DRAM banking, beeps endlessly once it gets to memory test.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pcat_nit.c.html pcat_nit] ==&lt;br /&gt;
PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pcxt.c.html pcxt] ==&lt;br /&gt;
&#039;&#039;&#039; tetriskr &#039;&#039;&#039; - Corrupt game graphics after some time of gameplay, caused by a wrong reading of the i/o $3c8 bit 1.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pgm.c.html pgm] ==&lt;br /&gt;
&#039;&#039;&#039; drgw2, drgw2j, olds, olds100, olds100a &#039;&#039;&#039; - Somewhat playable, but protection simulation isn&#039;t perfect yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; drgw3 and clones &#039;&#039;&#039; - DMA protection device non correctly emulated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; ddp2, ddp2a, dmnfrnt, dmnfrnta, dw2001, kov, kov115, kovj, kovplus, kovplusa, kov2p, kov2p205, kovshp, oldsplus, puzlstar, puzzli2, py2k2, svg, theglad, theglada &#039;&#039;&#039; - Need internal rom of IGS027A.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/phoenix.c.html phoenix] ==&lt;br /&gt;
&#039;&#039;&#039; fenix &#039;&#039;&#039; - Bootleg, to be checked closer. Dump is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/photoply.c.html photoply] ==&lt;br /&gt;
PC hardware. Possible CPU core bugs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pinkiri8.c.html pinkiri8] ==&lt;br /&gt;
Current blocker is the video emulation i/o ports, it looks somewhat exotic.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/plygonet.c.html plygonet] ==&lt;br /&gt;
Dsp56k CPU emulation needs to be completed.  Network interface needs to be worked out.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pntnpuzl.c.html pntnpuzl] ==&lt;br /&gt;
Skeleton-ish.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/poker72.c.html poker72] ==&lt;br /&gt;
Preliminary driver for an unknown poker game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/progolf.c.html progolf] ==&lt;br /&gt;
&#039;&#039;&#039; progolfa &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/psattack.c.html psattack] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/psychic5.c.html psychic5] ==&lt;br /&gt;
&#039;&#039;&#039; bombsa &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/quakeat.c.html quakeat] ==&lt;br /&gt;
Unknown PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/queen.c.html queen] ==&lt;br /&gt;
Unknown PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/quizpun2.c.html quizpun2] ==&lt;br /&gt;
It uses an unknown DIP40 device for protection, that supplies the address to jump to (same as mosaic.c) and handles the EEPROM.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/raiden2.c.html raiden2] ==&lt;br /&gt;
&#039;&#039;&#039; raiden2, raidndx, zeroteam, xsedae and clones &#039;&#039;&#039; - Complex Seibu COP2 protection + banking (probably linked to the protection) + sprites incompletely decrypted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nzerotea, r2dx_v33 &#039;&#039;&#039; - Complex Seibu COP3 protection + banking (probably linked to the protection) + sprites incompletely decrypted.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/rbmk.c.html rbmk] ==&lt;br /&gt;
Possibly missing MCU dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/rcorsair.c.html rcorsair] ==&lt;br /&gt;
Undumped program roms in epoxy block.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/redalert.c.html redalert] ==&lt;br /&gt;
&#039;&#039;&#039; demoneye &#039;&#039;&#039; - Missing 3rd graphic layer making level 2 impossible.  Unclear what the layer should show.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/rgum.c.html rgum] ==&lt;br /&gt;
Skeleton driver. There is a Big Black Box in the middle of the PCB (for encryption, or containing roms?).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/royalmah.c.html royalmah] ==&lt;br /&gt;
&#039;&#039;&#039; cafebrk, cafedoll, jansou, mjvegas, &#039;&#039;&#039; - Missing internal program rom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; janoh &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; janoha &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mjsenka, mjsiyoub, mjyarou &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mjtensin &#039;&#039;&#039; - Random crashes, related to interrupts.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sangho.c.html sangho] ==&lt;br /&gt;
&#039;&#039;&#039; pzlestar&#039;&#039;&#039; - MSX2 based hardware. Memory banking is wrong.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/savquest.c.html savquest] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sbugger.c.html sbugger] ==&lt;br /&gt;
&#039;&#039;&#039; sbugger &#039;&#039;&#039; - Bad dump, different revision to working set. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/scramble.c.html scramble] ==&lt;br /&gt;
&#039;&#039;&#039; conquer &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sderby.c.html sderby] ==&lt;br /&gt;
&#039;&#039;&#039; pmroulet &#039;&#039;&#039; - Protection MCU handles win rates etc.  Correct win behavior is critical to this gambling game functioning as expected, so simulation probably doesn&#039;t make sense.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/seattle.c.html seattle] ==&lt;br /&gt;
&#039;&#039;&#039; sfrushrk &#039;&#039;&#039; - Won&#039;t go in-game. Don&#039;t know why. Hangs after selecting your car.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segac2.c.html segac2] ==&lt;br /&gt;
&#039;&#039;&#039; pclubj, pclubjv2, pclubjv4, pclubjv5 &#039;&#039;&#039; - Need camera and printer handling.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segag80r.c.html segag80r] ==&lt;br /&gt;
&#039;&#039;&#039; astrob1 &#039;&#039;&#039; - Dies when you first start.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segahang.c.html segahang] ==&lt;br /&gt;
&#039;&#039;&#039; endurob2 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segald.c.html segald] ==&lt;br /&gt;
Laserdisc hardware.  Has a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segaorun.c.html segaorun] ==&lt;br /&gt;
&#039;&#039;&#039; shangon1 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; toutrun2 &#039;&#039;&#039; - Missing decryption key.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas16a.c.html segas16a] ==&lt;br /&gt;
&#039;&#039;&#039; wb35, wbr35a &#039;&#039;&#039; - Decryption key is bad.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas16b.c.html segas16b] ==&lt;br /&gt;
&#039;&#039;&#039; aceattac, altbeastj1, altbeastj2 &#039;&#039;&#039; - Missing decryption key.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas18.c.html segas18] ==&lt;br /&gt;
&#039;&#039;&#039; pontoon &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas24.c.html segas24] ==&lt;br /&gt;
&#039;&#039;&#039; sspirtfc &#039;&#039;&#039; - Missing floppy image.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sgmast &#039;&#039;&#039; - Missing decryption key.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas32.c.html segas32] ==&lt;br /&gt;
&#039;&#039;&#039; kokoroj2 &#039;&#039;&#039; - Unemulated CD board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; f1lap &#039;&#039;&#039; - Protection + Needs a minimum of 2 boards. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segaxbd.c.html segaxbd] ==&lt;br /&gt;
&#039;&#039;&#039; gprider &#039;&#039;&#039; - Program roms not dumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/seta.c.html seta] ==&lt;br /&gt;
&#039;&#039;&#039; inttoote &#039;&#039;&#039; - Unemulated protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; inttootea &#039;&#039;&#039; - Incomplete dump?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; setaroul &#039;&#039;&#039; - Prelimary emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sfbonus.c.html sfbonus] ==&lt;br /&gt;
&#039;&#039;&#039; amclink &#039;&#039;&#039; - &amp;quot;Game&amp;quot; function unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; fb6s1, fb6s2, fb6s3 &#039;&#039;&#039; - Missing reel graphics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; dvisland, fbdeluxe, funriver, funriverv, spooky, version4 &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sfcbox.c.html sfcbox] ==&lt;br /&gt;
Preliminary driver. SNES based.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sigmab52.c.html sigmab52] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/skeetsht.c.html skeetsht] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/skylncr.c.html skylncr] ==&lt;br /&gt;
&#039;&#039;&#039; leader &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/slapfght.c.html slapfght] ==&lt;br /&gt;
&#039;&#039;&#039; slapfigha &#039;&#039;&#039; - Undumped 68705 protection MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sms.c.html sms] ==&lt;br /&gt;
&#039;&#039;&#039; trvhanga &#039;&#039;&#039; - Missing questions roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/snesb.c.html snesb] ==&lt;br /&gt;
&#039;&#039;&#039; endless &#039;&#039;&#039; - Game isn&#039;t correctly decrypted yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/splash.c.html splash] ==&lt;br /&gt;
&#039;&#039;&#039; funystrp, puckpepl&#039;&#039;&#039; - Protection, controls eating of dots + other things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; rebus &#039;&#039;&#039; - Another protected Microhard game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/st0016.c.html st0016] ==&lt;br /&gt;
&#039;&#039;&#039; atamanot &#039;&#039;&#039; - Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/st0016.c.html st0016] ==&lt;br /&gt;
&#039;&#039;&#039; mayjinsn &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/statriv2.c.html statriv2] ==&lt;br /&gt;
&#039;&#039;&#039; cstripxi &#039;&#039;&#039; - Laserdisc game in need of laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; quaquiz2 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tripdraw &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/stepstag.c.html stepstag] ==&lt;br /&gt;
Incomplete frankendump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/strnskil.c.html strnskil] ==&lt;br /&gt;
&#039;&#039;&#039; banbam, pettanp &#039;&#039;&#039; - Protection MCU.. seems to be a data (or code?) ROM for it tho.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/stv.c.html stv] ==&lt;br /&gt;
&#039;&#039;&#039; decathlt &#039;&#039;&#039; - Funky DMA/decompression protection (reads gfx data via protection chip, descramble / decompress? scrambled registers).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; decathlt, decathlto, elandore, ffreveng, twcup98 &#039;&#039;&#039; - Protection. astrass suffers from it too, but it&#039;s kludged to work. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; findlove &#039;&#039;&#039; - Controls broken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; finlarch, smleague &#039;&#039;&#039; - Randomly hang / crash. They work with a ridiculous MDRV_INTERLEAVE number, might need strict SH-2 synching.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; magzun, techbowl, micrombc &#039;&#039;&#039; - I/O errors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nclubv3, pclub2, pclub3, pclubpok, stress &#039;&#039;&#039; - Unemulated printer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sfish2, sfish2j &#039;&#039;&#039; - CD handling broken.  Needs MPEG decoder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; vfremix &#039;&#039;&#039; - Texture upload issues in some cases, see source.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/subsino.c.html subsino] ==&lt;br /&gt;
&#039;&#039;&#039; mtrain &#039;&#039;&#039; - Runs on different hardware. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/suna8.c.html suna8] ==&lt;br /&gt;
&#039;&#039;&#039; brickzn, brickzn3, sparkman, starfigh &#039;&#039;&#039; - Protection / encryption (custom CPU modules containing Z80 + encryption logic).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/superdq.c.html superdq] ==&lt;br /&gt;
Laserdisc games. Works in theory, but is waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/system1.c.html system1] ==&lt;br /&gt;
&#039;&#039;&#039; shtngmst &#039;&#039;&#039; - Missing MCU dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/system16.c.html system16] ==&lt;br /&gt;
&#039;&#039;&#039; bayrouteb1 &#039;&#039;&#039; - Broken sprites (missing IRQ?).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; bayrouteb2, beautyb, dduxb1, eswatb1, fpointb1, fpointbj, goldnaxeb1, iqpipe, passshtb, passht4b, shinob1d, tturfb1, wb3bb1 &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taito_f3.c.html taito_f3] ==&lt;br /&gt;
&#039;&#039;&#039; bubsymphb &#039;&#039;&#039; - Bootleg on different hardware. Backgrounds don&#039;t show up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taito_o.c.html taito_o] ==&lt;br /&gt;
Driver still in preliminary stages. TODO: inputs (coins), NVRAM, sprite priorities, dips, interrupts (sources).ö&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taito_z.c.html taito_z] ==&lt;br /&gt;
&#039;&#039;&#039; racingb &#039;&#039;&#039; - Serious video emulation issues (raster irq?).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitoair.c.html taitoair] ==&lt;br /&gt;
Possible 320c25 bugs.  Possible m68k-c25 communication issues.  Not easy, the c25 code is hard to read, probably interesting.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitogn.c.html taitogn] ==&lt;br /&gt;
&#039;&#039;&#039; gobyrc, rcdego &#039;&#039;&#039; - Custom inputs need calibrating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nightrai &#039;&#039;&#039; - No background / enemy sprites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sianniv &#039;&#039;&#039; - IRQ at the wrong time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; zooo &#039;&#039;&#039; - Missing most of the playfield.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitojc.c.html taitojc] ==&lt;br /&gt;
&#039;&#039;&#039; dangcurv &#039;&#039;&#039; - Hangs on its DSP test. Needs correct controls hooking up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; dendeg, dendegx, dendeg2, dendeg2x &#039;&#039;&#039; - Hang / crash, various palette/textures problems. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; landgear &#039;&#039;&#039; - Crashes, analog inputs don&#039;t work in-game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitopjc.c.html taitopjc] ==&lt;br /&gt;
Skeleton driver. Requires TLCS-900 CPU core to make progress.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitotz.c.html taitotz] ==&lt;br /&gt;
Skeleton driver. Requires TLCS-900 CPU core to make progress.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitowlf.c.html taitowlf] ==&lt;br /&gt;
Preliminary, PC+voodoo.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tank8.c.html tank8] ==&lt;br /&gt;
&#039;&#039;&#039; tank8a, tank8b, tank8c, tank8d &#039;&#039;&#039; - Bad / incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tattack.c.html tattack] ==&lt;br /&gt;
Preliminary, maybe protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tcl.c.html tcl] ==&lt;br /&gt;
Skeleton, decryption incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tehkanwc.c.html tehkanwc] ==&lt;br /&gt;
&#039;&#039;&#039; tehkanwcc &#039;&#039;&#039; - Bootleg with different inputs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tetrisp2.c.html tetrisp2] ==&lt;br /&gt;
&#039;&#039;&#039; nndmseal &#039;&#039;&#039; - Missing camera and printer emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/thayers.c.html thayers] ==&lt;br /&gt;
Laserdisc game. Works in theory, but is waiting for a good quality laserdisc dump.  Does have a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/thepit.c.html thepit] ==&lt;br /&gt;
&#039;&#039;&#039; zaryavos &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/thoop2.c.html thoop2] ==&lt;br /&gt;
Unemulated protection device with internal rom and suicide capabilities (DS5002FP).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/timeplt.c.html timeplt] ==&lt;br /&gt;
&#039;&#039;&#039; chkun &#039;&#039;&#039; - Runs on slightly different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/timetrv.c.html timetrv] ==&lt;br /&gt;
Needs laserdisc dump. Laserdisc player models used by this game are unemulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tmnt.c.html tmnt] ==&lt;br /&gt;
&#039;&#039;&#039; ssridersb &#039;&#039;&#039; - Bootleg on different hardware. Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/toaplan2.c.html toaplan2] ==&lt;br /&gt;
&#039;&#039;&#039; fixeight &#039;&#039;&#039; - Protection MCU supplies background data.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tokyocop.c.html tokyocop] ==&lt;br /&gt;
Skeleton driver. PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/toratora.c.html toratora] ==&lt;br /&gt;
Very strange, may be missing a rom, schematics available.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/trackfld.c.html trackfld] ==&lt;br /&gt;
&#039;&#039;&#039; trackfldnz &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/triforce.c.html triforce] ==&lt;br /&gt;
Skeleton driver. Needs Gamecube emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/trvmadns.c.html trvmadns] ==&lt;br /&gt;
Random hangs, probably due to incorrect question banking.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ttchamp.c.html ttchamp] ==&lt;br /&gt;
Skeleton-ish.  V30 based, Banking issues, PIC for protection? or sound?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/turrett.c.html turrett] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/twinkle.c.html twinkle] ==&lt;br /&gt;
Preliminary driver. TODO:  Sound (IDE DMA, finish communications), DVD, Harddrive, 16seg led font.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vamphalf.c.html vamphalf] ==&lt;br /&gt;
&#039;&#039;&#039; mrkicker &#039;&#039;&#039; - Hyperstone core bugs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vcombat.c.html vcombat] ==&lt;br /&gt;
Partially working driver.  Most of the memory maps for all four CPUs are complete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vega.c.html vega] ==&lt;br /&gt;
Rom dump is probably bad.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vegas.c.html vegas] ==&lt;br /&gt;
&#039;&#039;&#039; warfa &#039;&#039;&#039; - Something is wrong with the on-board ethernet chip emulation. If the chip is hacked out, the game boots, but that&#039;s not accurate. There were many rendering issues last time I checked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; roadburn &#039;&#039;&#039; - Sound board is different; with some manual fiddling, you can get it in-game, but it doesn&#039;t work particularly well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nbashowt, nbanfl &#039;&#039;&#039; - These Vegas games used a Voodoo Banshee video card. The current 3dfx voodoo emulation has some basic support for the Banshee, but it is pretty minimal. The tricky bit is that the Banshee (and later, the Voodoo 3) have integrated 2D and 3D capabilities, so we need to emulate at least part of a VGA controller in addition to the 3D. These boards also had some new features that require some addition internal reworking of the Voodoo driver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cartfury, sf2049, sf2049se, sf2049te &#039;&#039;&#039; - Voodoo 3-based, one step beyond the Voodoo Banshee problems.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vicdual.c.html vicdual] ==&lt;br /&gt;
&#039;&#039;&#039; headonsa, headon2s &#039;&#039;&#039; - Won&#039;t coin up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/viper.c.html viper] ==&lt;br /&gt;
Skeleton driver, PPC+voodoo.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vp101.c.html vp101] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vpoker.c.html vpoker] ==&lt;br /&gt;
Needs 6840PTM hook-up, I/Os and sound emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vsnes.c.html vsnes] ==&lt;br /&gt;
&#039;&#039;&#039; smgolfb &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&#039;&#039;&#039; suprmriobl, suprmriobl2 &#039;&#039;&#039; - Bootleg with extra Z80.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wgp.c.html wgp] ==&lt;br /&gt;
Recently demoted to not working status.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wheelfir.c.html wheelfir] ==&lt;br /&gt;
Extensive TODO list on top of driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/williams.c.html williams] ==&lt;br /&gt;
&#039;&#039;&#039; defndjeu, tornado2 &#039;&#039;&#039; - Bad dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wldarrow.c.html wldarrow] ==&lt;br /&gt;
&#039;&#039;&#039; mdrawpkr, mdrawpkra &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wwfsstar.c.html wwfsstar] ==&lt;br /&gt;
&#039;&#039;&#039; wwfsstaj &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/zn.c.html zn] ==&lt;br /&gt;
&#039;&#039;&#039; bam2 &#039;&#039;&#039; - Lacks music (which streams from a hard disk under the control of an H8/3644 MCU).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; beastrzb &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; glpracr2, glpracr2j, glpracr2l &#039;&#039;&#039; - Lock up when starting a game/entering test mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nbajamex &#039;&#039;&#039; - Black screen. Wrong banking?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; primrag2 &#039;&#039;&#039; - Locks up when starting a game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/zr107.c.html zr107] ==&lt;br /&gt;
&#039;&#039;&#039; waveshrk &#039;&#039;&#039; - Uses the lower board from GTI Club (GN678), and a ZR107(PWB(A)300769A top board.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=MNW&amp;diff=3355</id>
		<title>MNW</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=MNW&amp;diff=3355"/>
		<updated>2010-09-22T15:29:39Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* [http://mamedev.org/source/src/mame/drivers/cdi.c.html cdi] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This page is designed to allow for a quick look over all the drivers with a GAME_NOT_WORKING flag by giving, as much as possible, an idea on the amount of effort needed to fix them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/2mindril.c.html 2mindril] ==&lt;br /&gt;
Missing working simulation of the sensors.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/39in1.c.html 39in1] ==&lt;br /&gt;
&#039;&#039;&#039; 48in1, 48in1a &#039;&#039;&#039; - Games other than 39in1 on this hardware have substantially harder protection and are double-encrypted in a way that would be very difficult to emulate.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/3super8.c.html 3super8] ==&lt;br /&gt;
Skeleton driver. GFX / Sound roms are bad and the PIC isn&#039;t dumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/4roses.c.html 4roses] ==&lt;br /&gt;
&#039;&#039;&#039; 4roses, 4rosesa &#039;&#039;&#039; - Skeleton driver. The program rom is encrypted and it has an undumped MCU which needs decapping or simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/8080bw.c.html 8080bw] ==&lt;br /&gt;
&#039;&#039;&#039; modelr &#039;&#039;&#039; - Some issues with inputs and the shifter emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/86lions.c.html 86lions] ==&lt;br /&gt;
The inputs aren&#039;t fully understood yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/acefruit.c.html acefruit] ==&lt;br /&gt;
&#039;&#039;&#039; acefruit &#039;&#039;&#039; - Inputs aren&#039;t fully understood. The real title of the game is unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; starspnr &#039;&#039;&#039; - Most likely needs a redump of the program ROMs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/acommand.c.html acommand] ==&lt;br /&gt;
&#039;&#039;&#039; acommand &#039;&#039;&#039; - Inputs aren&#039;t fully understood.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/adp.c.html adp] ==&lt;br /&gt;
Skeleton driver.  Todo: &amp;quot;Almost everything.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/aleck64.c.html aleck64] ==&lt;br /&gt;
&#039;&#039;&#039; 11beat, doncdoon, hipai, kurufev, mayjin3, mtetrisc, srmvs, twrshaft &#039;&#039;&#039; - Incomplete N&amp;amp;4 hardware emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/alg.c.html alg] ==&lt;br /&gt;
Laserdisc games. They all work in theory, but are waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/alpha68k.c.html alpha68k] ==&lt;br /&gt;
&#039;&#039;&#039; goldmedb &#039;&#039;&#039; - It uses a 68705 in place of the Alpha controller.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/amaticmg.c.html amaticmg] ==&lt;br /&gt;
Program ROMs need to be decrypted and CPU is custom / unidentified.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ampoker2.c.html ampoker2] ==&lt;br /&gt;
&#039;&#039;&#039; piccolop &#039;&#039;&#039; - Ends in an infinite loop.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/arcadia.c.html arcadia] ==&lt;br /&gt;
&#039;&#039;&#039; ar_dart2 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/aristmk4.c.html aristmk4] ==&lt;br /&gt;
&#039;&#039;&#039; eforest &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/aristmk5.c.html aristmk5] ==&lt;br /&gt;
Hardware differences from the base Acorn Archimedes are not fully understood yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/armedf.c.html armedf] ==&lt;br /&gt;
&#039;&#039;&#039; terrafb &#039;&#039;&#039; - This bootleg runs on slightly modified hardware which need proper emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/astrocde.c.html astrocde] ==&lt;br /&gt;
&#039;&#039;&#039; tenpindx &#039;&#039;&#039; - This game used a physical hockey puck which the player slid down the bowling alley. Sensors on the other end picked up the location and velocity of the puck and simulated the pin behavior. Requires simulation of this input interface in order to be considered working.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/astrocorp.c.html astrocorp] ==&lt;br /&gt;
&#039;&#039;&#039; winbingo, winbingoa, zoo &#039;&#039;&#039; - These games need decryption.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/atarigx2.c.html atarigx2] ==&lt;br /&gt;
All of these games suffer from some advanced protection that affects them in different ways. Through some magic accesses in memory, data can be decrypted using some special key sequences that are not entirely understood. It might be possible to find all possible data sources, run them through the decryption process on the real PCB, and then encode that information in the driver, but it is tedious work at best. Below is the status of each game:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; motofren &#039;&#039;&#039; - Has some obvious gameplay glitches. Not much work has been done to understand the protection on this one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; spclords &#039;&#039;&#039; - Has had some of its data decrypted, which is why the palette during attract mode looks ok. But in game there are many problems lurking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; rrreveng &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/badlands.c.html badlands] ==&lt;br /&gt;
&#039;&#039;&#039; badlandb &#039;&#039;&#039; - This bootleg runs on heavily modified hardware and needs a redump of 2 roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfcobra.c.html bfcobra] ==&lt;br /&gt;
&#039;&#039;&#039; beeline &#039;&#039;&#039; - Missing floppy disk image.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; inquiztr &#039;&#039;&#039; - Missing floppy disk image.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfm_sc1.c.html bfm_sc1] ==&lt;br /&gt;
Driver under heavy construction.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfm_sc2.c.html bfm_sc2] ==&lt;br /&gt;
&#039;&#039;&#039; m_bcgslm, m_brkfst and clones, m_bfocus, m_cpeno1, m_luvjob &#039;&#039;&#039; - Mechanical games imported from AgeMame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; quintond &#039;&#039;&#039; - Missing emulation of RS232 data  link device (see BACTA Datapak specs for more info).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfmsys85.c.html bfmsys85] ==&lt;br /&gt;
Driver imported from AgeMame.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bigfghtr.c.html bigfghtr] ==&lt;br /&gt;
Protection MCUs need decapping / simulation. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bingoc.c.html bingoc] ==&lt;br /&gt;
Missing terminal roms. Sound banking could be wrong. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bingor.c.html bingor] ==&lt;br /&gt;
Protection problems?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/blackt96.c.html blackt96] ==&lt;br /&gt;
Tilemap decoding is wrong.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/blitz.c.html blitz] ==&lt;br /&gt;
There is an undumped 68705 MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/btime.c.html btime] ==&lt;br /&gt;
&#039;&#039;&#039; tisland &#039;&#039;&#039; - Needs to be decrypted.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bublbobl.c.html bublbobl] ==&lt;br /&gt;
&#039;&#039;&#039; tokio, tokiou &#039;&#039;&#039; - Protection MCUs need decapping / simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/buster.c.html buster] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cabaret.c.html cabaret] ==&lt;br /&gt;
Not fully playable beacuse of some pitfalls.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/calchase.c.html calchase] ==&lt;br /&gt;
PC hardware needs more work.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/calomega.c.html calomega] ==&lt;br /&gt;
Some bad/incomplete dumps and some hardware features are not correctly emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cb2001.c.html cb2001] ==&lt;br /&gt;
Encrypted CPU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cchance.c.html cchance] ==&lt;br /&gt;
Imperfect hopper emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cclimber.c.html cclimber] ==&lt;br /&gt;
&#039;&#039;&#039; bagmanf &#039;&#039;&#039; - Botleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cdi.c.html cdi] ==&lt;br /&gt;
Suffers from incomplete simulation of the SLAVE and CDIC MCUs.  Decapping would help.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cham24.c.html cham24] ==&lt;br /&gt;
Missing coins and timer due to unemulated Amtel MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/champbas.c.html champbas] ==&lt;br /&gt;
&#039;&#039;&#039; champbb2a &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; champbb2j &#039;&#039;&#039; - Slightly different hardware?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/chihiro.c.html chihiro] ==&lt;br /&gt;
Skeleton driver. Needs Xbox hardware emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cliffhgr.c.html cliffhgr] ==&lt;br /&gt;
&#039;&#039;&#039; goaltogo &#039;&#039;&#039; - Laserdisc game. Works in theory, but is waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cmmb.c.html cmmb] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cninja.c.html cninja] ==&lt;br /&gt;
&#039;&#039;&#039; cninjabl &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cntsteer.c.html cntsteer] ==&lt;br /&gt;
&#039;&#039;&#039; cntsteer &#039;&#039;&#039; - Needs better understanding of the communications and correct ROZ layer implementation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; gekitsui, zerotrgt &#039;&#039;&#039; - Need better ROZ layer implementation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/coinmstr.c.html coinmstr] ==&lt;br /&gt;
&#039;&#039;&#039; supnudg2 &#039;&#039;&#039; - Incomplete protection simulation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; trailblz &#039;&#039;&#039; - Question roms aren&#039;t dumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/coinmvga.c.html coinmvga] ==&lt;br /&gt;
Interrupt generation is unknown and touch screen needs to be hooked up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/comebaby.c.html comebaby] ==&lt;br /&gt;
Skeleton driver. Game runs on a Pentium (I/II/III?) class machine running Windows 98!&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/coolridr.c.html coolridr] ==&lt;br /&gt;
Skeleton driver. Uses SH2 + SH1, 68k etc. Dual screen game, plays like a cheap korean rip-off of Outrunners (suspected to be recompiled from the same code ;p). CPU comms don&#039;t make sense, interrupts don&#039;t make sense.. somebody mentioned that the SH1 has &#039;extra&#039; features, but according to dox it&#039;s plain sh1, and the sh2 core should be 100% backwards compatible. it SHOULD be possible to get this working, or at least doing something more and would be a good / interesting project for somebody.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cop01.c.html cop01] ==&lt;br /&gt;
&#039;&#039;&#039; mightguy &#039;&#039;&#039; - Protection not emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cps1.c.html cps1] ==&lt;br /&gt;
&#039;&#039;&#039; captcommb, dinohunt, dinopic, dinopic2, knightsb, punipic, punipic2, punipic3, sf2m1, sf2m3, sf2mdt &#039;&#039;&#039; - Bootlegs which run on different hardware, which needs to be correctly implemented.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cps2.c.html cps2] ==&lt;br /&gt;
&#039;&#039;&#039; gigamn2 &#039;&#039;&#039; - A bootleg which runs on different hardware. Dump is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cps3.c.html cps3] ==&lt;br /&gt;
&#039;&#039;&#039; redeartn &#039;&#039;&#039; - Missing nocd bios dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/crystal.c.html crystal] ==&lt;br /&gt;
&#039;&#039;&#039; officeye, topbladv &#039;&#039;&#039; - Protection PICs have been dumped but there isn&#039;t a pic16c727 core yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cshooter.c.html cshooter] ==&lt;br /&gt;
GFX roms in black &#039;blobs&#039; (Dox working on it)&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cybertnk.c.html cybertnk] ==&lt;br /&gt;
Sprite emulation is incorrect (very likely that it can do zooming), road emulation, tilemap scrolling, color banking, inputs dont&#039;t seem to work in game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cyclemb.c.html cyclemb] ==&lt;br /&gt;
Needs decap or simulation of the 2 MCUs (8741).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/darkhors.c.html darkhors] ==&lt;br /&gt;
&#039;&#039;&#039; jclub2, jclub2o &#039;&#039;&#039; - Graphics seem to be compressed and aren&#039;t fully decoded yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dblewing.c.html dblewing] ==&lt;br /&gt;
Protection simulation is pretty advanced, but still incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ddenlovr.c.html ddenlovr] ==&lt;br /&gt;
&#039;&#039;&#039; quizchq, quizchql &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ddragon.c.html ddragon] ==&lt;br /&gt;
&#039;&#039;&#039; ddragon6809, ddragon6809a &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ddz.c.html ddz] ==&lt;br /&gt;
&#039;&#039;&#039; ddz &#039;&#039;&#039; - Skeleton driver. Hardware similar to crystal.c. Roms appear to be encrypted / scrambled.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dec0.c.html dec0] ==&lt;br /&gt;
&#039;&#039;&#039; automat, ffantasybl, secretab &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deco32.c.html deco32] ==&lt;br /&gt;
&#039;&#039;&#039; lockload, lockloadu  &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deco_ld.c.html deco_ld] ==&lt;br /&gt;
The driver needs better video e I/O emulation, laserdisc hook-ups.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deco_mlc.c.html deco_mlc] ==&lt;br /&gt;
&#039;&#039;&#039; stadhr96, stadhr96a &#039;&#039;&#039; - Protection isn&#039;t fully simulated and they seem to require raster IRQ video update support.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/decocass.c.html decocass] ==&lt;br /&gt;
&#039;&#039;&#039; ctisland3 &#039;&#039;&#039; - Different bitswap?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cexplore &#039;&#039;&#039; - Mssing rom dump from overlay PCB.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cgraplop2 &#039;&#039;&#039; - Wrong dongle?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deshoros.c.html deshoros] ==&lt;br /&gt;
Needs graphics emulation through artwork system and printer emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dlair.c.html dlair] ==&lt;br /&gt;
Laserdisc games. Work in theory, but are waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dmndrby.c.html dmndrby] ==&lt;br /&gt;
Electrocoin on snk hardware.  Needs better video emulation. Enters service mode while attract mode is running.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/drw80pkr.c.html drw80pkr] ==&lt;br /&gt;
Driver shows something, but emulation is still incomplete. I8039 based CPU with CRTC6845 video and AY8910 sound.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dwarfd.c.html dwarfd] ==&lt;br /&gt;
&#039;&#039;&#039; qc, quarterh and clones &#039;&#039;&#039; - Missing laserdisc dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dynax.c.html dynax] ==&lt;br /&gt;
&#039;&#039;&#039; majrjhdx, tenkai2b, tenkaid &#039;&#039;&#039; - Missing dump of the internal rom of the TMP91640.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/epos.c.html epos] ==&lt;br /&gt;
&#039;&#039;&#039; catapult, revenger &#039;&#039;&#039; - Bad dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ertictac.c.html ertictac] ==&lt;br /&gt;
&#039;&#039;&#039; poizone &#039;&#039;&#039; - ARM core bugs causes it to crash at some point.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/esh.c.html esh] ==&lt;br /&gt;
Laserdisc game. Works in theory, but is waiting for a good quality laserdisc dump.  Does have a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/f1gp.c.html f1gp] ==&lt;br /&gt;
&#039;&#039;&#039; f1gpb &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/fcrash.c.html fcrash] ==&lt;br /&gt;
&#039;&#039;&#039; kodb &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/firebeat.c.html firebeat] ==&lt;br /&gt;
Driver is incomplete. Missing MIDI card emulation, video emulation problems..&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/fortecar.c.html fortecar] ==&lt;br /&gt;
Missing banckswitching, inputs, ..&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/freekick.c.html freekick] ==&lt;br /&gt;
&#039;&#039;&#039; freekick, countrun &#039;&#039;&#039; - Main program inside of custom CPU block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; countrb2 &#039;&#039;&#039; - Possible bad dump, or encrypted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; gigas &#039;&#039;&#039; - One of the program roms is a bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/funworld.c.html funworld] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; royalcrdf, royalcrdp &#039;&#039;&#039; - Encrypted. Seems to use an epoxy block with CPU + extras (ICs, TTL, etc) to manage the encryption.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; jokercrd &#039;&#039;&#039; - Totaly encrypted. This game use a Funworld custom CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; magicd2a &#039;&#039;&#039; - CPU issues. This game use a slightly modified instructions set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; magicd2b &#039;&#039;&#039; - CPU issues. This game use a slightly modified instructions set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mongolnw &#039;&#039;&#039; - Need to hook the missing microcontroller (TSC87C52-16CB) to emulate this game properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; multiwin &#039;&#039;&#039; - Encrypted with unidentified CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; soccernw &#039;&#039;&#039; - Need to hook the missing microcontroller (TSC87C52-16CB) to emulate this game properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; saloon &#039;&#039;&#039; - This game is totally encrypted. No PIAs to drive I/O.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gaelco2.c.html gaelco2] ==&lt;br /&gt;
&#039;&#039;&#039; aligator, touchgo, touchgoe, touchgon, wrally2 &#039;&#039;&#039; - Unemulated protection device with internal rom and suicide capabilities (DS5002FP). There&#039;s an unprotected versions of Alligator Hunt and it might be possible to simulate the protection in the protected version, but it isn&#039;t easy, looks like MCU may provide ROM patches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; snowboar, snowboara &#039;&#039;&#039; - Unemulated protection device (Lattice IspLSI 1016-80LJ)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; grtesoro &#039;&#039;&#039; - Unemulated protection device with internal rom and suicide capabilities (DS5002FP). Badly dumped program roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gaiden.c.html gaiden] ==&lt;br /&gt;
&#039;&#039;&#039; mastninj &#039;&#039;&#039; - Sprites, sound and y-scroll need fixing.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gal3.c.html gal3] ==&lt;br /&gt;
In need of laserdisc dump. Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galaxia.c.html galaxia] ==&lt;br /&gt;
&#039;&#039;&#039; galaxia &#039;&#039;&#039; - Skeleton driver.  It&#039;s a galaxian rip-off on a custom board with CVS-like hardware IIRC (Haze).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galaxold.c.html galaxold] ==&lt;br /&gt;
&#039;&#039;&#039; harem &#039;&#039;&#039; - One of the program roms is badly dumped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; trvchlng &#039;&#039;&#039; - Questions roms aren&#039;t dumped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; vstars &#039;&#039;&#039; - Encrypted?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galdrvr.c.html galdrvr] ==&lt;br /&gt;
&#039;&#039;&#039; dingoe &#039;&#039;&#039; - Probable bad dump and encryption.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; monsterz &#039;&#039;&#039; - Unemulated protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; scorpiona, skelagon, supergx &#039;&#039;&#039; - Bad dumps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tenspot &#039;&#039;&#039; - Menu isn&#039;t working yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; warofbugg &#039;&#039;&#039; - Bootleg on slightly different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galivan.c.html galivan] ==&lt;br /&gt;
&#039;&#039;&#039; youmab, youmab2 &#039;&#039;&#039; - Weird bootlegs, who knows.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galpani2.c.html galpani2] ==&lt;br /&gt;
Kaneko protection MCU with internal rom, managing CPU comms.  Decap should possible, should be the same for all games / sets.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gamecstl.c.html gamecstl] ==&lt;br /&gt;
&#039;Modern&#039; PC Hardware running a MAME bootleg.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/getrivia.c.html getrivia] ==&lt;br /&gt;
&#039;&#039;&#039; jokpokera &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ggconnie.c.html ggconnie] ==&lt;br /&gt;
Preliminary driver. Hardware is PC-Engine based.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ghosteo.c.html ghosteo] ==&lt;br /&gt;
Uses a fairly recent ARM based chip.  Almost a skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gladiatr.c.html gladiatr] ==&lt;br /&gt;
&#039;&#039;&#039; ppking &#039;&#039;&#039; - Missing MCU dump or simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/glass.c.html glass] ==&lt;br /&gt;
Unemulated protection device with internal rom and suicide capabilities (DS5002FP).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/goldngam.c.html goldngam] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/goldnpkr.c.html goldnpkr] ==&lt;br /&gt;
&#039;&#039;&#039; royale, royale &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; witchcde &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; witchcrd &#039;&#039;&#039; - Unknown protection device.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/goldstar.c.html goldstar] ==&lt;br /&gt;
&#039;&#039;&#039; cb3c &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cmast92 &#039;&#039;&#039; - Graphics ROMs aren&#039;t dumped yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cmasterbv, cmv4a &#039;&#039;&#039; - Missing switch between normal and &amp;quot;stealth&amp;quot; game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; jkrmast, pkrmast, prkmasta &#039;&#039;&#039; - Incomplete dumps and probably encrypted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mtonic &#039;&#039;&#039; - Unidentified CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nfm &#039;&#039;&#039; - Some roms don&#039;t seem to belong to the dumped set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; unkch1, unkch2, unkch3, unkch4 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gpworld.c.html gpworld] ==&lt;br /&gt;
Laserdisc hardware. Works in theory, but is waiting for a good quality laserdisc dump.  Does have a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gstriker.c.html gstriker] ==&lt;br /&gt;
