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HazeMD Releases

    0.14a
  • Source+Binaries
    (internal database rebuild)

    0.12a
  • Source+Binaries

    HazeMD is a Megadrive / Genesis emulator based on the MAME code. It works in exactly the same way MAME does.

Radica (Custom Genesis)

Super Bubble Bobble MD (Unofficial Genesis)

Radica (Custom Genesis)

Indiana Jones' Greatest Adventure (Genesis)

Indiana Jones' Greatest Adventure (Genesis)

Kolibri (32X)

Kolibri (32X)

Archive for November, 2009


November 25th, 2009

Dive Dive!

Kale hooked up the sprites, sound, input and scrolling, and I improved the colours. The red seems less intense than the reference shots, but the colour prom decoding appears to be correct so it might just be the output settings, or colour weightings that need adjusting.

There are still a few sprite glitches, but otherwise it’s a playable shoot & avoid game.

Again, thanks must go to Volker Hann & Team Europe for finding this one!


Submarine Submarine

Submarine Submarine

Submarine Submarine

Submarine Submarine

Posted by Haze @ 01:27 | Comments (7)

November 24th, 2009

We All Live in a Yellow….

Volker Hann & Team Europe found and dumped an old Sigma game called Submarine. When emulated it should look like the following screens


Sigma Submarine Sigma Submarine

Right now it looks like..


Submarine Submarine

Still plenty to do on this one, correct colours will help but there are a whole bunch of PROMs, and I have no idea where the background colour comes from at the moment.

Posted by Haze @ 21:33 | Comments (1)

November 24th, 2009

Let’s Go HYPER!

I’ve been helping Kale with a few simple tasks on Hyper Neogeo 64, for example, adding support for the alt tilemap dimensions needed at one point in the Roads Edge intro for the rotating title screen.


Roads Edge Roads Edge

Roads Edge Roads Edge

Roads Edge Roads Edge

Roads Edge Roads Edge

The original hardware material found on YouTube is a blessing for such things, as the hardware has quite a few effects and features which are only ever used in one place (due to the limited number of games on the hardware)

3D still isn’t working for most games, and the sprites are still a complete mess in many cases (there is no clear sprite disable / enable register per-sprite at all) but improvements are being made. Due to the limited test cases, and (in places) rather wacky hardware this is quite a tricky system to emulate, so could still be some years away from working properly. Thankfully it seems a lot of the odd hardware (the Z80 clone with MMU etc.) probably doesn’t matter too much. We’ve asked somebody (I won’t name them unless they want to be named) to look at the sound too which is running off a v30 based chip, but again has extra features like an MMU, which may, or may not be required for emulation.

*edit*Kale improved sprite clearing in Samurai Shodown 64 1/2, and I found a place which makes use of global sprite scroll registers (the ranking screen) Again this seems to be a feature only used in one place. They scroll most of the sprites by changing the global scroll value, while allowing another sprite to remain static by adjusting it’s scroll positions to counter the global scrolling.


Samurai Shodown 64 Rankings Samurai Shodown 64 Rankings

Samurai Shodown 64 Rankings Samurai Shodown 64 Rankings

Posted by Haze @ 14:00 | Comments (5)

November 11th, 2009

It’s Show Time!

Kale did a quick skip on the TMS check at startup, and it appears that Run & Gun 2 / Slam Dunk also runs. The sprites are glitchy (might be rom loading order) and it never appears to write the display enable (protection?) but bypassing that gives these shots.. If that’s not the protection we still need to work out what is, because it’s generating it’s own palette, spritelist and handling inputs withuot any simulation at all…


Slam Dunk 2 Slam Dunk 2

Slam Dunk 2 Slam Dunk 2

Slam Dunk 2 Slam Dunk 2

Slam Dunk 2 Slam Dunk 2

*edit* as Kale points out below, this is now working. The US version ‘Run & Gun 2′ seems to have other problems, maybe extra protection.


Slam Dunk 2 Slam Dunk 2

Slam Dunk 2 Slam Dunk 2

Slam Dunk 2 Slam Dunk 2

Slam Dunk 2 Slam Dunk 2

Slam Dunk 2 Slam Dunk 2

Slam Dunk 2 Slam Dunk 2

Slam Dunk 2 Slam Dunk 2

*edit* The english language version ‘Run & Gun 2′


Run & Gun 2 Run & Gun 2

Posted by Haze @ 01:40 | Comments (48)

November 10th, 2009

Rushing Heroes, Rushing Ahead

I made a few fixes to Rushing Heroes (as shown on Kale’s page)


Rushing Heroes Rushing Heroes

Rushing Heroes Rushing Heroes

Rushing Heroes Rushing Heroes

I need to figure out how the ROZ layer is mixed with the game layer (at the moment if enabled it is over the sprites)

Also the ROZ tile rom is bad (title screen gfx are missing) and 2 of the sprite roms seem bad (data misalignment after a certain point causing bad outlines on some character gfx)

*edit* A couple of rather gross hacks later, and we have the following.


Rushing Heroes Rushing Heroes

Rushing Heroes Rushing Heroes

Posted by Haze @ 17:02 | Comments (6)

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