Other: Difference between revisions

From MAMEDEV Wiki
No edit summary
mNo edit summary
Line 49: Line 49:
* '''Table Tennis Championship''' - V30 based, Banking issues, PIC for protection? or sound?
* '''Table Tennis Championship''' - V30 based, Banking issues, PIC for protection? or sound?


* '''MPU4 Video (Crystal Maze etc)''' - Skill based gambling games, Crystal Maze should be a nice game to support, also some quiz games.  Hardware is over-expanded fruit machine hardware.  8-bit CPU board, ton of timers, what looks like a discrete audio alarm tone, 6850 serial io etc. driving a 68k based expansion board with a video chip which would fit better on a c64.  It's VERY VERY fussy about everything, serial checks, timer checks, interrupt checks, protection chips (emulated bar the data scrambling). Code is compiled FORTH, with some small pieces of hand-written assembler, essentially unreadable. Current stopping point is either serial IO, or the Vid chip's IRQ handling.
* '''MPU4 Video (Crystal Maze etc)''' - Skill based gambling games, Crystal Maze should be a nice game to support, also some quiz games.  Hardware is over-expanded fruit machine hardware.  8-bit CPU board, ton of timers, what looks like a discrete audio alarm tone, 6850 serial io etc. driving a 68k based expansion board with a video chip which would fit better on a c64.  It's VERY VERY fussy about everything, serial checks, timer checks, interrupt checks, protection chips (emulated bar the data scrambling). Code is compiled FORTH, with some small pieces of hand-written assembler, essentially unreadable. Current stopping point is either serial IO, or the Vid chip's IRQ handling. Timer emulation being rewritten by AGEMAME, seems to hang up generating multiple IRQs if set up correctly, some sort of filter/wire-OR? There is a standalone emu, but it's very unstable, and loses CPU sync regularly - possibly includes a lot of hacks to get the games running?
Timer emulation being rewritten by AGEMAME, seems to hang up generating multiple IRQs if set up correctly, some sort of filter/wire-OR?
 
There is a standalone emu, but it's very unstable, and loses CPU sync regularly - possibly includes a lot of hacks to get the games running?


* '''MPU4 (Connect 4)''' - Just the 'basic' 6809 board, but uses that hardware to its limit. Needs elegant lamp/input timing solution.
* '''MPU4 (Connect 4)''' - Just the 'basic' 6809 board, but uses that hardware to its limit. Needs elegant lamp/input timing solution.