&#039;&#039;&#039; twcup94, twcup94a, vgoalsoc, vgoalsoca &#039;&#039;&#039;Tecmo MCU providing jump addresses etc.  Has direct access to entire CPU bus, prevents code modification (MCU writes &#039;ROM ERROR&#039; if you change ROM).  ROZ pitch difficult to understand.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gticlub.c.html gticlub] ==&lt;br /&gt;
Driver is still in preliminary status. Most games show something and/or are somewhat playable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/guab.c.html guab] ==&lt;br /&gt;
&#039;&#039;&#039; crisscrs &#039;&#039;&#039; - Missing disk image dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gumbo.c.html gumbo] ==&lt;br /&gt;
&#039;&#039;&#039; mspuzzlen &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gunpey.c.html gunpey] ==&lt;br /&gt;
Complex video chip, supports compressed graphics formats etc. Skeleton driver, work has been done, but no good progress made.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/harddriv.c.html harddriv] ==&lt;br /&gt;
&#039;&#039;&#039; harddriv1 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; racedrv1, racedrv2, racedrivb1, racedrivc1, racedrivc2, racedrivg1, racedrivpan &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; steeltalp &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; hdrivairp &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hikaru.c.html hikaru] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hitpoker.c.html hitpoker] ==&lt;br /&gt;
Protection: needs dumping or simulating PIC.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hng64.c.html hng64] ==&lt;br /&gt;
The I/O CPU is a protected MCU.  There is some thought that the games uses this as a protection device. See driver notes for in depth todo/status report.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/homedata.c.html homedata] ==&lt;br /&gt;
&#039;&#039;&#039; mirderby &#039;&#039;&#039; - Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hornet.c.html hornet] ==&lt;br /&gt;
Driver is still in preliminary status. Most games show something and/or are somewhat playable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sscope, sscopea, sscope2 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; terabrst, terabrsta &#039;&#039;&#039; - Missing gun emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hotstuff.c.html hotstuff] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hshavoc.c.html hshavoc] ==&lt;br /&gt;
Genesis hardware, but uses a PIC to control state based encryption.  All the code that matches the Megadrive version has been decrypted, but the extra code (startup code, coins etc.) appears to have some annoying extra encryption.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hvyunit.c.html hvyunit] ==&lt;br /&gt;
Protection simulation is incomplete. The MCU was recently decapped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs009.c.html igs009] ==&lt;br /&gt;
&#039;&#039;&#039; gp98 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; jingbell &#039;&#039;&#039; - Protection simulation is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs011.c.html igs011] ==&lt;br /&gt;
&#039;&#039;&#039; nkishusp &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs017.c.html igs017] ==&lt;br /&gt;
All games but sdmg2 and mgdh suffer from incomplete protection simulation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tarzan, tarzana, starzan &#039;&#039;&#039; - Incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tjsb &#039;&#039;&#039; Sprites decryption is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs_m027.c.html igs_m027] ==&lt;br /&gt;
Main program / boot code in (currently undumpable) MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igspoker.c.html igspoker] ==&lt;br /&gt;
&#039;&#039;&#039; stellecu &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ilpag.c.html ilpag] ==&lt;br /&gt;
Undumpable MCUs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/intrscti.c.html intrscti] ==&lt;br /&gt;
Probably missing code in epoxy block.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ironhors.c.html ironhors] ==&lt;br /&gt;
&#039;&#039;&#039; farwest &#039;&#039;&#039; - Bootleg running on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/istellar.c.html istellar] ==&lt;br /&gt;
Laserdisc game.  Has a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/itgambl2.c.html itgambl2] ==&lt;br /&gt;
Italian Gambling games based on H8/3337 MCU. Internal ROM is currently undumpable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/itgambl3.c.html itgambl3] ==&lt;br /&gt;
Italian Gambling games based on Mitsubishi (Renesas) M16C MCU family. Internal ROM is currently undumpable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/itgamble.c.html itgamble] ==&lt;br /&gt;
Mostly Italian Gambling games mostly based on H8/3048 MCU. Internal ROM is currently undumpable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jackpool.c.html jackpool] ==&lt;br /&gt;
Needs better understanding of the master/slave communications, better EEPROM and NVRAM hook-up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jangou.c.html jangou] ==&lt;br /&gt;
&#039;&#039;&#039; luckygrl &#039;&#039;&#039; - Encrypted program roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jokrwild.c.html jokrwild] ==&lt;br /&gt;
Missing random number generator, inputs and sound.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jpmimpct.c.html jpmimpct] ==&lt;br /&gt;
&#039;&#039;&#039; m_tbirds &#039;&#039;&#039; - Mechanical game imported from AGEMAME.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jubilee.c.html jubilee] ==&lt;br /&gt;
Preliminary driver. Needs better memory map, correct video RAM offset, CRT controller hook up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kingdrby.c.html kingdrby] ==&lt;br /&gt;
&#039;&#039;&#039; cowrace &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kinst.c.html kinst] ==&lt;br /&gt;
&#039;&#039;&#039; kinst2k3, kinst2k4 &#039;&#039;&#039; - Upgrade kits.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/koftball.c.html koftball] ==&lt;br /&gt;
Incomplete protection simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/konamigv.c.html konamigv] ==&lt;br /&gt;
&#039;&#039;&#039; btchamp, kdeadeye, tokimosh, tokimosp &#039;&#039;&#039; - All games on this system suffer from a corner case involving audio track playback in the SCSI CD-ROM emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/konamigx.c.html konamigx] ==&lt;br /&gt;
&#039;&#039;&#039; ggreats2, opengolf, opengolf2, racinfrc, racinfrcu &#039;&#039;&#039; - These games use a special ROZ layer generated by the &amp;quot;PSAC4&amp;quot; custom IC which appears to include a height map.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/konamim2.c.html konamim2] ==&lt;br /&gt;
Preliminary driver, needs overall better emulation of the M2 system.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kongambl.c.html kongambl] ==&lt;br /&gt;
Skeleton driver for mostly unknown hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kopunch.c.html kopunch] ==&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ksys573.c.html ksys573] ==&lt;br /&gt;
Game suffer from incomplete PSX-based hardware emulation and some are missing emulation of the external digital sound and I/O board.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kungfur.c.html kungfur] ==&lt;br /&gt;
Missing inputs and lamps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/laserbas.c.html laserbas] ==&lt;br /&gt;
Jaleco-like protection device.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/laserbat.c.html laserbat] ==&lt;br /&gt;
&#039;&#039;&#039; catnmousa &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/legionna.c.html legionna] ==&lt;br /&gt;
Complex Seibu &#039;COP&#039; protection device. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/leland.c.html leland] ==&lt;br /&gt;
&#039;&#039;&#039; aafbb &#039;&#039;&#039; - One of the program roms is a bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/lgp.c.html lgp] ==&lt;br /&gt;
Laserdisc game.  Has a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/littlerb.c.html littlerb] ==&lt;br /&gt;
Annoying VDP-like chip controlling access to video devices.  Commands not fully understood, correct readback of data just as important as writes as addresses etc. are stored and it affects future writes.  Runs through attract mode with bad graphics, but no guarantees are made that the sprite-list it&#039;s currently processing is in the right format, or the right place as everything is written through the &#039;VDP&#039; device.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ltcasino.c.html ltcasino] ==&lt;br /&gt;
&#039;&#039;&#039; ltcasinn &#039;&#039;&#039; - Missing inputs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/lucky74.c.html lucky74] ==&lt;br /&gt;
&#039;&#039;&#039; lucky74a &#039;&#039;&#039; -  The program ROM seems incomplete or encrypted in some smart way.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m10.c.html m10] ==&lt;br /&gt;
&#039;&#039;&#039; andromed, greenber, ipminvad1 &#039;&#039;&#039; - Incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m52.c.html m52] ==&lt;br /&gt;
&#039;&#039;&#039; alpha1v &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m72.c.html m72] ==&lt;br /&gt;
&#039;&#039;&#039; lohtb &#039;&#039;&#039; - The bootleg hardware is different to the original hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m92.c.html m92] ==&lt;br /&gt;
&#039;&#039;&#039; ppan &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m107.c.html m107] ==&lt;br /&gt;
&#039;&#039;&#039; kftgoal, wpksoc &#039;&#039;&#039; - Missing EEPROM hook-up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/macs.c.html macs] ==&lt;br /&gt;
&#039;&#039;&#039; macsbios &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mac2bios &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; kisekaem &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; kisekaeh &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cultname &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/magic10.c.html magic10] ==&lt;br /&gt;
&#039;&#039;&#039; hotslot, magic102, mcolors suprpool &#039;&#039;&#039; - Missing  dump of the internal rom of the HD6473308cp10.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/magicard.c.html magicard] ==&lt;br /&gt;
Missing emulation of the Philips CD-i system.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/magictg.c.html magictg] ==&lt;br /&gt;
Skeleton driver. Bad dump?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/malzak.c.html malzak] ==&lt;br /&gt;
&#039;&#039;&#039; malzak, malzak2 &#039;&#039;&#039; - Sprite collision detection doesn&#039;t fully work.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/maygay1b.c.html maygay1b] ==&lt;br /&gt;
Mechanical game imported from AGEMAME.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/maygayv1.c.html maygayv1] ==&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mazerbla.c.html mazerbla] ==&lt;br /&gt;
Uses a custom video controller which isn&#039;t fully understood.  Mazer Blazer appears to use an MM54104 &#039;Digitalker&#039; speech IC, however, the two speech ROMs are undumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mcr.c.html mcr] ==&lt;br /&gt;
&#039;&#039;&#039; nflfoot &#039;&#039;&#039; - CED-based disk game. Has gory Z80-based serial I/O interface that is not understood. The CED player interface is undocumented. A poor quality rip exists of the video (probably the best we will get). There is a second CED disk with different teams playing which we do not have access to.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mediagx.c.html mediagx] ==&lt;br /&gt;
Mainly just need the inputs hooked up, which are mapped to the parallel port via a JAMMA interface&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/megasys1.c.html megasys1] ==&lt;br /&gt;
&#039;&#039;&#039; edfbl, monkelf &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/megatech.c.html megatech] ==&lt;br /&gt;
Incorrect behavior at time out and there are some sms based games which aren&#039;t yet fully supported.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/merit.c.html merit] ==&lt;br /&gt;
&#039;&#039;&#039; dodge &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/meritm.c.html meritm] ==&lt;br /&gt;
&#039;&#039;&#039; megat5a &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/meritm.c.html meritm] ==&lt;br /&gt;
Skeleton driver. Extremely complex prototype hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/metro.c.html metro] ==&lt;br /&gt;
&#039;&#039;&#039; puzzlet &#039;&#039;&#039; - An unknown unemulated chip (probably a PIC) provides protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/midvunit.c.html midvunit] ==&lt;br /&gt;
&#039;&#039;&#039; offroadc &#039;&#039;&#039; - some calculation bug in the TMS32031 (I suspect) causes the clip plane to clip out a number of close polygons, most importantly your truck. As-is, the game is sort of playable, if you like some extra challenge.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/midzeus.c.html midzeus] ==&lt;br /&gt;
&#039;&#039;&#039; crusnexo, thegrid and clones &#039;&#039;&#039; - These Zeus II-based games use a proprietary 3D graphics chip that has no available documentation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mk4b &#039;&#039;&#039; - Early revision probably working on early revision hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/miniboy7.c.html miniboy7] ==&lt;br /&gt;
Bad dumps, pretty much no information available other than the dump, missing color prom.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/missile.c.html missile] ==&lt;br /&gt;
&#039;&#039;&#039; mcombat, mcombata &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mitchell.c.html mitchell] ==&lt;br /&gt;
&#039;&#039;&#039; pkladiesbl &#039;&#039;&#039; - Needs CPU &amp;quot;decrytpion&amp;quot; / ordering.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mlanding.c.html mlanding] ==&lt;br /&gt;
Almost working. Needs better communications, among other minor improvements.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/model1.c.html model1] ==&lt;br /&gt;
&#039;&#039;&#039; swa, wingwar, wingwara &#039;&#039;&#039; - Guesswork incomplete on the math copro dsp functions and program impossible to dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/model2.c.html model2] ==&lt;br /&gt;
Implementation of the 3D systems is either guesswork (Model 2, 2A) or incomplete (Model 2B, 2C).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/model3.c.html model3] ==&lt;br /&gt;
Driver is still preliminary. Most games boot and show something.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/monzagp.c.html monzagp] ==&lt;br /&gt;
Preliminary driver. Possibly missing a rom.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/moo.c.html moo] ==&lt;br /&gt;
&#039;&#039;&#039; moobl &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mpu4.c.html mpu4] ==&lt;br /&gt;
Mechanical games imported from AGEMAME.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mpu4drvr.c.html mpu4drvr] ==&lt;br /&gt;
The TODO in the driver mentions: Correctly implement characteriser protection for each game. Fix meter sense error when coining up in Team Challenge - different cabinet. Improve AVDC implementation, adding split-screen interrupts (needed for mid-screen palette changes). Hook up OKIM6376 sound in The Mating Game. Get the BwB games running - They have a slightly different 68k memory map. The 6850 is at e00000 and the 6840 is at e01000. Find out what causes the games to reset in service mode (see jump taken at CPU1:c8e8).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mpu5.c.html mpu5] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mquake.c.html mquake] ==&lt;br /&gt;
A complete mystery. The existing dumps are 100% confirmed. Test mode works. All remaining code is heavily encrypted. Even the original author the game doesn&#039;t recall any encryption, but it is definitely there. It is not done in software; all unencrypted code has been accounted for.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ms32.c.html ms32] ==&lt;br /&gt;
&#039;&#039;&#039; f1superb &#039;&#039;&#039; - The road is always rendered as straight. The game has a road layer and extra roms for it. There is an unknown maths DSP for protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/n8080.c.html n8080] ==&lt;br /&gt;
&#039;&#039;&#039; helifire, helifirea &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcops2.c.html namcops2] ==&lt;br /&gt;
Skeleton driver. PlayStation2 hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos10.c.html namcos10] ==&lt;br /&gt;
Incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos11.c.html namcos11] ==&lt;br /&gt;
&#039;&#039;&#039; souledgea, souledge1, souledge1j &#039;&#039;&#039; - Random draw list corruption.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos12.c.html namcos12] ==&lt;br /&gt;
&#039;&#039;&#039; kaiunqz &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mdhorse &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tektagtb, tektagtc &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sws2000 &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sws2001 &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos21.c.html namcos21] ==&lt;br /&gt;
&#039;&#039;&#039; aircombj, aircombu &#039;&#039;&#039; - No polygons displayed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; driveyes &#039;&#039;&#039; - Uses 3 screens with dedicated board for each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; winrun, winrun91 &#039;&#039;&#039; - System 21 prototype hardware. Mostly work.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos22.c.html namcos22] ==&lt;br /&gt;
&#039;&#039;&#039; airco22b &#039;&#039;&#039; - boots but missing sprite clear DMA?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; alpin2ra &#039;&#039;&#039; - issues with step lock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cybrcomm &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; ridgera2 and clones&#039;&#039;&#039; - They POST but don&#039;t start.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tokyowar &#039;&#039;&#039; - missing sprite clear DMA? Or protection?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos23.c.html namcos23] ==&lt;br /&gt;
The entire 3D subsystem needs to be emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/naomi.c.html naomi] ==&lt;br /&gt;
Most games show something and some are playable, but emulation is still incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nbmj8688.c.html nbmj8688] ==&lt;br /&gt;
&#039;&#039;&#039; nightlov &#039;&#039;&#039; - Input problems.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nbmj8891.c.html nbmj8891] ==&lt;br /&gt;
&#039;&#039;&#039; hnageman, hnxmasev &#039;&#039;&#039; - Missing VHS dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nbmj8991.c.html nbmj8991] ==&lt;br /&gt;
&#039;&#039;&#039; av2mj1bb, av2mj2rg &#039;&#039;&#039; - Missing VHS dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/neodrvr.c.html neodrvr] ==&lt;br /&gt;
&#039;&#039;&#039; 98best44 &#039;&#039;&#039; - Neo Print system isn&#039;t emulated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; kog &#039;&#039;&#039; - Bootleg with different protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; ms5pcb &#039;&#039;&#039; - Missing program ROMs dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/neptunp2.c.html neptunp2] ==&lt;br /&gt;
Skeleton driver. Missing GFX ROMs dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nightgal.c.html nightgal] ==&lt;br /&gt;
&#039;&#039;&#039; ngalsumr, sexygal, sweetgal &#039;&#039;&#039; - Missing protection simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/norautp.c.html norautp] ==&lt;br /&gt;
&#039;&#039;&#039; dphl, dphla, dphljp, drhl, gtipoker, kimbldhl, smshilo &#039;&#039;&#039; - Missing interrupts for I8080 CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; bjpoker, kimblz80, noraut3a, noraut3b, norautu, norautua, norautub, pma &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; fastdrwp, dphlunka, dphlunkb &#039;&#039;&#039; - Hardware unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tpoker2 &#039;&#039;&#039; - Missing 68705 MCU dump / simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nss.c.html nss] ==&lt;br /&gt;
Menu system is only partially understood.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nwk-tr.c.html nwk-tr] ==&lt;br /&gt;
Driver is still in preliminary status.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nycaptor.c.html nycaptor] ==&lt;br /&gt;
&#039;&#039;&#039; cyclshtg &#039;&#039;&#039; - Missing (protection?) MCU dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/oneshot.c.html oneshot] ==&lt;br /&gt;
&#039;&#039;&#039; maddonnb &#039;&#039;&#039; - No program roms on this set.  GFX have misplaced tiles when used with other program roms, so this is a different license / revision. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/overdriv.c.html overdriv] ==&lt;br /&gt;
Driver has heavy graphic problems. Missing road (two unemulated K053250).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pangofun.c.html pangofun] ==&lt;br /&gt;
&#039;&#039;&#039; pangofun &#039;&#039;&#039; - PC based hardware, possibly bad / incomplete dump. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/panicr.c.html panicr] ==&lt;br /&gt;
Capable of reading back the background layout ROMs for collision, readback method isn&#039;t properly understood, so the game doesn&#039;t play correctly.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/paranoia.c.html paranoia] ==&lt;br /&gt;
Jamma interface is not emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pcat_dyn.c.html pcat_dyn] ==&lt;br /&gt;
PC hardware. Gets stuck on 640K DRAM banking, beeps endlessly once it gets to memory test.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pcat_nit.c.html pcat_nit] ==&lt;br /&gt;
PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pcxt.c.html pcxt] ==&lt;br /&gt;
&#039;&#039;&#039; tetriskr &#039;&#039;&#039; - Corrupt game graphics after some time of gameplay, caused by a wrong reading of the i/o $3c8 bit 1.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pgm.c.html pgm] ==&lt;br /&gt;
&#039;&#039;&#039; drgw2, drgw2j, olds, olds100, olds100a &#039;&#039;&#039; - Somewhat playable, but protection simulation isn&#039;t perfect yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; drgw3 and clones &#039;&#039;&#039; - DMA protection device non correctly emulated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; ddp2, ddp2a, dmnfrnt, dmnfrnta, dw2001, kov, kov115, kovj, kovplus, kovplusa, kov2p, kov2p205, kovshp, oldsplus, puzlstar, puzzli2, py2k2, svg, theglad, theglada &#039;&#039;&#039; - Need internal rom of IGS027A.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/phoenix.c.html phoenix] ==&lt;br /&gt;
&#039;&#039;&#039; fenix &#039;&#039;&#039; - Bootleg, to be checked closer. Dump is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/photoply.c.html photoply] ==&lt;br /&gt;
PC hardware. Possible CPU core bugs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pinkiri8.c.html pinkiri8] ==&lt;br /&gt;
Current blocker is the video emulation i/o ports, it looks somewhat exotic.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/plygonet.c.html plygonet] ==&lt;br /&gt;
Dsp56k CPU emulation needs to be completed.  Network interface needs to be worked out.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pntnpuzl.c.html pntnpuzl] ==&lt;br /&gt;
Skeleton-ish.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/poker72.c.html poker72] ==&lt;br /&gt;
Preliminary driver for an unknown poker game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/progolf.c.html progolf] ==&lt;br /&gt;
&#039;&#039;&#039; progolfa &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/psattack.c.html psattack] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/psychic5.c.html psychic5] ==&lt;br /&gt;
&#039;&#039;&#039; bombsa &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/quakeat.c.html quakeat] ==&lt;br /&gt;
Unknown PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/queen.c.html queen] ==&lt;br /&gt;
Unknown PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/quizpun2.c.html quizpun2] ==&lt;br /&gt;
It uses an unknown DIP40 device for protection, that supplies the address to jump to (same as mosaic.c) and handles the EEPROM.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/raiden2.c.html raiden2] ==&lt;br /&gt;
&#039;&#039;&#039; raiden2, raidndx, zeroteam, xsedae and clones &#039;&#039;&#039; - Complex Seibu COP2 protection + banking (probably linked to the protection) + sprites incompletely decrypted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nzerotea, r2dx_v33 &#039;&#039;&#039; - Complex Seibu COP3 protection + banking (probably linked to the protection) + sprites incompletely decrypted.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/rbmk.c.html rbmk] ==&lt;br /&gt;
Possibly missing MCU dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/rcorsair.c.html rcorsair] ==&lt;br /&gt;
Undumped program roms in epoxy block.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/redalert.c.html redalert] ==&lt;br /&gt;
&#039;&#039;&#039; demoneye &#039;&#039;&#039; - Missing 3rd graphic layer making level 2 impossible.  Unclear what the layer should show.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/rgum.c.html rgum] ==&lt;br /&gt;
Skeleton driver. There is a Big Black Box in the middle of the PCB (for encryption, or containing roms?).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/royalmah.c.html royalmah] ==&lt;br /&gt;
&#039;&#039;&#039; cafebrk, cafedoll, jansou, mjvegas, &#039;&#039;&#039; - Missing internal program rom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; janoh &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; janoha &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mjsenka, mjsiyoub, mjyarou &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mjtensin &#039;&#039;&#039; - Random crashes, related to interrupts.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sangho.c.html sangho] ==&lt;br /&gt;
&#039;&#039;&#039; pzlestar&#039;&#039;&#039; - MSX2 based hardware. Memory banking is wrong.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/savquest.c.html savquest] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sbugger.c.html sbugger] ==&lt;br /&gt;
&#039;&#039;&#039; sbugger &#039;&#039;&#039; - Bad dump, different revision to working set. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/scramble.c.html scramble] ==&lt;br /&gt;
&#039;&#039;&#039; conquer &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sderby.c.html sderby] ==&lt;br /&gt;
&#039;&#039;&#039; pmroulet &#039;&#039;&#039; - Protection MCU handles win rates etc.  Correct win behavior is critical to this gambling game functioning as expected, so simulation probably doesn&#039;t make sense.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/seattle.c.html seattle] ==&lt;br /&gt;
&#039;&#039;&#039; sfrushrk &#039;&#039;&#039; - Won&#039;t go in-game. Don&#039;t know why. Hangs after selecting your car.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segac2.c.html segac2] ==&lt;br /&gt;
&#039;&#039;&#039; pclubj, pclubjv2, pclubjv4, pclubjv5 &#039;&#039;&#039; - Need camera and printer handling.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segag80r.c.html segag80r] ==&lt;br /&gt;
&#039;&#039;&#039; astrob1 &#039;&#039;&#039; - Dies when you first start.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segahang.c.html segahang] ==&lt;br /&gt;
&#039;&#039;&#039; endurob2 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segald.c.html segald] ==&lt;br /&gt;
Laserdisc hardware.  Has a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segaorun.c.html segaorun] ==&lt;br /&gt;
&#039;&#039;&#039; shangon1 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; toutrun2 &#039;&#039;&#039; - Missing decryption key.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas16a.c.html segas16a] ==&lt;br /&gt;
&#039;&#039;&#039; wb35, wbr35a &#039;&#039;&#039; - Decryption key is bad.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas16b.c.html segas16b] ==&lt;br /&gt;
&#039;&#039;&#039; aceattac, altbeastj1, altbeastj2 &#039;&#039;&#039; - Missing decryption key.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas18.c.html segas18] ==&lt;br /&gt;
&#039;&#039;&#039; pontoon &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas24.c.html segas24] ==&lt;br /&gt;
&#039;&#039;&#039; sspirtfc &#039;&#039;&#039; - Missing floppy image.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sgmast &#039;&#039;&#039; - Missing decryption key.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas32.c.html segas32] ==&lt;br /&gt;
&#039;&#039;&#039; kokoroj2 &#039;&#039;&#039; - Unemulated CD board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; f1lap &#039;&#039;&#039; - Protection + Needs a minimum of 2 boards. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segaxbd.c.html segaxbd] ==&lt;br /&gt;
&#039;&#039;&#039; gprider &#039;&#039;&#039; - Program roms not dumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/seta.c.html seta] ==&lt;br /&gt;
&#039;&#039;&#039; inttoote &#039;&#039;&#039; - Unemulated protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; inttootea &#039;&#039;&#039; - Incomplete dump?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; setaroul &#039;&#039;&#039; - Prelimary emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sfbonus.c.html sfbonus] ==&lt;br /&gt;
&#039;&#039;&#039; amclink &#039;&#039;&#039; - &amp;quot;Game&amp;quot; function unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; fb6s1, fb6s2, fb6s3 &#039;&#039;&#039; - Missing reel graphics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; dvisland, fbdeluxe, funriver, funriverv, spooky, version4 &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sfcbox.c.html sfcbox] ==&lt;br /&gt;
Preliminary driver. SNES based.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sigmab52.c.html sigmab52] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/skeetsht.c.html skeetsht] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/skylncr.c.html skylncr] ==&lt;br /&gt;
&#039;&#039;&#039; leader &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/slapfght.c.html slapfght] ==&lt;br /&gt;
&#039;&#039;&#039; slapfigha &#039;&#039;&#039; - Undumped 68705 protection MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sms.c.html sms] ==&lt;br /&gt;
&#039;&#039;&#039; trvhanga &#039;&#039;&#039; - Missing questions roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/snesb.c.html snesb] ==&lt;br /&gt;
&#039;&#039;&#039; endless &#039;&#039;&#039; - Game isn&#039;t correctly decrypted yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/splash.c.html splash] ==&lt;br /&gt;
&#039;&#039;&#039; funystrp, puckpepl&#039;&#039;&#039; - Protection, controls eating of dots + other things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; rebus &#039;&#039;&#039; - Another protected Microhard game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/st0016.c.html st0016] ==&lt;br /&gt;
&#039;&#039;&#039; atamanot &#039;&#039;&#039; - Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/st0016.c.html st0016] ==&lt;br /&gt;
&#039;&#039;&#039; mayjinsn &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/statriv2.c.html statriv2] ==&lt;br /&gt;
&#039;&#039;&#039; cstripxi &#039;&#039;&#039; - Laserdisc game in need of laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; quaquiz2 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tripdraw &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/stepstag.c.html stepstag] ==&lt;br /&gt;
Incomplete frankendump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/strnskil.c.html strnskil] ==&lt;br /&gt;
&#039;&#039;&#039; banbam, pettanp &#039;&#039;&#039; - Protection MCU.. seems to be a data (or code?) ROM for it tho.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/stv.c.html stv] ==&lt;br /&gt;
&#039;&#039;&#039; decathlt &#039;&#039;&#039; - Funky DMA/decompression protection (reads gfx data via protection chip, descramble / decompress? scrambled registers).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; decathlt, decathlto, elandore, ffreveng, twcup98 &#039;&#039;&#039; - Protection. astrass suffers from it too, but it&#039;s kludged to work. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; findlove &#039;&#039;&#039; - Controls broken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; finlarch, smleague &#039;&#039;&#039; - Randomly hang / crash. They work with a ridiculous MDRV_INTERLEAVE number, might need strict SH-2 synching.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; magzun, techbowl, micrombc &#039;&#039;&#039; - I/O errors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nclubv3, pclub2, pclub3, pclubpok, stress &#039;&#039;&#039; - Unemulated printer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sfish2, sfish2j &#039;&#039;&#039; - CD handling broken.  Needs MPEG decoder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; vfremix &#039;&#039;&#039; - Texture upload issues in some cases, see source.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/subsino.c.html subsino] ==&lt;br /&gt;
&#039;&#039;&#039; mtrain &#039;&#039;&#039; - Runs on different hardware. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/suna8.c.html suna8] ==&lt;br /&gt;
&#039;&#039;&#039; brickzn, brickzn3, sparkman, starfigh &#039;&#039;&#039; - Protection / encryption (custom CPU modules containing Z80 + encryption logic).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/superdq.c.html superdq] ==&lt;br /&gt;
Laserdisc games. Works in theory, but is waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/system1.c.html system1] ==&lt;br /&gt;
&#039;&#039;&#039; shtngmst &#039;&#039;&#039; - Missing MCU dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/system16.c.html system16] ==&lt;br /&gt;
&#039;&#039;&#039; bayrouteb1 &#039;&#039;&#039; - Broken sprites (missing IRQ?).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; bayrouteb2, beautyb, dduxb1, eswatb1, fpointb1, fpointbj, goldnaxeb1, iqpipe, passshtb, passht4b, shinob1d, tturfb1, wb3bb1 &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taito_f3.c.html taito_f3] ==&lt;br /&gt;
&#039;&#039;&#039; bubsymphb &#039;&#039;&#039; - Bootleg on different hardware. Backgrounds don&#039;t show up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taito_o.c.html taito_o] ==&lt;br /&gt;
Driver still in preliminary stages. TODO: inputs (coins), NVRAM, sprite priorities, dips, interrupts (sources).ö&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taito_z.c.html taito_z] ==&lt;br /&gt;
&#039;&#039;&#039; racingb &#039;&#039;&#039; - Serious video emulation issues (raster irq?).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitoair.c.html taitoair] ==&lt;br /&gt;
Possible 320c25 bugs.  Possible m68k-c25 communication issues.  Not easy, the c25 code is hard to read, probably interesting.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitogn.c.html taitogn] ==&lt;br /&gt;
&#039;&#039;&#039; gobyrc, rcdego &#039;&#039;&#039; - Custom inputs need calibrating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nightrai &#039;&#039;&#039; - No background / enemy sprites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sianniv &#039;&#039;&#039; - IRQ at the wrong time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; zooo &#039;&#039;&#039; - Missing most of the playfield.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitojc.c.html taitojc] ==&lt;br /&gt;
&#039;&#039;&#039; dangcurv &#039;&#039;&#039; - Hangs on its DSP test. Needs correct controls hooking up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; dendeg, dendegx, dendeg2, dendeg2x &#039;&#039;&#039; - Hang / crash, various palette/textures problems. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; landgear &#039;&#039;&#039; - Crashes, analog inputs don&#039;t work in-game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitopjc.c.html taitopjc] ==&lt;br /&gt;
Skeleton driver. Requires TLCS-900 CPU core to make progress.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitotz.c.html taitotz] ==&lt;br /&gt;
Skeleton driver. Requires TLCS-900 CPU core to make progress.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitowlf.c.html taitowlf] ==&lt;br /&gt;
Preliminary, PC+voodoo.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tank8.c.html tank8] ==&lt;br /&gt;
&#039;&#039;&#039; tank8a, tank8b, tank8c, tank8d &#039;&#039;&#039; - Bad / incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tattack.c.html tattack] ==&lt;br /&gt;
Preliminary, maybe protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tcl.c.html tcl] ==&lt;br /&gt;
Skeleton, decryption incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tehkanwc.c.html tehkanwc] ==&lt;br /&gt;
&#039;&#039;&#039; tehkanwcc &#039;&#039;&#039; - Bootleg with different inputs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tetrisp2.c.html tetrisp2] ==&lt;br /&gt;
&#039;&#039;&#039; nndmseal &#039;&#039;&#039; - Missing camera and printer emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/thayers.c.html thayers] ==&lt;br /&gt;
Laserdisc game. Works in theory, but is waiting for a good quality laserdisc dump.  Does have a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/thepit.c.html thepit] ==&lt;br /&gt;
&#039;&#039;&#039; zaryavos &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/thoop2.c.html thoop2] ==&lt;br /&gt;
Unemulated protection device with internal rom and suicide capabilities (DS5002FP).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/timeplt.c.html timeplt] ==&lt;br /&gt;
&#039;&#039;&#039; chkun &#039;&#039;&#039; - Runs on slightly different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/timetrv.c.html timetrv] ==&lt;br /&gt;
Needs laserdisc dump. Laserdisc player models used by this game are unemulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tmnt.c.html tmnt] ==&lt;br /&gt;
&#039;&#039;&#039; ssridersb &#039;&#039;&#039; - Bootleg on different hardware. Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/toaplan2.c.html toaplan2] ==&lt;br /&gt;
&#039;&#039;&#039; fixeight &#039;&#039;&#039; - Protection MCU supplies background data.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tokyocop.c.html tokyocop] ==&lt;br /&gt;
Skeleton driver. PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/toratora.c.html toratora] ==&lt;br /&gt;
Very strange, may be missing a rom, schematics available.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/trackfld.c.html trackfld] ==&lt;br /&gt;
&#039;&#039;&#039; trackfldnz &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/triforce.c.html triforce] ==&lt;br /&gt;
Skeleton driver. Needs Gamecube emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/trvmadns.c.html trvmadns] ==&lt;br /&gt;
Random hangs, probably due to incorrect question banking.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ttchamp.c.html ttchamp] ==&lt;br /&gt;
Skeleton-ish.  V30 based, Banking issues, PIC for protection? or sound?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/turrett.c.html turrett] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/twinkle.c.html twinkle] ==&lt;br /&gt;
Preliminary driver. TODO:  Sound (IDE DMA, finish communications), DVD, Harddrive, 16seg led font.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vamphalf.c.html vamphalf] ==&lt;br /&gt;
&#039;&#039;&#039; mrkicker &#039;&#039;&#039; - Hyperstone core bugs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vcombat.c.html vcombat] ==&lt;br /&gt;
Partially working driver.  Most of the memory maps for all four CPUs are complete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vega.c.html vega] ==&lt;br /&gt;
Rom dump is probably bad.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vegas.c.html vegas] ==&lt;br /&gt;
&#039;&#039;&#039; warfa &#039;&#039;&#039; - Something is wrong with the on-board ethernet chip emulation. If the chip is hacked out, the game boots, but that&#039;s not accurate. There were many rendering issues last time I checked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; roadburn &#039;&#039;&#039; - Sound board is different; with some manual fiddling, you can get it in-game, but it doesn&#039;t work particularly well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nbashowt, nbanfl &#039;&#039;&#039; - These Vegas games used a Voodoo Banshee video card. The current 3dfx voodoo emulation has some basic support for the Banshee, but it is pretty minimal. The tricky bit is that the Banshee (and later, the Voodoo 3) have integrated 2D and 3D capabilities, so we need to emulate at least part of a VGA controller in addition to the 3D. These boards also had some new features that require some addition internal reworking of the Voodoo driver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cartfury, sf2049, sf2049se, sf2049te &#039;&#039;&#039; - Voodoo 3-based, one step beyond the Voodoo Banshee problems.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vicdual.c.html vicdual] ==&lt;br /&gt;
&#039;&#039;&#039; headonsa, headon2s &#039;&#039;&#039; - Won&#039;t coin up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/viper.c.html viper] ==&lt;br /&gt;
Skeleton driver, PPC+voodoo.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vp101.c.html vp101] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vpoker.c.html vpoker] ==&lt;br /&gt;
Needs 6840PTM hook-up, I/Os and sound emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vsnes.c.html vsnes] ==&lt;br /&gt;
&#039;&#039;&#039; smgolfb &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&#039;&#039;&#039; suprmriobl, suprmriobl2 &#039;&#039;&#039; - Bootleg with extra Z80.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wgp.c.html wgp] ==&lt;br /&gt;
Recently demoted to not working status.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wheelfir.c.html wheelfir] ==&lt;br /&gt;
Extensive TODO list on top of driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/williams.c.html williams] ==&lt;br /&gt;
&#039;&#039;&#039; defndjeu, tornado2 &#039;&#039;&#039; - Bad dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wldarrow.c.html wldarrow] ==&lt;br /&gt;
&#039;&#039;&#039; mdrawpkr, mdrawpkra &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wwfsstar.c.html wwfsstar] ==&lt;br /&gt;
&#039;&#039;&#039; wwfsstaj &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/zn.c.html zn] ==&lt;br /&gt;
&#039;&#039;&#039; bam2 &#039;&#039;&#039; - Lacks music (which streams from a hard disk under the control of an H8/3644 MCU).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; beastrzb &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; glpracr2, glpracr2j, glpracr2l &#039;&#039;&#039; - Lock up when starting a game/entering test mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nbajamex &#039;&#039;&#039; - Black screen. Wrong banking?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; primrag2 &#039;&#039;&#039; - Locks up when starting a game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/zr107.c.html zr107] ==&lt;br /&gt;
&#039;&#039;&#039; waveshrk &#039;&#039;&#039; - Uses the lower board from GTI Club (GN678), and a ZR107(PWB(A)300769A top board.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=MNW&amp;diff=3354</id>
		<title>MNW</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=MNW&amp;diff=3354"/>
		<updated>2010-09-22T15:28:16Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* [http://mamedev.org/source/src/mame/drivers/aristmk5.c.html aristmk5] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This page is designed to allow for a quick look over all the drivers with a GAME_NOT_WORKING flag by giving, as much as possible, an idea on the amount of effort needed to fix them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/2mindril.c.html 2mindril] ==&lt;br /&gt;
Missing working simulation of the sensors.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/39in1.c.html 39in1] ==&lt;br /&gt;
&#039;&#039;&#039; 48in1, 48in1a &#039;&#039;&#039; - Games other than 39in1 on this hardware have substantially harder protection and are double-encrypted in a way that would be very difficult to emulate.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/3super8.c.html 3super8] ==&lt;br /&gt;
Skeleton driver. GFX / Sound roms are bad and the PIC isn&#039;t dumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/4roses.c.html 4roses] ==&lt;br /&gt;
&#039;&#039;&#039; 4roses, 4rosesa &#039;&#039;&#039; - Skeleton driver. The program rom is encrypted and it has an undumped MCU which needs decapping or simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/8080bw.c.html 8080bw] ==&lt;br /&gt;
&#039;&#039;&#039; modelr &#039;&#039;&#039; - Some issues with inputs and the shifter emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/86lions.c.html 86lions] ==&lt;br /&gt;
The inputs aren&#039;t fully understood yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/acefruit.c.html acefruit] ==&lt;br /&gt;
