August 30th, 2009
Shogun (almost) Working
This needs 2 graphic roms redumping (various character poses, and almost the entire character sets for ‘Geisya’ and ‘Sumo’ are missing) and the sound banking hooking up (and possibly the sound roms verifying) but otherwise it seems playable.
This again was a lot of work to get running. Dox had to extrac another 20 tables from the PCB, which I then had to type and use to decode the data. Each character uses 2 tables, one which gives pointers to the tiles needed by that character, and another (I believe) relating to the moveset for the character.
Anyway, that’s all done, and the game works. Now hopefully Andreas can find a relationship between the decryption tables and the MCU data rom, which would help significantly clean up the implementation.
This game also shows that the B.Rap Boys and Blood Warriors collisions systems should be the same, even if they currently each require their own implementations in MAME. Work to be done there!
(screenshots from the Japanese version, Fujiyama Buster)








(complete stages, with cheats + redumped u6, note missing gfx on last 2 levels due to bad u5)









Posted by Haze @ 17:06 | Comments (157)





