Revision as of 09:43, 22 May 2007

  • Laser Base / Future Flash - Protection, 'Jaleco' like according to dox.
  • Task Force Harrier - NMK protection, there was a closed source hack build that ran this, but without source it wasn't very useful.
  • Double Dealer - NMK protection, like jalmah.c, MCU shares ram, supplies random numbers, code etc. dox has PCB, but doesn't know what to trojan
  • Afega Shooter games - Haze suspects this is a varient of NMK's protection (or a 'feature' of the board that acts as such) fully playable unless you leave them in attract mode in which case the controls die.
  • Gekisou (Japan) - equites.c hardware, hangs on some cpu comms at the moment, but if you skip past that it hangs on MCU check, it uses an alpha MCU, and uploads code for it (as do all equites.c games) it MIGHT be possible to emulate the MCU, as was done for some alpha games with an earlier MCU. currently MCU is simulated for equites.c games, but not this one.
  • Sliver - needs JPEG decompression chip emulating amongst other things (well .. everything)
  • Grand Striker - ROZ pitch doesn't make much sense.. at least it doesn't seem to quite fit into the way MAME wants to do things.
  • SSV Hardware . Joryuu Syougi Kyoushitsu (Japan) - something is missing here, the extra processor does the AI for the game, but we still need v60 code. We have none.
  • SSV Hardware . Eagle Shot Golf - missing raster effect on Sammy Logo
  • SSV Hardware . Dyna Gear - missing raster effect on Title Screen
  • SSV Hardware - general, missing CRT control regs.
  • Metro HW / rabbit.c . Rabbit - Missing Sound, said to be some kind of ADPCM built into the imagetek chip.. also needs raster effects?
  • Metro HW / rabbit.c . Tokimeki Mahjong Paradise Dear My Love - makes different use of the Video hardware.
  • Metro HW - general, we currently have an ugly hack to invert the palette and tile data because each tilemap mixes 4bpp and 8bbp tiles, and the transparent pen is the high colour (255 / 15 depending on tile). tilemap.c doesn't currently support this, so all data is inverted to make transpen 0... this leads to a LOT of extra messy code in the driver, the palettes need to be inverted, the blitter writes need to be inverted etc. Would make sense to expand tilemap.c to support per-tile transpen...
  • Poizone (ertictac.c) - GFX problems, uses ARM7 CPU, port of Acorn Archimedes game.. not sure what the actual problem is
  • Zaccaraia - Galaxia - rom mapping?
  • Gunpey - V30 based, weird video chip with complex features probably blitter based, not understood.
  • Some Toaplan shooters (batsugun etc.) - Need proper v25+ / v35+ cores, as they use the extra features..
  • IREM . Match It 2 - Decryption or CPU bugs.. gameplay logic is broken (sometimes tiles don't appear, if you undo too often it crashes)
  • Suna8.c - Brick Zone, Spark Man, Star Fighter - Decryption / protection / banking errors...
  • Pettan Pyuu (Japan) / Bam Bam - protection MCU.. seems to be a data (or code?) ROM for it tho.
  • Search for the Magical Error - mostly 'playable' but CPU comms issues means it takes forever between some scenes.
  • metro.c / Bang Bang Ball - has an annoying bug whereby if you press a button during screen fades it goes into slow motion..
  • MSX based game . Super Free Kick / Spin kick - banking issues? can't get it to boot
  • MSX based game . Puzzle Star (Sang Ho) / Sexy Boom - banking issues, gives wrong gfx..
  • Merit games - A skeleton was recently added, haven't been looked at.
  • Super Real Mahjong pt 6. - Video hardware makes no sense at all, evolution of ST-0016?? No obvious tiles, or gfx data..
  • Tatakae! Big Fighter - usual weird Nichibutsu hardware plus an extra 8751 MCU.
  • Table Tennis Championship - V30 based, Banking issues, PIC for protection? or sound?
  • MPU4 Video (Crystal Maze etc) - Skill based gambling games, Crystal Maze should be a nice game to support, also some quiz games. Hardware is over-expanded fruit machine hardware. 8-bit CPU board, ton of timers, what looks like a discrete audio alarm tone, 6850 serial io etc. driving a 68k based expansion board with a video chip which would fit better on a c64. It's VERY VERY fussy about everything, serial checks, timer checks, interrupt checks, protection chips (emulated bar the data scrambling). Code is compiled FORTH, with some small pieces of hand-written assembler, essentially unreadable. Current stopping point is either serial IO, or the Vid chip's IRQ handling. Timer emulation being rewritten by AGEMAME, seems to hang up generating multiple IRQs if set up correctly, some sort of filter/wire-OR? There is a standalone emu, but it's very unstable, and loses CPU sync regularly - possibly includes a lot of hacks to get the games running?
  • MPU4 (Connect 4) - Just the 'basic' 6809 board, but uses that hardware to its limit. Needs elegant lamp/input timing solution.
  • MPU4 (Deal 'Em) - Third-party 6845-based video hardware (merlinmm/Wizz Quiz), with a (dumped) PAL helping to massage the new hardware into the existing 6809 setup. Could do with PAL pinouts to finish this off.
  • Nintendo Super System - Menu system makes no sense at all.
  • Touchmaster - some kind of blitter for video?
  • Subsino . Last Fighting - uses H8 CPU, seems to boot from external ROM, but it's said that the internal ROM is enabled, so it may use it for protection. Needs code studying / trojans (maybe).