&#039;&#039;&#039; acefruit &#039;&#039;&#039; - Inputs aren&#039;t fully understood. The real title of the game is unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; starspnr &#039;&#039;&#039; - Most likely needs a redump of the program ROMs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/acommand.c.html acommand] ==&lt;br /&gt;
&#039;&#039;&#039; acommand &#039;&#039;&#039; - Inputs aren&#039;t fully understood.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/adp.c.html adp] ==&lt;br /&gt;
Skeleton driver.  Todo: &amp;quot;Almost everything.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/aleck64.c.html aleck64] ==&lt;br /&gt;
&#039;&#039;&#039; 11beat, doncdoon, hipai, kurufev, mayjin3, mtetrisc, srmvs, twrshaft &#039;&#039;&#039; - Incomplete N&amp;amp;4 hardware emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/alg.c.html alg] ==&lt;br /&gt;
Laserdisc games. They all work in theory, but are waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/alpha68k.c.html alpha68k] ==&lt;br /&gt;
&#039;&#039;&#039; goldmedb &#039;&#039;&#039; - It uses a 68705 in place of the Alpha controller.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/amaticmg.c.html amaticmg] ==&lt;br /&gt;
Program ROMs need to be decrypted and CPU is custom / unidentified.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ampoker2.c.html ampoker2] ==&lt;br /&gt;
&#039;&#039;&#039; piccolop &#039;&#039;&#039; - Ends in an infinite loop.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/arcadia.c.html arcadia] ==&lt;br /&gt;
&#039;&#039;&#039; ar_dart2 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/aristmk4.c.html aristmk4] ==&lt;br /&gt;
&#039;&#039;&#039; eforest &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/aristmk5.c.html aristmk5] ==&lt;br /&gt;
Hardware differences from the base Acorn Archimedes are not fully understood yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/armedf.c.html armedf] ==&lt;br /&gt;
&#039;&#039;&#039; terrafb &#039;&#039;&#039; - This bootleg runs on slightly modified hardware which need proper emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/astrocde.c.html astrocde] ==&lt;br /&gt;
&#039;&#039;&#039; tenpindx &#039;&#039;&#039; - This game used a physical hockey puck which the player slid down the bowling alley. Sensors on the other end picked up the location and velocity of the puck and simulated the pin behavior. Requires simulation of this input interface in order to be considered working.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/astrocorp.c.html astrocorp] ==&lt;br /&gt;
&#039;&#039;&#039; winbingo, winbingoa, zoo &#039;&#039;&#039; - These games need decryption.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/atarigx2.c.html atarigx2] ==&lt;br /&gt;
All of these games suffer from some advanced protection that affects them in different ways. Through some magic accesses in memory, data can be decrypted using some special key sequences that are not entirely understood. It might be possible to find all possible data sources, run them through the decryption process on the real PCB, and then encode that information in the driver, but it is tedious work at best. Below is the status of each game:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; motofren &#039;&#039;&#039; - Has some obvious gameplay glitches. Not much work has been done to understand the protection on this one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; spclords &#039;&#039;&#039; - Has had some of its data decrypted, which is why the palette during attract mode looks ok. But in game there are many problems lurking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; rrreveng &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/badlands.c.html badlands] ==&lt;br /&gt;
&#039;&#039;&#039; badlandb &#039;&#039;&#039; - This bootleg runs on heavily modified hardware and needs a redump of 2 roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfcobra.c.html bfcobra] ==&lt;br /&gt;
&#039;&#039;&#039; beeline &#039;&#039;&#039; - Missing floppy disk image.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; inquiztr &#039;&#039;&#039; - Missing floppy disk image.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfm_sc1.c.html bfm_sc1] ==&lt;br /&gt;
Driver under heavy construction.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfm_sc2.c.html bfm_sc2] ==&lt;br /&gt;
&#039;&#039;&#039; m_bcgslm, m_brkfst and clones, m_bfocus, m_cpeno1, m_luvjob &#039;&#039;&#039; - Mechanical games imported from AgeMame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; quintond &#039;&#039;&#039; - Missing emulation of RS232 data  link device (see BACTA Datapak specs for more info).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfmsys85.c.html bfmsys85] ==&lt;br /&gt;
Driver imported from AgeMame.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bigfghtr.c.html bigfghtr] ==&lt;br /&gt;
Protection MCUs need decapping / simulation. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bingoc.c.html bingoc] ==&lt;br /&gt;
Missing terminal roms. Sound banking could be wrong. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bingor.c.html bingor] ==&lt;br /&gt;
Protection problems?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/blackt96.c.html blackt96] ==&lt;br /&gt;
Tilemap decoding is wrong.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/blitz.c.html blitz] ==&lt;br /&gt;
There is an undumped 68705 MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/btime.c.html btime] ==&lt;br /&gt;
&#039;&#039;&#039; tisland &#039;&#039;&#039; - Needs to be decrypted.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bublbobl.c.html bublbobl] ==&lt;br /&gt;
&#039;&#039;&#039; tokio, tokiou &#039;&#039;&#039; - Protection MCUs need decapping / simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/buster.c.html buster] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cabaret.c.html cabaret] ==&lt;br /&gt;
Not fully playable beacuse of some pitfalls.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/calchase.c.html calchase] ==&lt;br /&gt;
PC hardware needs more work.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/calomega.c.html calomega] ==&lt;br /&gt;
Some bad/incomplete dumps and some hardware features are not correctly emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cb2001.c.html cb2001] ==&lt;br /&gt;
Encrypted CPU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cchance.c.html cchance] ==&lt;br /&gt;
Imperfect hopper emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cclimber.c.html cclimber] ==&lt;br /&gt;
&#039;&#039;&#039; bagmanf &#039;&#039;&#039; - Botleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cdi.c.html cdi] ==&lt;br /&gt;
According to the author, doesn&#039;t work for unknown reasons.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cham24.c.html cham24] ==&lt;br /&gt;
Missing coins and timer due to unemulated Amtel MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/champbas.c.html champbas] ==&lt;br /&gt;
&#039;&#039;&#039; champbb2a &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; champbb2j &#039;&#039;&#039; - Slightly different hardware?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/chihiro.c.html chihiro] ==&lt;br /&gt;
Skeleton driver. Needs Xbox hardware emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cliffhgr.c.html cliffhgr] ==&lt;br /&gt;
&#039;&#039;&#039; goaltogo &#039;&#039;&#039; - Laserdisc game. Works in theory, but is waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cmmb.c.html cmmb] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cninja.c.html cninja] ==&lt;br /&gt;
&#039;&#039;&#039; cninjabl &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cntsteer.c.html cntsteer] ==&lt;br /&gt;
&#039;&#039;&#039; cntsteer &#039;&#039;&#039; - Needs better understanding of the communications and correct ROZ layer implementation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; gekitsui, zerotrgt &#039;&#039;&#039; - Need better ROZ layer implementation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/coinmstr.c.html coinmstr] ==&lt;br /&gt;
&#039;&#039;&#039; supnudg2 &#039;&#039;&#039; - Incomplete protection simulation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; trailblz &#039;&#039;&#039; - Question roms aren&#039;t dumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/coinmvga.c.html coinmvga] ==&lt;br /&gt;
Interrupt generation is unknown and touch screen needs to be hooked up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/comebaby.c.html comebaby] ==&lt;br /&gt;
Skeleton driver. Game runs on a Pentium (I/II/III?) class machine running Windows 98!&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/coolridr.c.html coolridr] ==&lt;br /&gt;
Skeleton driver. Uses SH2 + SH1, 68k etc. Dual screen game, plays like a cheap korean rip-off of Outrunners (suspected to be recompiled from the same code ;p). CPU comms don&#039;t make sense, interrupts don&#039;t make sense.. somebody mentioned that the SH1 has &#039;extra&#039; features, but according to dox it&#039;s plain sh1, and the sh2 core should be 100% backwards compatible. it SHOULD be possible to get this working, or at least doing something more and would be a good / interesting project for somebody.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cop01.c.html cop01] ==&lt;br /&gt;
&#039;&#039;&#039; mightguy &#039;&#039;&#039; - Protection not emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cps1.c.html cps1] ==&lt;br /&gt;
&#039;&#039;&#039; captcommb, dinohunt, dinopic, dinopic2, knightsb, punipic, punipic2, punipic3, sf2m1, sf2m3, sf2mdt &#039;&#039;&#039; - Bootlegs which run on different hardware, which needs to be correctly implemented.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cps2.c.html cps2] ==&lt;br /&gt;
&#039;&#039;&#039; gigamn2 &#039;&#039;&#039; - A bootleg which runs on different hardware. Dump is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cps3.c.html cps3] ==&lt;br /&gt;
&#039;&#039;&#039; redeartn &#039;&#039;&#039; - Missing nocd bios dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/crystal.c.html crystal] ==&lt;br /&gt;
&#039;&#039;&#039; officeye, topbladv &#039;&#039;&#039; - Protection PICs have been dumped but there isn&#039;t a pic16c727 core yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cshooter.c.html cshooter] ==&lt;br /&gt;
GFX roms in black &#039;blobs&#039; (Dox working on it)&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cybertnk.c.html cybertnk] ==&lt;br /&gt;
Sprite emulation is incorrect (very likely that it can do zooming), road emulation, tilemap scrolling, color banking, inputs dont&#039;t seem to work in game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cyclemb.c.html cyclemb] ==&lt;br /&gt;
Needs decap or simulation of the 2 MCUs (8741).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/darkhors.c.html darkhors] ==&lt;br /&gt;
&#039;&#039;&#039; jclub2, jclub2o &#039;&#039;&#039; - Graphics seem to be compressed and aren&#039;t fully decoded yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dblewing.c.html dblewing] ==&lt;br /&gt;
Protection simulation is pretty advanced, but still incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ddenlovr.c.html ddenlovr] ==&lt;br /&gt;
&#039;&#039;&#039; quizchq, quizchql &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ddragon.c.html ddragon] ==&lt;br /&gt;
&#039;&#039;&#039; ddragon6809, ddragon6809a &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ddz.c.html ddz] ==&lt;br /&gt;
&#039;&#039;&#039; ddz &#039;&#039;&#039; - Skeleton driver. Hardware similar to crystal.c. Roms appear to be encrypted / scrambled.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dec0.c.html dec0] ==&lt;br /&gt;
&#039;&#039;&#039; automat, ffantasybl, secretab &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deco32.c.html deco32] ==&lt;br /&gt;
&#039;&#039;&#039; lockload, lockloadu  &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deco_ld.c.html deco_ld] ==&lt;br /&gt;
The driver needs better video e I/O emulation, laserdisc hook-ups.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deco_mlc.c.html deco_mlc] ==&lt;br /&gt;
&#039;&#039;&#039; stadhr96, stadhr96a &#039;&#039;&#039; - Protection isn&#039;t fully simulated and they seem to require raster IRQ video update support.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/decocass.c.html decocass] ==&lt;br /&gt;
&#039;&#039;&#039; ctisland3 &#039;&#039;&#039; - Different bitswap?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cexplore &#039;&#039;&#039; - Mssing rom dump from overlay PCB.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cgraplop2 &#039;&#039;&#039; - Wrong dongle?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deshoros.c.html deshoros] ==&lt;br /&gt;
Needs graphics emulation through artwork system and printer emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dlair.c.html dlair] ==&lt;br /&gt;
Laserdisc games. Work in theory, but are waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dmndrby.c.html dmndrby] ==&lt;br /&gt;
Electrocoin on snk hardware.  Needs better video emulation. Enters service mode while attract mode is running.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/drw80pkr.c.html drw80pkr] ==&lt;br /&gt;
Driver shows something, but emulation is still incomplete. I8039 based CPU with CRTC6845 video and AY8910 sound.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dwarfd.c.html dwarfd] ==&lt;br /&gt;
&#039;&#039;&#039; qc, quarterh and clones &#039;&#039;&#039; - Missing laserdisc dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dynax.c.html dynax] ==&lt;br /&gt;
&#039;&#039;&#039; majrjhdx, tenkai2b, tenkaid &#039;&#039;&#039; - Missing dump of the internal rom of the TMP91640.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/epos.c.html epos] ==&lt;br /&gt;
&#039;&#039;&#039; catapult, revenger &#039;&#039;&#039; - Bad dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ertictac.c.html ertictac] ==&lt;br /&gt;
&#039;&#039;&#039; poizone &#039;&#039;&#039; - ARM core bugs causes it to crash at some point.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/esh.c.html esh] ==&lt;br /&gt;
Laserdisc game. Works in theory, but is waiting for a good quality laserdisc dump.  Does have a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/f1gp.c.html f1gp] ==&lt;br /&gt;
&#039;&#039;&#039; f1gpb &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/fcrash.c.html fcrash] ==&lt;br /&gt;
&#039;&#039;&#039; kodb &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/firebeat.c.html firebeat] ==&lt;br /&gt;
Driver is incomplete. Missing MIDI card emulation, video emulation problems..&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/fortecar.c.html fortecar] ==&lt;br /&gt;
Missing banckswitching, inputs, ..&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/freekick.c.html freekick] ==&lt;br /&gt;
&#039;&#039;&#039; freekick, countrun &#039;&#039;&#039; - Main program inside of custom CPU block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; countrb2 &#039;&#039;&#039; - Possible bad dump, or encrypted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; gigas &#039;&#039;&#039; - One of the program roms is a bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/funworld.c.html funworld] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; royalcrdf, royalcrdp &#039;&#039;&#039; - Encrypted. Seems to use an epoxy block with CPU + extras (ICs, TTL, etc) to manage the encryption.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; jokercrd &#039;&#039;&#039; - Totaly encrypted. This game use a Funworld custom CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; magicd2a &#039;&#039;&#039; - CPU issues. This game use a slightly modified instructions set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; magicd2b &#039;&#039;&#039; - CPU issues. This game use a slightly modified instructions set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mongolnw &#039;&#039;&#039; - Need to hook the missing microcontroller (TSC87C52-16CB) to emulate this game properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; multiwin &#039;&#039;&#039; - Encrypted with unidentified CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; soccernw &#039;&#039;&#039; - Need to hook the missing microcontroller (TSC87C52-16CB) to emulate this game properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; saloon &#039;&#039;&#039; - This game is totally encrypted. No PIAs to drive I/O.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gaelco2.c.html gaelco2] ==&lt;br /&gt;
&#039;&#039;&#039; aligator, touchgo, touchgoe, touchgon, wrally2 &#039;&#039;&#039; - Unemulated protection device with internal rom and suicide capabilities (DS5002FP). There&#039;s an unprotected versions of Alligator Hunt and it might be possible to simulate the protection in the protected version, but it isn&#039;t easy, looks like MCU may provide ROM patches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; snowboar, snowboara &#039;&#039;&#039; - Unemulated protection device (Lattice IspLSI 1016-80LJ)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; grtesoro &#039;&#039;&#039; - Unemulated protection device with internal rom and suicide capabilities (DS5002FP). Badly dumped program roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gaiden.c.html gaiden] ==&lt;br /&gt;
&#039;&#039;&#039; mastninj &#039;&#039;&#039; - Sprites, sound and y-scroll need fixing.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gal3.c.html gal3] ==&lt;br /&gt;
In need of laserdisc dump. Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galaxia.c.html galaxia] ==&lt;br /&gt;
&#039;&#039;&#039; galaxia &#039;&#039;&#039; - Skeleton driver.  It&#039;s a galaxian rip-off on a custom board with CVS-like hardware IIRC (Haze).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galaxold.c.html galaxold] ==&lt;br /&gt;
&#039;&#039;&#039; harem &#039;&#039;&#039; - One of the program roms is badly dumped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; trvchlng &#039;&#039;&#039; - Questions roms aren&#039;t dumped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; vstars &#039;&#039;&#039; - Encrypted?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galdrvr.c.html galdrvr] ==&lt;br /&gt;
&#039;&#039;&#039; dingoe &#039;&#039;&#039; - Probable bad dump and encryption.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; monsterz &#039;&#039;&#039; - Unemulated protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; scorpiona, skelagon, supergx &#039;&#039;&#039; - Bad dumps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tenspot &#039;&#039;&#039; - Menu isn&#039;t working yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; warofbugg &#039;&#039;&#039; - Bootleg on slightly different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galivan.c.html galivan] ==&lt;br /&gt;
&#039;&#039;&#039; youmab, youmab2 &#039;&#039;&#039; - Weird bootlegs, who knows.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galpani2.c.html galpani2] ==&lt;br /&gt;
Kaneko protection MCU with internal rom, managing CPU comms.  Decap should possible, should be the same for all games / sets.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gamecstl.c.html gamecstl] ==&lt;br /&gt;
&#039;Modern&#039; PC Hardware running a MAME bootleg.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/getrivia.c.html getrivia] ==&lt;br /&gt;
&#039;&#039;&#039; jokpokera &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ggconnie.c.html ggconnie] ==&lt;br /&gt;
Preliminary driver. Hardware is PC-Engine based.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ghosteo.c.html ghosteo] ==&lt;br /&gt;
Uses a fairly recent ARM based chip.  Almost a skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gladiatr.c.html gladiatr] ==&lt;br /&gt;
&#039;&#039;&#039; ppking &#039;&#039;&#039; - Missing MCU dump or simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/glass.c.html glass] ==&lt;br /&gt;
Unemulated protection device with internal rom and suicide capabilities (DS5002FP).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/goldngam.c.html goldngam] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/goldnpkr.c.html goldnpkr] ==&lt;br /&gt;
&#039;&#039;&#039; royale, royale &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; witchcde &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; witchcrd &#039;&#039;&#039; - Unknown protection device.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/goldstar.c.html goldstar] ==&lt;br /&gt;
&#039;&#039;&#039; cb3c &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cmast92 &#039;&#039;&#039; - Graphics ROMs aren&#039;t dumped yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cmasterbv, cmv4a &#039;&#039;&#039; - Missing switch between normal and &amp;quot;stealth&amp;quot; game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; jkrmast, pkrmast, prkmasta &#039;&#039;&#039; - Incomplete dumps and probably encrypted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mtonic &#039;&#039;&#039; - Unidentified CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nfm &#039;&#039;&#039; - Some roms don&#039;t seem to belong to the dumped set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; unkch1, unkch2, unkch3, unkch4 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gpworld.c.html gpworld] ==&lt;br /&gt;
Laserdisc hardware. Works in theory, but is waiting for a good quality laserdisc dump.  Does have a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gstriker.c.html gstriker] ==&lt;br /&gt;
&#039;&#039;&#039; twcup94, twcup94a, vgoalsoc, vgoalsoca &#039;&#039;&#039;Tecmo MCU providing jump addresses etc.  Has direct access to entire CPU bus, prevents code modification (MCU writes &#039;ROM ERROR&#039; if you change ROM).  ROZ pitch difficult to understand.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gticlub.c.html gticlub] ==&lt;br /&gt;
Driver is still in preliminary status. Most games show something and/or are somewhat playable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/guab.c.html guab] ==&lt;br /&gt;
&#039;&#039;&#039; crisscrs &#039;&#039;&#039; - Missing disk image dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gumbo.c.html gumbo] ==&lt;br /&gt;
&#039;&#039;&#039; mspuzzlen &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gunpey.c.html gunpey] ==&lt;br /&gt;
Complex video chip, supports compressed graphics formats etc. Skeleton driver, work has been done, but no good progress made.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/harddriv.c.html harddriv] ==&lt;br /&gt;
&#039;&#039;&#039; harddriv1 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; racedrv1, racedrv2, racedrivb1, racedrivc1, racedrivc2, racedrivg1, racedrivpan &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; steeltalp &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; hdrivairp &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hikaru.c.html hikaru] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hitpoker.c.html hitpoker] ==&lt;br /&gt;
Protection: needs dumping or simulating PIC.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hng64.c.html hng64] ==&lt;br /&gt;
The I/O CPU is a protected MCU.  There is some thought that the games uses this as a protection device. See driver notes for in depth todo/status report.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/homedata.c.html homedata] ==&lt;br /&gt;
&#039;&#039;&#039; mirderby &#039;&#039;&#039; - Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hornet.c.html hornet] ==&lt;br /&gt;
Driver is still in preliminary status. Most games show something and/or are somewhat playable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sscope, sscopea, sscope2 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; terabrst, terabrsta &#039;&#039;&#039; - Missing gun emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hotstuff.c.html hotstuff] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hshavoc.c.html hshavoc] ==&lt;br /&gt;
Genesis hardware, but uses a PIC to control state based encryption.  All the code that matches the Megadrive version has been decrypted, but the extra code (startup code, coins etc.) appears to have some annoying extra encryption.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hvyunit.c.html hvyunit] ==&lt;br /&gt;
Protection simulation is incomplete. The MCU was recently decapped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs009.c.html igs009] ==&lt;br /&gt;
&#039;&#039;&#039; gp98 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; jingbell &#039;&#039;&#039; - Protection simulation is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs011.c.html igs011] ==&lt;br /&gt;
&#039;&#039;&#039; nkishusp &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs017.c.html igs017] ==&lt;br /&gt;
All games but sdmg2 and mgdh suffer from incomplete protection simulation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tarzan, tarzana, starzan &#039;&#039;&#039; - Incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tjsb &#039;&#039;&#039; Sprites decryption is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs_m027.c.html igs_m027] ==&lt;br /&gt;
Main program / boot code in (currently undumpable) MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igspoker.c.html igspoker] ==&lt;br /&gt;
&#039;&#039;&#039; stellecu &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ilpag.c.html ilpag] ==&lt;br /&gt;
Undumpable MCUs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/intrscti.c.html intrscti] ==&lt;br /&gt;
Probably missing code in epoxy block.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ironhors.c.html ironhors] ==&lt;br /&gt;
&#039;&#039;&#039; farwest &#039;&#039;&#039; - Bootleg running on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/istellar.c.html istellar] ==&lt;br /&gt;
Laserdisc game.  Has a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/itgambl2.c.html itgambl2] ==&lt;br /&gt;
Italian Gambling games based on H8/3337 MCU. Internal ROM is currently undumpable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/itgambl3.c.html itgambl3] ==&lt;br /&gt;
Italian Gambling games based on Mitsubishi (Renesas) M16C MCU family. Internal ROM is currently undumpable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/itgamble.c.html itgamble] ==&lt;br /&gt;
Mostly Italian Gambling games mostly based on H8/3048 MCU. Internal ROM is currently undumpable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jackpool.c.html jackpool] ==&lt;br /&gt;
Needs better understanding of the master/slave communications, better EEPROM and NVRAM hook-up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jangou.c.html jangou] ==&lt;br /&gt;
&#039;&#039;&#039; luckygrl &#039;&#039;&#039; - Encrypted program roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jokrwild.c.html jokrwild] ==&lt;br /&gt;
Missing random number generator, inputs and sound.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jpmimpct.c.html jpmimpct] ==&lt;br /&gt;
&#039;&#039;&#039; m_tbirds &#039;&#039;&#039; - Mechanical game imported from AGEMAME.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jubilee.c.html jubilee] ==&lt;br /&gt;
Preliminary driver. Needs better memory map, correct video RAM offset, CRT controller hook up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kingdrby.c.html kingdrby] ==&lt;br /&gt;
&#039;&#039;&#039; cowrace &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kinst.c.html kinst] ==&lt;br /&gt;
&#039;&#039;&#039; kinst2k3, kinst2k4 &#039;&#039;&#039; - Upgrade kits.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/koftball.c.html koftball] ==&lt;br /&gt;
Incomplete protection simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/konamigv.c.html konamigv] ==&lt;br /&gt;
&#039;&#039;&#039; btchamp, kdeadeye, tokimosh, tokimosp &#039;&#039;&#039; - All games on this system suffer from a corner case involving audio track playback in the SCSI CD-ROM emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/konamigx.c.html konamigx] ==&lt;br /&gt;
&#039;&#039;&#039; ggreats2, opengolf, opengolf2, racinfrc, racinfrcu &#039;&#039;&#039; - These games use a special ROZ layer generated by the &amp;quot;PSAC4&amp;quot; custom IC which appears to include a height map.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/konamim2.c.html konamim2] ==&lt;br /&gt;
Preliminary driver, needs overall better emulation of the M2 system.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kongambl.c.html kongambl] ==&lt;br /&gt;
Skeleton driver for mostly unknown hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kopunch.c.html kopunch] ==&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ksys573.c.html ksys573] ==&lt;br /&gt;
Game suffer from incomplete PSX-based hardware emulation and some are missing emulation of the external digital sound and I/O board.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kungfur.c.html kungfur] ==&lt;br /&gt;
Missing inputs and lamps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/laserbas.c.html laserbas] ==&lt;br /&gt;
Jaleco-like protection device.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/laserbat.c.html laserbat] ==&lt;br /&gt;
&#039;&#039;&#039; catnmousa &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/legionna.c.html legionna] ==&lt;br /&gt;
Complex Seibu &#039;COP&#039; protection device. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/leland.c.html leland] ==&lt;br /&gt;
&#039;&#039;&#039; aafbb &#039;&#039;&#039; - One of the program roms is a bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/lgp.c.html lgp] ==&lt;br /&gt;
Laserdisc game.  Has a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/littlerb.c.html littlerb] ==&lt;br /&gt;
Annoying VDP-like chip controlling access to video devices.  Commands not fully understood, correct readback of data just as important as writes as addresses etc. are stored and it affects future writes.  Runs through attract mode with bad graphics, but no guarantees are made that the sprite-list it&#039;s currently processing is in the right format, or the right place as everything is written through the &#039;VDP&#039; device.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ltcasino.c.html ltcasino] ==&lt;br /&gt;
&#039;&#039;&#039; ltcasinn &#039;&#039;&#039; - Missing inputs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/lucky74.c.html lucky74] ==&lt;br /&gt;
&#039;&#039;&#039; lucky74a &#039;&#039;&#039; -  The program ROM seems incomplete or encrypted in some smart way.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m10.c.html m10] ==&lt;br /&gt;
&#039;&#039;&#039; andromed, greenber, ipminvad1 &#039;&#039;&#039; - Incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m52.c.html m52] ==&lt;br /&gt;
&#039;&#039;&#039; alpha1v &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m72.c.html m72] ==&lt;br /&gt;
&#039;&#039;&#039; lohtb &#039;&#039;&#039; - The bootleg hardware is different to the original hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m92.c.html m92] ==&lt;br /&gt;
&#039;&#039;&#039; ppan &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m107.c.html m107] ==&lt;br /&gt;
&#039;&#039;&#039; kftgoal, wpksoc &#039;&#039;&#039; - Missing EEPROM hook-up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/macs.c.html macs] ==&lt;br /&gt;
&#039;&#039;&#039; macsbios &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mac2bios &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; kisekaem &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; kisekaeh &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cultname &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/magic10.c.html magic10] ==&lt;br /&gt;
&#039;&#039;&#039; hotslot, magic102, mcolors suprpool &#039;&#039;&#039; - Missing  dump of the internal rom of the HD6473308cp10.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/magicard.c.html magicard] ==&lt;br /&gt;
Missing emulation of the Philips CD-i system.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/magictg.c.html magictg] ==&lt;br /&gt;
Skeleton driver. Bad dump?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/malzak.c.html malzak] ==&lt;br /&gt;
&#039;&#039;&#039; malzak, malzak2 &#039;&#039;&#039; - Sprite collision detection doesn&#039;t fully work.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/maygay1b.c.html maygay1b] ==&lt;br /&gt;
Mechanical game imported from AGEMAME.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/maygayv1.c.html maygayv1] ==&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mazerbla.c.html mazerbla] ==&lt;br /&gt;
Uses a custom video controller which isn&#039;t fully understood.  Mazer Blazer appears to use an MM54104 &#039;Digitalker&#039; speech IC, however, the two speech ROMs are undumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mcr.c.html mcr] ==&lt;br /&gt;
&#039;&#039;&#039; nflfoot &#039;&#039;&#039; - CED-based disk game. Has gory Z80-based serial I/O interface that is not understood. The CED player interface is undocumented. A poor quality rip exists of the video (probably the best we will get). There is a second CED disk with different teams playing which we do not have access to.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mediagx.c.html mediagx] ==&lt;br /&gt;
Mainly just need the inputs hooked up, which are mapped to the parallel port via a JAMMA interface&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/megasys1.c.html megasys1] ==&lt;br /&gt;
&#039;&#039;&#039; edfbl, monkelf &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/megatech.c.html megatech] ==&lt;br /&gt;
Incorrect behavior at time out and there are some sms based games which aren&#039;t yet fully supported.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/merit.c.html merit] ==&lt;br /&gt;
&#039;&#039;&#039; dodge &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/meritm.c.html meritm] ==&lt;br /&gt;
&#039;&#039;&#039; megat5a &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/meritm.c.html meritm] ==&lt;br /&gt;
Skeleton driver. Extremely complex prototype hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/metro.c.html metro] ==&lt;br /&gt;
&#039;&#039;&#039; puzzlet &#039;&#039;&#039; - An unknown unemulated chip (probably a PIC) provides protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/midvunit.c.html midvunit] ==&lt;br /&gt;
&#039;&#039;&#039; offroadc &#039;&#039;&#039; - some calculation bug in the TMS32031 (I suspect) causes the clip plane to clip out a number of close polygons, most importantly your truck. As-is, the game is sort of playable, if you like some extra challenge.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/midzeus.c.html midzeus] ==&lt;br /&gt;
&#039;&#039;&#039; crusnexo, thegrid and clones &#039;&#039;&#039; - These Zeus II-based games use a proprietary 3D graphics chip that has no available documentation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mk4b &#039;&#039;&#039; - Early revision probably working on early revision hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/miniboy7.c.html miniboy7] ==&lt;br /&gt;
Bad dumps, pretty much no information available other than the dump, missing color prom.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/missile.c.html missile] ==&lt;br /&gt;
&#039;&#039;&#039; mcombat, mcombata &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mitchell.c.html mitchell] ==&lt;br /&gt;
&#039;&#039;&#039; pkladiesbl &#039;&#039;&#039; - Needs CPU &amp;quot;decrytpion&amp;quot; / ordering.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mlanding.c.html mlanding] ==&lt;br /&gt;
Almost working. Needs better communications, among other minor improvements.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/model1.c.html model1] ==&lt;br /&gt;
&#039;&#039;&#039; swa, wingwar, wingwara &#039;&#039;&#039; - Guesswork incomplete on the math copro dsp functions and program impossible to dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/model2.c.html model2] ==&lt;br /&gt;
Implementation of the 3D systems is either guesswork (Model 2, 2A) or incomplete (Model 2B, 2C).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/model3.c.html model3] ==&lt;br /&gt;
Driver is still preliminary. Most games boot and show something.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/monzagp.c.html monzagp] ==&lt;br /&gt;
Preliminary driver. Possibly missing a rom.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/moo.c.html moo] ==&lt;br /&gt;
&#039;&#039;&#039; moobl &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mpu4.c.html mpu4] ==&lt;br /&gt;
Mechanical games imported from AGEMAME.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mpu4drvr.c.html mpu4drvr] ==&lt;br /&gt;
The TODO in the driver mentions: Correctly implement characteriser protection for each game. Fix meter sense error when coining up in Team Challenge - different cabinet. Improve AVDC implementation, adding split-screen interrupts (needed for mid-screen palette changes). Hook up OKIM6376 sound in The Mating Game. Get the BwB games running - They have a slightly different 68k memory map. The 6850 is at e00000 and the 6840 is at e01000. Find out what causes the games to reset in service mode (see jump taken at CPU1:c8e8).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mpu5.c.html mpu5] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mquake.c.html mquake] ==&lt;br /&gt;
A complete mystery. The existing dumps are 100% confirmed. Test mode works. All remaining code is heavily encrypted. Even the original author the game doesn&#039;t recall any encryption, but it is definitely there. It is not done in software; all unencrypted code has been accounted for.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ms32.c.html ms32] ==&lt;br /&gt;
&#039;&#039;&#039; f1superb &#039;&#039;&#039; - The road is always rendered as straight. The game has a road layer and extra roms for it. There is an unknown maths DSP for protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/n8080.c.html n8080] ==&lt;br /&gt;
&#039;&#039;&#039; helifire, helifirea &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcops2.c.html namcops2] ==&lt;br /&gt;
Skeleton driver. PlayStation2 hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos10.c.html namcos10] ==&lt;br /&gt;
Incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos11.c.html namcos11] ==&lt;br /&gt;
&#039;&#039;&#039; souledgea, souledge1, souledge1j &#039;&#039;&#039; - Random draw list corruption.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos12.c.html namcos12] ==&lt;br /&gt;
&#039;&#039;&#039; kaiunqz &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mdhorse &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tektagtb, tektagtc &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sws2000 &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sws2001 &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos21.c.html namcos21] ==&lt;br /&gt;
&#039;&#039;&#039; aircombj, aircombu &#039;&#039;&#039; - No polygons displayed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; driveyes &#039;&#039;&#039; - Uses 3 screens with dedicated board for each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; winrun, winrun91 &#039;&#039;&#039; - System 21 prototype hardware. Mostly work.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos22.c.html namcos22] ==&lt;br /&gt;
&#039;&#039;&#039; airco22b &#039;&#039;&#039; - boots but missing sprite clear DMA?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; alpin2ra &#039;&#039;&#039; - issues with step lock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cybrcomm &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; ridgera2 and clones&#039;&#039;&#039; - They POST but don&#039;t start.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tokyowar &#039;&#039;&#039; - missing sprite clear DMA? Or protection?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos23.c.html namcos23] ==&lt;br /&gt;
The entire 3D subsystem needs to be emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/naomi.c.html naomi] ==&lt;br /&gt;
Most games show something and some are playable, but emulation is still incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nbmj8688.c.html nbmj8688] ==&lt;br /&gt;
&#039;&#039;&#039; nightlov &#039;&#039;&#039; - Input problems.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nbmj8891.c.html nbmj8891] ==&lt;br /&gt;
&#039;&#039;&#039; hnageman, hnxmasev &#039;&#039;&#039; - Missing VHS dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nbmj8991.c.html nbmj8991] ==&lt;br /&gt;
&#039;&#039;&#039; av2mj1bb, av2mj2rg &#039;&#039;&#039; - Missing VHS dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/neodrvr.c.html neodrvr] ==&lt;br /&gt;
&#039;&#039;&#039; 98best44 &#039;&#039;&#039; - Neo Print system isn&#039;t emulated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; kog &#039;&#039;&#039; - Bootleg with different protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; ms5pcb &#039;&#039;&#039; - Missing program ROMs dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/neptunp2.c.html neptunp2] ==&lt;br /&gt;
Skeleton driver. Missing GFX ROMs dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nightgal.c.html nightgal] ==&lt;br /&gt;
&#039;&#039;&#039; ngalsumr, sexygal, sweetgal &#039;&#039;&#039; - Missing protection simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/norautp.c.html norautp] ==&lt;br /&gt;
&#039;&#039;&#039; dphl, dphla, dphljp, drhl, gtipoker, kimbldhl, smshilo &#039;&#039;&#039; - Missing interrupts for I8080 CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; bjpoker, kimblz80, noraut3a, noraut3b, norautu, norautua, norautub, pma &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; fastdrwp, dphlunka, dphlunkb &#039;&#039;&#039; - Hardware unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tpoker2 &#039;&#039;&#039; - Missing 68705 MCU dump / simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nss.c.html nss] ==&lt;br /&gt;
Menu system is only partially understood.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nwk-tr.c.html nwk-tr] ==&lt;br /&gt;
Driver is still in preliminary status.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nycaptor.c.html nycaptor] ==&lt;br /&gt;
&#039;&#039;&#039; cyclshtg &#039;&#039;&#039; - Missing (protection?) MCU dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/oneshot.c.html oneshot] ==&lt;br /&gt;
&#039;&#039;&#039; maddonnb &#039;&#039;&#039; - No program roms on this set.  GFX have misplaced tiles when used with other program roms, so this is a different license / revision. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/overdriv.c.html overdriv] ==&lt;br /&gt;
Driver has heavy graphic problems. Missing road (two unemulated K053250).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pangofun.c.html pangofun] ==&lt;br /&gt;
&#039;&#039;&#039; pangofun &#039;&#039;&#039; - PC based hardware, possibly bad / incomplete dump. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/panicr.c.html panicr] ==&lt;br /&gt;
Capable of reading back the background layout ROMs for collision, readback method isn&#039;t properly understood, so the game doesn&#039;t play correctly.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/paranoia.c.html paranoia] ==&lt;br /&gt;
Jamma interface is not emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pcat_dyn.c.html pcat_dyn] ==&lt;br /&gt;
PC hardware. Gets stuck on 640K DRAM banking, beeps endlessly once it gets to memory test.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pcat_nit.c.html pcat_nit] ==&lt;br /&gt;
PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pcxt.c.html pcxt] ==&lt;br /&gt;
&#039;&#039;&#039; tetriskr &#039;&#039;&#039; - Corrupt game graphics after some time of gameplay, caused by a wrong reading of the i/o $3c8 bit 1.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pgm.c.html pgm] ==&lt;br /&gt;
&#039;&#039;&#039; drgw2, drgw2j, olds, olds100, olds100a &#039;&#039;&#039; - Somewhat playable, but protection simulation isn&#039;t perfect yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; drgw3 and clones &#039;&#039;&#039; - DMA protection device non correctly emulated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; ddp2, ddp2a, dmnfrnt, dmnfrnta, dw2001, kov, kov115, kovj, kovplus, kovplusa, kov2p, kov2p205, kovshp, oldsplus, puzlstar, puzzli2, py2k2, svg, theglad, theglada &#039;&#039;&#039; - Need internal rom of IGS027A.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/phoenix.c.html phoenix] ==&lt;br /&gt;
&#039;&#039;&#039; fenix &#039;&#039;&#039; - Bootleg, to be checked closer. Dump is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/photoply.c.html photoply] ==&lt;br /&gt;
PC hardware. Possible CPU core bugs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pinkiri8.c.html pinkiri8] ==&lt;br /&gt;
Current blocker is the video emulation i/o ports, it looks somewhat exotic.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/plygonet.c.html plygonet] ==&lt;br /&gt;
Dsp56k CPU emulation needs to be completed.  Network interface needs to be worked out.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pntnpuzl.c.html pntnpuzl] ==&lt;br /&gt;
