Sometimes I’ll use this blog to cover MAME updates that have nothing to do with my work, especially if the developers involved don’t have their own pages to highlight the changes. The following post is one such example of this.
As well as the impressive netlist work done for Pong (and Pong Doubles) Couriersud (along with AWJ) also took a look at the palette handling in the earlier “nemesis.c” driver games from Konami, a bugbear in MAME for a number of users due to the poor colour reproduction we’ve had for a while.
Really old versions of MAME used some palette hacks, these were incorrect, andwere eventually dropped from MAME leading to rather washed out colours in the baseline build. These hacks were allowed to live on in MAMEFX based builds, but unless you wanted to risk use of an unofficial build you were stuck with with the bad colours or old versions.
Correct colour reproduction in the driver benefited from Couriersud’s knowledge of discrete components, the actual PCBs used a rather odd setup resulting in an unusual gamma ramp for the colours. Working with AWJ this was correctly implemented in MAME, so all future versions will have correct colours again
|Older MAME / MAMEUIFX
|Next version of MAME
I’m always glad to see things like this improving in MAME.
The other reason for doing this update is I’m wondering if anybody has a Final Star Force PCB and can record the attract mode intro sequence for me and maybe make some close-up shots of other areas? I’m 99% sure it’s wrong in MAME, but need to know what it should look like.