Kale’s Mame Wip (2011/01/02) - 模擬器

By Kama
at 2011-01-03T07:45
at 2011-01-03T07:45
Table of Contents
http://mamedev.emulab.it/kale/?p=1322
大物出現惹科科
Ok, guess that at this point people is interested in knowing what’s the
current state of the Legionnaire / Raiden 2 driver. I’ll do a recap now for
every single game for both drivers.
Denjin Makai
The only fully working game so far, mainly because it doesn’t call any macro
command. It has minor gfx glitches (wrong backplane color in later levels,
shown in pic) plus uses an unemulated DMA brightness mode so no fade in/out
effects for this at the moment. You can try it in MAME 0.141 if you didn’t
already.
Heated Barrel
Almost there, minus the collision detection, random 68k crashes and shot
speeds needs tweaking. The collision is the major blocker of almost all of
these games, the macro command used are more or less worked out but the extra
hit-box parameters have basically no sense. For a quick example, player-1 and
player-2 have DIFFERENT hit-box parameters (+0×40 for p2). That doesn’t
make any sense bit-wise so it seems related to a table, but this table is
nowhere to be found in ROM/RAM …
Right now the game is somehow playable until stage 4 boss, then the boss is
blocked by something non-macro related that I haven’t yet checked so far.
SD Gundam Rainbow Tairiku No Senki
Recently reimplemented the sprite DMA and improved it, and while at it, I’ve
also fixed various implementation bugs in there (stage 2 boss correctly
shoots in the right direction now). Also I’ve implemented a preliminary 0×
6200 macro command, it’s used for homing missiles weapon there and
(unsurprisingly) for the purple ray weapon in Raiden 2 (pic 1).
It has the same collision problems as Heated Barrel, plus various sprite gfx
glitches here and there due of the imperfect sprite DMA emulation (check pic
2).
Amusingly, this is the only game that the DMA brightness gives problems,
there should be a per-layer dim effects but palette table almost surely
contains invalid data.
Legionnaire
Collision detections are a pain even more there, it seems that we are missing
a Z-value in addition to all the other flaws described in Heated Barrel, so
right now you can flying kick in the air and hit 99% of the times. Also,
first stage boss is really weird, it starts with a damaged energy bar AND
nothing actually hurts him … and NO macro command is called … unless this
is just a design choice, if anybody knows let me know.
Godzilla
Guru redumped the sprite roms, so the game looks a lot nicer now. It has
collision detection (the only macro command used there, shrug) DMA timing
problems (game flickers a lot) and a weird one-shot kill possible bug or
design choice that happens from time to time.
Seibu Cup Soccer
This looks like the more protected game of all, it uses lots of macro
commands unused by anything else. It’s the first game of the system so they
abused the hell out of the system protection capabilities (including a fancy
sort-DMA for the sprites and an annoying macro command for the radar
positions!). Right now it shows the two captains, scrolls down, shows players
that runs on the place and gets stuck there.
X Se Dae Quiz
Fixed the sprite DMA src address and implemented macro command 0×904, so it’
s finally playable on a public tree. Bad news is that I’ve realized that it
uses some unemulated macros, so I don’t really feel into marking it as
working as per now.
Zero Team
Like X Se Dae, it uses 0×904. Implementing it allowed this game to be
somehow input controllable but then it uses collision detection in the same
fashion as Legionnaire. Also, gfx are still encrypted, so blobs of random
garbage are shown for now.
Raiden 2
OG recently fixed the ROM banking in it, and I’ve recently fixed the ROM
program bank read-back and a tilemap banking. It’s finally showing some
signs of life but it’s not really playable (bullets are completely missing
for instance, it uses a completely unhandled feature of the system). Also
sprites flickers like no tomorrow, but it’s the first time I could actually
be mildly positive about this.
Raiden DX
OG fixed the initial ROM bank in this too, but it dies as soon as you try to
check some gameplay because it needs ROM banking (it has a bigger ROM than
anything else in this HW, so presumably it uses a different hook-up too).
There are also gfx issues not yet checked out.
--
大物出現惹科科
Ok, guess that at this point people is interested in knowing what’s the
current state of the Legionnaire / Raiden 2 driver. I’ll do a recap now for