Skeleton-ish.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/poker72.c.html poker72] ==&lt;br /&gt;
Preliminary driver for an unknown poker game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/progolf.c.html progolf] ==&lt;br /&gt;
&#039;&#039;&#039; progolfa &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/psattack.c.html psattack] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/psychic5.c.html psychic5] ==&lt;br /&gt;
&#039;&#039;&#039; bombsa &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/quakeat.c.html quakeat] ==&lt;br /&gt;
Unknown PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/queen.c.html queen] ==&lt;br /&gt;
Unknown PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/quizpun2.c.html quizpun2] ==&lt;br /&gt;
It uses an unknown DIP40 device for protection, that supplies the address to jump to (same as mosaic.c) and handles the EEPROM.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/raiden2.c.html raiden2] ==&lt;br /&gt;
&#039;&#039;&#039; raiden2, raidndx, zeroteam, xsedae and clones &#039;&#039;&#039; - Complex Seibu COP2 protection + banking (probably linked to the protection) + sprites incompletely decrypted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nzerotea, r2dx_v33 &#039;&#039;&#039; - Complex Seibu COP3 protection + banking (probably linked to the protection) + sprites incompletely decrypted.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/rbmk.c.html rbmk] ==&lt;br /&gt;
Possibly missing MCU dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/rcorsair.c.html rcorsair] ==&lt;br /&gt;
Undumped program roms in epoxy block.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/redalert.c.html redalert] ==&lt;br /&gt;
&#039;&#039;&#039; demoneye &#039;&#039;&#039; - Missing 3rd graphic layer making level 2 impossible.  Unclear what the layer should show.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/rgum.c.html rgum] ==&lt;br /&gt;
Skeleton driver. There is a Big Black Box in the middle of the PCB (for encryption, or containing roms?).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/royalmah.c.html royalmah] ==&lt;br /&gt;
&#039;&#039;&#039; cafebrk, cafedoll, jansou, mjvegas, &#039;&#039;&#039; - Missing internal program rom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; janoh &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; janoha &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mjsenka, mjsiyoub, mjyarou &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mjtensin &#039;&#039;&#039; - Random crashes, related to interrupts.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sangho.c.html sangho] ==&lt;br /&gt;
&#039;&#039;&#039; pzlestar&#039;&#039;&#039; - MSX2 based hardware. Memory banking is wrong.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/savquest.c.html savquest] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sbugger.c.html sbugger] ==&lt;br /&gt;
&#039;&#039;&#039; sbugger &#039;&#039;&#039; - Bad dump, different revision to working set. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/scramble.c.html scramble] ==&lt;br /&gt;
&#039;&#039;&#039; conquer &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sderby.c.html sderby] ==&lt;br /&gt;
&#039;&#039;&#039; pmroulet &#039;&#039;&#039; - Protection MCU handles win rates etc.  Correct win behavior is critical to this gambling game functioning as expected, so simulation probably doesn&#039;t make sense.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/seattle.c.html seattle] ==&lt;br /&gt;
&#039;&#039;&#039; sfrushrk &#039;&#039;&#039; - Won&#039;t go in-game. Don&#039;t know why. Hangs after selecting your car.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segac2.c.html segac2] ==&lt;br /&gt;
&#039;&#039;&#039; pclubj, pclubjv2, pclubjv4, pclubjv5 &#039;&#039;&#039; - Need camera and printer handling.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segag80r.c.html segag80r] ==&lt;br /&gt;
&#039;&#039;&#039; astrob1 &#039;&#039;&#039; - Dies when you first start.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segahang.c.html segahang] ==&lt;br /&gt;
&#039;&#039;&#039; endurob2 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segald.c.html segald] ==&lt;br /&gt;
Laserdisc hardware.  Has a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segaorun.c.html segaorun] ==&lt;br /&gt;
&#039;&#039;&#039; shangon1 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; toutrun2 &#039;&#039;&#039; - Missing decryption key.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas16a.c.html segas16a] ==&lt;br /&gt;
&#039;&#039;&#039; wb35, wbr35a &#039;&#039;&#039; - Decryption key is bad.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas16b.c.html segas16b] ==&lt;br /&gt;
&#039;&#039;&#039; aceattac, altbeastj1, altbeastj2 &#039;&#039;&#039; - Missing decryption key.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas18.c.html segas18] ==&lt;br /&gt;
&#039;&#039;&#039; pontoon &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas24.c.html segas24] ==&lt;br /&gt;
&#039;&#039;&#039; sspirtfc &#039;&#039;&#039; - Missing floppy image.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sgmast &#039;&#039;&#039; - Missing decryption key.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas32.c.html segas32] ==&lt;br /&gt;
&#039;&#039;&#039; kokoroj2 &#039;&#039;&#039; - Unemulated CD board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; f1lap &#039;&#039;&#039; - Protection + Needs a minimum of 2 boards. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segaxbd.c.html segaxbd] ==&lt;br /&gt;
&#039;&#039;&#039; gprider &#039;&#039;&#039; - Program roms not dumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/seta.c.html seta] ==&lt;br /&gt;
&#039;&#039;&#039; inttoote &#039;&#039;&#039; - Unemulated protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; inttootea &#039;&#039;&#039; - Incomplete dump?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; setaroul &#039;&#039;&#039; - Prelimary emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sfbonus.c.html sfbonus] ==&lt;br /&gt;
&#039;&#039;&#039; amclink &#039;&#039;&#039; - &amp;quot;Game&amp;quot; function unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; fb6s1, fb6s2, fb6s3 &#039;&#039;&#039; - Missing reel graphics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; dvisland, fbdeluxe, funriver, funriverv, spooky, version4 &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sfcbox.c.html sfcbox] ==&lt;br /&gt;
Preliminary driver. SNES based.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sigmab52.c.html sigmab52] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/skeetsht.c.html skeetsht] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/skylncr.c.html skylncr] ==&lt;br /&gt;
&#039;&#039;&#039; leader &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/slapfght.c.html slapfght] ==&lt;br /&gt;
&#039;&#039;&#039; slapfigha &#039;&#039;&#039; - Undumped 68705 protection MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sms.c.html sms] ==&lt;br /&gt;
&#039;&#039;&#039; trvhanga &#039;&#039;&#039; - Missing questions roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/snesb.c.html snesb] ==&lt;br /&gt;
&#039;&#039;&#039; endless &#039;&#039;&#039; - Game isn&#039;t correctly decrypted yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/splash.c.html splash] ==&lt;br /&gt;
&#039;&#039;&#039; funystrp, puckpepl&#039;&#039;&#039; - Protection, controls eating of dots + other things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; rebus &#039;&#039;&#039; - Another protected Microhard game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/st0016.c.html st0016] ==&lt;br /&gt;
&#039;&#039;&#039; atamanot &#039;&#039;&#039; - Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/st0016.c.html st0016] ==&lt;br /&gt;
&#039;&#039;&#039; mayjinsn &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/statriv2.c.html statriv2] ==&lt;br /&gt;
&#039;&#039;&#039; cstripxi &#039;&#039;&#039; - Laserdisc game in need of laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; quaquiz2 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tripdraw &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/stepstag.c.html stepstag] ==&lt;br /&gt;
Incomplete frankendump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/strnskil.c.html strnskil] ==&lt;br /&gt;
&#039;&#039;&#039; banbam, pettanp &#039;&#039;&#039; - Protection MCU.. seems to be a data (or code?) ROM for it tho.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/stv.c.html stv] ==&lt;br /&gt;
&#039;&#039;&#039; decathlt &#039;&#039;&#039; - Funky DMA/decompression protection (reads gfx data via protection chip, descramble / decompress? scrambled registers).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; decathlt, decathlto, elandore, ffreveng, twcup98 &#039;&#039;&#039; - Protection. astrass suffers from it too, but it&#039;s kludged to work. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; findlove &#039;&#039;&#039; - Controls broken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; finlarch, smleague &#039;&#039;&#039; - Randomly hang / crash. They work with a ridiculous MDRV_INTERLEAVE number, might need strict SH-2 synching.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; magzun, techbowl, micrombc &#039;&#039;&#039; - I/O errors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nclubv3, pclub2, pclub3, pclubpok, stress &#039;&#039;&#039; - Unemulated printer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sfish2, sfish2j &#039;&#039;&#039; - CD handling broken.  Needs MPEG decoder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; vfremix &#039;&#039;&#039; - Texture upload issues in some cases, see source.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/subsino.c.html subsino] ==&lt;br /&gt;
&#039;&#039;&#039; mtrain &#039;&#039;&#039; - Runs on different hardware. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/suna8.c.html suna8] ==&lt;br /&gt;
&#039;&#039;&#039; brickzn, brickzn3, sparkman, starfigh &#039;&#039;&#039; - Protection / encryption (custom CPU modules containing Z80 + encryption logic).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/superdq.c.html superdq] ==&lt;br /&gt;
Laserdisc games. Works in theory, but is waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/system1.c.html system1] ==&lt;br /&gt;
&#039;&#039;&#039; shtngmst &#039;&#039;&#039; - Missing MCU dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/system16.c.html system16] ==&lt;br /&gt;
&#039;&#039;&#039; bayrouteb1 &#039;&#039;&#039; - Broken sprites (missing IRQ?).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; bayrouteb2, beautyb, dduxb1, eswatb1, fpointb1, fpointbj, goldnaxeb1, iqpipe, passshtb, passht4b, shinob1d, tturfb1, wb3bb1 &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taito_f3.c.html taito_f3] ==&lt;br /&gt;
&#039;&#039;&#039; bubsymphb &#039;&#039;&#039; - Bootleg on different hardware. Backgrounds don&#039;t show up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taito_o.c.html taito_o] ==&lt;br /&gt;
Driver still in preliminary stages. TODO: inputs (coins), NVRAM, sprite priorities, dips, interrupts (sources).ö&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taito_z.c.html taito_z] ==&lt;br /&gt;
&#039;&#039;&#039; racingb &#039;&#039;&#039; - Serious video emulation issues (raster irq?).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitoair.c.html taitoair] ==&lt;br /&gt;
Possible 320c25 bugs.  Possible m68k-c25 communication issues.  Not easy, the c25 code is hard to read, probably interesting.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitogn.c.html taitogn] ==&lt;br /&gt;
&#039;&#039;&#039; gobyrc, rcdego &#039;&#039;&#039; - Custom inputs need calibrating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nightrai &#039;&#039;&#039; - No background / enemy sprites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sianniv &#039;&#039;&#039; - IRQ at the wrong time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; zooo &#039;&#039;&#039; - Missing most of the playfield.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitojc.c.html taitojc] ==&lt;br /&gt;
&#039;&#039;&#039; dangcurv &#039;&#039;&#039; - Hangs on its DSP test. Needs correct controls hooking up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; dendeg, dendegx, dendeg2, dendeg2x &#039;&#039;&#039; - Hang / crash, various palette/textures problems. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; landgear &#039;&#039;&#039; - Crashes, analog inputs don&#039;t work in-game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitopjc.c.html taitopjc] ==&lt;br /&gt;
Skeleton driver. Requires TLCS-900 CPU core to make progress.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitotz.c.html taitotz] ==&lt;br /&gt;
Skeleton driver. Requires TLCS-900 CPU core to make progress.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitowlf.c.html taitowlf] ==&lt;br /&gt;
Preliminary, PC+voodoo.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tank8.c.html tank8] ==&lt;br /&gt;
&#039;&#039;&#039; tank8a, tank8b, tank8c, tank8d &#039;&#039;&#039; - Bad / incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tattack.c.html tattack] ==&lt;br /&gt;
Preliminary, maybe protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tcl.c.html tcl] ==&lt;br /&gt;
Skeleton, decryption incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tehkanwc.c.html tehkanwc] ==&lt;br /&gt;
&#039;&#039;&#039; tehkanwcc &#039;&#039;&#039; - Bootleg with different inputs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tetrisp2.c.html tetrisp2] ==&lt;br /&gt;
&#039;&#039;&#039; nndmseal &#039;&#039;&#039; - Missing camera and printer emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/thayers.c.html thayers] ==&lt;br /&gt;
Laserdisc game. Works in theory, but is waiting for a good quality laserdisc dump.  Does have a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/thepit.c.html thepit] ==&lt;br /&gt;
&#039;&#039;&#039; zaryavos &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/thoop2.c.html thoop2] ==&lt;br /&gt;
Unemulated protection device with internal rom and suicide capabilities (DS5002FP).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/timeplt.c.html timeplt] ==&lt;br /&gt;
&#039;&#039;&#039; chkun &#039;&#039;&#039; - Runs on slightly different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/timetrv.c.html timetrv] ==&lt;br /&gt;
Needs laserdisc dump. Laserdisc player models used by this game are unemulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tmnt.c.html tmnt] ==&lt;br /&gt;
&#039;&#039;&#039; ssridersb &#039;&#039;&#039; - Bootleg on different hardware. Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/toaplan2.c.html toaplan2] ==&lt;br /&gt;
&#039;&#039;&#039; fixeight &#039;&#039;&#039; - Protection MCU supplies background data.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tokyocop.c.html tokyocop] ==&lt;br /&gt;
Skeleton driver. PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/toratora.c.html toratora] ==&lt;br /&gt;
Very strange, may be missing a rom, schematics available.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/trackfld.c.html trackfld] ==&lt;br /&gt;
&#039;&#039;&#039; trackfldnz &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/triforce.c.html triforce] ==&lt;br /&gt;
Skeleton driver. Needs Gamecube emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/trvmadns.c.html trvmadns] ==&lt;br /&gt;
Random hangs, probably due to incorrect question banking.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ttchamp.c.html ttchamp] ==&lt;br /&gt;
Skeleton-ish.  V30 based, Banking issues, PIC for protection? or sound?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/turrett.c.html turrett] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/twinkle.c.html twinkle] ==&lt;br /&gt;
Preliminary driver. TODO:  Sound (IDE DMA, finish communications), DVD, Harddrive, 16seg led font.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vamphalf.c.html vamphalf] ==&lt;br /&gt;
&#039;&#039;&#039; mrkicker &#039;&#039;&#039; - Hyperstone core bugs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vcombat.c.html vcombat] ==&lt;br /&gt;
Partially working driver.  Most of the memory maps for all four CPUs are complete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vega.c.html vega] ==&lt;br /&gt;
Rom dump is probably bad.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vegas.c.html vegas] ==&lt;br /&gt;
&#039;&#039;&#039; warfa &#039;&#039;&#039; - Something is wrong with the on-board ethernet chip emulation. If the chip is hacked out, the game boots, but that&#039;s not accurate. There were many rendering issues last time I checked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; roadburn &#039;&#039;&#039; - Sound board is different; with some manual fiddling, you can get it in-game, but it doesn&#039;t work particularly well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nbashowt, nbanfl &#039;&#039;&#039; - These Vegas games used a Voodoo Banshee video card. The current 3dfx voodoo emulation has some basic support for the Banshee, but it is pretty minimal. The tricky bit is that the Banshee (and later, the Voodoo 3) have integrated 2D and 3D capabilities, so we need to emulate at least part of a VGA controller in addition to the 3D. These boards also had some new features that require some addition internal reworking of the Voodoo driver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cartfury, sf2049, sf2049se, sf2049te &#039;&#039;&#039; - Voodoo 3-based, one step beyond the Voodoo Banshee problems.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vicdual.c.html vicdual] ==&lt;br /&gt;
&#039;&#039;&#039; headonsa, headon2s &#039;&#039;&#039; - Won&#039;t coin up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/viper.c.html viper] ==&lt;br /&gt;
Skeleton driver, PPC+voodoo.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vp101.c.html vp101] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vpoker.c.html vpoker] ==&lt;br /&gt;
Needs 6840PTM hook-up, I/Os and sound emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vsnes.c.html vsnes] ==&lt;br /&gt;
&#039;&#039;&#039; smgolfb &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&#039;&#039;&#039; suprmriobl, suprmriobl2 &#039;&#039;&#039; - Bootleg with extra Z80.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wgp.c.html wgp] ==&lt;br /&gt;
Recently demoted to not working status.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wheelfir.c.html wheelfir] ==&lt;br /&gt;
Extensive TODO list on top of driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/williams.c.html williams] ==&lt;br /&gt;
&#039;&#039;&#039; defndjeu, tornado2 &#039;&#039;&#039; - Bad dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wldarrow.c.html wldarrow] ==&lt;br /&gt;
&#039;&#039;&#039; mdrawpkr, mdrawpkra &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wwfsstar.c.html wwfsstar] ==&lt;br /&gt;
&#039;&#039;&#039; wwfsstaj &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/zn.c.html zn] ==&lt;br /&gt;
&#039;&#039;&#039; bam2 &#039;&#039;&#039; - Lacks music (which streams from a hard disk under the control of an H8/3644 MCU).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; beastrzb &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; glpracr2, glpracr2j, glpracr2l &#039;&#039;&#039; - Lock up when starting a game/entering test mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nbajamex &#039;&#039;&#039; - Black screen. Wrong banking?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; primrag2 &#039;&#039;&#039; - Locks up when starting a game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/zr107.c.html zr107] ==&lt;br /&gt;
&#039;&#039;&#039; waveshrk &#039;&#039;&#039; - Uses the lower board from GTI Club (GN678), and a ZR107(PWB(A)300769A top board.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=MNW&amp;diff=3353</id>
		<title>MNW</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=MNW&amp;diff=3353"/>
		<updated>2010-09-22T15:26:58Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* [http://mamedev.org/source/src/mame/drivers/39in1.c.html 39in1] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This page is designed to allow for a quick look over all the drivers with a GAME_NOT_WORKING flag by giving, as much as possible, an idea on the amount of effort needed to fix them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/2mindril.c.html 2mindril] ==&lt;br /&gt;
Missing working simulation of the sensors.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/39in1.c.html 39in1] ==&lt;br /&gt;
&#039;&#039;&#039; 48in1, 48in1a &#039;&#039;&#039; - Games other than 39in1 on this hardware have substantially harder protection and are double-encrypted in a way that would be very difficult to emulate.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/3super8.c.html 3super8] ==&lt;br /&gt;
Skeleton driver. GFX / Sound roms are bad and the PIC isn&#039;t dumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/4roses.c.html 4roses] ==&lt;br /&gt;
&#039;&#039;&#039; 4roses, 4rosesa &#039;&#039;&#039; - Skeleton driver. The program rom is encrypted and it has an undumped MCU which needs decapping or simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/8080bw.c.html 8080bw] ==&lt;br /&gt;
&#039;&#039;&#039; modelr &#039;&#039;&#039; - Some issues with inputs and the shifter emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/86lions.c.html 86lions] ==&lt;br /&gt;
The inputs aren&#039;t fully understood yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/acefruit.c.html acefruit] ==&lt;br /&gt;
&#039;&#039;&#039; acefruit &#039;&#039;&#039; - Inputs aren&#039;t fully understood. The real title of the game is unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; starspnr &#039;&#039;&#039; - Most likely needs a redump of the program ROMs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/acommand.c.html acommand] ==&lt;br /&gt;
&#039;&#039;&#039; acommand &#039;&#039;&#039; - Inputs aren&#039;t fully understood.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/adp.c.html adp] ==&lt;br /&gt;
Skeleton driver.  Todo: &amp;quot;Almost everything.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/aleck64.c.html aleck64] ==&lt;br /&gt;
&#039;&#039;&#039; 11beat, doncdoon, hipai, kurufev, mayjin3, mtetrisc, srmvs, twrshaft &#039;&#039;&#039; - Incomplete N&amp;amp;4 hardware emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/alg.c.html alg] ==&lt;br /&gt;
Laserdisc games. They all work in theory, but are waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/alpha68k.c.html alpha68k] ==&lt;br /&gt;
&#039;&#039;&#039; goldmedb &#039;&#039;&#039; - It uses a 68705 in place of the Alpha controller.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/amaticmg.c.html amaticmg] ==&lt;br /&gt;
Program ROMs need to be decrypted and CPU is custom / unidentified.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ampoker2.c.html ampoker2] ==&lt;br /&gt;
&#039;&#039;&#039; piccolop &#039;&#039;&#039; - Ends in an infinite loop.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/arcadia.c.html arcadia] ==&lt;br /&gt;
&#039;&#039;&#039; ar_dart2 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/aristmk4.c.html aristmk4] ==&lt;br /&gt;
&#039;&#039;&#039; eforest &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/aristmk5.c.html aristmk5] ==&lt;br /&gt;
Hardware isn&#039;t completely understood.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/armedf.c.html armedf] ==&lt;br /&gt;
&#039;&#039;&#039; terrafb &#039;&#039;&#039; - This bootleg runs on slightly modified hardware which need proper emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/astrocde.c.html astrocde] ==&lt;br /&gt;
&#039;&#039;&#039; tenpindx &#039;&#039;&#039; - This game used a physical hockey puck which the player slid down the bowling alley. Sensors on the other end picked up the location and velocity of the puck and simulated the pin behavior. Requires simulation of this input interface in order to be considered working.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/astrocorp.c.html astrocorp] ==&lt;br /&gt;
&#039;&#039;&#039; winbingo, winbingoa, zoo &#039;&#039;&#039; - These games need decryption.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/atarigx2.c.html atarigx2] ==&lt;br /&gt;
All of these games suffer from some advanced protection that affects them in different ways. Through some magic accesses in memory, data can be decrypted using some special key sequences that are not entirely understood. It might be possible to find all possible data sources, run them through the decryption process on the real PCB, and then encode that information in the driver, but it is tedious work at best. Below is the status of each game:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; motofren &#039;&#039;&#039; - Has some obvious gameplay glitches. Not much work has been done to understand the protection on this one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; spclords &#039;&#039;&#039; - Has had some of its data decrypted, which is why the palette during attract mode looks ok. But in game there are many problems lurking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; rrreveng &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/badlands.c.html badlands] ==&lt;br /&gt;
&#039;&#039;&#039; badlandb &#039;&#039;&#039; - This bootleg runs on heavily modified hardware and needs a redump of 2 roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfcobra.c.html bfcobra] ==&lt;br /&gt;
&#039;&#039;&#039; beeline &#039;&#039;&#039; - Missing floppy disk image.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; inquiztr &#039;&#039;&#039; - Missing floppy disk image.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfm_sc1.c.html bfm_sc1] ==&lt;br /&gt;
Driver under heavy construction.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfm_sc2.c.html bfm_sc2] ==&lt;br /&gt;
&#039;&#039;&#039; m_bcgslm, m_brkfst and clones, m_bfocus, m_cpeno1, m_luvjob &#039;&#039;&#039; - Mechanical games imported from AgeMame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; quintond &#039;&#039;&#039; - Missing emulation of RS232 data  link device (see BACTA Datapak specs for more info).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bfmsys85.c.html bfmsys85] ==&lt;br /&gt;
Driver imported from AgeMame.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bigfghtr.c.html bigfghtr] ==&lt;br /&gt;
Protection MCUs need decapping / simulation. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bingoc.c.html bingoc] ==&lt;br /&gt;
Missing terminal roms. Sound banking could be wrong. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bingor.c.html bingor] ==&lt;br /&gt;
Protection problems?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/blackt96.c.html blackt96] ==&lt;br /&gt;
Tilemap decoding is wrong.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/blitz.c.html blitz] ==&lt;br /&gt;
There is an undumped 68705 MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/btime.c.html btime] ==&lt;br /&gt;
&#039;&#039;&#039; tisland &#039;&#039;&#039; - Needs to be decrypted.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/bublbobl.c.html bublbobl] ==&lt;br /&gt;
&#039;&#039;&#039; tokio, tokiou &#039;&#039;&#039; - Protection MCUs need decapping / simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/buster.c.html buster] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cabaret.c.html cabaret] ==&lt;br /&gt;
Not fully playable beacuse of some pitfalls.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/calchase.c.html calchase] ==&lt;br /&gt;
PC hardware needs more work.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/calomega.c.html calomega] ==&lt;br /&gt;
Some bad/incomplete dumps and some hardware features are not correctly emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cb2001.c.html cb2001] ==&lt;br /&gt;
Encrypted CPU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cchance.c.html cchance] ==&lt;br /&gt;
Imperfect hopper emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cclimber.c.html cclimber] ==&lt;br /&gt;
&#039;&#039;&#039; bagmanf &#039;&#039;&#039; - Botleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cdi.c.html cdi] ==&lt;br /&gt;
According to the author, doesn&#039;t work for unknown reasons.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cham24.c.html cham24] ==&lt;br /&gt;
Missing coins and timer due to unemulated Amtel MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/champbas.c.html champbas] ==&lt;br /&gt;
&#039;&#039;&#039; champbb2a &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; champbb2j &#039;&#039;&#039; - Slightly different hardware?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/chihiro.c.html chihiro] ==&lt;br /&gt;
Skeleton driver. Needs Xbox hardware emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cliffhgr.c.html cliffhgr] ==&lt;br /&gt;
&#039;&#039;&#039; goaltogo &#039;&#039;&#039; - Laserdisc game. Works in theory, but is waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cmmb.c.html cmmb] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cninja.c.html cninja] ==&lt;br /&gt;
&#039;&#039;&#039; cninjabl &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cntsteer.c.html cntsteer] ==&lt;br /&gt;
&#039;&#039;&#039; cntsteer &#039;&#039;&#039; - Needs better understanding of the communications and correct ROZ layer implementation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; gekitsui, zerotrgt &#039;&#039;&#039; - Need better ROZ layer implementation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/coinmstr.c.html coinmstr] ==&lt;br /&gt;
&#039;&#039;&#039; supnudg2 &#039;&#039;&#039; - Incomplete protection simulation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; trailblz &#039;&#039;&#039; - Question roms aren&#039;t dumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/coinmvga.c.html coinmvga] ==&lt;br /&gt;
Interrupt generation is unknown and touch screen needs to be hooked up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/comebaby.c.html comebaby] ==&lt;br /&gt;
Skeleton driver. Game runs on a Pentium (I/II/III?) class machine running Windows 98!&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/coolridr.c.html coolridr] ==&lt;br /&gt;
Skeleton driver. Uses SH2 + SH1, 68k etc. Dual screen game, plays like a cheap korean rip-off of Outrunners (suspected to be recompiled from the same code ;p). CPU comms don&#039;t make sense, interrupts don&#039;t make sense.. somebody mentioned that the SH1 has &#039;extra&#039; features, but according to dox it&#039;s plain sh1, and the sh2 core should be 100% backwards compatible. it SHOULD be possible to get this working, or at least doing something more and would be a good / interesting project for somebody.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cop01.c.html cop01] ==&lt;br /&gt;
&#039;&#039;&#039; mightguy &#039;&#039;&#039; - Protection not emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cps1.c.html cps1] ==&lt;br /&gt;
&#039;&#039;&#039; captcommb, dinohunt, dinopic, dinopic2, knightsb, punipic, punipic2, punipic3, sf2m1, sf2m3, sf2mdt &#039;&#039;&#039; - Bootlegs which run on different hardware, which needs to be correctly implemented.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cps2.c.html cps2] ==&lt;br /&gt;
&#039;&#039;&#039; gigamn2 &#039;&#039;&#039; - A bootleg which runs on different hardware. Dump is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cps3.c.html cps3] ==&lt;br /&gt;
&#039;&#039;&#039; redeartn &#039;&#039;&#039; - Missing nocd bios dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/crystal.c.html crystal] ==&lt;br /&gt;
&#039;&#039;&#039; officeye, topbladv &#039;&#039;&#039; - Protection PICs have been dumped but there isn&#039;t a pic16c727 core yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cshooter.c.html cshooter] ==&lt;br /&gt;
GFX roms in black &#039;blobs&#039; (Dox working on it)&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cybertnk.c.html cybertnk] ==&lt;br /&gt;
Sprite emulation is incorrect (very likely that it can do zooming), road emulation, tilemap scrolling, color banking, inputs dont&#039;t seem to work in game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/cyclemb.c.html cyclemb] ==&lt;br /&gt;
Needs decap or simulation of the 2 MCUs (8741).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/darkhors.c.html darkhors] ==&lt;br /&gt;
&#039;&#039;&#039; jclub2, jclub2o &#039;&#039;&#039; - Graphics seem to be compressed and aren&#039;t fully decoded yet.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dblewing.c.html dblewing] ==&lt;br /&gt;
Protection simulation is pretty advanced, but still incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ddenlovr.c.html ddenlovr] ==&lt;br /&gt;
&#039;&#039;&#039; quizchq, quizchql &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ddragon.c.html ddragon] ==&lt;br /&gt;
&#039;&#039;&#039; ddragon6809, ddragon6809a &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ddz.c.html ddz] ==&lt;br /&gt;
&#039;&#039;&#039; ddz &#039;&#039;&#039; - Skeleton driver. Hardware similar to crystal.c. Roms appear to be encrypted / scrambled.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dec0.c.html dec0] ==&lt;br /&gt;
&#039;&#039;&#039; automat, ffantasybl, secretab &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deco32.c.html deco32] ==&lt;br /&gt;
&#039;&#039;&#039; lockload, lockloadu  &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deco_ld.c.html deco_ld] ==&lt;br /&gt;
The driver needs better video e I/O emulation, laserdisc hook-ups.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deco_mlc.c.html deco_mlc] ==&lt;br /&gt;
&#039;&#039;&#039; stadhr96, stadhr96a &#039;&#039;&#039; - Protection isn&#039;t fully simulated and they seem to require raster IRQ video update support.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/decocass.c.html decocass] ==&lt;br /&gt;
&#039;&#039;&#039; ctisland3 &#039;&#039;&#039; - Different bitswap?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cexplore &#039;&#039;&#039; - Mssing rom dump from overlay PCB.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cgraplop2 &#039;&#039;&#039; - Wrong dongle?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/deshoros.c.html deshoros] ==&lt;br /&gt;
Needs graphics emulation through artwork system and printer emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dlair.c.html dlair] ==&lt;br /&gt;
Laserdisc games. Work in theory, but are waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dmndrby.c.html dmndrby] ==&lt;br /&gt;
Electrocoin on snk hardware.  Needs better video emulation. Enters service mode while attract mode is running.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/drw80pkr.c.html drw80pkr] ==&lt;br /&gt;
Driver shows something, but emulation is still incomplete. I8039 based CPU with CRTC6845 video and AY8910 sound.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dwarfd.c.html dwarfd] ==&lt;br /&gt;
&#039;&#039;&#039; qc, quarterh and clones &#039;&#039;&#039; - Missing laserdisc dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/dynax.c.html dynax] ==&lt;br /&gt;
&#039;&#039;&#039; majrjhdx, tenkai2b, tenkaid &#039;&#039;&#039; - Missing dump of the internal rom of the TMP91640.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/epos.c.html epos] ==&lt;br /&gt;
&#039;&#039;&#039; catapult, revenger &#039;&#039;&#039; - Bad dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ertictac.c.html ertictac] ==&lt;br /&gt;
&#039;&#039;&#039; poizone &#039;&#039;&#039; - ARM core bugs causes it to crash at some point.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/esh.c.html esh] ==&lt;br /&gt;
Laserdisc game. Works in theory, but is waiting for a good quality laserdisc dump.  Does have a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/f1gp.c.html f1gp] ==&lt;br /&gt;
&#039;&#039;&#039; f1gpb &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/fcrash.c.html fcrash] ==&lt;br /&gt;
&#039;&#039;&#039; kodb &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/firebeat.c.html firebeat] ==&lt;br /&gt;
Driver is incomplete. Missing MIDI card emulation, video emulation problems..&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/fortecar.c.html fortecar] ==&lt;br /&gt;
Missing banckswitching, inputs, ..&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/freekick.c.html freekick] ==&lt;br /&gt;
&#039;&#039;&#039; freekick, countrun &#039;&#039;&#039; - Main program inside of custom CPU block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; countrb2 &#039;&#039;&#039; - Possible bad dump, or encrypted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; gigas &#039;&#039;&#039; - One of the program roms is a bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/funworld.c.html funworld] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; royalcrdf, royalcrdp &#039;&#039;&#039; - Encrypted. Seems to use an epoxy block with CPU + extras (ICs, TTL, etc) to manage the encryption.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; jokercrd &#039;&#039;&#039; - Totaly encrypted. This game use a Funworld custom CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; magicd2a &#039;&#039;&#039; - CPU issues. This game use a slightly modified instructions set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; magicd2b &#039;&#039;&#039; - CPU issues. This game use a slightly modified instructions set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mongolnw &#039;&#039;&#039; - Need to hook the missing microcontroller (TSC87C52-16CB) to emulate this game properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; multiwin &#039;&#039;&#039; - Encrypted with unidentified CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; soccernw &#039;&#039;&#039; - Need to hook the missing microcontroller (TSC87C52-16CB) to emulate this game properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; saloon &#039;&#039;&#039; - This game is totally encrypted. No PIAs to drive I/O.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gaelco2.c.html gaelco2] ==&lt;br /&gt;
&#039;&#039;&#039; aligator, touchgo, touchgoe, touchgon, wrally2 &#039;&#039;&#039; - Unemulated protection device with internal rom and suicide capabilities (DS5002FP). There&#039;s an unprotected versions of Alligator Hunt and it might be possible to simulate the protection in the protected version, but it isn&#039;t easy, looks like MCU may provide ROM patches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; snowboar, snowboara &#039;&#039;&#039; - Unemulated protection device (Lattice IspLSI 1016-80LJ)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; grtesoro &#039;&#039;&#039; - Unemulated protection device with internal rom and suicide capabilities (DS5002FP). Badly dumped program roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gaiden.c.html gaiden] ==&lt;br /&gt;
&#039;&#039;&#039; mastninj &#039;&#039;&#039; - Sprites, sound and y-scroll need fixing.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gal3.c.html gal3] ==&lt;br /&gt;
In need of laserdisc dump. Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galaxia.c.html galaxia] ==&lt;br /&gt;
&#039;&#039;&#039; galaxia &#039;&#039;&#039; - Skeleton driver.  It&#039;s a galaxian rip-off on a custom board with CVS-like hardware IIRC (Haze).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galaxold.c.html galaxold] ==&lt;br /&gt;
&#039;&#039;&#039; harem &#039;&#039;&#039; - One of the program roms is badly dumped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; trvchlng &#039;&#039;&#039; - Questions roms aren&#039;t dumped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; vstars &#039;&#039;&#039; - Encrypted?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galdrvr.c.html galdrvr] ==&lt;br /&gt;
&#039;&#039;&#039; dingoe &#039;&#039;&#039; - Probable bad dump and encryption.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; monsterz &#039;&#039;&#039; - Unemulated protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; scorpiona, skelagon, supergx &#039;&#039;&#039; - Bad dumps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tenspot &#039;&#039;&#039; - Menu isn&#039;t working yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; warofbugg &#039;&#039;&#039; - Bootleg on slightly different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galivan.c.html galivan] ==&lt;br /&gt;
&#039;&#039;&#039; youmab, youmab2 &#039;&#039;&#039; - Weird bootlegs, who knows.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/galpani2.c.html galpani2] ==&lt;br /&gt;
Kaneko protection MCU with internal rom, managing CPU comms.  Decap should possible, should be the same for all games / sets.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gamecstl.c.html gamecstl] ==&lt;br /&gt;
&#039;Modern&#039; PC Hardware running a MAME bootleg.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/getrivia.c.html getrivia] ==&lt;br /&gt;
&#039;&#039;&#039; jokpokera &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ggconnie.c.html ggconnie] ==&lt;br /&gt;
Preliminary driver. Hardware is PC-Engine based.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ghosteo.c.html ghosteo] ==&lt;br /&gt;
Uses a fairly recent ARM based chip.  Almost a skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gladiatr.c.html gladiatr] ==&lt;br /&gt;
&#039;&#039;&#039; ppking &#039;&#039;&#039; - Missing MCU dump or simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/glass.c.html glass] ==&lt;br /&gt;
Unemulated protection device with internal rom and suicide capabilities (DS5002FP).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/goldngam.c.html goldngam] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/goldnpkr.c.html goldnpkr] ==&lt;br /&gt;
&#039;&#039;&#039; royale, royale &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; witchcde &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; witchcrd &#039;&#039;&#039; - Unknown protection device.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/goldstar.c.html goldstar] ==&lt;br /&gt;
&#039;&#039;&#039; cb3c &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cmast92 &#039;&#039;&#039; - Graphics ROMs aren&#039;t dumped yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cmasterbv, cmv4a &#039;&#039;&#039; - Missing switch between normal and &amp;quot;stealth&amp;quot; game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; jkrmast, pkrmast, prkmasta &#039;&#039;&#039; - Incomplete dumps and probably encrypted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mtonic &#039;&#039;&#039; - Unidentified CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nfm &#039;&#039;&#039; - Some roms don&#039;t seem to belong to the dumped set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; unkch1, unkch2, unkch3, unkch4 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gpworld.c.html gpworld] ==&lt;br /&gt;
Laserdisc hardware. Works in theory, but is waiting for a good quality laserdisc dump.  Does have a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gstriker.c.html gstriker] ==&lt;br /&gt;
&#039;&#039;&#039; twcup94, twcup94a, vgoalsoc, vgoalsoca &#039;&#039;&#039;Tecmo MCU providing jump addresses etc.  Has direct access to entire CPU bus, prevents code modification (MCU writes &#039;ROM ERROR&#039; if you change ROM).  ROZ pitch difficult to understand.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gticlub.c.html gticlub] ==&lt;br /&gt;
Driver is still in preliminary status. Most games show something and/or are somewhat playable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/guab.c.html guab] ==&lt;br /&gt;
&#039;&#039;&#039; crisscrs &#039;&#039;&#039; - Missing disk image dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gumbo.c.html gumbo] ==&lt;br /&gt;
&#039;&#039;&#039; mspuzzlen &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/gunpey.c.html gunpey] ==&lt;br /&gt;
Complex video chip, supports compressed graphics formats etc. Skeleton driver, work has been done, but no good progress made.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/harddriv.c.html harddriv] ==&lt;br /&gt;
&#039;&#039;&#039; harddriv1 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; racedrv1, racedrv2, racedrivb1, racedrivc1, racedrivc2, racedrivg1, racedrivpan &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; steeltalp &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; hdrivairp &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hikaru.c.html hikaru] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hitpoker.c.html hitpoker] ==&lt;br /&gt;
Protection: needs dumping or simulating PIC.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hng64.c.html hng64] ==&lt;br /&gt;
The I/O CPU is a protected MCU.  There is some thought that the games uses this as a protection device. See driver notes for in depth todo/status report.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/homedata.c.html homedata] ==&lt;br /&gt;
&#039;&#039;&#039; mirderby &#039;&#039;&#039; - Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hornet.c.html hornet] ==&lt;br /&gt;
Driver is still in preliminary status. Most games show something and/or are somewhat playable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sscope, sscopea, sscope2 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; terabrst, terabrsta &#039;&#039;&#039; - Missing gun emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hotstuff.c.html hotstuff] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hshavoc.c.html hshavoc] ==&lt;br /&gt;
Genesis hardware, but uses a PIC to control state based encryption.  All the code that matches the Megadrive version has been decrypted, but the extra code (startup code, coins etc.) appears to have some annoying extra encryption.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/hvyunit.c.html hvyunit] ==&lt;br /&gt;
Protection simulation is incomplete. The MCU was recently decapped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs009.c.html igs009] ==&lt;br /&gt;
&#039;&#039;&#039; gp98 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; jingbell &#039;&#039;&#039; - Protection simulation is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs011.c.html igs011] ==&lt;br /&gt;
&#039;&#039;&#039; nkishusp &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs017.c.html igs017] ==&lt;br /&gt;
All games but sdmg2 and mgdh suffer from incomplete protection simulation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tarzan, tarzana, starzan &#039;&#039;&#039; - Incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tjsb &#039;&#039;&#039; Sprites decryption is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igs_m027.c.html igs_m027] ==&lt;br /&gt;
Main program / boot code in (currently undumpable) MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/igspoker.c.html igspoker] ==&lt;br /&gt;
&#039;&#039;&#039; stellecu &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ilpag.c.html ilpag] ==&lt;br /&gt;
Undumpable MCUs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/intrscti.c.html intrscti] ==&lt;br /&gt;
Probably missing code in epoxy block.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ironhors.c.html ironhors] ==&lt;br /&gt;
&#039;&#039;&#039; farwest &#039;&#039;&#039; - Bootleg running on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/istellar.c.html istellar] ==&lt;br /&gt;
Laserdisc game.  Has a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/itgambl2.c.html itgambl2] ==&lt;br /&gt;
Italian Gambling games based on H8/3337 MCU. Internal ROM is currently undumpable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/itgambl3.c.html itgambl3] ==&lt;br /&gt;
Italian Gambling games based on Mitsubishi (Renesas) M16C MCU family. Internal ROM is currently undumpable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/itgamble.c.html itgamble] ==&lt;br /&gt;
Mostly Italian Gambling games mostly based on H8/3048 MCU. Internal ROM is currently undumpable.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jackpool.c.html jackpool] ==&lt;br /&gt;
Needs better understanding of the master/slave communications, better EEPROM and NVRAM hook-up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jangou.c.html jangou] ==&lt;br /&gt;
&#039;&#039;&#039; luckygrl &#039;&#039;&#039; - Encrypted program roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jokrwild.c.html jokrwild] ==&lt;br /&gt;
Missing random number generator, inputs and sound.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jpmimpct.c.html jpmimpct] ==&lt;br /&gt;
&#039;&#039;&#039; m_tbirds &#039;&#039;&#039; - Mechanical game imported from AGEMAME.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/jubilee.c.html jubilee] ==&lt;br /&gt;
Preliminary driver. Needs better memory map, correct video RAM offset, CRT controller hook up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kingdrby.c.html kingdrby] ==&lt;br /&gt;
&#039;&#039;&#039; cowrace &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kinst.c.html kinst] ==&lt;br /&gt;
&#039;&#039;&#039; kinst2k3, kinst2k4 &#039;&#039;&#039; - Upgrade kits.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/koftball.c.html koftball] ==&lt;br /&gt;
Incomplete protection simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/konamigv.c.html konamigv] ==&lt;br /&gt;
&#039;&#039;&#039; btchamp, kdeadeye, tokimosh, tokimosp &#039;&#039;&#039; - All games on this system suffer from a corner case involving audio track playback in the SCSI CD-ROM emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/konamigx.c.html konamigx] ==&lt;br /&gt;
&#039;&#039;&#039; ggreats2, opengolf, opengolf2, racinfrc, racinfrcu &#039;&#039;&#039; - These games use a special ROZ layer generated by the &amp;quot;PSAC4&amp;quot; custom IC which appears to include a height map.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/konamim2.c.html konamim2] ==&lt;br /&gt;
Preliminary driver, needs overall better emulation of the M2 system.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kongambl.c.html kongambl] ==&lt;br /&gt;
Skeleton driver for mostly unknown hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kopunch.c.html kopunch] ==&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ksys573.c.html ksys573] ==&lt;br /&gt;
Game suffer from incomplete PSX-based hardware emulation and some are missing emulation of the external digital sound and I/O board.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/kungfur.c.html kungfur] ==&lt;br /&gt;
Missing inputs and lamps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/laserbas.c.html laserbas] ==&lt;br /&gt;
Jaleco-like protection device.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/laserbat.c.html laserbat] ==&lt;br /&gt;
&#039;&#039;&#039; catnmousa &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/legionna.c.html legionna] ==&lt;br /&gt;
Complex Seibu &#039;COP&#039; protection device. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/leland.c.html leland] ==&lt;br /&gt;
&#039;&#039;&#039; aafbb &#039;&#039;&#039; - One of the program roms is a bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/lgp.c.html lgp] ==&lt;br /&gt;
Laserdisc game.  Has a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/littlerb.c.html littlerb] ==&lt;br /&gt;
Annoying VDP-like chip controlling access to video devices.  Commands not fully understood, correct readback of data just as important as writes as addresses etc. are stored and it affects future writes.  Runs through attract mode with bad graphics, but no guarantees are made that the sprite-list it&#039;s currently processing is in the right format, or the right place as everything is written through the &#039;VDP&#039; device.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ltcasino.c.html ltcasino] ==&lt;br /&gt;
&#039;&#039;&#039; ltcasinn &#039;&#039;&#039; - Missing inputs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/lucky74.c.html lucky74] ==&lt;br /&gt;
&#039;&#039;&#039; lucky74a &#039;&#039;&#039; -  The program ROM seems incomplete or encrypted in some smart way.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m10.c.html m10] ==&lt;br /&gt;
&#039;&#039;&#039; andromed, greenber, ipminvad1 &#039;&#039;&#039; - Incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m52.c.html m52] ==&lt;br /&gt;
&#039;&#039;&#039; alpha1v &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m72.c.html m72] ==&lt;br /&gt;
&#039;&#039;&#039; lohtb &#039;&#039;&#039; - The bootleg hardware is different to the original hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m92.c.html m92] ==&lt;br /&gt;
&#039;&#039;&#039; ppan &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/m107.c.html m107] ==&lt;br /&gt;
&#039;&#039;&#039; kftgoal, wpksoc &#039;&#039;&#039; - Missing EEPROM hook-up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/macs.c.html macs] ==&lt;br /&gt;
&#039;&#039;&#039; macsbios &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mac2bios &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; kisekaem &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; kisekaeh &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cultname &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/magic10.c.html magic10] ==&lt;br /&gt;
&#039;&#039;&#039; hotslot, magic102, mcolors suprpool &#039;&#039;&#039; - Missing  dump of the internal rom of the HD6473308cp10.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/magicard.c.html magicard] ==&lt;br /&gt;
Missing emulation of the Philips CD-i system.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/magictg.c.html magictg] ==&lt;br /&gt;
Skeleton driver. Bad dump?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/malzak.c.html malzak] ==&lt;br /&gt;
&#039;&#039;&#039; malzak, malzak2 &#039;&#039;&#039; - Sprite collision detection doesn&#039;t fully work.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/maygay1b.c.html maygay1b] ==&lt;br /&gt;
Mechanical game imported from AGEMAME.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/maygayv1.c.html maygayv1] ==&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mazerbla.c.html mazerbla] ==&lt;br /&gt;
Uses a custom video controller which isn&#039;t fully understood.  Mazer Blazer appears to use an MM54104 &#039;Digitalker&#039; speech IC, however, the two speech ROMs are undumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mcr.c.html mcr] ==&lt;br /&gt;
&#039;&#039;&#039; nflfoot &#039;&#039;&#039; - CED-based disk game. Has gory Z80-based serial I/O interface that is not understood. The CED player interface is undocumented. A poor quality rip exists of the video (probably the best we will get). There is a second CED disk with different teams playing which we do not have access to.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mediagx.c.html mediagx] ==&lt;br /&gt;
Mainly just need the inputs hooked up, which are mapped to the parallel port via a JAMMA interface&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/megasys1.c.html megasys1] ==&lt;br /&gt;
&#039;&#039;&#039; edfbl, monkelf &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/megatech.c.html megatech] ==&lt;br /&gt;
Incorrect behavior at time out and there are some sms based games which aren&#039;t yet fully supported.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/merit.c.html merit] ==&lt;br /&gt;
&#039;&#039;&#039; dodge &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/meritm.c.html meritm] ==&lt;br /&gt;
&#039;&#039;&#039; megat5a &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/meritm.c.html meritm] ==&lt;br /&gt;
Skeleton driver. Extremely complex prototype hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/metro.c.html metro] ==&lt;br /&gt;
&#039;&#039;&#039; puzzlet &#039;&#039;&#039; - An unknown unemulated chip (probably a PIC) provides protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/midvunit.c.html midvunit] ==&lt;br /&gt;
&#039;&#039;&#039; offroadc &#039;&#039;&#039; - some calculation bug in the TMS32031 (I suspect) causes the clip plane to clip out a number of close polygons, most importantly your truck. As-is, the game is sort of playable, if you like some extra challenge.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/midzeus.c.html midzeus] ==&lt;br /&gt;
&#039;&#039;&#039; crusnexo, thegrid and clones &#039;&#039;&#039; - These Zeus II-based games use a proprietary 3D graphics chip that has no available documentation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mk4b &#039;&#039;&#039; - Early revision probably working on early revision hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/miniboy7.c.html miniboy7] ==&lt;br /&gt;
Bad dumps, pretty much no information available other than the dump, missing color prom.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/missile.c.html missile] ==&lt;br /&gt;
&#039;&#039;&#039; mcombat, mcombata &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mitchell.c.html mitchell] ==&lt;br /&gt;
&#039;&#039;&#039; pkladiesbl &#039;&#039;&#039; - Needs CPU &amp;quot;decrytpion&amp;quot; / ordering.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mlanding.c.html mlanding] ==&lt;br /&gt;
Almost working. Needs better communications, among other minor improvements.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/model1.c.html model1] ==&lt;br /&gt;
&#039;&#039;&#039; swa, wingwar, wingwara &#039;&#039;&#039; - Guesswork incomplete on the math copro dsp functions and program impossible to dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/model2.c.html model2] ==&lt;br /&gt;
Implementation of the 3D systems is either guesswork (Model 2, 2A) or incomplete (Model 2B, 2C).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/model3.c.html model3] ==&lt;br /&gt;
Driver is still preliminary. Most games boot and show something.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/monzagp.c.html monzagp] ==&lt;br /&gt;
Preliminary driver. Possibly missing a rom.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/moo.c.html moo] ==&lt;br /&gt;
&#039;&#039;&#039; moobl &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mpu4.c.html mpu4] ==&lt;br /&gt;
Mechanical games imported from AGEMAME.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mpu4drvr.c.html mpu4drvr] ==&lt;br /&gt;
The TODO in the driver mentions: Correctly implement characteriser protection for each game. Fix meter sense error when coining up in Team Challenge - different cabinet. Improve AVDC implementation, adding split-screen interrupts (needed for mid-screen palette changes). Hook up OKIM6376 sound in The Mating Game. Get the BwB games running - They have a slightly different 68k memory map. The 6850 is at e00000 and the 6840 is at e01000. Find out what causes the games to reset in service mode (see jump taken at CPU1:c8e8).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mpu5.c.html mpu5] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/mquake.c.html mquake] ==&lt;br /&gt;
A complete mystery. The existing dumps are 100% confirmed. Test mode works. All remaining code is heavily encrypted. Even the original author the game doesn&#039;t recall any encryption, but it is definitely there. It is not done in software; all unencrypted code has been accounted for.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ms32.c.html ms32] ==&lt;br /&gt;
&#039;&#039;&#039; f1superb &#039;&#039;&#039; - The road is always rendered as straight. The game has a road layer and extra roms for it. There is an unknown maths DSP for protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/n8080.c.html n8080] ==&lt;br /&gt;
&#039;&#039;&#039; helifire, helifirea &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcops2.c.html namcops2] ==&lt;br /&gt;
Skeleton driver. PlayStation2 hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos10.c.html namcos10] ==&lt;br /&gt;
Incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos11.c.html namcos11] ==&lt;br /&gt;
&#039;&#039;&#039; souledgea, souledge1, souledge1j &#039;&#039;&#039; - Random draw list corruption.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos12.c.html namcos12] ==&lt;br /&gt;
&#039;&#039;&#039; kaiunqz &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mdhorse &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tektagtb, tektagtc &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sws2000 &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sws2001 &#039;&#039;&#039; - DMA problems.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos21.c.html namcos21] ==&lt;br /&gt;
&#039;&#039;&#039; aircombj, aircombu &#039;&#039;&#039; - No polygons displayed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; driveyes &#039;&#039;&#039; - Uses 3 screens with dedicated board for each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; winrun, winrun91 &#039;&#039;&#039; - System 21 prototype hardware. Mostly work.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos22.c.html namcos22] ==&lt;br /&gt;
&#039;&#039;&#039; airco22b &#039;&#039;&#039; - boots but missing sprite clear DMA?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; alpin2ra &#039;&#039;&#039; - issues with step lock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cybrcomm &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; ridgera2 and clones&#039;&#039;&#039; - They POST but don&#039;t start.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tokyowar &#039;&#039;&#039; - missing sprite clear DMA? Or protection?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/namcos23.c.html namcos23] ==&lt;br /&gt;
The entire 3D subsystem needs to be emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/naomi.c.html naomi] ==&lt;br /&gt;
Most games show something and some are playable, but emulation is still incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nbmj8688.c.html nbmj8688] ==&lt;br /&gt;
&#039;&#039;&#039; nightlov &#039;&#039;&#039; - Input problems.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nbmj8891.c.html nbmj8891] ==&lt;br /&gt;
&#039;&#039;&#039; hnageman, hnxmasev &#039;&#039;&#039; - Missing VHS dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nbmj8991.c.html nbmj8991] ==&lt;br /&gt;
&#039;&#039;&#039; av2mj1bb, av2mj2rg &#039;&#039;&#039; - Missing VHS dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/neodrvr.c.html neodrvr] ==&lt;br /&gt;
&#039;&#039;&#039; 98best44 &#039;&#039;&#039; - Neo Print system isn&#039;t emulated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; kog &#039;&#039;&#039; - Bootleg with different protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; ms5pcb &#039;&#039;&#039; - Missing program ROMs dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/neptunp2.c.html neptunp2] ==&lt;br /&gt;
Skeleton driver. Missing GFX ROMs dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nightgal.c.html nightgal] ==&lt;br /&gt;
&#039;&#039;&#039; ngalsumr, sexygal, sweetgal &#039;&#039;&#039; - Missing protection simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/norautp.c.html norautp] ==&lt;br /&gt;
&#039;&#039;&#039; dphl, dphla, dphljp, drhl, gtipoker, kimbldhl, smshilo &#039;&#039;&#039; - Missing interrupts for I8080 CPU.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; bjpoker, kimblz80, noraut3a, noraut3b, norautu, norautua, norautub, pma &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; fastdrwp, dphlunka, dphlunkb &#039;&#039;&#039; - Hardware unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tpoker2 &#039;&#039;&#039; - Missing 68705 MCU dump / simulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nss.c.html nss] ==&lt;br /&gt;
Menu system is only partially understood.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nwk-tr.c.html nwk-tr] ==&lt;br /&gt;
Driver is still in preliminary status.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/nycaptor.c.html nycaptor] ==&lt;br /&gt;
&#039;&#039;&#039; cyclshtg &#039;&#039;&#039; - Missing (protection?) MCU dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/oneshot.c.html oneshot] ==&lt;br /&gt;
&#039;&#039;&#039; maddonnb &#039;&#039;&#039; - No program roms on this set.  GFX have misplaced tiles when used with other program roms, so this is a different license / revision. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/overdriv.c.html overdriv] ==&lt;br /&gt;
Driver has heavy graphic problems. Missing road (two unemulated K053250).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pangofun.c.html pangofun] ==&lt;br /&gt;
&#039;&#039;&#039; pangofun &#039;&#039;&#039; - PC based hardware, possibly bad / incomplete dump. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/panicr.c.html panicr] ==&lt;br /&gt;
Capable of reading back the background layout ROMs for collision, readback method isn&#039;t properly understood, so the game doesn&#039;t play correctly.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/paranoia.c.html paranoia] ==&lt;br /&gt;
Jamma interface is not emulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pcat_dyn.c.html pcat_dyn] ==&lt;br /&gt;
PC hardware. Gets stuck on 640K DRAM banking, beeps endlessly once it gets to memory test.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pcat_nit.c.html pcat_nit] ==&lt;br /&gt;
PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pcxt.c.html pcxt] ==&lt;br /&gt;
&#039;&#039;&#039; tetriskr &#039;&#039;&#039; - Corrupt game graphics after some time of gameplay, caused by a wrong reading of the i/o $3c8 bit 1.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pgm.c.html pgm] ==&lt;br /&gt;
&#039;&#039;&#039; drgw2, drgw2j, olds, olds100, olds100a &#039;&#039;&#039; - Somewhat playable, but protection simulation isn&#039;t perfect yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; drgw3 and clones &#039;&#039;&#039; - DMA protection device non correctly emulated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; ddp2, ddp2a, dmnfrnt, dmnfrnta, dw2001, kov, kov115, kovj, kovplus, kovplusa, kov2p, kov2p205, kovshp, oldsplus, puzlstar, puzzli2, py2k2, svg, theglad, theglada &#039;&#039;&#039; - Need internal rom of IGS027A.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/phoenix.c.html phoenix] ==&lt;br /&gt;
&#039;&#039;&#039; fenix &#039;&#039;&#039; - Bootleg, to be checked closer. Dump is incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/photoply.c.html photoply] ==&lt;br /&gt;
PC hardware. Possible CPU core bugs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pinkiri8.c.html pinkiri8] ==&lt;br /&gt;
Current blocker is the video emulation i/o ports, it looks somewhat exotic.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/plygonet.c.html plygonet] ==&lt;br /&gt;
Dsp56k CPU emulation needs to be completed.  Network interface needs to be worked out.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/pntnpuzl.c.html pntnpuzl] ==&lt;br /&gt;
Skeleton-ish.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/poker72.c.html poker72] ==&lt;br /&gt;
Preliminary driver for an unknown poker game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/progolf.c.html progolf] ==&lt;br /&gt;
&#039;&#039;&#039; progolfa &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/psattack.c.html psattack] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/psychic5.c.html psychic5] ==&lt;br /&gt;
&#039;&#039;&#039; bombsa &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/quakeat.c.html quakeat] ==&lt;br /&gt;
Unknown PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/queen.c.html queen] ==&lt;br /&gt;
Unknown PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/quizpun2.c.html quizpun2] ==&lt;br /&gt;
It uses an unknown DIP40 device for protection, that supplies the address to jump to (same as mosaic.c) and handles the EEPROM.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/raiden2.c.html raiden2] ==&lt;br /&gt;
&#039;&#039;&#039; raiden2, raidndx, zeroteam, xsedae and clones &#039;&#039;&#039; - Complex Seibu COP2 protection + banking (probably linked to the protection) + sprites incompletely decrypted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nzerotea, r2dx_v33 &#039;&#039;&#039; - Complex Seibu COP3 protection + banking (probably linked to the protection) + sprites incompletely decrypted.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/rbmk.c.html rbmk] ==&lt;br /&gt;
Possibly missing MCU dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/rcorsair.c.html rcorsair] ==&lt;br /&gt;
Undumped program roms in epoxy block.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/redalert.c.html redalert] ==&lt;br /&gt;
&#039;&#039;&#039; demoneye &#039;&#039;&#039; - Missing 3rd graphic layer making level 2 impossible.  Unclear what the layer should show.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/rgum.c.html rgum] ==&lt;br /&gt;
Skeleton driver. There is a Big Black Box in the middle of the PCB (for encryption, or containing roms?).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/royalmah.c.html royalmah] ==&lt;br /&gt;
&#039;&#039;&#039; cafebrk, cafedoll, jansou, mjvegas, &#039;&#039;&#039; - Missing internal program rom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; janoh &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; janoha &#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mjsenka, mjsiyoub, mjyarou &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; mjtensin &#039;&#039;&#039; - Random crashes, related to interrupts.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sangho.c.html sangho] ==&lt;br /&gt;
&#039;&#039;&#039; pzlestar&#039;&#039;&#039; - MSX2 based hardware. Memory banking is wrong.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/savquest.c.html savquest] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sbugger.c.html sbugger] ==&lt;br /&gt;
&#039;&#039;&#039; sbugger &#039;&#039;&#039; - Bad dump, different revision to working set. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/scramble.c.html scramble] ==&lt;br /&gt;
&#039;&#039;&#039; conquer &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sderby.c.html sderby] ==&lt;br /&gt;
&#039;&#039;&#039; pmroulet &#039;&#039;&#039; - Protection MCU handles win rates etc.  Correct win behavior is critical to this gambling game functioning as expected, so simulation probably doesn&#039;t make sense.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/seattle.c.html seattle] ==&lt;br /&gt;
&#039;&#039;&#039; sfrushrk &#039;&#039;&#039; - Won&#039;t go in-game. Don&#039;t know why. Hangs after selecting your car.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segac2.c.html segac2] ==&lt;br /&gt;
&#039;&#039;&#039; pclubj, pclubjv2, pclubjv4, pclubjv5 &#039;&#039;&#039; - Need camera and printer handling.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segag80r.c.html segag80r] ==&lt;br /&gt;
&#039;&#039;&#039; astrob1 &#039;&#039;&#039; - Dies when you first start.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segahang.c.html segahang] ==&lt;br /&gt;
&#039;&#039;&#039; endurob2 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segald.c.html segald] ==&lt;br /&gt;
Laserdisc hardware.  Has a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segaorun.c.html segaorun] ==&lt;br /&gt;
&#039;&#039;&#039; shangon1 &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; toutrun2 &#039;&#039;&#039; - Missing decryption key.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas16a.c.html segas16a] ==&lt;br /&gt;
&#039;&#039;&#039; wb35, wbr35a &#039;&#039;&#039; - Decryption key is bad.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas16b.c.html segas16b] ==&lt;br /&gt;
&#039;&#039;&#039; aceattac, altbeastj1, altbeastj2 &#039;&#039;&#039; - Missing decryption key.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas18.c.html segas18] ==&lt;br /&gt;
&#039;&#039;&#039; pontoon &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas24.c.html segas24] ==&lt;br /&gt;
&#039;&#039;&#039; sspirtfc &#039;&#039;&#039; - Missing floppy image.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sgmast &#039;&#039;&#039; - Missing decryption key.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segas32.c.html segas32] ==&lt;br /&gt;
&#039;&#039;&#039; kokoroj2 &#039;&#039;&#039; - Unemulated CD board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; f1lap &#039;&#039;&#039; - Protection + Needs a minimum of 2 boards. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/segaxbd.c.html segaxbd] ==&lt;br /&gt;
&#039;&#039;&#039; gprider &#039;&#039;&#039; - Program roms not dumped.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/seta.c.html seta] ==&lt;br /&gt;
&#039;&#039;&#039; inttoote &#039;&#039;&#039; - Unemulated protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; inttootea &#039;&#039;&#039; - Incomplete dump?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; setaroul &#039;&#039;&#039; - Prelimary emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sfbonus.c.html sfbonus] ==&lt;br /&gt;
&#039;&#039;&#039; amclink &#039;&#039;&#039; - &amp;quot;Game&amp;quot; function unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; fb6s1, fb6s2, fb6s3 &#039;&#039;&#039; - Missing reel graphics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; dvisland, fbdeluxe, funriver, funriverv, spooky, version4 &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sfcbox.c.html sfcbox] ==&lt;br /&gt;
Preliminary driver. SNES based.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sigmab52.c.html sigmab52] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/skeetsht.c.html skeetsht] ==&lt;br /&gt;
Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/skylncr.c.html skylncr] ==&lt;br /&gt;
&#039;&#039;&#039; leader &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/slapfght.c.html slapfght] ==&lt;br /&gt;
&#039;&#039;&#039; slapfigha &#039;&#039;&#039; - Undumped 68705 protection MCU.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/sms.c.html sms] ==&lt;br /&gt;
&#039;&#039;&#039; trvhanga &#039;&#039;&#039; - Missing questions roms.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/snesb.c.html snesb] ==&lt;br /&gt;
&#039;&#039;&#039; endless &#039;&#039;&#039; - Game isn&#039;t correctly decrypted yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/splash.c.html splash] ==&lt;br /&gt;
&#039;&#039;&#039; funystrp, puckpepl&#039;&#039;&#039; - Protection, controls eating of dots + other things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; rebus &#039;&#039;&#039; - Another protected Microhard game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/st0016.c.html st0016] ==&lt;br /&gt;
&#039;&#039;&#039; atamanot &#039;&#039;&#039; - Preliminary driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/st0016.c.html st0016] ==&lt;br /&gt;
&#039;&#039;&#039; mayjinsn &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/statriv2.c.html statriv2] ==&lt;br /&gt;
&#039;&#039;&#039; cstripxi &#039;&#039;&#039; - Laserdisc game in need of laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; quaquiz2 &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; tripdraw &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/stepstag.c.html stepstag] ==&lt;br /&gt;
Incomplete frankendump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/strnskil.c.html strnskil] ==&lt;br /&gt;
&#039;&#039;&#039; banbam, pettanp &#039;&#039;&#039; - Protection MCU.. seems to be a data (or code?) ROM for it tho.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/stv.c.html stv] ==&lt;br /&gt;
&#039;&#039;&#039; decathlt &#039;&#039;&#039; - Funky DMA/decompression protection (reads gfx data via protection chip, descramble / decompress? scrambled registers).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; decathlt, decathlto, elandore, ffreveng, twcup98 &#039;&#039;&#039; - Protection. astrass suffers from it too, but it&#039;s kludged to work. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; findlove &#039;&#039;&#039; - Controls broken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; finlarch, smleague &#039;&#039;&#039; - Randomly hang / crash. They work with a ridiculous MDRV_INTERLEAVE number, might need strict SH-2 synching.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; magzun, techbowl, micrombc &#039;&#039;&#039; - I/O errors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nclubv3, pclub2, pclub3, pclubpok, stress &#039;&#039;&#039; - Unemulated printer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sfish2, sfish2j &#039;&#039;&#039; - CD handling broken.  Needs MPEG decoder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; vfremix &#039;&#039;&#039; - Texture upload issues in some cases, see source.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/subsino.c.html subsino] ==&lt;br /&gt;
&#039;&#039;&#039; mtrain &#039;&#039;&#039; - Runs on different hardware. &lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/suna8.c.html suna8] ==&lt;br /&gt;
&#039;&#039;&#039; brickzn, brickzn3, sparkman, starfigh &#039;&#039;&#039; - Protection / encryption (custom CPU modules containing Z80 + encryption logic).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/superdq.c.html superdq] ==&lt;br /&gt;
Laserdisc games. Works in theory, but is waiting for a good quality laserdisc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/system1.c.html system1] ==&lt;br /&gt;
&#039;&#039;&#039; shtngmst &#039;&#039;&#039; - Missing MCU dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/system16.c.html system16] ==&lt;br /&gt;
&#039;&#039;&#039; bayrouteb1 &#039;&#039;&#039; - Broken sprites (missing IRQ?).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; bayrouteb2, beautyb, dduxb1, eswatb1, fpointb1, fpointbj, goldnaxeb1, iqpipe, passshtb, passht4b, shinob1d, tturfb1, wb3bb1 &#039;&#039;&#039; - Bootlegs on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taito_f3.c.html taito_f3] ==&lt;br /&gt;
&#039;&#039;&#039; bubsymphb &#039;&#039;&#039; - Bootleg on different hardware. Backgrounds don&#039;t show up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taito_o.c.html taito_o] ==&lt;br /&gt;
Driver still in preliminary stages. TODO: inputs (coins), NVRAM, sprite priorities, dips, interrupts (sources).ö&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taito_z.c.html taito_z] ==&lt;br /&gt;
&#039;&#039;&#039; racingb &#039;&#039;&#039; - Serious video emulation issues (raster irq?).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitoair.c.html taitoair] ==&lt;br /&gt;
Possible 320c25 bugs.  Possible m68k-c25 communication issues.  Not easy, the c25 code is hard to read, probably interesting.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitogn.c.html taitogn] ==&lt;br /&gt;
&#039;&#039;&#039; gobyrc, rcdego &#039;&#039;&#039; - Custom inputs need calibrating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nightrai &#039;&#039;&#039; - No background / enemy sprites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; sianniv &#039;&#039;&#039; - IRQ at the wrong time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; zooo &#039;&#039;&#039; - Missing most of the playfield.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitojc.c.html taitojc] ==&lt;br /&gt;
&#039;&#039;&#039; dangcurv &#039;&#039;&#039; - Hangs on its DSP test. Needs correct controls hooking up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; dendeg, dendegx, dendeg2, dendeg2x &#039;&#039;&#039; - Hang / crash, various palette/textures problems. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; landgear &#039;&#039;&#039; - Crashes, analog inputs don&#039;t work in-game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitopjc.c.html taitopjc] ==&lt;br /&gt;
Skeleton driver. Requires TLCS-900 CPU core to make progress.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitotz.c.html taitotz] ==&lt;br /&gt;
Skeleton driver. Requires TLCS-900 CPU core to make progress.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/taitowlf.c.html taitowlf] ==&lt;br /&gt;
Preliminary, PC+voodoo.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tank8.c.html tank8] ==&lt;br /&gt;
&#039;&#039;&#039; tank8a, tank8b, tank8c, tank8d &#039;&#039;&#039; - Bad / incomplete dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tattack.c.html tattack] ==&lt;br /&gt;
Preliminary, maybe protection.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tcl.c.html tcl] ==&lt;br /&gt;
Skeleton, decryption incomplete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tehkanwc.c.html tehkanwc] ==&lt;br /&gt;
&#039;&#039;&#039; tehkanwcc &#039;&#039;&#039; - Bootleg with different inputs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tetrisp2.c.html tetrisp2] ==&lt;br /&gt;
&#039;&#039;&#039; nndmseal &#039;&#039;&#039; - Missing camera and printer emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/thayers.c.html thayers] ==&lt;br /&gt;
Laserdisc game. Works in theory, but is waiting for a good quality laserdisc dump.  Does have a small list of TODO items that could be looked at prior to a disc dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/thepit.c.html thepit] ==&lt;br /&gt;
&#039;&#039;&#039; zaryavos &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/thoop2.c.html thoop2] ==&lt;br /&gt;
Unemulated protection device with internal rom and suicide capabilities (DS5002FP).&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/timeplt.c.html timeplt] ==&lt;br /&gt;
&#039;&#039;&#039; chkun &#039;&#039;&#039; - Runs on slightly different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/timetrv.c.html timetrv] ==&lt;br /&gt;
Needs laserdisc dump. Laserdisc player models used by this game are unemulated.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tmnt.c.html tmnt] ==&lt;br /&gt;
&#039;&#039;&#039; ssridersb &#039;&#039;&#039; - Bootleg on different hardware. Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/toaplan2.c.html toaplan2] ==&lt;br /&gt;
&#039;&#039;&#039; fixeight &#039;&#039;&#039; - Protection MCU supplies background data.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/tokyocop.c.html tokyocop] ==&lt;br /&gt;
Skeleton driver. PC hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/toratora.c.html toratora] ==&lt;br /&gt;
Very strange, may be missing a rom, schematics available.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/trackfld.c.html trackfld] ==&lt;br /&gt;
&#039;&#039;&#039; trackfldnz &#039;&#039;&#039; - Bootleg on different hardware.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/triforce.c.html triforce] ==&lt;br /&gt;
Skeleton driver. Needs Gamecube emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/trvmadns.c.html trvmadns] ==&lt;br /&gt;
Random hangs, probably due to incorrect question banking.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/ttchamp.c.html ttchamp] ==&lt;br /&gt;
Skeleton-ish.  V30 based, Banking issues, PIC for protection? or sound?&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/turrett.c.html turrett] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/twinkle.c.html twinkle] ==&lt;br /&gt;
Preliminary driver. TODO:  Sound (IDE DMA, finish communications), DVD, Harddrive, 16seg led font.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vamphalf.c.html vamphalf] ==&lt;br /&gt;
&#039;&#039;&#039; mrkicker &#039;&#039;&#039; - Hyperstone core bugs.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vcombat.c.html vcombat] ==&lt;br /&gt;
Partially working driver.  Most of the memory maps for all four CPUs are complete.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vega.c.html vega] ==&lt;br /&gt;
Rom dump is probably bad.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vegas.c.html vegas] ==&lt;br /&gt;
&#039;&#039;&#039; warfa &#039;&#039;&#039; - Something is wrong with the on-board ethernet chip emulation. If the chip is hacked out, the game boots, but that&#039;s not accurate. There were many rendering issues last time I checked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; roadburn &#039;&#039;&#039; - Sound board is different; with some manual fiddling, you can get it in-game, but it doesn&#039;t work particularly well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nbashowt, nbanfl &#039;&#039;&#039; - These Vegas games used a Voodoo Banshee video card. The current 3dfx voodoo emulation has some basic support for the Banshee, but it is pretty minimal. The tricky bit is that the Banshee (and later, the Voodoo 3) have integrated 2D and 3D capabilities, so we need to emulate at least part of a VGA controller in addition to the 3D. These boards also had some new features that require some addition internal reworking of the Voodoo driver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; cartfury, sf2049, sf2049se, sf2049te &#039;&#039;&#039; - Voodoo 3-based, one step beyond the Voodoo Banshee problems.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vicdual.c.html vicdual] ==&lt;br /&gt;
&#039;&#039;&#039; headonsa, headon2s &#039;&#039;&#039; - Won&#039;t coin up.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/viper.c.html viper] ==&lt;br /&gt;
Skeleton driver, PPC+voodoo.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vp101.c.html vp101] ==&lt;br /&gt;
Skeleton driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vpoker.c.html vpoker] ==&lt;br /&gt;
Needs 6840PTM hook-up, I/Os and sound emulation.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/vsnes.c.html vsnes] ==&lt;br /&gt;
&#039;&#039;&#039; smgolfb &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&#039;&#039;&#039; suprmriobl, suprmriobl2 &#039;&#039;&#039; - Bootleg with extra Z80.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wgp.c.html wgp] ==&lt;br /&gt;
Recently demoted to not working status.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wheelfir.c.html wheelfir] ==&lt;br /&gt;
Extensive TODO list on top of driver.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/williams.c.html williams] ==&lt;br /&gt;
&#039;&#039;&#039; defndjeu, tornado2 &#039;&#039;&#039; - Bad dumps.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wldarrow.c.html wldarrow] ==&lt;br /&gt;
&#039;&#039;&#039; mdrawpkr, mdrawpkra &#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/wwfsstar.c.html wwfsstar] ==&lt;br /&gt;
&#039;&#039;&#039; wwfsstaj &#039;&#039;&#039; - Bad dump.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/zn.c.html zn] ==&lt;br /&gt;
&#039;&#039;&#039; bam2 &#039;&#039;&#039; - Lacks music (which streams from a hard disk under the control of an H8/3644 MCU).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; beastrzb &#039;&#039;&#039; - Incomplete dump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; glpracr2, glpracr2j, glpracr2l &#039;&#039;&#039; - Lock up when starting a game/entering test mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; nbajamex &#039;&#039;&#039; - Black screen. Wrong banking?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; primrag2 &#039;&#039;&#039; - Locks up when starting a game.&lt;br /&gt;
&lt;br /&gt;
== [http://mamedev.org/source/src/mame/drivers/zr107.c.html zr107] ==&lt;br /&gt;
&#039;&#039;&#039; waveshrk &#039;&#039;&#039; - Uses the lower board from GTI Club (GN678), and a ZR107(PWB(A)300769A top board.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=3295</id>
		<title>Arbee&#039;s To-Do List</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=3295"/>
		<updated>2010-07-08T17:09:48Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* Near-term */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing listed here is a guarantee or promise of action.  I have many more interests than I have hours in a day.  This lists only things directly related to MAME.  Also, order listed here may not reflect actual implementation order.&lt;br /&gt;
&lt;br /&gt;
==Near-term==&lt;br /&gt;
* In progress: Namco System 23 work (with O. Galibert)&lt;br /&gt;
* Merge submitted H8S core with our existing H8 core&lt;br /&gt;
* Help Andrew with &#039;&#039;Polygonet Commanders&#039;&#039; where possible (I AM NOT A DSP56K COWBOY)&lt;br /&gt;
* Continue to work with the SpriteMind guys on YM2612 improvements&lt;br /&gt;
* SH-4 DRC for Naomi/Atomiswave (and Dreamcast in MESS)&lt;br /&gt;
&lt;br /&gt;
==Later==&lt;br /&gt;
* SCSP/AICA DSP recompiler&lt;br /&gt;
* AICA needs better envelope handling.  Shenmue DSF rips need the filters.&lt;br /&gt;
* 65816 family reunion&lt;br /&gt;
** Merge 65816/M37710 so identical opcodes use the same code&lt;br /&gt;
** Add Nintendo varient that runs in terms of SNES master cycles for better accuracy&lt;br /&gt;
* Rewrite Konami video chain and trojan unclear details&lt;br /&gt;
* Further reverse-engineering on (Super) System 23&lt;br /&gt;
* Investigate 680x0 instruction restart&lt;br /&gt;
* ARM DRC&lt;br /&gt;
&lt;br /&gt;
==SDLMAME/MESS==&lt;br /&gt;
* Rework OpenGL backend:&lt;br /&gt;
** Need to use a pixel shader to do YUV to RGB conversion or else laserdisc games will suck mightily on modern video cards (which no longer have dedicated conversion hardware)&lt;br /&gt;
** Render to texture first so user shader can still be used for final blit?  (And how bad will this break fglrx and Apple drivers?)&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=3083</id>
		<title>Arbee&#039;s To-Do List</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=3083"/>
		<updated>2010-03-09T17:31:43Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* Near-term */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing listed here is a guarantee or promise of action.  I have many more interests than I have hours in a day.  This lists only things directly related to MAME.  Also, order listed here may not reflect actual implementation order.&lt;br /&gt;
&lt;br /&gt;
==Near-term==&lt;br /&gt;
* In progress: rework 680x0 FPU using SoftFloat&lt;br /&gt;
* In progress: Namco System 23 work (with O. Galibert)&lt;br /&gt;
* Merge submitted H8S core with our existing H8 core&lt;br /&gt;
* Help Andrew with &#039;&#039;Polygonet Commanders&#039;&#039; where possible (I AM NOT A DSP56K COWBOY)&lt;br /&gt;
* Continue to work with the SpriteMind guys on YM2612 improvements&lt;br /&gt;
* SH-4 DRC for Naomi/Atomiswave (and Dreamcast in MESS)&lt;br /&gt;
&lt;br /&gt;
==Later==&lt;br /&gt;
* SCSP/AICA DSP recompiler&lt;br /&gt;
* AICA needs better envelope handling.  Shenmue DSF rips need the filters.&lt;br /&gt;
* 65816 family reunion&lt;br /&gt;