every single game for both drivers.
Denjin Makai
The only fully working game so far, mainly because it doesn’t call any macro
command. It has minor gfx glitches (wrong backplane color in later levels,
shown in pic) plus uses an unemulated DMA brightness mode so no fade in/out
effects for this at the moment. You can try it in MAME 0.141 if you didn’t
already.
Heated Barrel
Almost there, minus the collision detection, random 68k crashes and shot
speeds needs tweaking. The collision is the major blocker of almost all of
these games, the macro command used are more or less worked out but the extra
hit-box parameters have basically no sense. For a quick example, player-1 and
player-2 have DIFFERENT hit-box parameters (+0×40 for p2). That doesn’t
make any sense bit-wise so it seems related to a table, but this table is
nowhere to be found in ROM/RAM …
Right now the game is somehow playable until stage 4 boss, then the boss is
blocked by something non-macro related that I haven’t yet checked so far.
SD Gundam Rainbow Tairiku No Senki
Recently reimplemented the sprite DMA and improved it, and while at it, I’ve
also fixed various implementation bugs in there (stage 2 boss correctly
shoots in the right direction now). Also I’ve implemented a preliminary 0×
6200 macro command, it’s used for homing missiles weapon there and
(unsurprisingly) for the purple ray weapon in Raiden 2 (pic 1).
It has the same collision problems as Heated Barrel, plus various sprite gfx
glitches here and there due of the imperfect sprite DMA emulation (check pic
2).
Amusingly, this is the only game that the DMA brightness gives problems,
there should be a per-layer dim effects but palette table almost surely
contains invalid data.
Legionnaire
Collision detections are a pain even more there, it seems that we are missing
a Z-value in addition to all the other flaws described in Heated Barrel, so
right now you can flying kick in the air and hit 99% of the times. Also,
first stage boss is really weird, it starts with a damaged energy bar AND
nothing actually hurts him … and NO macro command is called … unless this
is just a design choice, if anybody knows let me know.
Godzilla
Guru redumped the sprite roms, so the game looks a lot nicer now. It has
collision detection (the only macro command used there, shrug) DMA timing
problems (game flickers a lot) and a weird one-shot kill possible bug or
design choice that happens from time to time.
Seibu Cup Soccer
This looks like the more protected game of all, it uses lots of macro
commands unused by anything else. It’s the first game of the system so they
abused the hell out of the system protection capabilities (including a fancy
sort-DMA for the sprites and an annoying macro command for the radar
positions!). Right now it shows the two captains, scrolls down, shows players
that runs on the place and gets stuck there.
X Se Dae Quiz
Fixed the sprite DMA src address and implemented macro command 0×904, so it’
s finally playable on a public tree. Bad news is that I’ve realized that it
uses some unemulated macros, so I don’t really feel into marking it as
working as per now.
Zero Team
Like X Se Dae, it uses 0×904. Implementing it allowed this game to be
somehow input controllable but then it uses collision detection in the same
fashion as Legionnaire. Also, gfx are still encrypted, so blobs of random
garbage are shown for now.
Raiden 2
OG recently fixed the ROM banking in it, and I’ve recently fixed the ROM
program bank read-back and a tilemap banking. It’s finally showing some
signs of life but it’s not really playable (bullets are completely missing
for instance, it uses a completely unhandled feature of the system). Also
sprites flickers like no tomorrow, but it’s the first time I could actually
be mildly positive about this.
Raiden DX
OG fixed the initial ROM bank in this too, but it dies as soon as you try to
check some gameplay because it needs ROM banking (it has a bigger ROM than
anything else in this HW, so presumably it uses a different hook-up too).
There are also gfx issues not yet checked out.
--
Tags:
模擬器
All Comments
Related Posts
MAME Plus! XT v0.141 r4817

By Doris
at 2011-01-02T23:51
at 2011-01-02T23:51
Mameinfo.dat v0.141 FIX

By David
at 2011-01-02T23:50
at 2011-01-02T23:50
EmuCenter2 v1.5.2 Beta

By Rosalind
at 2011-01-02T23:46
at 2011-01-02T23:46
RomManager Dats v0.141

By Joe
at 2011-01-02T23:44
at 2011-01-02T23:44
Dolphin SVN r6722

By Ophelia
at 2011-01-02T19:51
at 2011-01-02T19:51