** Merge 65816/M37710 so identical opcodes use the same code&lt;br /&gt;
** Add Nintendo varient that runs in terms of SNES master cycles for better accuracy&lt;br /&gt;
* Rewrite Konami video chain and trojan unclear details&lt;br /&gt;
* Further reverse-engineering on (Super) System 23&lt;br /&gt;
* Investigate 680x0 instruction restart&lt;br /&gt;
* ARM DRC&lt;br /&gt;
&lt;br /&gt;
==SDLMAME/MESS==&lt;br /&gt;
* Rework OpenGL backend:&lt;br /&gt;
** Need to use a pixel shader to do YUV to RGB conversion or else laserdisc games will suck mightily on modern video cards (which no longer have dedicated conversion hardware)&lt;br /&gt;
** Render to texture first so user shader can still be used for final blit?  (And how bad will this break fglrx and Apple drivers?)&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=3082</id>
		<title>Arbee&#039;s To-Do List</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=3082"/>
		<updated>2010-03-09T17:30:48Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* SDLMAME/MESS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing listed here is a guarantee or promise of action.  I have many more interests than I have hours in a day.  This lists only things directly related to MAME.  Also, order listed here may not reflect actual implementation order.&lt;br /&gt;
&lt;br /&gt;
==Near-term==&lt;br /&gt;
* Merge submitted H8S core with our existing H8 core&lt;br /&gt;
* Help Andrew with &#039;&#039;Polygonet Commanders&#039;&#039; where possible (I AM NOT A DSP56K COWBOY)&lt;br /&gt;
* Continue to work with the SpriteMind guys on YM2612 improvements&lt;br /&gt;
* SH-4 DRC for Naomi/Atomiswave (and Dreamcast in MESS)&lt;br /&gt;
&lt;br /&gt;
==Later==&lt;br /&gt;
* SCSP/AICA DSP recompiler&lt;br /&gt;
* AICA needs better envelope handling.  Shenmue DSF rips need the filters.&lt;br /&gt;
* 65816 family reunion&lt;br /&gt;
** Merge 65816/M37710 so identical opcodes use the same code&lt;br /&gt;
** Add Nintendo varient that runs in terms of SNES master cycles for better accuracy&lt;br /&gt;
* Rewrite Konami video chain and trojan unclear details&lt;br /&gt;
* Further reverse-engineering on (Super) System 23&lt;br /&gt;
* Investigate 680x0 instruction restart&lt;br /&gt;
* ARM DRC&lt;br /&gt;
&lt;br /&gt;
==SDLMAME/MESS==&lt;br /&gt;
* Rework OpenGL backend:&lt;br /&gt;
** Need to use a pixel shader to do YUV to RGB conversion or else laserdisc games will suck mightily on modern video cards (which no longer have dedicated conversion hardware)&lt;br /&gt;
** Render to texture first so user shader can still be used for final blit?  (And how bad will this break fglrx and Apple drivers?)&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=2966</id>
		<title>Arbee&#039;s To-Do List</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=2966"/>
		<updated>2009-12-18T12:58:08Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* Later */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing listed here is a guarantee or promise of action.  I have many more interests than I have hours in a day.  This lists only things directly related to MAME.  Also, order listed here may not reflect actual implementation order.&lt;br /&gt;
&lt;br /&gt;
==Near-term==&lt;br /&gt;
* Merge submitted H8S core with our existing H8 core&lt;br /&gt;
* Help Andrew with &#039;&#039;Polygonet Commanders&#039;&#039; where possible (I AM NOT A DSP56K COWBOY)&lt;br /&gt;
* Continue to work with the SpriteMind guys on YM2612 improvements&lt;br /&gt;
* SH-4 DRC for Naomi/Atomiswave (and Dreamcast in MESS)&lt;br /&gt;
&lt;br /&gt;
==Later==&lt;br /&gt;
* SCSP/AICA DSP recompiler&lt;br /&gt;
* AICA needs better envelope handling.  Shenmue DSF rips need the filters.&lt;br /&gt;
* 65816 family reunion&lt;br /&gt;
** Merge 65816/M37710 so identical opcodes use the same code&lt;br /&gt;
** Add Nintendo varient that runs in terms of SNES master cycles for better accuracy&lt;br /&gt;
* Rewrite Konami video chain and trojan unclear details&lt;br /&gt;
* Further reverse-engineering on (Super) System 23&lt;br /&gt;
* Investigate 680x0 instruction restart&lt;br /&gt;
* ARM DRC&lt;br /&gt;
&lt;br /&gt;
==SDLMAME/MESS==&lt;br /&gt;
* Rework OpenGL backend:&lt;br /&gt;
** Need to use a pixel shader to do YUV to RGB conversion or else laserdisc games will suck mightily on modern video cards (which no longer have dedicated conversion hardware)&lt;br /&gt;
** Render to texture first so user shader can still be used for final blit?  (And how bad will this break fglrx and Apple drivers?)&lt;br /&gt;
* Improve GTK debugger so memory editing is possible&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=2965</id>
		<title>Arbee&#039;s To-Do List</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=2965"/>
		<updated>2009-12-18T12:55:22Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* Near-term */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing listed here is a guarantee or promise of action.  I have many more interests than I have hours in a day.  This lists only things directly related to MAME.  Also, order listed here may not reflect actual implementation order.&lt;br /&gt;
&lt;br /&gt;
==Near-term==&lt;br /&gt;
* Merge submitted H8S core with our existing H8 core&lt;br /&gt;
* Help Andrew with &#039;&#039;Polygonet Commanders&#039;&#039; where possible (I AM NOT A DSP56K COWBOY)&lt;br /&gt;
* Continue to work with the SpriteMind guys on YM2612 improvements&lt;br /&gt;
* SH-4 DRC for Naomi/Atomiswave (and Dreamcast in MESS)&lt;br /&gt;
&lt;br /&gt;
==Later==&lt;br /&gt;
* Intel Xscale PXA255 CPU and peripherals so 39in1 boots now that Andreas has decrypted it (ARM9 plus MMU and peripherals)&lt;br /&gt;
* SCSP/AICA DSP recompiler&lt;br /&gt;
* AICA needs better envelope handling.  Shenmue DSF rips need the filters.&lt;br /&gt;
* 65816 family reunion&lt;br /&gt;
** Merge 65816/M37710 so identical opcodes are used identically&lt;br /&gt;
** Add Nintendo varient that runs in terms of SNES master cycles for better accuracy&lt;br /&gt;
* Rewrite SNES renderer from scratch for better accuracy, including modern discoveries&lt;br /&gt;
* Rewrite Konami video chain and trojan unclear details&lt;br /&gt;
* Further reverse-engineering on (Super) System 23&lt;br /&gt;
&lt;br /&gt;
==SDLMAME/MESS==&lt;br /&gt;
* Rework OpenGL backend:&lt;br /&gt;
** Need to use a pixel shader to do YUV to RGB conversion or else laserdisc games will suck mightily on modern video cards (which no longer have dedicated conversion hardware)&lt;br /&gt;
** Render to texture first so user shader can still be used for final blit?  (And how bad will this break fglrx and Apple drivers?)&lt;br /&gt;
* Improve GTK debugger so memory editing is possible&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Timers_and_timing&amp;diff=2035</id>
		<title>Timers and timing</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Timers_and_timing&amp;diff=2035"/>
		<updated>2009-08-19T05:55:06Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* Creating a timer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Timers&#039;&#039;&#039; in MAME are objects which can call you back after a very precise amount of emulated time has passed.  You can use them in your drivers and devices to emulate hardware timers or do other kinds of periodic tasks.&lt;br /&gt;
&lt;br /&gt;
== The basics ==&lt;br /&gt;
&lt;br /&gt;
=== Creating a timer ===&lt;br /&gt;
&lt;br /&gt;
Each timer is an object which you refer to by an opaque pointer, like many other things in MAME.  For timers, they are of type &amp;quot;emu_timer&amp;quot;, like this:&lt;br /&gt;
&lt;br /&gt;
 emu_timer *my_timer;&lt;br /&gt;
&lt;br /&gt;
To instantiate a timer, you call &#039;&#039;&#039;timer_alloc&#039;&#039;&#039;().&lt;br /&gt;
&lt;br /&gt;
 my_timer = timer_alloc(machine, callback, reference_pointer);&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;machine&#039;&#039;&#039; is the current machine pointer.  You generally should be calling timer_alloc in either your MACHINE_INIT(), DRIVER_INIT(), or DEVICE_INIT()/CPU_INIT() functions, all of which have the current machine pointer available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;callback&#039;&#039;&#039; is your function that is called when the timer expires.  It&#039;s of this form:&lt;br /&gt;
&lt;br /&gt;
 TIMER_CALLBACK( my_timer_callback )&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;reference_pointer&#039;&#039;&#039; is any value you want that you can fit into a pointer (beware of 32/64 bit issues here!).  It is passed to your callback as a void * named &#039;&#039;&#039;ptr&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Your callback also gets a pointer to the current machine named &#039;&#039;&#039;machine&#039;&#039;&#039; and one more parameter we will discuss a little later.&lt;br /&gt;
&lt;br /&gt;
=== Arming a timer ===&lt;br /&gt;
&lt;br /&gt;
Timers can either be one-shot or periodic.  One-shot timers fire once and then never again.  Periodic timers automatically start over again after they fire and will keep going off until you stop them.  You can change a timer&#039;s &amp;quot;mode&amp;quot; on the fly if you wish - each new arm call makes the timer mode behave as specified.&lt;br /&gt;
&lt;br /&gt;
This is how you arm a timer for one-shot operation:&lt;br /&gt;
&lt;br /&gt;
 timer_adjust_oneshot(my_timer, time_to_fire, reference_integer);&lt;br /&gt;
&lt;br /&gt;
my_timer is the emu_timer object pointer you allocated, time_to_fire is the amount of time from the current point in the emulation when the timer should fire, and reference_integer is a number for your own use which is passed to your callback as an int named &#039;&#039;&#039;param&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the equivalent for periodic:&lt;br /&gt;
&lt;br /&gt;
 timer_adjust_periodic(my_timer, time_to_delay, reference_integer, time_to_fire);&lt;br /&gt;
&lt;br /&gt;
This is quite similar, but it has two time parameters.  The first (&#039;&#039;&#039;time_to_delay&#039;&#039;&#039;) is an optional amount of time to wait before beginning our periodic operation.  The &#039;&#039;&#039;time_to_fire&#039;&#039;&#039; parameter gives the period of the timer.&lt;br /&gt;
&lt;br /&gt;
=== About those time parameters ===&lt;br /&gt;
&lt;br /&gt;
Time in MAME is in terms of &amp;quot;attotime&amp;quot;, a high-precision 96 bit fixed point representation accurate to 1 attosecond.  Fortunately a variety of helpers are provided in case you don&#039;t speak attoseconds:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;attotime_never&#039;&#039;&#039; is a constant for infinity, or as close to it as MAME can get.  If you use it as a timer&#039;s time value the timer will never go off.  This is useful for when you&#039;re emulating a hardware timer and it&#039;s disabled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;attotime_zero&#039;&#039;&#039; is a constant for zero time.  If you use this as a timer value the callback will occur immediately.&lt;br /&gt;
&lt;br /&gt;
The following conversion macros are also available:&lt;br /&gt;
&lt;br /&gt;
 ATTOTIME_IN_HZ(x)&lt;br /&gt;
&lt;br /&gt;
This creates an attotime for a timer which fires x number of times per second.&lt;br /&gt;
&lt;br /&gt;
 ATTOTIME_IN_SEC(x)&lt;br /&gt;
&lt;br /&gt;
This creates an attotime for a timer which fires every x seconds.&lt;br /&gt;
 &lt;br /&gt;
 ATTOTIME_IN_MSEC(x)&lt;br /&gt;
 ATTOTIME_IN_USEC(x)&lt;br /&gt;
 ATTOTIME_IN_NSEC(x)&lt;br /&gt;
&lt;br /&gt;
These work similarly to ATTOTIME_IN_SEC but work in terms of milliseconds, microseconds, and nanoseconds.  They are rarely used, obviously.&lt;br /&gt;
&lt;br /&gt;
Math operations on attotime values are available; refer to the [http://mamedev.org/source/src/emu/attotime.h.html attotime.h] file for more information.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Timers_and_timing&amp;diff=2034</id>
		<title>Timers and timing</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Timers_and_timing&amp;diff=2034"/>
		<updated>2009-08-19T05:45:16Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* Creating a timer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Timers&#039;&#039;&#039; in MAME are objects which can call you back after a very precise amount of emulated time has passed.  You can use them in your drivers and devices to emulate hardware timers or do other kinds of periodic tasks.&lt;br /&gt;
&lt;br /&gt;
== The basics ==&lt;br /&gt;
&lt;br /&gt;
=== Creating a timer ===&lt;br /&gt;
&lt;br /&gt;
Each timer is an object which you refer to by an opaque pointer, like many other things in MAME.  For timers, they are of type &amp;quot;emu_timer&amp;quot;, like this:&lt;br /&gt;
&lt;br /&gt;
 emu_timer *my_timer;&lt;br /&gt;
&lt;br /&gt;
To instantiate a timer, you call &#039;&#039;&#039;timer_alloc&#039;&#039;&#039;().&lt;br /&gt;
&lt;br /&gt;
 my_timer = timer_alloc(machine, callback, reference_pointer);&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;machine&#039;&#039;&#039; is the current machine pointer.  You generally should be calling timer_alloc in either your MACHINE_INIT(), DRIVER_INIT(), or DEVICE_INIT()/CPU_INIT() functions, all of which have the current machine pointer available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;callback&#039;&#039;&#039; is your function that is called when the timer expires.  It&#039;s of this form:&lt;br /&gt;
&lt;br /&gt;
 TIMER_CALLBACK( my_timer_callback )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;reference_pointer&#039;&#039;&#039; is any value you want that you can fit into a pointer (beware of 32/64 bit issues here!).  It is passed to your callback as a void * named &#039;&#039;&#039;ptr&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Your callback also gets a pointer to the current machine named &#039;&#039;&#039;machine&#039;&#039;&#039; and one more parameter we will discuss a little later.&lt;br /&gt;
&lt;br /&gt;
=== Arming a timer ===&lt;br /&gt;
&lt;br /&gt;
Timers can either be one-shot or periodic.  One-shot timers fire once and then never again.  Periodic timers automatically start over again after they fire and will keep going off until you stop them.  You can change a timer&#039;s &amp;quot;mode&amp;quot; on the fly if you wish - each new arm call makes the timer mode behave as specified.&lt;br /&gt;
&lt;br /&gt;
This is how you arm a timer for one-shot operation:&lt;br /&gt;
&lt;br /&gt;
 timer_adjust_oneshot(my_timer, time_to_fire, reference_integer);&lt;br /&gt;
&lt;br /&gt;
my_timer is the emu_timer object pointer you allocated, time_to_fire is the amount of time from the current point in the emulation when the timer should fire, and reference_integer is a number for your own use which is passed to your callback as an int named &#039;&#039;&#039;param&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the equivalent for periodic:&lt;br /&gt;
&lt;br /&gt;
 timer_adjust_periodic(my_timer, time_to_delay, reference_integer, time_to_fire);&lt;br /&gt;
&lt;br /&gt;
This is quite similar, but it has two time parameters.  The first (&#039;&#039;&#039;time_to_delay&#039;&#039;&#039;) is an optional amount of time to wait before beginning our periodic operation.  The &#039;&#039;&#039;time_to_fire&#039;&#039;&#039; parameter gives the period of the timer.&lt;br /&gt;
&lt;br /&gt;
=== About those time parameters ===&lt;br /&gt;
&lt;br /&gt;
Time in MAME is in terms of &amp;quot;attotime&amp;quot;, a high-precision 96 bit fixed point representation accurate to 1 attosecond.  Fortunately a variety of helpers are provided in case you don&#039;t speak attoseconds:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;attotime_never&#039;&#039;&#039; is a constant for infinity, or as close to it as MAME can get.  If you use it as a timer&#039;s time value the timer will never go off.  This is useful for when you&#039;re emulating a hardware timer and it&#039;s disabled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;attotime_zero&#039;&#039;&#039; is a constant for zero time.  If you use this as a timer value the callback will occur immediately.&lt;br /&gt;
&lt;br /&gt;
The following conversion macros are also available:&lt;br /&gt;
&lt;br /&gt;
 ATTOTIME_IN_HZ(x)&lt;br /&gt;
&lt;br /&gt;
This creates an attotime for a timer which fires x number of times per second.&lt;br /&gt;
&lt;br /&gt;
 ATTOTIME_IN_SEC(x)&lt;br /&gt;
&lt;br /&gt;
This creates an attotime for a timer which fires every x seconds.&lt;br /&gt;
 &lt;br /&gt;
 ATTOTIME_IN_MSEC(x)&lt;br /&gt;
 ATTOTIME_IN_USEC(x)&lt;br /&gt;
 ATTOTIME_IN_NSEC(x)&lt;br /&gt;
&lt;br /&gt;
These work similarly to ATTOTIME_IN_SEC but work in terms of milliseconds, microseconds, and nanoseconds.  They are rarely used, obviously.&lt;br /&gt;
&lt;br /&gt;
Math operations on attotime values are available; refer to the [http://mamedev.org/source/src/emu/attotime.h.html attotime.h] file for more information.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Timers_and_timing&amp;diff=2033</id>
		<title>Timers and timing</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Timers_and_timing&amp;diff=2033"/>
		<updated>2009-08-19T05:43:53Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* About those time parameters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Timers&#039;&#039;&#039; in MAME are objects which can call you back after a very precise amount of emulated time has passed.  You can use them in your drivers and devices to emulate hardware timers or do other kinds of periodic tasks.&lt;br /&gt;
&lt;br /&gt;
== The basics ==&lt;br /&gt;
&lt;br /&gt;
=== Creating a timer ===&lt;br /&gt;
&lt;br /&gt;
Each timer is an object which you refer to by an opaque pointer, like many other things in MAME.  For timers, they are of type &amp;quot;emu_timer&amp;quot;, like this:&lt;br /&gt;
&lt;br /&gt;
 emu_timer *my_timer;&lt;br /&gt;
&lt;br /&gt;
To instantiate a timer, you call &#039;&#039;&#039;timer_alloc&#039;&#039;&#039;().&lt;br /&gt;
&lt;br /&gt;
 my_timer = timer_alloc(machine, callback, reference_pointer);&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;machine&#039;&#039;&#039; is the current machine pointer - you should be calling timer_alloc in either your MACHINE_INIT(), DRIVER_INIT(), or DEVICE_INIT()/CPU_INIT() functions, all of which have the current machine pointer available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;callback&#039;&#039;&#039; is your function that is called when the timer expires.  It&#039;s of this form:&lt;br /&gt;
&lt;br /&gt;
 TIMER_CALLBACK( my_timer_callback )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;reference_pointer&#039;&#039;&#039; is any value you want that you can fit into a pointer (beware of 32/64 bit issues here!).  It is passed to your callback as a void * named &#039;&#039;&#039;ptr&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Your callback also gets a pointer to the current machine named &#039;&#039;&#039;machine&#039;&#039;&#039; and one more parameter we will discuss a little later.&lt;br /&gt;
&lt;br /&gt;
=== Arming a timer ===&lt;br /&gt;
&lt;br /&gt;
Timers can either be one-shot or periodic.  One-shot timers fire once and then never again.  Periodic timers automatically start over again after they fire and will keep going off until you stop them.  You can change a timer&#039;s &amp;quot;mode&amp;quot; on the fly if you wish - each new arm call makes the timer mode behave as specified.&lt;br /&gt;
&lt;br /&gt;
This is how you arm a timer for one-shot operation:&lt;br /&gt;
&lt;br /&gt;
 timer_adjust_oneshot(my_timer, time_to_fire, reference_integer);&lt;br /&gt;
&lt;br /&gt;
my_timer is the emu_timer object pointer you allocated, time_to_fire is the amount of time from the current point in the emulation when the timer should fire, and reference_integer is a number for your own use which is passed to your callback as an int named &#039;&#039;&#039;param&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the equivalent for periodic:&lt;br /&gt;
&lt;br /&gt;
 timer_adjust_periodic(my_timer, time_to_delay, reference_integer, time_to_fire);&lt;br /&gt;
&lt;br /&gt;
This is quite similar, but it has two time parameters.  The first (&#039;&#039;&#039;time_to_delay&#039;&#039;&#039;) is an optional amount of time to wait before beginning our periodic operation.  The &#039;&#039;&#039;time_to_fire&#039;&#039;&#039; parameter gives the period of the timer.&lt;br /&gt;
&lt;br /&gt;
=== About those time parameters ===&lt;br /&gt;
&lt;br /&gt;
Time in MAME is in terms of &amp;quot;attotime&amp;quot;, a high-precision 96 bit fixed point representation accurate to 1 attosecond.  Fortunately a variety of helpers are provided in case you don&#039;t speak attoseconds:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;attotime_never&#039;&#039;&#039; is a constant for infinity, or as close to it as MAME can get.  If you use it as a timer&#039;s time value the timer will never go off.  This is useful for when you&#039;re emulating a hardware timer and it&#039;s disabled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;attotime_zero&#039;&#039;&#039; is a constant for zero time.  If you use this as a timer value the callback will occur immediately.&lt;br /&gt;
&lt;br /&gt;
The following conversion macros are also available:&lt;br /&gt;
&lt;br /&gt;
 ATTOTIME_IN_HZ(x)&lt;br /&gt;
&lt;br /&gt;
This creates an attotime for a timer which fires x number of times per second.&lt;br /&gt;
&lt;br /&gt;
 ATTOTIME_IN_SEC(x)&lt;br /&gt;
&lt;br /&gt;
This creates an attotime for a timer which fires every x seconds.&lt;br /&gt;
 &lt;br /&gt;
 ATTOTIME_IN_MSEC(x)&lt;br /&gt;
 ATTOTIME_IN_USEC(x)&lt;br /&gt;
 ATTOTIME_IN_NSEC(x)&lt;br /&gt;
&lt;br /&gt;
These work similarly to ATTOTIME_IN_SEC but work in terms of milliseconds, microseconds, and nanoseconds.  They are rarely used, obviously.&lt;br /&gt;
&lt;br /&gt;
Math operations on attotime values are available; refer to the [http://mamedev.org/source/src/emu/attotime.h.html attotime.h] file for more information.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Timers_and_timing&amp;diff=2032</id>
		<title>Timers and timing</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Timers_and_timing&amp;diff=2032"/>
		<updated>2009-08-19T05:42:43Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: New page: &amp;#039;&amp;#039;&amp;#039;Timers&amp;#039;&amp;#039;&amp;#039; in MAME are objects which can call you back after a very precise amount of emulated time has passed.  You can use them in your drivers and devices to emulate hardware timers o...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Timers&#039;&#039;&#039; in MAME are objects which can call you back after a very precise amount of emulated time has passed.  You can use them in your drivers and devices to emulate hardware timers or do other kinds of periodic tasks.&lt;br /&gt;
&lt;br /&gt;
== The basics ==&lt;br /&gt;
&lt;br /&gt;
=== Creating a timer ===&lt;br /&gt;
&lt;br /&gt;
Each timer is an object which you refer to by an opaque pointer, like many other things in MAME.  For timers, they are of type &amp;quot;emu_timer&amp;quot;, like this:&lt;br /&gt;
&lt;br /&gt;
 emu_timer *my_timer;&lt;br /&gt;
&lt;br /&gt;
To instantiate a timer, you call &#039;&#039;&#039;timer_alloc&#039;&#039;&#039;().&lt;br /&gt;
&lt;br /&gt;
 my_timer = timer_alloc(machine, callback, reference_pointer);&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;machine&#039;&#039;&#039; is the current machine pointer - you should be calling timer_alloc in either your MACHINE_INIT(), DRIVER_INIT(), or DEVICE_INIT()/CPU_INIT() functions, all of which have the current machine pointer available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;callback&#039;&#039;&#039; is your function that is called when the timer expires.  It&#039;s of this form:&lt;br /&gt;
&lt;br /&gt;
 TIMER_CALLBACK( my_timer_callback )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;reference_pointer&#039;&#039;&#039; is any value you want that you can fit into a pointer (beware of 32/64 bit issues here!).  It is passed to your callback as a void * named &#039;&#039;&#039;ptr&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Your callback also gets a pointer to the current machine named &#039;&#039;&#039;machine&#039;&#039;&#039; and one more parameter we will discuss a little later.&lt;br /&gt;
&lt;br /&gt;
=== Arming a timer ===&lt;br /&gt;
&lt;br /&gt;
Timers can either be one-shot or periodic.  One-shot timers fire once and then never again.  Periodic timers automatically start over again after they fire and will keep going off until you stop them.  You can change a timer&#039;s &amp;quot;mode&amp;quot; on the fly if you wish - each new arm call makes the timer mode behave as specified.&lt;br /&gt;
&lt;br /&gt;
This is how you arm a timer for one-shot operation:&lt;br /&gt;
&lt;br /&gt;
 timer_adjust_oneshot(my_timer, time_to_fire, reference_integer);&lt;br /&gt;
&lt;br /&gt;
my_timer is the emu_timer object pointer you allocated, time_to_fire is the amount of time from the current point in the emulation when the timer should fire, and reference_integer is a number for your own use which is passed to your callback as an int named &#039;&#039;&#039;param&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the equivalent for periodic:&lt;br /&gt;
&lt;br /&gt;
 timer_adjust_periodic(my_timer, time_to_delay, reference_integer, time_to_fire);&lt;br /&gt;
&lt;br /&gt;
This is quite similar, but it has two time parameters.  The first (&#039;&#039;&#039;time_to_delay&#039;&#039;&#039;) is an optional amount of time to wait before beginning our periodic operation.  The &#039;&#039;&#039;time_to_fire&#039;&#039;&#039; parameter gives the period of the timer.&lt;br /&gt;
&lt;br /&gt;
=== About those time parameters ===&lt;br /&gt;
&lt;br /&gt;
Time in MAME is in terms of &amp;quot;attotime&amp;quot;, a high-precision 96 bit fixed point representation accurate to 1 attosecond.  Fortunately a variety of helpers are provided in case you don&#039;t speak attoseconds:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;attotime_never&#039;&#039;&#039; is a constant for infinity, or as close to it as MAME can get.  If you use it as a timer&#039;s time value the timer will never go off.  This is useful for when you&#039;re emulating a hardware timer and it&#039;s disabled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;attotime_zero&#039;&#039;&#039; is a constant for zero time.  If you use this as a timer value the callback will occur immediately.&lt;br /&gt;
&lt;br /&gt;
The following conversion macros are also available:&lt;br /&gt;
&lt;br /&gt;
 ATTOTIME_IN_HZ(x)&lt;br /&gt;
&lt;br /&gt;
This creates an attotime for a timer which fires x number of times per second.&lt;br /&gt;
&lt;br /&gt;
 ATTOTIME_IN_SEC(x)&lt;br /&gt;
&lt;br /&gt;
This creates an attotime for a timer which first every x seconds.&lt;br /&gt;
 &lt;br /&gt;
 ATTOTIME_IN_MSEC(x)&lt;br /&gt;
 ATTOTIME_IN_USEC(x)&lt;br /&gt;
 ATTOTIME_IN_NSEC(x)&lt;br /&gt;
&lt;br /&gt;
These work similarly to ATTOTIME_IN_SEC but work in terms of milliseconds, microseconds, and nanoseconds.  They are rarely used, obviously.&lt;br /&gt;
&lt;br /&gt;
Math operations on attotime values are available; refer to the [http://mamedev.org/source/src/emu/attotime.h.html attotime.h] file for more information.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=How_MAME_Works&amp;diff=2031</id>
		<title>How MAME Works</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=How_MAME_Works&amp;diff=2031"/>
		<updated>2009-08-19T05:08:02Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* Core Internals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of documents describing the internal workings (core) of the MAME emulator.  Most are penned by Aaron Giles.&lt;br /&gt;
&lt;br /&gt;
== Building MAME ==&lt;br /&gt;
* [[Building MAME using Microsoft Visual Studio compilers]]&lt;br /&gt;
&lt;br /&gt;
== Writing for MAME ==&lt;br /&gt;
* [[Contributing to MAME]]&lt;br /&gt;
* [[Submitting Source Code]]&lt;br /&gt;
* [[MAME Coding Conventions]]&lt;br /&gt;
&lt;br /&gt;
== For Driver Writers ==&lt;br /&gt;
* [[Game Drivers]]&lt;br /&gt;
* [[Resource Management in MAME]]&lt;br /&gt;
* [[DIP Switches in MAME]]&lt;br /&gt;
* [[MAME Interrupt Function Review]]&lt;br /&gt;
* [[Using MAME&#039;s tilemap system]]&lt;br /&gt;
* [[Programmable Logic Devices in MAME]]&lt;br /&gt;
* [[CPUs and Address Spaces]]&lt;br /&gt;
* [[Address Maps]]&lt;br /&gt;
&lt;br /&gt;
== Core Internals ==&lt;br /&gt;
* [[All About Devices]]&lt;br /&gt;
* [[Timers and timing]]&lt;br /&gt;
* [[Filters and streams in the MAME Sound System]]&lt;br /&gt;
* [[Save State Fundamentals]]&lt;br /&gt;
* [[Using the GFX/TileMap viewer (F4)]]&lt;br /&gt;
* [[How To Use the &#039;New&#039; Renderer]]&lt;br /&gt;
* [[Layouts and Rendering for MAME Artwork System]]&lt;br /&gt;
* [[LAY File Basics - Part I]]&lt;br /&gt;
&lt;br /&gt;
== CPU Emulation ==&lt;br /&gt;
* [[Virtual TLB]]&lt;br /&gt;
* [[CPU Scheduling in MAME]]&lt;br /&gt;
&lt;br /&gt;
== Universal Dynamic Recompiler ==&lt;br /&gt;
* [[Core Concepts]]&lt;br /&gt;
* [[UML Architecture]]&lt;br /&gt;
** [[UML Control Flow Opcodes]]&lt;br /&gt;
** [[UML Internal Register Opcodes]]&lt;br /&gt;
** [[UML Integer Opcodes]]&lt;br /&gt;
** [[UML Floating Point Opcodes]]&lt;br /&gt;
* [[Dynamic Recompiler Author&#039;s Guide]]&lt;br /&gt;
* [[Back-End Author&#039;s Guide]]&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
* [[Executing Code Out of a Memory Region With a Read Handler]]&lt;br /&gt;
* [[Checklist for Cleaning Up Drivers]]&lt;br /&gt;
* [[Writing Messages to the Screen In a MAME Driver]]&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=FAQ:Tools&amp;diff=1959</id>
		<title>FAQ:Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=FAQ:Tools&amp;diff=1959"/>
		<updated>2009-03-13T14:51:20Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* What is ldplayer? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to the main [[Frequently Asked Questions]] page.&lt;br /&gt;
==What is romcmp?==&lt;br /&gt;
==What is jedutil?==&lt;br /&gt;
==What is chdman?==&lt;br /&gt;
==What is ldplayer?==&lt;br /&gt;
ldplayer is an optional utility that simply plays the audio and video from laserdisc CHD files.  It actually emulates and therefore behaves just like a real laserdisc player - you can pause, fast forward, rewind, and all the rest.&lt;br /&gt;
&lt;br /&gt;
==Can I use chdman to put a CHD file back onto a hard disk?==&lt;br /&gt;
==How do I use ldplayer?==&lt;br /&gt;
First off, you build it the same way you build MAME, but add TARGET=ldplayer as a final option on the command line.  mingw32-make TARGET=ldplayer on Windows, for example.&lt;br /&gt;
&lt;br /&gt;
Secondly, while ldplayer uses the same default inipath as MAME, it looks for ldplayer.ini instead of mame.ini.  To preserve your video and other options, make a copy of your mame.ini file named ldplayer.ini.&lt;br /&gt;
&lt;br /&gt;
Next, go to your MAME ROMs folder and make a copy of cubeqst.zip (the ROMs for Cube Quest).  Rename them as pr8210.zip.&lt;br /&gt;
&lt;br /&gt;
Finally, run ldplayer like this: ldplayer pr8210 -rompath=c:\path\to\pr8210.zip;c:\path\to\chd\to\play&lt;br /&gt;
&lt;br /&gt;
Note that the first path is the full path to the pr8210.zip file and the second is the full path to the laserdisc CHD file you wish to play.  There is a semicolon - ; - between them.&lt;br /&gt;
&lt;br /&gt;
Once ldplayer is running, you can hit Tab like usual and check out Inputs (this game) to see the controls.  Space is the Play/Pause button, for instance.  Note that some laserdiscs (notably Cube Quest) have 30 seconds or more of nothing at the start, so you either need to be patient or use fast-forward to start seeing video.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=FAQ:Tools&amp;diff=1958</id>
		<title>FAQ:Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=FAQ:Tools&amp;diff=1958"/>
		<updated>2009-03-13T14:47:44Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* How do I use ldplayer? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to the main [[Frequently Asked Questions]] page.&lt;br /&gt;
==What is romcmp?==&lt;br /&gt;
==What is jedutil?==&lt;br /&gt;
==What is chdman?==&lt;br /&gt;
==What is ldplayer?==&lt;br /&gt;
ldplayer is an optional utility that simply plays the audio and video from laserdisc CHD files.  It behaves much like a real laserdisc player - you can pause, fast forward, rewind, and all the rest.&lt;br /&gt;
&lt;br /&gt;
==Can I use chdman to put a CHD file back onto a hard disk?==&lt;br /&gt;
==How do I use ldplayer?==&lt;br /&gt;
First off, you build it the same way you build MAME, but add TARGET=ldplayer as a final option on the command line.  mingw32-make TARGET=ldplayer on Windows, for example.&lt;br /&gt;
&lt;br /&gt;
Secondly, while ldplayer uses the same default inipath as MAME, it looks for ldplayer.ini instead of mame.ini.  To preserve your video and other options, make a copy of your mame.ini file named ldplayer.ini.&lt;br /&gt;
&lt;br /&gt;
Next, go to your MAME ROMs folder and make a copy of cubeqst.zip (the ROMs for Cube Quest).  Rename them as pr8210.zip.&lt;br /&gt;
&lt;br /&gt;
Finally, run ldplayer like this: ldplayer pr8210 -rompath=c:\path\to\pr8210.zip;c:\path\to\chd\to\play&lt;br /&gt;
&lt;br /&gt;
Note that the first path is the full path to the pr8210.zip file and the second is the full path to the laserdisc CHD file you wish to play.  There is a semicolon - ; - between them.&lt;br /&gt;
&lt;br /&gt;
Once ldplayer is running, you can hit Tab like usual and check out Inputs (this game) to see the controls.  Space is the Play/Pause button, for instance.  Note that some laserdiscs (notably Cube Quest) have 30 seconds or more of nothing at the start, so you either need to be patient or use fast-forward to start seeing video.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=FAQ:Tools&amp;diff=1957</id>
		<title>FAQ:Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=FAQ:Tools&amp;diff=1957"/>
		<updated>2009-03-13T14:42:59Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* What is ldplayer? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to the main [[Frequently Asked Questions]] page.&lt;br /&gt;
==What is romcmp?==&lt;br /&gt;
==What is jedutil?==&lt;br /&gt;
==What is chdman?==&lt;br /&gt;
==What is ldplayer?==&lt;br /&gt;
ldplayer is an optional utility that simply plays the audio and video from laserdisc CHD files.  It behaves much like a real laserdisc player - you can pause, fast forward, rewind, and all the rest.&lt;br /&gt;
&lt;br /&gt;
==Can I use chdman to put a CHD file back onto a hard disk?==&lt;br /&gt;
==How do I use ldplayer?==&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=FAQ:Tools&amp;diff=1956</id>
		<title>FAQ:Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=FAQ:Tools&amp;diff=1956"/>
		<updated>2009-03-13T14:42:03Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to the main [[Frequently Asked Questions]] page.&lt;br /&gt;
==What is romcmp?==&lt;br /&gt;
==What is jedutil?==&lt;br /&gt;
==What is chdman?==&lt;br /&gt;
==What is ldplayer?==&lt;br /&gt;
==Can I use chdman to put a CHD file back onto a hard disk?==&lt;br /&gt;
==How do I use ldplayer?==&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=1942</id>
		<title>Arbee&#039;s To-Do List</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=1942"/>
		<updated>2008-12-21T04:24:24Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* Later */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing listed here is a guarantee or promise of action.  I have many more interests than I have hours in a day.  This lists only things directly related to MAME.  Also, order listed here may not reflect actual implementation order.&lt;br /&gt;
&lt;br /&gt;
==Near-term==&lt;br /&gt;
* &amp;lt;s&amp;gt;Fix controls in &#039;&#039;Prop Cycle&#039;&#039; now that it runs 100% on my system&amp;lt;/s&amp;gt;&lt;br /&gt;
* Get C75 BIOS hooked up in all games (NB1/2 done, FL pending)&lt;br /&gt;
* Merge submitted H8S core with our existing H8 core&lt;br /&gt;
* Help Andrew with &#039;&#039;Polygonet Commanders&#039;&#039; where possible (I AM NOT A DSP56K COWBOY)&lt;br /&gt;
* Continue to work with the SpriteMind guys on YM2612 improvements &amp;lt;s&amp;gt;(new improvements coming in 0.128u1)&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Final polish on the SH-2 DRC&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Add final missing opcodes for Saturn&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Add SH-1 with extra opcodes locked out, multiply instructions limited to SH-1&#039;s lower precision&amp;lt;/s&amp;gt;&lt;br /&gt;
* SH-4 DRC for Naomi/Atomiswave (and Dreamcast in MESS)&lt;br /&gt;
&lt;br /&gt;
==Later==&lt;br /&gt;
* Intel Xscale PXA255 CPU and peripherals so 39in1 boots now that Andreas has decrypted it (ARM9 plus MMU and peripherals)&lt;br /&gt;
* SCSP/AICA DSP recompiler&lt;br /&gt;
* AICA needs better envelope handling.  Shenmue DSF rips need the filters.&lt;br /&gt;
* 65816 family reunion&lt;br /&gt;
** Merge 65816/M37710 so identical opcodes are used identically&lt;br /&gt;
** Add Nintendo varient that runs in terms of SNES master cycles for better accuracy&lt;br /&gt;
* Rewrite SNES renderer from scratch for better accuracy, including modern discoveries&lt;br /&gt;
* Rewrite Konami video chain and trojan unclear details&lt;br /&gt;
* Further reverse-engineering on (Super) System 23&lt;br /&gt;
&lt;br /&gt;
==SDLMAME/MESS==&lt;br /&gt;
* Rework OpenGL backend:&lt;br /&gt;
** Need to use a pixel shader to do YUV to RGB conversion or else laserdisc games will suck mightily on modern video cards (which no longer have dedicated conversion hardware)&lt;br /&gt;
** Render to texture first so user shader can still be used for final blit?  (And how bad will this break fglrx and Apple drivers?)&lt;br /&gt;
* Improve GTK debugger so memory editing is possible&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=1941</id>
		<title>Arbee&#039;s To-Do List</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=1941"/>
		<updated>2008-12-21T04:23:40Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* Near-term */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing listed here is a guarantee or promise of action.  I have many more interests than I have hours in a day.  This lists only things directly related to MAME.  Also, order listed here may not reflect actual implementation order.&lt;br /&gt;
&lt;br /&gt;
==Near-term==&lt;br /&gt;
* &amp;lt;s&amp;gt;Fix controls in &#039;&#039;Prop Cycle&#039;&#039; now that it runs 100% on my system&amp;lt;/s&amp;gt;&lt;br /&gt;
* Get C75 BIOS hooked up in all games (NB1/2 done, FL pending)&lt;br /&gt;
* Merge submitted H8S core with our existing H8 core&lt;br /&gt;
* Help Andrew with &#039;&#039;Polygonet Commanders&#039;&#039; where possible (I AM NOT A DSP56K COWBOY)&lt;br /&gt;
* Continue to work with the SpriteMind guys on YM2612 improvements &amp;lt;s&amp;gt;(new improvements coming in 0.128u1)&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Final polish on the SH-2 DRC&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Add final missing opcodes for Saturn&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Add SH-1 with extra opcodes locked out, multiply instructions limited to SH-1&#039;s lower precision&amp;lt;/s&amp;gt;&lt;br /&gt;
* SH-4 DRC for Naomi/Atomiswave (and Dreamcast in MESS)&lt;br /&gt;
&lt;br /&gt;
==Later==&lt;br /&gt;
* Intel Xscale PXA255 CPU and peripherals so 39in1 boots now that Andreas has decrypted it (ARM9 plus MMU and peripherals)&lt;br /&gt;
* SCSP/AICA DSP recompiler&lt;br /&gt;
* 65816 family reunion&lt;br /&gt;
** Merge 65816/M37710 so identical opcodes are used identically&lt;br /&gt;
** Add Nintendo varient that runs in terms of SNES master cycles for better accuracy&lt;br /&gt;
* Rewrite SNES renderer from scratch for better accuracy, including modern discoveries&lt;br /&gt;
* Rewrite Konami video chain and trojan unclear details&lt;br /&gt;
* Further reverse-engineering on (Super) System 23&lt;br /&gt;
&lt;br /&gt;
==SDLMAME/MESS==&lt;br /&gt;
* Rework OpenGL backend:&lt;br /&gt;
** Need to use a pixel shader to do YUV to RGB conversion or else laserdisc games will suck mightily on modern video cards (which no longer have dedicated conversion hardware)&lt;br /&gt;
** Render to texture first so user shader can still be used for final blit?  (And how bad will this break fglrx and Apple drivers?)&lt;br /&gt;
* Improve GTK debugger so memory editing is possible&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=1940</id>
		<title>Arbee&#039;s To-Do List</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=1940"/>
		<updated>2008-12-21T04:22:57Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* Near-term */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing listed here is a guarantee or promise of action.  I have many more interests than I have hours in a day.  This lists only things directly related to MAME.  Also, order listed here may not reflect actual implementation order.&lt;br /&gt;
&lt;br /&gt;
==Near-term==&lt;br /&gt;
* &amp;lt;s&amp;gt;Fix controls in &#039;&#039;Prop Cycle&#039;&#039; now that it runs 100% on my system&amp;lt;/s&amp;gt;&lt;br /&gt;
* Get C75 BIOS hooked up in all games (NB1/2 done, FL pending)&lt;br /&gt;
* Help Andrew with &#039;&#039;Polygonet Commanders&#039;&#039; where possible (I AM NOT A DSP56K COWBOY)&lt;br /&gt;
* Continue to work with the SpriteMind guys on YM2612 improvements &amp;lt;s&amp;gt;(new improvements coming in 0.128u1)&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Final polish on the SH-2 DRC&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Add final missing opcodes for Saturn&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Add SH-1 with extra opcodes locked out, multiply instructions limited to SH-1&#039;s lower precision&amp;lt;/s&amp;gt;&lt;br /&gt;
* SH-4 DRC for Naomi/Atomiswave (and Dreamcast in MESS)&lt;br /&gt;
&lt;br /&gt;
==Later==&lt;br /&gt;
* Intel Xscale PXA255 CPU and peripherals so 39in1 boots now that Andreas has decrypted it (ARM9 plus MMU and peripherals)&lt;br /&gt;
* SCSP/AICA DSP recompiler&lt;br /&gt;
* 65816 family reunion&lt;br /&gt;
** Merge 65816/M37710 so identical opcodes are used identically&lt;br /&gt;
** Add Nintendo varient that runs in terms of SNES master cycles for better accuracy&lt;br /&gt;
* Rewrite SNES renderer from scratch for better accuracy, including modern discoveries&lt;br /&gt;
* Rewrite Konami video chain and trojan unclear details&lt;br /&gt;
* Further reverse-engineering on (Super) System 23&lt;br /&gt;
&lt;br /&gt;
==SDLMAME/MESS==&lt;br /&gt;
* Rework OpenGL backend:&lt;br /&gt;
** Need to use a pixel shader to do YUV to RGB conversion or else laserdisc games will suck mightily on modern video cards (which no longer have dedicated conversion hardware)&lt;br /&gt;
** Render to texture first so user shader can still be used for final blit?  (And how bad will this break fglrx and Apple drivers?)&lt;br /&gt;
* Improve GTK debugger so memory editing is possible&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=1911</id>
		<title>Arbee&#039;s To-Do List</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=1911"/>
		<updated>2008-10-12T02:02:14Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* Near-term */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing listed here is a guarantee or promise of action.  I have many more interests than I have hours in a day.  This lists only things directly related to MAME.  Also, order listed here may not reflect actual implementation order.&lt;br /&gt;
&lt;br /&gt;
==Near-term==&lt;br /&gt;
* &amp;lt;s&amp;gt;Fix controls in &#039;&#039;Prop Cycle&#039;&#039; now that it runs 100% on my system&amp;lt;/s&amp;gt;&lt;br /&gt;
* Get C75 BIOS hooked up in all games (NB1/2 done, FL pending)&lt;br /&gt;
* Help Andrew with &#039;&#039;Polygonet Commanders&#039;&#039; where possible (I AM NOT A DSP56K COWBOY)&lt;br /&gt;
* Continue to work with the SpriteMind guys on YM2612 improvements (new improvements coming in 0.128u1)&lt;br /&gt;
* &amp;lt;s&amp;gt;Final polish on the SH-2 DRC&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Add final missing opcodes for Saturn&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Add SH-1 with extra opcodes locked out, multiply instructions limited to SH-1&#039;s lower precision&amp;lt;/s&amp;gt;&lt;br /&gt;
* SH-4 DRC&lt;br /&gt;
&lt;br /&gt;
==Later==&lt;br /&gt;
* Intel Xscale PXA255 CPU and peripherals so 39in1 boots now that Andreas has decrypted it (ARM9 plus MMU and peripherals)&lt;br /&gt;
* SCSP/AICA DSP recompiler&lt;br /&gt;
* 65816 family reunion&lt;br /&gt;
** Merge 65816/M37710 so identical opcodes are used identically&lt;br /&gt;
** Add Nintendo varient that runs in terms of SNES master cycles for better accuracy&lt;br /&gt;
* Rewrite SNES renderer from scratch for better accuracy, including modern discoveries&lt;br /&gt;
* Rewrite Konami video chain and trojan unclear details&lt;br /&gt;
* Further reverse-engineering on (Super) System 23&lt;br /&gt;
&lt;br /&gt;
==SDLMAME/MESS==&lt;br /&gt;
* Rework OpenGL backend:&lt;br /&gt;
** Need to use a pixel shader to do YUV to RGB conversion or else laserdisc games will suck mightily on modern video cards (which no longer have dedicated conversion hardware)&lt;br /&gt;
** Render to texture first so user shader can still be used for final blit?  (And how bad will this break fglrx and Apple drivers?)&lt;br /&gt;
* Improve GTK debugger so memory editing is possible&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=1880</id>
		<title>Arbee&#039;s To-Do List</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=1880"/>
		<updated>2008-09-01T16:02:05Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* Later */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing listed here is a guarantee or promise of action.  I have many more interests than I have hours in a day.  This lists only things directly related to MAME.  Also, order listed here may not reflect actual implementation order.&lt;br /&gt;
&lt;br /&gt;
==Near-term==&lt;br /&gt;
* Fix controls in &#039;&#039;Prop Cycle&#039;&#039; now that it runs 100% on my system&lt;br /&gt;
* Get C75 BIOS hooked up in all games (starting to work now)&lt;br /&gt;
* Help Andrew with &#039;&#039;Polygonet Commanders&#039;&#039; where possible (I AM NOT A DSP56K COWBOY)&lt;br /&gt;
* Continue to work with the SpriteMind guys on YM2612 improvements&lt;br /&gt;
* &amp;lt;s&amp;gt;Final polish on the SH-2 DRC&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Add final missing opcodes for Saturn&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Add SH-1 with extra opcodes locked out, multiply instructions limited to SH-1&#039;s lower precision&amp;lt;/s&amp;gt;&lt;br /&gt;
* SH-4 DRC&lt;br /&gt;
&lt;br /&gt;
==Later==&lt;br /&gt;
* Intel Xscale PXA255 CPU and peripherals so 39in1 boots now that Andreas has decrypted it (ARM9 plus MMU and peripherals)&lt;br /&gt;
* SCSP/AICA DSP recompiler&lt;br /&gt;
* 65816 family reunion&lt;br /&gt;
** Merge 65816/M37710 so identical opcodes are used identically&lt;br /&gt;
** Add Nintendo varient that runs in terms of SNES master cycles for better accuracy&lt;br /&gt;
* Rewrite SNES renderer from scratch for better accuracy, including modern discoveries&lt;br /&gt;
* Rewrite Konami video chain and trojan unclear details&lt;br /&gt;
* Further reverse-engineering on (Super) System 23&lt;br /&gt;
&lt;br /&gt;
==SDLMAME/MESS==&lt;br /&gt;
* Rework OpenGL backend:&lt;br /&gt;
** Need to use a pixel shader to do YUV to RGB conversion or else laserdisc games will suck mightily on modern video cards (which no longer have dedicated conversion hardware)&lt;br /&gt;
** Render to texture first so user shader can still be used for final blit?  (And how bad will this break fglrx and Apple drivers?)&lt;br /&gt;
* Improve GTK debugger so memory editing is possible&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=1879</id>
		<title>Arbee&#039;s To-Do List</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=1879"/>
		<updated>2008-09-01T16:01:39Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* Later */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing listed here is a guarantee or promise of action.  I have many more interests than I have hours in a day.  This lists only things directly related to MAME.  Also, order listed here may not reflect actual implementation order.&lt;br /&gt;
&lt;br /&gt;
==Near-term==&lt;br /&gt;
* Fix controls in &#039;&#039;Prop Cycle&#039;&#039; now that it runs 100% on my system&lt;br /&gt;
* Get C75 BIOS hooked up in all games (starting to work now)&lt;br /&gt;
* Help Andrew with &#039;&#039;Polygonet Commanders&#039;&#039; where possible (I AM NOT A DSP56K COWBOY)&lt;br /&gt;
* Continue to work with the SpriteMind guys on YM2612 improvements&lt;br /&gt;
* &amp;lt;s&amp;gt;Final polish on the SH-2 DRC&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Add final missing opcodes for Saturn&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Add SH-1 with extra opcodes locked out, multiply instructions limited to SH-1&#039;s lower precision&amp;lt;/s&amp;gt;&lt;br /&gt;
* SH-4 DRC&lt;br /&gt;
&lt;br /&gt;
==Later==&lt;br /&gt;
* Intel Xscale PXA255 CPU and peripherals so 39in1 boots now that Andreas has decrypted it&lt;br /&gt;
* SCSP/AICA DSP recompiler&lt;br /&gt;
* 65816 family reunion&lt;br /&gt;
** Merge 65816/M37710 so identical opcodes are used identically&lt;br /&gt;
** Add Nintendo varient that runs in terms of SNES master cycles for better accuracy&lt;br /&gt;
* Rewrite SNES renderer from scratch for better accuracy, including modern discoveries&lt;br /&gt;
* Rewrite Konami video chain and trojan unclear details&lt;br /&gt;
* Further reverse-engineering on (Super) System 23&lt;br /&gt;
&lt;br /&gt;
==SDLMAME/MESS==&lt;br /&gt;
* Rework OpenGL backend:&lt;br /&gt;
** Need to use a pixel shader to do YUV to RGB conversion or else laserdisc games will suck mightily on modern video cards (which no longer have dedicated conversion hardware)&lt;br /&gt;
** Render to texture first so user shader can still be used for final blit?  (And how bad will this break fglrx and Apple drivers?)&lt;br /&gt;
* Improve GTK debugger so memory editing is possible&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=1878</id>
		<title>Arbee&#039;s To-Do List</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=1878"/>
		<updated>2008-09-01T16:01:05Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* Near-term */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing listed here is a guarantee or promise of action.  I have many more interests than I have hours in a day.  This lists only things directly related to MAME.  Also, order listed here may not reflect actual implementation order.&lt;br /&gt;
&lt;br /&gt;
==Near-term==&lt;br /&gt;
* Fix controls in &#039;&#039;Prop Cycle&#039;&#039; now that it runs 100% on my system&lt;br /&gt;
* Get C75 BIOS hooked up in all games (starting to work now)&lt;br /&gt;
* Help Andrew with &#039;&#039;Polygonet Commanders&#039;&#039; where possible (I AM NOT A DSP56K COWBOY)&lt;br /&gt;
* Continue to work with the SpriteMind guys on YM2612 improvements&lt;br /&gt;
* &amp;lt;s&amp;gt;Final polish on the SH-2 DRC&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Add final missing opcodes for Saturn&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Add SH-1 with extra opcodes locked out, multiply instructions limited to SH-1&#039;s lower precision&amp;lt;/s&amp;gt;&lt;br /&gt;
* SH-4 DRC&lt;br /&gt;
&lt;br /&gt;
==Later==&lt;br /&gt;
* SCSP/AICA DSP recompiler&lt;br /&gt;
* 65816 family reunion&lt;br /&gt;
** Merge 65816/M37710 so identical opcodes are used identically&lt;br /&gt;
** Add Nintendo varient that runs in terms of SNES master cycles for better accuracy&lt;br /&gt;
* Rewrite SNES renderer from scratch for better accuracy, including modern discoveries&lt;br /&gt;
* Rewrite Konami video chain and trojan unclear details&lt;br /&gt;
* Further reverse-engineering on (Super) System 23&lt;br /&gt;
&lt;br /&gt;
==SDLMAME/MESS==&lt;br /&gt;
* Rework OpenGL backend:&lt;br /&gt;
** Need to use a pixel shader to do YUV to RGB conversion or else laserdisc games will suck mightily on modern video cards (which no longer have dedicated conversion hardware)&lt;br /&gt;
** Render to texture first so user shader can still be used for final blit?  (And how bad will this break fglrx and Apple drivers?)&lt;br /&gt;
* Improve GTK debugger so memory editing is possible&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=1869</id>
		<title>Arbee&#039;s To-Do List</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=1869"/>
		<updated>2008-08-16T21:52:12Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing listed here is a guarantee or promise of action.  I have many more interests than I have hours in a day.  This lists only things directly related to MAME.  Also, order listed here may not reflect actual implementation order.&lt;br /&gt;
&lt;br /&gt;
==Near-term==&lt;br /&gt;
* Fix controls in &#039;&#039;Prop Cycle&#039;&#039; now that it runs 100% on my system&lt;br /&gt;
* Help Andrew with &#039;&#039;Polygonet Commanders&#039;&#039; where possible (I AM NOT A DSP56K COWBOY)&lt;br /&gt;
* Continue to work with the SpriteMind guys on YM2612 improvements&lt;br /&gt;
* &amp;lt;s&amp;gt;Final polish on the SH-2 DRC&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Add final missing opcodes for Saturn&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;Add SH-1 with extra opcodes locked out, multiply instructions limited to SH-1&#039;s lower precision&amp;lt;/s&amp;gt;&lt;br /&gt;
* SH-4 DRC&lt;br /&gt;
&lt;br /&gt;
==Later==&lt;br /&gt;
* SCSP/AICA DSP recompiler&lt;br /&gt;
* 65816 family reunion&lt;br /&gt;
** Merge 65816/M37710 so identical opcodes are used identically&lt;br /&gt;
** Add Nintendo varient that runs in terms of SNES master cycles for better accuracy&lt;br /&gt;
* Rewrite SNES renderer from scratch for better accuracy, including modern discoveries&lt;br /&gt;
* Rewrite Konami video chain and trojan unclear details&lt;br /&gt;
* Further reverse-engineering on (Super) System 23&lt;br /&gt;
&lt;br /&gt;
==SDLMAME/MESS==&lt;br /&gt;
* Rework OpenGL backend:&lt;br /&gt;
** Need to use a pixel shader to do YUV to RGB conversion or else laserdisc games will suck mightily on modern video cards (which no longer have dedicated conversion hardware)&lt;br /&gt;
** Render to texture first so user shader can still be used for final blit?  (And how bad will this break fglrx and Apple drivers?)&lt;br /&gt;
* Improve GTK debugger so memory editing is possible&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=1868</id>
		<title>Arbee&#039;s To-Do List</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Arbee%27s_To-Do_List&amp;diff=1868"/>
		<updated>2008-08-15T21:37:38Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: New page: Nothing listed here is a guarantee or promise of action.  I have many more interests than I have hours in a day.  This lists only things directly related to MAME.  Also, order listed here ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing listed here is a guarantee or promise of action.  I have many more interests than I have hours in a day.  This lists only things directly related to MAME.  Also, order listed here may not reflect actual implementation order.&lt;br /&gt;
&lt;br /&gt;
==Near-term==&lt;br /&gt;
* Fix controls in &#039;&#039;Prop Cycle&#039;&#039; now that it runs 100% on my system&lt;br /&gt;
* Help Andrew with &#039;&#039;Polygonet Commanders&#039;&#039; where possible (I AM NOT A DSP56K COWBOY)&lt;br /&gt;
* Continue to work with the SpriteMind guys on YM2612 improvements&lt;br /&gt;
* Final polish on the SH-2 DRC&lt;br /&gt;
** Add final missing opcodes for Saturn&lt;br /&gt;
** Add SH-1 with extra opcodes locked out, multiply instructions limited to SH-1&#039;s lower precision&lt;br /&gt;
* SH-4 DRC&lt;br /&gt;
&lt;br /&gt;
==Later==&lt;br /&gt;
* SCSP/AICA DSP recompiler&lt;br /&gt;
* 65816 family reunion&lt;br /&gt;
** Merge 65816/M37710 so identical opcodes are used identically&lt;br /&gt;
** Add Nintendo varient that runs in terms of SNES master cycles for better accuracy&lt;br /&gt;
* Rewrite SNES renderer from scratch for better accuracy, including modern discoveries&lt;br /&gt;
* Rewrite Konami video chain and trojan unclear details&lt;br /&gt;
* Further reverse-engineering on (Super) System 23&lt;br /&gt;
&lt;br /&gt;
==SDLMAME/MESS==&lt;br /&gt;
* Rework OpenGL backend:&lt;br /&gt;
** Need to use a pixel shader to do YUV to RGB conversion or else laserdisc games will suck mightily on modern video cards (which no longer have dedicated conversion hardware)&lt;br /&gt;
** Render to texture first so user shader can still be used for final blit?  (And how bad will this break fglrx and Apple drivers?)&lt;br /&gt;
* Improve GTK debugger so memory editing is possible&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Developer_WIPs&amp;diff=1867</id>
		<title>Developer WIPs</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Developer_WIPs&amp;diff=1867"/>
		<updated>2008-08-15T21:02:43Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These pages are here to serve as WIPs, to-do lists, or whatever else the developer wants to talk about here (as long as it&#039;s MAME related!)&lt;br /&gt;
&lt;br /&gt;
* [[Aaron&#039;s To-Do List]]&lt;br /&gt;
* [[Ernesto&#039;s To-Do List]]&lt;br /&gt;
* [[Phil B&#039;s To-Do List]]&lt;br /&gt;
* [[Reip&#039;s To-Do List]]&lt;br /&gt;
* [[Robbie&#039;s To-Do List]]&lt;br /&gt;
* [[Arbee&#039;s To-Do List]]&lt;br /&gt;
&lt;br /&gt;
And here are links to individual developers&#039; pages that are maintained elsewhere:&lt;br /&gt;
&lt;br /&gt;
* [http://mamelife.blogspot.com/ Nicola&#039;s MAME Ramblings]&lt;br /&gt;
* [http://haze.mameworld.info/ David Haywood&#039;s Homepage]&lt;br /&gt;
* [http://www.aarongiles.com/ Aaron Giles&#039; Homepage]&lt;br /&gt;
* [http://rbelmont.mameworld.info/ Arbee&#039;s WIP Emporium] (R. Belmont)&lt;br /&gt;
* [http://avoidspikes.blogspot.com/ Avoid Spikes] (Frank Palazzolo)&lt;br /&gt;
* [http://cgfm2.emuviews.com/ Charles MacDonald&#039;s Home Page]&lt;br /&gt;
* [http://www.vcmame.net/wip/ VCMAME.NET] (Bryan McPhail)&lt;br /&gt;
* [http://www.citylan.it/reip/ Reip&#039;s MAME WIP] (Pierpaolo Prazzoli)&lt;br /&gt;
* [http://www.slanina.pl/mamewip.html Tomasz Slanina]&lt;br /&gt;
* [http://www.citylan.it/kale/ Angelo Salese Page]&lt;br /&gt;
* [http://www.lucaelia.com/mame.php Luca&#039;s MAME Drivers] (Luca Elia)&lt;br /&gt;
* [http://www.mameworld.net/vlinde/ Ville&#039;s Development Log] (Ville Linde)&lt;br /&gt;
* [http://www.mameworld.net/ajg/ Drew&#039;s MAMEography] (Andrew Gardner)&lt;br /&gt;
* [http://derrick.mameworld.info/ D&#039;s MAME Stuff] (Derrick Renaud)&lt;br /&gt;
* [http://smf.mameworld.info/ smf&#039;s Blog]&lt;br /&gt;
* [http://www.mameworld.net/tourniquet/ Tourniquet&#039;s MAME News] (Paul Priest)&lt;br /&gt;
* [http://philwip.mameworld.info/ PhilWIP] (Philip Bennett)&lt;br /&gt;
* [http://www.mameworld.net/robbie/ Risen From My Grave] (Roberto Fresca)&lt;br /&gt;
* [http://www.manuelabadia.com/blog/CategoryView,category,Games.aspx Manuel Abadia]&lt;br /&gt;
* [http://web.utanet.at/nkehrer/index.html Norbert&#039;s Emulators] (Norbert Kehrer)&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Sprites&amp;diff=1866</id>
		<title>Sprites</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Sprites&amp;diff=1866"/>
		<updated>2008-08-15T21:00:37Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: initial version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== A character is you! ===&lt;br /&gt;
&lt;br /&gt;
As has already been covered, [[tilemaps]] were developed as a way to display backgrounds using relatively minimal computational resources.  However, tilemaps alone are difficult to make a complete game with.  A method was needed to overlay small moving objects over the tilemap in order to create many of the genres of games we now take for granted.  The solution was found inside the tilemap circuitry: at the heart of a tilemap generator is a circuit that can draw a single tile at a specified screen position with horizontal or vertical flipping.  This became the basis of early sprite circuits used in games such as &#039;&#039;Rally-X&#039;&#039; and &#039;&#039;Pac-Man&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
These early games were limited to sprites that were the size of a single tile and there was a low limit on how many sprites could be displayed at once (often 8 or 16).  Nonetheless, many of the games now considered &amp;quot;classics&amp;quot; were made within these limitations.&lt;br /&gt;
&lt;br /&gt;
=== Growth opportunities ===&lt;br /&gt;
&lt;br /&gt;
Almost as soon as there were sprites there was a desire for bigger sprites.  This was pursued in multiple directions by hardware makers.  Most hardware went the route of making sprites bigger by allowing a single sprite to be made of multiple tiles.  Unlike a conventional tilemap the order of tiles used in the sprite was normally fixed in some pattern, but the effect was the ability to show larger sprites.  Sega was among the first to experiment with scaling sprites, where a single image was drawn larger or smaller than it actually was drawn at.  This was first used in a relatively primitive form in &#039;&#039;Turbo&#039;&#039;.  A more sophisticated version powered classics like &#039;&#039;Space Harrier&#039;&#039;, &#039;&#039;OutRun&#039;&#039;, and &#039;&#039;Afterburner&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Tilemaps&amp;diff=1800</id>
		<title>Tilemaps</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Tilemaps&amp;diff=1800"/>
		<updated>2008-06-18T02:29:34Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* Rotate and zoom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The problem ==&lt;br /&gt;
&lt;br /&gt;
=== The need for speed ===&lt;br /&gt;
&lt;br /&gt;
Early games needed fast-moving screens full of action.  One obvious way to do this is to simply have a [[framebuffer]] representing the image, and the CPU performs animation by updating the framebuffer.  Early CPU-controlled games like Space Invaders did just that.  However, you&#039;ll notice that games on that hardware typically didn&#039;t do much drawing per frame, and in Space Invaders when the whole armada is moving it&#039;s noticably sluggish.  Simple math reveals why: these systems used 8-bit CPUs at typically 1 or 2 MHz.  If you assume an average 320x240 resolution, even at Space Invaders&#039; 1 bit per pixel, there are (320 * 240)/8 = 9600 bytes of RAM in the framebuffer to update.  Assuming a highly idealized rate of updating 1 byte every 2 cycles, that means you need to be running at least 1.2 MHz just to update the screen at 60 frames per second.  And that&#039;s not including AI, sound, and other game logic.&lt;br /&gt;
&lt;br /&gt;
=== Making it worse ===&lt;br /&gt;
&lt;br /&gt;
This got worse when color was introduced: suddenly that 9600 bytes becomes 19200 bytes for 4 colors or 38400 bytes for 16 colors, with corresponding CPU requirements increasing to 2.3 and 4.6 MHz, which starts to be out of the reach of affordable early 80s microprocessors.&lt;br /&gt;
&lt;br /&gt;
== The fix ==&lt;br /&gt;
&lt;br /&gt;
=== An unlikely source ===&lt;br /&gt;
&lt;br /&gt;
The fix came from text-only display terminals.  These devices split the screen up into rectangles of pixels formed from a fixed number of horizontal and vertical pixels, such as 7x9 or 8x8.  In this way, the CPU can cause an instant change to all the pixels in a cell to a different letter pattern by changing a single byte in memory.  Game hardware designers realized that if the &amp;quot;font&amp;quot; was changed to include the building blocks of pictures in addition to letters and numbers that this system would allow large-scale animation quickly at a low cost in CPU cycles.&lt;br /&gt;
&lt;br /&gt;
Returning to our example of a 320x240 screen, tilemaps typically used 8x8 pixel cells (called &amp;quot;tiles&amp;quot;), so video RAM in this case would be only 1200 bytes.  The same math as before reveals that you can change the entire screen at 60 frames per second in only 144,000 CPU cycles, or about 10% of a typical 1 MHz microprocessor.  This is far more manageable.  If you use 2 bytes per cell to get a far greater available graphical variety (65,536 pieces instead of 256), it&#039;s still only 20% of the CPU time.&lt;br /&gt;
&lt;br /&gt;
Better still, increasing the color depth meant no change to the size of video memory or the amount of CPU required to update it.  The CPU didn&#039;t need to care if each 8x8 tile was 2, 4, 16, or 256 colors.  The video hardware obviously did, but it&#039;s the CPU we&#039;re most concerned about.  And from the CPU&#039;s perspective this technique is a major work saver.&lt;br /&gt;
&lt;br /&gt;
== The features ==&lt;br /&gt;
&lt;br /&gt;
=== Scrolling ===&lt;br /&gt;
&lt;br /&gt;
As electronics got better, tilemaps were given more effects.  The first one was scrolling.  A relatively easy change to the video hardware allows the CPU to control where in the tilemap the origin of drawing is, which means the screen can be made to move horizontally or vertically in any direction.  The hardware will automatically loop around if it runs off the end of video memory, creating the illusion of an unbroken image.  By combining this with making the video memory larger (typically twice the size of the screen) you can write in new data just off screen while scrolling so it appears that you have an infinitely long image that doesn&#039;t just repeat.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
&lt;br /&gt;
In order to give the programmers maximum flexibility, most tilemap hardware reserves one color (either a palette index or an actual RGB value) which is not drawn - it simply shows whatever was behind it.  This allows you to stack tilemaps to create various fake perspective and other effects.  It&#039;s also useful to increase the apparent color depth of an object.  (Note that transparency is unrelated to the effect where you can see one object through another stained-glass style - that&#039;s properly called translucency).&lt;br /&gt;
&lt;br /&gt;
=== Flipping ===&lt;br /&gt;
&lt;br /&gt;
Another easy thing to do in video hardware is to draw each tile mirrored: horizonally, vertically, or both.  So by using a few bits in video memory for each tile as flip controls instead of just to pick an image you could achieve dramatic memory savings on symmetrical images.  (This was also handy for flipping the screen in cocktail games).&lt;br /&gt;
&lt;br /&gt;
=== Color changes ===&lt;br /&gt;
&lt;br /&gt;
By using a few more of the bits in video RAM as a color control for each tile it became possible to change what color palette a tile was drawn with.  For instance, you could take text drawn in white and show it as grey, blue, red, green, or whatever without having the artist redraw it in all of those colors.  This again allowed memory savings.&lt;br /&gt;
&lt;br /&gt;
=== Rotate and zoom ===&lt;br /&gt;
&lt;br /&gt;
Around 1987 it was possible to pack enough circuitry into a small custom chip that arcade manufacturers started adding rotate and zoom capability (commonly abbreviated as &amp;quot;ROZ&amp;quot;, and probably best known to many gamers as &amp;quot;Mode 7&amp;quot;, after the display mode on the Super Nintendo that featured it).  Namco was first out with the effect (in games like &amp;quot;Assault&amp;quot;), followed by Konami and others.  This was probably most commonly used to provide a perspective ground or road, but it was also usable for many other effects.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Tilemaps&amp;diff=1795</id>
		<title>Tilemaps</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Tilemaps&amp;diff=1795"/>
		<updated>2008-06-12T19:08:26Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The problem ==&lt;br /&gt;
&lt;br /&gt;
=== The need for speed ===&lt;br /&gt;
&lt;br /&gt;
Early games needed fast-moving screens full of action.  One obvious way to do this is to simply have a [[framebuffer]] representing the image, and the CPU performs animation by updating the framebuffer.  Early CPU-controlled games like Space Invaders did just that.  However, you&#039;ll notice that games on that hardware typically didn&#039;t do much drawing per frame, and in Space Invaders when the whole armada is moving it&#039;s noticably sluggish.  Simple math reveals why: these systems used 8-bit CPUs at typically 1 or 2 MHz.  If you assume an average 320x240 resolution, even at Space Invaders&#039; 1 bit per pixel, there are (320 * 240)/8 = 9600 bytes of RAM in the framebuffer to update.  Assuming a highly idealized rate of updating 1 byte every 2 cycles, that means you need to be running at least 1.2 MHz just to update the screen at 60 frames per second.  And that&#039;s not including AI, sound, and other game logic.&lt;br /&gt;
&lt;br /&gt;
=== Making it worse ===&lt;br /&gt;
&lt;br /&gt;
This got worse when color was introduced: suddenly that 9600 bytes becomes 19200 bytes for 4 colors or 38400 bytes for 16 colors, with corresponding CPU requirements increasing to 2.3 and 4.6 MHz, which starts to be out of the reach of affordable early 80s microprocessors.&lt;br /&gt;
&lt;br /&gt;
== The fix ==&lt;br /&gt;
&lt;br /&gt;
=== An unlikely source ===&lt;br /&gt;
&lt;br /&gt;
The fix came from text-only display terminals.  These devices split the screen up into rectangles of pixels formed from a fixed number of horizontal and vertical pixels, such as 7x9 or 8x8.  In this way, the CPU can cause an instant change to all the pixels in a cell to a different letter pattern by changing a single byte in memory.  Game hardware designers realized that if the &amp;quot;font&amp;quot; was changed to include the building blocks of pictures in addition to letters and numbers that this system would allow large-scale animation quickly at a low cost in CPU cycles.&lt;br /&gt;
&lt;br /&gt;
Returning to our example of a 320x240 screen, tilemaps typically used 8x8 pixel cells (called &amp;quot;tiles&amp;quot;), so video RAM in this case would be only 1200 bytes.  The same math as before reveals that you can change the entire screen at 60 frames per second in only 144,000 CPU cycles, or about 10% of a typical 1 MHz microprocessor.  This is far more manageable.  If you use 2 bytes per cell to get a far greater available graphical variety (65,536 pieces instead of 256), it&#039;s still only 20% of the CPU time.&lt;br /&gt;
&lt;br /&gt;
Better still, increasing the color depth meant no change to the size of video memory or the amount of CPU required to update it.  The CPU didn&#039;t need to care if each 8x8 tile was 2, 4, 16, or 256 colors.  The video hardware obviously did, but it&#039;s the CPU we&#039;re most concerned about.  And from the CPU&#039;s perspective this technique is a major work saver.&lt;br /&gt;
&lt;br /&gt;
== The features ==&lt;br /&gt;
&lt;br /&gt;
=== Scrolling ===&lt;br /&gt;
&lt;br /&gt;
As electronics got better, tilemaps were given more effects.  The first one was scrolling.  A relatively easy change to the video hardware allows the CPU to control where in the tilemap the origin of drawing is, which means the screen can be made to move horizontally or vertically in any direction.  The hardware will automatically loop around if it runs off the end of video memory, creating the illusion of an unbroken image.  By combining this with making the video memory larger (typically twice the size of the screen) you can write in new data just off screen while scrolling so it appears that you have an infinitely long image that doesn&#039;t just repeat.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
&lt;br /&gt;
In order to give the programmers maximum flexibility, most tilemap hardware reserves one color (either a palette index or an actual RGB value) which is not drawn - it simply shows whatever was behind it.  This allows you to stack tilemaps to create various fake perspective and other effects.  It&#039;s also useful to increase the apparent color depth of an object.  (Note that transparency is unrelated to the effect where you can see one object through another stained-glass style - that&#039;s properly called translucency).&lt;br /&gt;
&lt;br /&gt;
=== Flipping ===&lt;br /&gt;
&lt;br /&gt;
Another easy thing to do in video hardware is to draw each tile mirrored: horizonally, vertically, or both.  So by using a few bits in video memory for each tile as flip controls instead of just to pick an image you could achieve dramatic memory savings on symmetrical images.  (This was also handy for flipping the screen in cocktail games).&lt;br /&gt;
&lt;br /&gt;
=== Color changes ===&lt;br /&gt;
&lt;br /&gt;
By using a few more of the bits in video RAM as a color control for each tile it became possible to change what color palette a tile was drawn with.  For instance, you could take text drawn in white and show it as grey, blue, red, green, or whatever without having the artist redraw it in all of those colors.  This again allowed memory savings.&lt;br /&gt;
&lt;br /&gt;
=== Rotate and zoom ===&lt;br /&gt;
&lt;br /&gt;
Around 1987 it was possible to pack enough circuitry into a small custom chip that arcade manufacturers started adding rotate and zoom capability (commonly abbreviated as &amp;quot;ROZ&amp;quot;, and probably best known to many gamers as &amp;quot;Mode 7&amp;quot;, after the display mode on the Super Nintendo that featured it).  Namco was first out with the effect (in games like &amp;quot;Assault&amp;quot;), followed by Konami and then Atari.  This was probably most commonly used to provide a perspective ground or road, but it was also usable for many other effects.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Tilemaps&amp;diff=1794</id>
		<title>Tilemaps</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Tilemaps&amp;diff=1794"/>
		<updated>2008-06-12T19:07:02Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: More stuff.  Still needs some visual aids.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The problem ==&lt;br /&gt;
&lt;br /&gt;
=== The need for speed ===&lt;br /&gt;
&lt;br /&gt;
Early games needed fast-moving screens full of action.  One obvious way to do this is to simply have a [[framebuffer]] representing the image, and the CPU performs animation by updating the framebuffer.  Early CPU-controlled games like Space Invaders did just that.  However, you&#039;ll notice that games on that hardware typically didn&#039;t do much drawing per frame, and in Space Invaders when the whole armada is moving it&#039;s noticably sluggish.  Simple math reveals why: these systems used 8-bit CPUs at typically 1 or 2 MHz.  If you assume an average 320x240 resolution, even at Space Invaders&#039; 1 bit per pixel, there are (320 * 240)/8 = 9600 bytes of RAM in the framebuffer to update.  Assuming a highly idealized rate of updating 1 byte every 2 cycles, that means you need to be running at least 1.2 MHz just to update the screen at 60 frames per second.  And that&#039;s not including AI, sound, and other game logic.&lt;br /&gt;
&lt;br /&gt;
=== Making it worse ===&lt;br /&gt;
&lt;br /&gt;
This got worse when color was introduced: suddenly that 9600 bytes becomes 19200 bytes for 4 colors or 38400 bytes for 16 colors, with corresponding CPU requirements increasing to 2.3 and 4.6 MHz, which starts to be out of the reach of affordable early 80s microprocessors.&lt;br /&gt;
&lt;br /&gt;
== The fix ==&lt;br /&gt;
&lt;br /&gt;
=== An unlikely source ===&lt;br /&gt;
&lt;br /&gt;
The fix came from text-only display terminals.  These devices split the screen up into rectangles of pixels formed from a fixed number of horizontal and vertical pixels, such as 7x9 or 8x8.  In this way, the CPU can cause an instant change to all the pixels in a cell to a different letter pattern by changing a single byte in memory.  Game hardware designers realized that if the &amp;quot;font&amp;quot; was changed to include the building blocks of pictures in addition to letters and numbers that this system would allow large-scale animation quickly at a low cost in CPU cycles.&lt;br /&gt;
&lt;br /&gt;
Returning to our example of a 320x240 screen, tilemaps typically used 8x8 pixel cells (called &amp;quot;tiles&amp;quot;), so video RAM in this case would be only 1200 bytes.  The same math as before reveals that you can change the entire screen at 60 frames per second in only 144,000 CPU cycles, or about 10% of a typical 1 MHz microprocessor.  This is far more manageable.  If you use 2 bytes per cell to get a far greater available graphical variety (65,536 pieces instead of 256), it&#039;s still only 20% of the CPU time.&lt;br /&gt;
&lt;br /&gt;
Better still, increasing the color depth meant no change to the size of video memory or the amount of CPU required to update it.  The CPU didn&#039;t need to care if each 8x8 tile was 2, 4, 16, or 256 colors.  The video hardware obviously did, but it&#039;s the CPU we&#039;re most concerned about.  And from the CPU&#039;s perspective this technique is a major work saver.&lt;br /&gt;
&lt;br /&gt;
== The features ==&lt;br /&gt;
&lt;br /&gt;
=== Scrolling ===&lt;br /&gt;
&lt;br /&gt;
As electronics got better, tilemaps were given more effects.  The first one was scrolling.  A relatively easy change to the video hardware allows the CPU to control where in the tilemap the origin of drawing is, which means the screen can be made to move horizontally or vertically in any direction.  The hardware will automatically loop around if it runs off the end of video memory, creating the illusion of an unbroken image.  By combining this with making the video memory larger (typically twice the size of the screen) you can write in new data just off screen while scrolling so it appears that you have an infinitely long image that doesn&#039;t just repeat.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
&lt;br /&gt;
In order to give the programmers maximum flexibility, most tilemap hardware reserves one color (either a palette index or an actual RGB value) which is not drawn - it simply shows whatever was behind it.  This allows you to stack tilemaps to create various fake perspective and other effects.  It&#039;s also useful to increase the apparent color depth of an object.  (Note that transparency is unrelated to the effect where you can see one object through another stained-glass style - that&#039;s properly called translucency).&lt;br /&gt;
&lt;br /&gt;
=== Flipping ===&lt;br /&gt;
&lt;br /&gt;
Another easy thing to do in video hardware is to draw each tile mirrored: horizonally, vertically, or both.  So by using a few bits in video memory for each tile as flip controls instead of just to pick an image you could achieve dramatic memory savings on symmetrical images.  (This was also handy for flipping the screen in cocktail games).&lt;br /&gt;
&lt;br /&gt;
=== Color changes ===&lt;br /&gt;
&lt;br /&gt;
By using a few more of the bits in video RAM as a color control for each tile it became possible to change what color palette a tile was drawn with.  For instance, you could take text drawn in white and show it as grey, blue, red, green, or whatever without having the artist redraw it in all of those colors.  This again allowed memory savings.&lt;br /&gt;
&lt;br /&gt;
=== Rotate and zoom ===&lt;br /&gt;
&lt;br /&gt;
Around 1987 it was possible to pack enough circuitry into a small custom chip that arcade manufacturers started adding rotate and zoom capability (commonly abbreviated as &amp;quot;ROZ&amp;quot;, and probably best known to many gamers as &amp;quot;Mode 7&amp;quot;, after the display mode on the Super Nintendo that featured it).  Namco was first out with the effect (in games like &amp;quot;Assault&amp;quot;), followed by Konami and then Atari.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Tilemaps&amp;diff=1738</id>
		<title>Tilemaps</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Tilemaps&amp;diff=1738"/>
		<updated>2008-05-30T20:53:49Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* An unlikely source */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The problem ==&lt;br /&gt;
&lt;br /&gt;
=== The need for speed ===&lt;br /&gt;
&lt;br /&gt;
Early games needed fast-moving screens full of action.  One obvious way to do this is to simply have a [[framebuffer]] representing the image, and the CPU performs animation by updating the framebuffer.  Early CPU-controlled games like Space Invaders did just that.  However, you&#039;ll notice that games on that hardware typically didn&#039;t do much drawing per frame, and in Space Invaders when the whole armada is moving it&#039;s noticably sluggish.  Simple math reveals why: these systems used 8-bit CPUs at typically 1 or 2 MHz.  If you assume an average 320x240 resolution, even at Space Invaders&#039; 1 bit per pixel, there are (320 * 240)/8 = 9600 bytes of RAM in the framebuffer to update.  Assuming a highly idealized rate of updating 1 byte every 2 cycles, that means you need to be running at least 1.2 MHz just to update the screen at 60 frames per second.  And that&#039;s not including AI, sound, and other game logic.&lt;br /&gt;
&lt;br /&gt;
=== Making it worse ===&lt;br /&gt;
&lt;br /&gt;
This got worse when color was introduced: suddenly that 9600 bytes becomes 19200 bytes for 4 colors or 38400 bytes for 16 colors, with corresponding CPU requirements increasing to 2.3 and 4.6 MHz, which starts to be out of the reach of affordable early 80s microprocessors.&lt;br /&gt;
&lt;br /&gt;
== The fix ==&lt;br /&gt;
&lt;br /&gt;
=== An unlikely source ===&lt;br /&gt;
&lt;br /&gt;
The fix came from text-only display terminals.  These devices split the screen up into rectangles of pixels formed from a fixed number of horizontal and vertical pixels, such as 7x9 or 8x8.  In this way, the CPU can cause an instant change to all the pixels in a cell to a different letter pattern by changing a single byte in memory.  Game hardware designers realized that if the &amp;quot;font&amp;quot; was changed to include the building blocks of pictures in addition to letters and numbers that this system would allow large-scale animation quickly at a low cost in CPU cycles.&lt;br /&gt;
&lt;br /&gt;
Returning to our example of a 320x240 screen, tilemaps typically used 8x8 pixel cells (called &amp;quot;tiles&amp;quot;), so video RAM in this case would be only 1200 bytes.  The same math as before reveals that you can change the entire screen at 60 frames per second in only 144,000 CPU cycles, or about 10% of a typical 1 MHz microprocessor.  This is far more manageable.  If you use 2 bytes per cell to get a far greater available graphical variety (65,536 pieces instead of 256), it&#039;s still only 20% of the CPU time.&lt;br /&gt;
&lt;br /&gt;
Better still, increasing the color depth meant no change to the size of video memory or the amount of CPU required to update it.  The CPU didn&#039;t need to care if each 8x8 tile was 2, 4, 16, or 256 colors.  The video hardware obviously did, but it&#039;s the CPU we&#039;re most concerned about.  And from the CPU&#039;s perspective this technique is a major work saver.&lt;br /&gt;
&lt;br /&gt;
=== Scrolling ===&lt;br /&gt;
&lt;br /&gt;
As electronics got better, tilemaps were given more effects.  The first one was scrolling.  A relatively easy change to the video hardware allows the CPU to control where in the tilemap the origin of drawing is, which means the screen can be made to move horizontally or vertically in any direction.  The hardware will automatically loop around if it runs off the end of video memory, creating the illusion of an unbroken image.  By combining this with making the video memory larger (typically twice the size of the screen) you can write in new data just off screen while scrolling so it appears that you have an infinitely long image that doesn&#039;t just repeat.&lt;br /&gt;
&lt;br /&gt;
=== Flipping ===&lt;br /&gt;
&lt;br /&gt;
Another easy thing to do in video hardware is to draw each tile mirrored: horizonally, vertically, or both.  So by using a few bits in video memory for each tile as flip controls instead of just to pick an image you could achieve dramatic memory savings on symmetrical images.  (This was also handy for flipping the screen in cocktail games).&lt;br /&gt;
&lt;br /&gt;
=== Color changes ===&lt;br /&gt;
&lt;br /&gt;
By using a few more of the bits in video RAM as a color control for each tile it became possible to change what color palette a tile was drawn with.  For instance, you could take text drawn in white and show it as grey, blue, red, green, or whatever without having the artist redraw it in all of those colors.  This again allowed memory savings.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Tilemaps&amp;diff=1737</id>
		<title>Tilemaps</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Tilemaps&amp;diff=1737"/>
		<updated>2008-05-30T20:53:02Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* The need for speed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The problem ==&lt;br /&gt;
&lt;br /&gt;
=== The need for speed ===&lt;br /&gt;
&lt;br /&gt;
Early games needed fast-moving screens full of action.  One obvious way to do this is to simply have a [[framebuffer]] representing the image, and the CPU performs animation by updating the framebuffer.  Early CPU-controlled games like Space Invaders did just that.  However, you&#039;ll notice that games on that hardware typically didn&#039;t do much drawing per frame, and in Space Invaders when the whole armada is moving it&#039;s noticably sluggish.  Simple math reveals why: these systems used 8-bit CPUs at typically 1 or 2 MHz.  If you assume an average 320x240 resolution, even at Space Invaders&#039; 1 bit per pixel, there are (320 * 240)/8 = 9600 bytes of RAM in the framebuffer to update.  Assuming a highly idealized rate of updating 1 byte every 2 cycles, that means you need to be running at least 1.2 MHz just to update the screen at 60 frames per second.  And that&#039;s not including AI, sound, and other game logic.&lt;br /&gt;
&lt;br /&gt;
=== Making it worse ===&lt;br /&gt;
&lt;br /&gt;
This got worse when color was introduced: suddenly that 9600 bytes becomes 19200 bytes for 4 colors or 38400 bytes for 16 colors, with corresponding CPU requirements increasing to 2.3 and 4.6 MHz, which starts to be out of the reach of affordable early 80s microprocessors.&lt;br /&gt;
&lt;br /&gt;
== The fix ==&lt;br /&gt;
&lt;br /&gt;
=== An unlikely source ===&lt;br /&gt;
&lt;br /&gt;
The fix came from text-only display terminals.  These devices split the screen up into character cells of a fixed number of horizontal and vertical pixels, such as 7x9 or 8x8.  In this way, the CPU can cause an instant change of all the pixels in a cell to a different letter pattern by changing a single byte in memory.  Game hardware designers realized that if the &amp;quot;font&amp;quot; was changed to include the building blocks of pictures in addition to letters and numbers that this system would allow large-scale animation quickly at a low cost in CPU cycles.&lt;br /&gt;
&lt;br /&gt;
Returning to our example of a 320x240 screen, tilemaps typically used 8x8 pixel cells (called &amp;quot;tiles&amp;quot;), so video RAM in this case would be only 1200 bytes.  The same math as before reveals that you can change the entire screen at 60 frames per second in only 144,000 CPU cycles, or about 10% of a typical 1 MHz microprocessor.  This is far more manageable.  If you use 2 bytes per cell to get a far greater available graphical variety (65,536 pieces instead of 256), it&#039;s still only 20% of the CPU time.&lt;br /&gt;
&lt;br /&gt;
Better still, increasing the color depth meant no change to the size of video memory or the amount of CPU required to update it.  The CPU didn&#039;t need to care if each 8x8 tile was 2, 4, 16, or 256 colors.  The video hardware obviously did, but it&#039;s the CPU we&#039;re most concerned about.  And from the CPU&#039;s perspective this technique is a major work saver.&lt;br /&gt;
&lt;br /&gt;
=== Scrolling ===&lt;br /&gt;
&lt;br /&gt;
As electronics got better, tilemaps were given more effects.  The first one was scrolling.  A relatively easy change to the video hardware allows the CPU to control where in the tilemap the origin of drawing is, which means the screen can be made to move horizontally or vertically in any direction.  The hardware will automatically loop around if it runs off the end of video memory, creating the illusion of an unbroken image.  By combining this with making the video memory larger (typically twice the size of the screen) you can write in new data just off screen while scrolling so it appears that you have an infinitely long image that doesn&#039;t just repeat.&lt;br /&gt;
&lt;br /&gt;
=== Flipping ===&lt;br /&gt;
&lt;br /&gt;
Another easy thing to do in video hardware is to draw each tile mirrored: horizonally, vertically, or both.  So by using a few bits in video memory for each tile as flip controls instead of just to pick an image you could achieve dramatic memory savings on symmetrical images.  (This was also handy for flipping the screen in cocktail games).&lt;br /&gt;
&lt;br /&gt;
=== Color changes ===&lt;br /&gt;
&lt;br /&gt;
By using a few more of the bits in video RAM as a color control for each tile it became possible to change what color palette a tile was drawn with.  For instance, you could take text drawn in white and show it as grey, blue, red, green, or whatever without having the artist redraw it in all of those colors.  This again allowed memory savings.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Tilemaps&amp;diff=1721</id>
		<title>Tilemaps</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Tilemaps&amp;diff=1721"/>
		<updated>2008-05-27T19:45:26Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The problem ==&lt;br /&gt;
&lt;br /&gt;
=== The need for speed ===&lt;br /&gt;
&lt;br /&gt;
Early games needed fast screens full of action.  One obvious way to do this is to simply have a [[framebuffer]] representing the image, and the CPU performs animation by updating the framebuffer.  Early CPU-controlled games like Space Invaders did just that.  However, you&#039;ll notice that games on that hardware typically didn&#039;t do much drawing per frame, and in Space Invaders when the whole armada is moving it&#039;s noticably sluggish.  Simple math reveals why: these systems used 8-bit CPUs at typically 1 or 2 MHz.  If you assume an average 320x240 resolution, even at Space Invaders&#039; 1 bit per pixel, there are (320 * 240)/8 = 9600 bytes of RAM in the framebuffer to update.  Assuming a highly idealized rate of updating 1 byte every 2 cycles, that means you need to be running at least 1.2 MHz just to update the screen at 60 frames per second.  And that&#039;s not including AI, sound, and other game logic.&lt;br /&gt;
&lt;br /&gt;
=== Making it worse ===&lt;br /&gt;
&lt;br /&gt;
This got worse when color was introduced: suddenly that 9600 bytes becomes 19200 bytes for 4 colors or 38400 bytes for 16 colors, with corresponding CPU requirements increasing to 2.3 and 4.6 MHz, which starts to be out of the reach of affordable early 80s microprocessors.&lt;br /&gt;
&lt;br /&gt;
== The fix ==&lt;br /&gt;
&lt;br /&gt;
=== An unlikely source ===&lt;br /&gt;
&lt;br /&gt;
The fix came from text-only display terminals.  These devices split the screen up into character cells of a fixed number of horizontal and vertical pixels, such as 7x9 or 8x8.  In this way, the CPU can cause an instant change of all the pixels in a cell to a different letter pattern by changing a single byte in memory.  Game hardware designers realized that if the &amp;quot;font&amp;quot; was changed to include the building blocks of pictures in addition to letters and numbers that this system would allow large-scale animation quickly at a low cost in CPU cycles.&lt;br /&gt;
&lt;br /&gt;
Returning to our example of a 320x240 screen, tilemaps typically used 8x8 pixel cells (called &amp;quot;tiles&amp;quot;), so video RAM in this case would be only 1200 bytes.  The same math as before reveals that you can change the entire screen at 60 frames per second in only 144,000 CPU cycles, or about 10% of a typical 1 MHz microprocessor.  This is far more manageable.  If you use 2 bytes per cell to get a far greater available graphical variety (65,536 pieces instead of 256), it&#039;s still only 20% of the CPU time.&lt;br /&gt;
&lt;br /&gt;
Better still, increasing the color depth meant no change to the size of video memory or the amount of CPU required to update it.  The CPU didn&#039;t need to care if each 8x8 tile was 2, 4, 16, or 256 colors.  The video hardware obviously did, but it&#039;s the CPU we&#039;re most concerned about.  And from the CPU&#039;s perspective this technique is a major work saver.&lt;br /&gt;
&lt;br /&gt;
=== Scrolling ===&lt;br /&gt;
&lt;br /&gt;
As electronics got better, tilemaps were given more effects.  The first one was scrolling.  A relatively easy change to the video hardware allows the CPU to control where in the tilemap the origin of drawing is, which means the screen can be made to move horizontally or vertically in any direction.  The hardware will automatically loop around if it runs off the end of video memory, creating the illusion of an unbroken image.  By combining this with making the video memory larger (typically twice the size of the screen) you can write in new data just off screen while scrolling so it appears that you have an infinitely long image that doesn&#039;t just repeat.&lt;br /&gt;
&lt;br /&gt;
=== Flipping ===&lt;br /&gt;
&lt;br /&gt;
Another easy thing to do in video hardware is to draw each tile mirrored: horizonally, vertically, or both.  So by using a few bits in video memory for each tile as flip controls instead of just to pick an image you could achieve dramatic memory savings on symmetrical images.  (This was also handy for flipping the screen in cocktail games).&lt;br /&gt;
&lt;br /&gt;
=== Color changes ===&lt;br /&gt;
&lt;br /&gt;
By using a few more of the bits in video RAM as a color control for each tile it became possible to change what color palette a tile was drawn with.  For instance, you could take text drawn in white and show it as grey, blue, red, green, or whatever without having the artist redraw it in all of those colors.  This again allowed memory savings.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Tilemaps&amp;diff=1720</id>
		<title>Tilemaps</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Tilemaps&amp;diff=1720"/>
		<updated>2008-05-27T19:44:37Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: New page: == Tilemaps ==  === The problem ===  Early games needed fast screens full of action.  One obvious way to do this is to simply have a framebuffer representing the image, and the CPU per...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tilemaps ==&lt;br /&gt;
&lt;br /&gt;
=== The problem ===&lt;br /&gt;
&lt;br /&gt;
Early games needed fast screens full of action.  One obvious way to do this is to simply have a [[framebuffer]] representing the image, and the CPU performs animation by updating the framebuffer.  Early CPU-controlled games like Space Invaders did just that.  However, you&#039;ll notice that games on that hardware typically didn&#039;t do much drawing per frame, and in Space Invaders when the whole armada is moving it&#039;s noticably sluggish.  Simple math reveals why: these systems used 8-bit CPUs at typically 1 or 2 MHz.  If you assume an average 320x240 resolution, even at Space Invaders&#039; 1 bit per pixel, there are (320 * 240)/8 = 9600 bytes of RAM in the framebuffer to update.  Assuming a highly idealized rate of updating 1 byte every 2 cycles, that means you need to be running at least 1.2 MHz just to update the screen at 60 frames per second.  And that&#039;s not including AI, sound, and other game logic.&lt;br /&gt;
&lt;br /&gt;
=== Making it worse ===&lt;br /&gt;
&lt;br /&gt;
This got worse when color was introduced: suddenly that 9600 bytes becomes 19200 bytes for 4 colors or 38400 bytes for 16 colors, with corresponding CPU requirements increasing to 2.3 and 4.6 MHz, which starts to be out of the reach of affordable early 80s microprocessors.&lt;br /&gt;
&lt;br /&gt;
=== The fix ===&lt;br /&gt;
&lt;br /&gt;
The fix came from text-only display terminals.  These devices split the screen up into character cells of a fixed number of horizontal and vertical pixels, such as 7x9 or 8x8.  In this way, the CPU can cause an instant change of all the pixels in a cell to a different letter pattern by changing a single byte in memory.  Game hardware designers realized that if the &amp;quot;font&amp;quot; was changed to include the building blocks of pictures in addition to letters and numbers that this system would allow large-scale animation quickly at a low cost in CPU cycles.&lt;br /&gt;
&lt;br /&gt;
Returning to our example of a 320x240 screen, tilemaps typically used 8x8 pixel cells (called &amp;quot;tiles&amp;quot;), so video RAM in this case would be only 1200 bytes.  The same math as before reveals that you can change the entire screen at 60 frames per second in only 144,000 CPU cycles, or about 10% of a typical 1 MHz microprocessor.  This is far more manageable.  If you use 2 bytes per cell to get a far greater available graphical variety (65,536 pieces instead of 256), it&#039;s still only 20% of the CPU time.&lt;br /&gt;
&lt;br /&gt;
Better still, increasing the color depth meant no change to the size of video memory or the amount of CPU required to update it.  The CPU didn&#039;t need to care if each 8x8 tile was 2, 4, 16, or 256 colors.  The video hardware obviously did, but it&#039;s the CPU we&#039;re most concerned about.  And from the CPU&#039;s perspective this technique is a major work saver.&lt;br /&gt;
&lt;br /&gt;
=== Scrolling ===&lt;br /&gt;
&lt;br /&gt;
As electronics got better, tilemaps were given more effects.  The first one was scrolling.  A relatively easy change to the video hardware allows the CPU to control where in the tilemap the origin of drawing is, which means the screen can be made to move horizontally or vertically in any direction.  The hardware will automatically loop around if it runs off the end of video memory, creating the illusion of an unbroken image.  By combining this with making the video memory larger (typically twice the size of the screen) you can write in new data just off screen while scrolling so it appears that you have an infinitely long image that doesn&#039;t just repeat.&lt;br /&gt;
&lt;br /&gt;
=== Flipping ===&lt;br /&gt;
&lt;br /&gt;
Another easy thing to do in video hardware is to draw each tile mirrored: horizonally, vertically, or both.  So by using a few bits in video memory for each tile as flip controls instead of just to pick an image you could achieve dramatic memory savings on symmetrical images.  (This was also handy for flipping the screen in cocktail games).&lt;br /&gt;
&lt;br /&gt;
=== Color changes ===&lt;br /&gt;
&lt;br /&gt;
By using a few more of the bits in video RAM as a color control for each tile it became possible to change what color palette a tile was drawn with.  For instance, you could take text drawn in white and show it as grey, blue, red, green, or whatever without having the artist redraw it in all of those colors.  This again allowed memory savings.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=How_Arcade_Games_Work&amp;diff=1719</id>
		<title>How Arcade Games Work</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=How_Arcade_Games_Work&amp;diff=1719"/>
		<updated>2008-05-27T18:36:43Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* General Topics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Topics ==&lt;br /&gt;
* [[Tilemaps]]&lt;br /&gt;
* [[Sprites]]&lt;br /&gt;
&lt;br /&gt;
== System-Specific Topics ==&lt;br /&gt;
* [[Midway Zeus]]&lt;br /&gt;
* [[Midway Zeus 2]]&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=FAQ:About&amp;diff=1304</id>
		<title>FAQ:About</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=FAQ:About&amp;diff=1304"/>
		<updated>2007-09-27T17:15:01Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: /* Is MAME illegal? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to the main [[Frequently Asked Questions]] page.&lt;br /&gt;
==What is MAME?==&lt;br /&gt;
MAME stands for &#039;&#039;&#039;M&#039;&#039;&#039;ultiple &#039;&#039;&#039;A&#039;&#039;&#039;rcade &#039;&#039;&#039;M&#039;&#039;&#039;achine &#039;&#039;&#039;E&#039;&#039;&#039;mulator. When used in conjunction with an arcade game&#039;s data files (ROMs, CHDs, samples, etc.), MAME attempts to reproduce that game as faithfully as possible on a more modern general-purpose system. MAME can currently emulate many thousands of classic arcade video games from the the very earliest CPU-based systems to much more modern 3D platforms.&lt;br /&gt;
&lt;br /&gt;
The ROM and CHD images that MAME requires are &amp;quot;dumped&amp;quot; from arcade games&#039; original circuit-board ROM chips, hard disks, and CD-ROMs. MAME becomes the &amp;quot;hardware&amp;quot; for the games, taking the place of their original CPUs and support chips. Therefore, these games are NOT ports or rewrites, but the actual, original games that appeared in arcades, complete with all the bugs, glitches, slowdowns, and subtleties of the original game as it appeared in the arcade.&lt;br /&gt;
&lt;br /&gt;
MAME&#039;s purpose is to preserve these decades of video-game history. As gaming technology continues to rush forward, MAME prevents these important &amp;quot;vintage&amp;quot; games from being lost and forgotten. This is achieved by documenting the hardware and how it functions. The source code to MAME serves as this documentation. The fact that the games are playable serves primarily to validate the accuracy of the documentation (how else can you prove that you have recreated the hardware faithfully)?&lt;br /&gt;
&lt;br /&gt;
Also see: [http://mamedev.org/about.html About MAME]&lt;br /&gt;
&lt;br /&gt;
==Is MAME a simulator or an emulator?==&lt;br /&gt;
&lt;br /&gt;
That depends entirely on the definition of those words. In electrical engineering, the word &amp;quot;emulation&amp;quot; has traditionally been used to mean a very low-level reproduction of real life electrical signals. For example, professional microprocessor emulator software comes with a processor-shaped connection, which you can actually plug into a motherboard and run instructions with it.&lt;br /&gt;
&lt;br /&gt;
MAME runs simulated CPU instructions on top of simulated memory maps and I/O spaces. If simulation had to be defined, there could be three levels: &lt;br /&gt;
&lt;br /&gt;
* Signal level. At this level, all the inputs and outputs of each chip on the board would be simulated. Believe it or not, given current processing power available, this would likely not run at anything close to full speed even for the simplest games. Simulation at the signal level would be required to produce a truly accurate emulation of microprocessor-less games such as &#039;&#039;&#039;Pong&#039;&#039;&#039; and &#039;&#039;&#039;Monaco GP&#039;&#039;&#039;.&lt;br /&gt;
* Logical level. At this level, there is an assumption that one or more CPUs is running the show, and those CPUs are emulated as a single unit, as accurately as possible based usually on the specs for the CPU, and sometimes based on actual probing of the CPU itself. Furthermore, mapping of memory and behaviors of other chips (audio/video) are replicated to varying degrees of accuracy. All games in MAME currently run simulations at this level.&lt;br /&gt;
* HLE level. At this level, a &#039;&#039;&#039;H&#039;&#039;&#039;igh &#039;&#039;&#039;L&#039;&#039;&#039;evel &#039;&#039;&#039;E&#039;&#039;&#039;mulation of large portions of the game are used to simulate the behavior of multiple chips and often even entire CPUs. Simulation at this level is usually very game-specific and often behaves in noticeably different ways than the original. For the most part, MAME tries to avoid using HLE unless necessary, and it definitely does not support its use as a means of accelerating the emulation. &lt;br /&gt;
&lt;br /&gt;
Most people make the simulation/emulation cut based on a couple of factors. One such factor is determining whether you can support all the same games the original hardware did without any game-specific hacks. MAME&#039;s CPU and sound cores pass that test literally every day as new games are added. Some other emulators that rely on a HLE approach fail it badly. A descriptive comment about the detail level of MAME&#039;s drivers is &amp;quot;if someone can make an FPGA version of the game, the driver documents it well enough&amp;quot;, and that&#039;s actually happened for Pacman using MAME as a reference.&lt;br /&gt;
&lt;br /&gt;
In other words, MAME is against simulating games, but it&#039;s not against simulating components. The only way you can emulate a game is to simulate all the components. All those chips weren&#039;t really created in C.&lt;br /&gt;
&lt;br /&gt;
==What do I need to run MAME?==&lt;br /&gt;
MAME is written in fairly generic C, and has been ported to numerous platforms. Over time, as computer hardware has evolved, the MAME code has evolved as well to take advantage of the greater processing power and hardware capabilities offered.&lt;br /&gt;
&lt;br /&gt;
The official MAME binaries are compiled and designed to run on a standard Windows-based system. The minimum requirements are:&lt;br /&gt;
* Any MMX-capable AMD or Intel processor (Pentium III or later recommended for current versions)&lt;br /&gt;
* Windows 98 or later (Windows 2000 or later preferred)&lt;br /&gt;
* DirectX 5.0 or later (included with all versions of Windows 98 or later)&lt;br /&gt;
* A DirectDraw or Direct3D capable graphics card&lt;br /&gt;
* Any DirectSound capable sound card&lt;br /&gt;
&lt;br /&gt;
Of course, the minimum requirements are just that: minimal. You may not get optimal performance from such a system, but MAME should run. Modern versions of MAME require more power than older versions, so if you have a less-capable PC, you may find that using an [http://mamedev.org/oldrel.html older version of MAME] may get you better performance, at the cost of lowered accuracy and fewer supported games.&lt;br /&gt;
&lt;br /&gt;
As of MAME 0.106 and later, MAME will take advantage of 3D hardware for compositing artwork and scaling the games to full screen. To make use of this, you should have a modern Direct3D 8-capable video card with at least 16MB of video RAM.&lt;br /&gt;
&lt;br /&gt;
Around the same time, MAME added minimal multi-processor support, if you use the -mt flag. This means that some of the video processing can be done on a second CPU core if it is available. To take advantage of this, you should run MAME on a dual core (or greater) system.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that even on the fastest computers available, MAME is still incapable of playing some games at full speed. The goal of the project isn&#039;t to make all games run playably on your system; the goal is to document the hardware and reproduce the behavior of the hardware as faithfully as possible.&lt;br /&gt;
&lt;br /&gt;
==What platforms does MAME run on?==&lt;br /&gt;
The [http://mamedev.org/release.html official build of MAME] is targeted for Windows platforms.&lt;br /&gt;
&lt;br /&gt;
Other popular up-to-date MAME ports include:&lt;br /&gt;
&lt;br /&gt;
* [http://rbelmont.mameworld.info/?page_id=163 SDLMAME] is an SDL-targeted port of MAME maintained by R. Belmont. SDL is a platform-independent library, and so SDLMAME can be configured to run on Linux, Windows, MacOS X, and many other platforms.&lt;br /&gt;
&lt;br /&gt;
* [https://sourceforge.net/projects/mameosx/ MAME OS X] is a native MacOS X port of MAME maintained by Dave Dribin.&lt;br /&gt;
&lt;br /&gt;
A number of additional MAME ports are available, but not updated as frequently. These include:&lt;br /&gt;
&lt;br /&gt;
* [http://www.macmame.org/ MacMAME], a MacOS X port of MAME maintained by Brad Oliver.&lt;br /&gt;
&lt;br /&gt;
* [http://x.mame.net/ XMAME], an X11 port of MAME maintained by Laurent Desnogues.&lt;br /&gt;
&lt;br /&gt;
* [http://advancemame.sourceforge.net/ AdvanceMAME], a DOS/Linux port of MAME optimized for arcade monitors that was maintained by Andrea Mazzoleni. Note the &#039;was&#039;. This port is no longer maintained. The last official release was on 25-06-2006, AdvanceMAME v0.106.0 (R.I.P).&lt;br /&gt;
&lt;br /&gt;
In addition, people have ported MAME to various cameras, PDAs, game consoles, and other platforms. Search the web to find more details on these more obscure ports.&lt;br /&gt;
&lt;br /&gt;
==Are there versions of MAME in other languages?==&lt;br /&gt;
While the MAME core is getting more localization-friendly by itself, the leader in multi-language MAME remains [http://www5.emu-zone.org/host/mameplus/ MAME Plus!].  Note that it is not officially supported by MAMEdev (ask questions about it on it&#039;s own forum), and it contains other changes from baseline MAME which mean it&#039;s not optimal if you are only seeking a non-English version of MAME.&lt;br /&gt;
&lt;br /&gt;
==How is MESS related to MAME? How about PinMAME?==&lt;br /&gt;
[http://www.mess.org/ MESS] (&#039;&#039;&#039;M&#039;&#039;&#039;ultiple &#039;&#039;&#039;E&#039;&#039;&#039;mulator &#039;&#039;&#039;S&#039;&#039;&#039;uper &#039;&#039;&#039;S&#039;&#039;&#039;ystem) is a sister project to MAME that shares the core MAME emulation engine, but provides drivers and additional tools that are focused on the emulation of console and computer systems. The MESS project keeps up-to-date with changes to the core MAME system, and generally releases shortly after each major MAME release.&lt;br /&gt;
&lt;br /&gt;
[http://pinmame.retrogames.com/ PinMAME] (&#039;&#039;&#039;Pin&#039;&#039;&#039;ball MAME) is a MAME-derived project that aims to emulate the circuit boards that ran the displays and produced the sound for most modern-era pinball machines. Of course, with only the sound effects and score displays, you can&#039;t actually play the pinball game, so there are mechanisms to connect PinMAME to various pinball simulators to complete the picture. PinMAME releases on its own schedule and has not kept sync with recent MAME developments, instead using the source code from an older MAME release as its basis.&lt;br /&gt;
&lt;br /&gt;
==Is MAME Open Source?==&lt;br /&gt;
[http://mamedev.org/license.html MAME&#039;s License] is a modified version of the standard BSD license. The primary modification is that we do not allow commercial distribution or use of MAME, in order to limit some of the obvious abuses of the code. Because of this modification, MAME&#039;s license does not fall under the definition of an &#039;&#039;&#039;O&#039;&#039;&#039;pen &#039;&#039;&#039;S&#039;&#039;&#039;ource (uppercase) license. This is one of the reasons you don&#039;t see the MAME source code hosted on sites such as [http://sourceforge.net SourceForge].&lt;br /&gt;
&lt;br /&gt;
Confusingly, MAME is often referred to as &#039;&#039;&#039;o&#039;&#039;&#039;pen &#039;&#039;&#039;s&#039;&#039;&#039;ource (lowercase), as its development shares much in common with other open source projects. However, in spite of its freely available source code, MAME may not be used in a commercial setting, as specified by its license.&lt;br /&gt;
&lt;br /&gt;
==Is MAME free?==&lt;br /&gt;
Yes, MAME is really free. The source code is freely available, too, though it is not [[Is MAME Open Source?|Open Source]].&lt;br /&gt;
&lt;br /&gt;
According to the [http://mamedev.org/license.html license], it is &#039;&#039;illegal&#039;&#039; to sell MAME or its source.&lt;br /&gt;
&lt;br /&gt;
==Is MAME illegal?==&lt;br /&gt;
No. Emulating another platform, in itself, is perfectly legal.  This is established US case law from the &#039;&#039;Sony v. Connectix&#039;&#039; and &#039;&#039;Sony v. bleem!&#039;&#039; cases.&lt;br /&gt;
&lt;br /&gt;
ROM and CHD images are a different matter. There is a [http://mamedev.org/romsfaq.html separate FAQ] available on this site that deals with common questions surrounding the legality of owning and copying ROM and CHD images.&lt;br /&gt;
&lt;br /&gt;
==What games does MAME emulate so far?==&lt;br /&gt;
Each version of MAME includes support for additional games. If you run MAME with the -listfull option, it will display a list of all supported games.&lt;br /&gt;
&lt;br /&gt;
On the web, there is an excellent searchable database of the games that MAME supports, called [http://www.mameworld.net/maws/ MAWS]. You can search games by name, manufacturer, year, etc. &lt;br /&gt;
&lt;br /&gt;
Another very helpful site is [http://unmamed.mame.net/ Bobby Tribble&#039;s page of unemulated arcade games]. It contains numerous screen shots and descriptions of yet-to-be emulated games. &lt;br /&gt;
&lt;br /&gt;
Also take a look at [http://www.system16.com/ System16 - The Arcade Museum]. It is a very detailed site about the games made by several of the biggest manufacturers and it also contains lots of hardware information.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=FAQ:ROMs&amp;diff=1295</id>
		<title>FAQ:ROMs</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=FAQ:ROMs&amp;diff=1295"/>
		<updated>2007-09-02T17:03:27Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to the main [[Frequently Asked Questions]] page.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: The following information is not legal advice and was not written by a lawyer. &lt;br /&gt;
&lt;br /&gt;
==Why does MAME report &amp;quot;missing files&amp;quot; even if I have the ROMs?==&lt;br /&gt;
It is not unusual for the ROMs to change for a game between releases of MAME. Why would this happen? Oftentimes, better or more complete ROM dumps are made, or errors are found in the way the ROMs were previously defined. Early versions of MAME were not as meticulous about this issue, but more recent MAME builds are.&lt;br /&gt;
&lt;br /&gt;
In addition, you may find that some games require CHD files. A CHD file is a compressed representation of a game&#039;s hard disk, CD-ROM, or laserdisc, and is generally not included as part of a game&#039;s ROMs. However, in most cases, these files are required to run the game, and MAME will complain if they cannot be found.&lt;br /&gt;
&lt;br /&gt;
==How can I be sure I have the right ROMs?==&lt;br /&gt;
MAME checks to be sure you have the right ROMs before emulation begins. If you see any error messages, your ROMs are not those tested to work properly with MAME. You will need to obtain a correct set of ROMs through legal methods.&lt;br /&gt;
&lt;br /&gt;
If you have several games and you wish to verify that they are compatible with the current version of MAME, you can use the &amp;lt;code&amp;gt;-verifyroms&amp;lt;/code&amp;gt; parameter. For example:&lt;br /&gt;
&lt;br /&gt;
 mame -verifyroms robby&lt;br /&gt;
&lt;br /&gt;
...checks your ROMs for the game [http://mamedev.org/roms/robby Robby Roto] and displays the results on the screen.&lt;br /&gt;
&lt;br /&gt;
 mame -verifyroms * &amp;gt;verify.txt&lt;br /&gt;
&lt;br /&gt;
...checks the validity of ALL the ROMs in your ROMS directory, and writes the results to a textfile called verify.txt.&lt;br /&gt;
&lt;br /&gt;
==How do I legally obtain ROMs or disk images to run on MAME?==&lt;br /&gt;
You have several options: &lt;br /&gt;
&lt;br /&gt;
* You can obtain a license to them by purchasing one via a distributor or vendor who has proper authority to do so. &lt;br /&gt;
* You can [http://mamedev.org/roms/ download one of the ROM sets that have been released for free to the public for non-commerical use].&lt;br /&gt;
* You can purchase an actual arcade PCB, read the ROMs or disks yourself, and let MAME use that data.&lt;br /&gt;
&lt;br /&gt;
Beyond these options, you are on your own.&lt;br /&gt;
&lt;br /&gt;
==Isn&#039;t copying ROMs a legal gray area?==&lt;br /&gt;
&lt;br /&gt;
No, it&#039;s not. You are not permitted to make copies of software without the copyright owner&#039;s permission. This is a black &amp;amp; white issue. &lt;br /&gt;
&lt;br /&gt;
==Can&#039;t game ROMs be considered abandonware?==&lt;br /&gt;
&lt;br /&gt;
No. Even the companies that went under had their assets purchased by somebody, and that person is the copyright owner.&lt;br /&gt;
&lt;br /&gt;
==I had ROMs that worked with an old version of MAME and now they don&#039;t.  What happened?==&lt;br /&gt;
&lt;br /&gt;
As time passes, MAME is perfecting the emulation of older games, even when the results aren&#039;t immediately obvious to the user.  Often times the better emulation requires more data from the original game to operate.  Sometimes the data was overlooked, sometimes it simply wasn&#039;t feasible to get at it (for instance, chip &amp;quot;decapping&amp;quot; is a technique that only became affordable very recently for people not working in high-end laboratories).  In other cases it&#039;s much simpler: more sets of a game were dumped and it was decided to change which sets were which version.&lt;br /&gt;
&lt;br /&gt;
==What about those arcade cabinets on eBay that come with all the ROMs?==&lt;br /&gt;
&lt;br /&gt;
If the seller does not have a proper license to include the ROMs with his system, he is not allowed to legally include any ROMs with his system. If he has purchased a license to the ROMs in your name from a distributor or vendor with legitimate licenses, then he is okay to include them with the cabinet. After signing an agreement, cabinet owners that include legitimate licensed ROMs may be permitted to include a version of MAME that runs those ROMs and nothing more. &lt;br /&gt;
&lt;br /&gt;
==What about those guys who burn DVDs of ROMs for the price of the media?==&lt;br /&gt;
&lt;br /&gt;
What they are doing is just as illegal as selling the ROMs outright. As long as somebody owns the copyright, making illegal copies is illegal, period. If someone went on the internet and started a business of selling cheap copies of the latest U2 album for the price of media, do you think they would get away with it? &lt;br /&gt;
&lt;br /&gt;
Even worse, a lot of these folks like to claim that they are helping the project. In fact, they only create more problems for the MAME team. We are not associated with these people in any way regardless of how &amp;quot;official&amp;quot; they may attempt to appear. You are only helping criminals make a profit through selling software they have no right to sell. Anybody using the MAME name and/or logo to sell such products is also in violation of the MAME trademark. &lt;br /&gt;
&lt;br /&gt;
==But isn&#039;t there a special DMCA exemption that makes ROM copying legal?==&lt;br /&gt;
&lt;br /&gt;
No, you have misread the exemptions. The exemption allows people to reverse engineer the copy protection or encryption in computer programs that are obsolete. The exemption simply means that figuring out how these obsolete programs worked is not illegal according to the DMCA. It does not have any effect on the legality of violating the copyright on computer programs, which is what you are doing if you make copies of ROMs. &lt;br /&gt;
&lt;br /&gt;
==But isn&#039;t it OK to download and &amp;quot;try&amp;quot; ROMs for 24 hours?==&lt;br /&gt;
&lt;br /&gt;
This is an urban legend that was made up by people who put ROMs up for download on their sites, in order to justify the fact that they were breaking the law. There is nothing like this in any copyright law. &lt;br /&gt;
&lt;br /&gt;
==If I buy a cabinet with legitimate ROMs, can I set it up in a public place to make money?==&lt;br /&gt;
&lt;br /&gt;
Absolutely not. Not only is it against the MAME license to use MAME for commercial purposes, but ROMs are typically only licensed for personal, non-commercial purposes. &lt;br /&gt;
&lt;br /&gt;
==But I&#039;ve seen Ultracade and Global VR Classics cabinets out in public places? Why can they do it?==&lt;br /&gt;
&lt;br /&gt;
Ultracade had two separate products. The Ultracade product is a commercial machine with commercial licenses to the games. These machines were designed to be put on location and make money, like traditional arcade machines. Their other product is the Arcade Legends series. These are home machines with non- commercial licenses for the games, and can only be legally operated in a private environment.  Since their buyout by Global VR they only offer the Global VR Classics cabinet, which is equivalent to the earlier Ultracade product.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=FAQ:ROMs&amp;diff=1287</id>
		<title>FAQ:ROMs</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=FAQ:ROMs&amp;diff=1287"/>
		<updated>2007-08-18T16:44:20Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to the main [[Frequently Asked Questions]] page.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: The following information is not legal advice and was not written by a lawyer. &lt;br /&gt;
&lt;br /&gt;
==Why does MAME report &amp;quot;missing files&amp;quot; even if I have the ROMs?==&lt;br /&gt;
It is not unusual for the ROMs to change for a game between releases of MAME. Why would this happen? Oftentimes, better or more complete ROM dumps are made, or errors are found in the way the ROMs were previously defined. Early versions of MAME were not as meticulous about this issue, but more recent MAME builds are.&lt;br /&gt;
&lt;br /&gt;
In addition, you may find that some games require CHD files. A CHD file is a compressed representation of a game&#039;s hard disk, CD-ROM, or laserdisc, and is generally not included as part of a game&#039;s ROMs. However, in most cases, these files are required to run the game, and MAME will complain if they cannot be found.&lt;br /&gt;
&lt;br /&gt;
==How can I be sure I have the right ROMs?==&lt;br /&gt;
MAME checks to be sure you have the right ROMs before emulation begins. If you see any error messages, your ROMs are not those tested to work properly with MAME. You will need to obtain a correct set of ROMs through legal methods.&lt;br /&gt;
&lt;br /&gt;
If you have several games and you wish to verify that they are compatible with the current version of MAME, you can use the &amp;lt;code&amp;gt;-verifyroms&amp;lt;/code&amp;gt; parameter. For example:&lt;br /&gt;
&lt;br /&gt;
 mame -verifyroms robby&lt;br /&gt;
&lt;br /&gt;
...checks your ROMs for the game [http://mamedev.org/roms/robby Robby Roto] and displays the results on the screen.&lt;br /&gt;
&lt;br /&gt;
 mame -verifyroms * &amp;gt;verify.txt&lt;br /&gt;
&lt;br /&gt;
...checks the validity of ALL the ROMs in your ROMS directory, and writes the results to a textfile called verify.txt.&lt;br /&gt;
&lt;br /&gt;
==How do I legally obtain ROMs or disk images to run on MAME?==&lt;br /&gt;
You have several options: &lt;br /&gt;
&lt;br /&gt;
* You can obtain a license to them by purchasing one via a distributor or vendor who has proper authority to do so. &lt;br /&gt;
* You can [http://mamedev.org/roms/ download one of the ROM sets that have been released for free to the public for non-commerical use].&lt;br /&gt;
* You can purchase an actual arcade PCB, read the ROMs or disks yourself, and let MAME use that data.&lt;br /&gt;
&lt;br /&gt;
Beyond these options, you are on your own.&lt;br /&gt;
&lt;br /&gt;
==Isn&#039;t copying ROMs a legal gray area?==&lt;br /&gt;
&lt;br /&gt;
No, it&#039;s not. You are not permitted to make copies of software without the copyright owner&#039;s permission. This is a black &amp;amp; white issue. &lt;br /&gt;
&lt;br /&gt;
==Can&#039;t game ROMs be considered abandonware?==&lt;br /&gt;
&lt;br /&gt;
No. Even the companies that went under had their assets purchased by somebody, and that person is the copyright owner.&lt;br /&gt;
&lt;br /&gt;
==I had ROMs that worked with an old version of MAME and now they don&#039;t.  What happened?==&lt;br /&gt;
&lt;br /&gt;
As time passes, MAME is perfecting the emulation of older games, even when the results aren&#039;t immediately obvious to the user.  Often times the better emulation requires more data from the original game to operate.  Sometimes the data was overlooked, sometimes it simply wasn&#039;t feasible to get at it (for instance, chip &amp;quot;decapping&amp;quot; is a technique that only became affordable very recently for people not working in high-end laboratories.  In other cases it&#039;s much simpler: more sets of a game were dumped and it was decided to change which sets were which version.&lt;br /&gt;
&lt;br /&gt;
==What about those arcade cabinets on eBay that come with all the ROMs?==&lt;br /&gt;
&lt;br /&gt;
If the seller does not have a proper license to include the ROMs with his system, he is not allowed to legally include any ROMs with his system. If he has purchased a license to the ROMs in your name from a distributor or vendor with legitimate licenses, then he is okay to include them with the cabinet. After signing an agreement, cabinet owners that include legitimate licensed ROMs may be permitted to include a version of MAME that runs those ROMs and nothing more. &lt;br /&gt;
&lt;br /&gt;
==What about those guys who burn DVDs of ROMs for the price of the media?==&lt;br /&gt;
&lt;br /&gt;
What they are doing is just as illegal as selling the ROMs outright. As long as somebody owns the copyright, making illegal copies is illegal, period. If someone went on the internet and started a business of selling cheap copies of the latest U2 album for the price of media, do you think they would get away with it? &lt;br /&gt;
&lt;br /&gt;
Even worse, a lot of these folks like to claim that they are helping the project. In fact, they only create more problems for the MAME team. We are not associated with these people in any way regardless of how &amp;quot;official&amp;quot; they may attempt to appear. You are only helping criminals make a profit through selling software they have no right to sell. Anybody using the MAME name and/or logo to sell such products is also in violation of the MAME trademark. &lt;br /&gt;
&lt;br /&gt;
==But isn&#039;t there a special DMCA exemption that makes ROM copying legal?==&lt;br /&gt;
&lt;br /&gt;
No, you have misread the exemptions. The exemption allows people to reverse engineer the copy protection or encryption in computer programs that are obsolete. The exemption simply means that figuring out how these obsolete programs worked is not illegal according to the DMCA. It does not have any effect on the legality of violating the copyright on computer programs, which is what you are doing if you make copies of ROMs. &lt;br /&gt;
&lt;br /&gt;
==But isn&#039;t it OK to download and &amp;quot;try&amp;quot; ROMs for 24 hours?==&lt;br /&gt;
&lt;br /&gt;
This is an urban legend that was made up by people who put ROMs up for download on their sites, in order to justify the fact that they were breaking the law. There is nothing like this in any copyright law. &lt;br /&gt;
&lt;br /&gt;
==If I buy a cabinet with legitimate ROMs, can I set it up in a public place to make money?==&lt;br /&gt;
&lt;br /&gt;
Absolutely not. Not only is it against the MAME license to use MAME for commercial purposes, but ROMs are typically only licensed for personal, non-commercial purposes. &lt;br /&gt;
&lt;br /&gt;
==But I&#039;ve seen Ultracade and Global VR Classics cabinets out in public places? Why can they do it?==&lt;br /&gt;
&lt;br /&gt;
Ultracade had two separate products. The Ultracade product is a commercial machine with commercial licenses to the games. These machines were designed to be put on location and make money, like traditional arcade machines. Their other product is the Arcade Legends series. These are home machines with non- commercial licenses for the games, and can only be legally operated in a private environment.  Since their buyout by Global VR they only offer the Global VR Classics cabinet, which is equivalent to the earlier Ultracade product.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=FAQ:ROMs&amp;diff=1286</id>
		<title>FAQ:ROMs</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=FAQ:ROMs&amp;diff=1286"/>
		<updated>2007-08-18T16:41:24Z</updated>

		<summary type="html">&lt;p&gt;Rbelmont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to the main [[Frequently Asked Questions]] page.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: The following information is not legal advice and was not written by a lawyer. &lt;br /&gt;
&lt;br /&gt;
==Why does MAME report &amp;quot;missing files&amp;quot; even if I have the ROMs?==&lt;br /&gt;
It is not unusual for the ROMs to change for a game between releases of MAME. Why would this happen? Oftentimes, better or more complete ROM dumps are made, or errors are found in the way the ROMs were previously defined. Early versions of MAME were not as meticulous about this issue, but more recent MAME builds are.&lt;br /&gt;
&lt;br /&gt;
In addition, you may find that some games require CHD files. A CHD file is a compressed representation of a game&#039;s hard disk, CD-ROM, or laserdisc, and is generally not included as part of a game&#039;s ROMs. However, in most cases, these files are required to run the game, and MAME will complain if they cannot be found.&lt;br /&gt;
&lt;br /&gt;
==How can I be sure I have the right ROMs?==&lt;br /&gt;
MAME checks to be sure you have the right ROMs before emulation begins. If you see any error messages, your ROMs are not those tested to work properly with MAME. You will need to obtain a correct set of ROMs through legal methods.&lt;br /&gt;
&lt;br /&gt;
If you have several games and you wish to verify that they are compatible with the current version of MAME, you can use the &amp;lt;code&amp;gt;-verifyroms&amp;lt;/code&amp;gt; parameter. For example:&lt;br /&gt;
&lt;br /&gt;
 mame -verifyroms robby&lt;br /&gt;
&lt;br /&gt;
...checks your ROMs for the game [http://mamedev.org/roms/robby Robby Roto] and displays the results on the screen.&lt;br /&gt;
&lt;br /&gt;
 mame -verifyroms * &amp;gt;verify.txt&lt;br /&gt;
&lt;br /&gt;
...checks the validity of ALL the ROMs in your ROMS directory, and writes the results to a textfile called verify.txt.&lt;br /&gt;
&lt;br /&gt;
==How do I legally obtain ROMs or disk images to run on MAME?==&lt;br /&gt;
You have several options: &lt;br /&gt;
&lt;br /&gt;
* You can obtain a license to them by purchasing one via a distributor or vendor who has proper authority to do so. &lt;br /&gt;
* You can [http://mamedev.org/roms/ download one of the ROM sets that have been released for free to the public for non-commerical use].&lt;br /&gt;
* You can purchase an actual arcade PCB, read the ROMs or disks yourself, and let MAME use that data.&lt;br /&gt;
&lt;br /&gt;
Beyond these options, you are on your own.&lt;br /&gt;
&lt;br /&gt;
==Isn&#039;t copying ROMs a legal gray area?==&lt;br /&gt;
&lt;br /&gt;
No, it&#039;s not. You are not permitted to make copies of software without the copyright owner&#039;s permission. This is a black &amp;amp; white issue. &lt;br /&gt;
&lt;br /&gt;
==Can&#039;t game ROMs be considered abandonware?==&lt;br /&gt;
&lt;br /&gt;
No. Even the companies that went under had their assets purchased by somebody, and that person is the copyright owner.&lt;br /&gt;
&lt;br /&gt;
==I had ROMs that worked with an old version of MAME and now they don&#039;t.  What happened?==&lt;br /&gt;
&lt;br /&gt;
As time passes, MAME is perfecting the emulation of older games, even when the results aren&#039;t immediately obvious to the user.  Often times the better emulation requires more data from the original game to operate.  Sometimes the data was overlooked, sometimes it simply wasn&#039;t feasible to get at it (for instance, chip &amp;quot;decapping&amp;quot; is a technique that only became affordable very recently for people not working in high-end laboratories.  In other cases it&#039;s much simpler: more sets of a game were dumped and it was decided to change which sets were which version.&lt;br /&gt;
&lt;br /&gt;
==What about those arcade cabinets on eBay that come with all the ROMs?==&lt;br /&gt;
&lt;br /&gt;
If the seller does not have a proper license to include the ROMs with his system, he is not allowed to legally include any ROMs with his system. If he has purchased a license to the ROMs in your name from a distributor or vendor with legitimate licenses, then he is okay to include them with the cabinet. After signing an agreement, cabinet owners that include legitimate licensed ROMs may be permitted to include a version of MAME that runs those ROMs and nothing more. &lt;br /&gt;
&lt;br /&gt;
==What about those guys who burn DVDs of ROMs for the price of the media?==&lt;br /&gt;
&lt;br /&gt;
What they are doing is just as illegal as selling the ROMs outright. As long as somebody owns the copyright, making illegal copies is illegal, period. If someone went on the internet and started a business of selling cheap copies of the latest U2 album for the price of media, do you think they would get away with it? &lt;br /&gt;
&lt;br /&gt;
Even worse, a lot of these folks like to claim that they are helping the project. In fact, they only create more problems for the MAME team. We are not associated with these people in any way regardless of how &amp;quot;official&amp;quot; they may attempt to appear. You are only helping criminals make a profit through selling software they have no right to sell. Anybody using the MAME name and/or logo to sell such products is also in violation of the MAME trademark. &lt;br /&gt;
&lt;br /&gt;
==But isn&#039;t there a special DMCA exemption that makes ROM copying legal?==&lt;br /&gt;
&lt;br /&gt;
No, you have misread the exemptions. The exemption allows people to reverse engineer the copy protection or encryption in computer programs that are obsolete. The exemption simply means that figuring out how these obsolete programs worked is not illegal according to the DMCA. It does not have any effect on the legality of violating the copyright on computer programs, which is what you are doing if you make copies of ROMs. &lt;br /&gt;
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==But isn&#039;t it OK to download and &amp;quot;try&amp;quot; ROMs for 24 hours?==&lt;br /&gt;
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This is an urban legend that was made up by people who put ROMs up for download on their sites, in order to justify the fact that they were breaking the law. There is nothing like this in any copyright law. &lt;br /&gt;
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==If I buy a cabinet with legitimate ROMs, can I set it up in a public place to make money?==&lt;br /&gt;
&lt;br /&gt;
Absolutely not. Not only is it against the MAME license to use MAME for commercial purposes, but ROMs are typically only licensed for personal, non-commercial purposes. &lt;br /&gt;
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==But I&#039;ve seen Ultracade cabinets out in public places? Why can they do it?==&lt;br /&gt;
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Ultracade has two separate products. The Ultracade product is a commercial machine with commercial licenses to the games. These machines were designed to be put on location and make money, like traditional arcade machines. Their other product is the Arcade Legends series. These are home machines with non- commercial licenses for the games, and can only be legally operated in a private environment.&lt;/div&gt;</summary>
		<author><name>Rbelmont</name></author>
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