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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)

December 16th, 2009

A First Time for Everything

… I’d never seen a screen like this in an Arcade game until today (It’s displayed in the USA version of Hyper Street Fighter 2 which was recently dumped) It’s quite common to see in game manuals, but I can’t think of a single arcade other game I’ve seen this appear in, maybe it’s in other new US releases?


Epilepsy Warning

Epilepsy Warning

And in other news. Thanks goes to MameDEV for costing me another contact.

On a more sincere note, I would actually like to thank the anonymous contributor who paid for an IronClad cart out of his own money for the work he’s done in the past, helping with several pirate dumps in HazeMD, as well as a few other submissions in the past. Your help will be missed, I’m sorry you feel you’ve been messed around by the development team, you’re not the only one.

Posted by Haze at 21:53 | Comments Off

December 9th, 2009

Cool!

CoolRiders, may seem like some awful Korean hack of Outrunners created by people on acid


(It has dancing Astronauts, Santa, a giant whale amongst other things in the high score table background if you don’t believe me)
Cool Riders
(oh, and giant birds which just look like they’ve been copy and pasted from photographs, which pick you up at various points)
Cool Riders
(but no naked chicks, sorry)

However, CoolRiders isn’t really a hack of Outrunners (in the traditional sense anyway), it’s a Sega game on a completely unique system. The H1 ’super-scalar’ system. Little is known about the system, and emulation progress have been very slow. Kale did however recently get it to show some background images, but we were unable to locate something even as ’simple’ as the text font.

Some of the roms (which we assumed were graphics, probably sprites) were also in a strange format, which we haven’t been able to decode yet. To work out for sure what they were we asked Guru to ‘break’ his PCB in various ways, by removing certain roms. There were 10 of these roms, so he took pictures, each time with 1 rom removed.


Rom 0 removed
Cool Riders Cool Riders
Rom 1 removed
Cool Riders Cool Riders
Rom 2 removed
Cool Riders Cool Riders
Rom 3 removed
Cool Riders Cool Riders
Rom 4 removed
Cool Riders Cool Riders
Rom 5 removed
Cool Riders Cool Riders
Rom 6 removed
Cool Riders
Rom 7 removed
Cool Riders Cool Riders
Rom 8 removed
Cool Riders Cool Riders
Rom 9 removed
Cool Riders Cool Riders

This tells us a few useful things.
1) The text is in those ROMs.
2) Those roms are in some way compressed
3) Sprites are tile-based
4) The data in those roms can also be used for the backgrounds as the bad tiles are drawn with perspective on the title screen.

Hopefully now that we know this, we’ll be able to decode those roms, and maybe get something more interesting on screen. I’m not overly optimistic of great progress as this stage as the system sits somewhere between System 32 and ST-V in Sega’s Lineup, and with only one game running on it and what appears to be a VERY strange video setup progress is likely to be long and slow.

Posted by Haze at 14:39 | Comments (16)

December 2nd, 2009

Standing in a Spotlight

One of the features of the Hyper Neogeo 64 hardware is additive blending (and I actually wonder if it’s the only blend mode it supports) Additive blend, as it’s name would suggest adds the colour from one image to another (as opposed to regular alpha blending which averages the colours of the source and destination)

In the most basic terms this means that any black parts of the image to be blended become invisible, and any grey/white parts cause the image to become tinted white. (In reality it can appear a bit more complex as both bitmaps can be full-colour, not greyscale)

We’ve already seen that this is supported on sprites; several places use it, and basic (buggy) support for it on sprites was added in the last MAME update.

It is however also used on the tilemap layers to do special effects. The Samurai Shodown games are a good example of this as they use it on various stages to add dust effects, and lighting effects. The following screens from the Samurai Shodown 64 Warriors Rage attract mode show it being used for a light beam. (Left is the normal tilemap data, right is with the additive blend enabled)


Samurai Shodown 64 Warriors Rage Samurai Shodown 64 Warriors Rage

It’s a subtle effect, but on the real hardware, with the 3d enabled (which it blends over) an impressive one for the time period.

The original Samurai Shodown 64 also uses it, although it’s probably less obvious in screenshots, but this is why there are ’solid’ layers covering the background graphics on some stages at the moment, they’re effect layers. This effect is move obvious when moving because the effect is moving quickly, creating disruptions in the original image which are meant to represent fog / snow.


Samurai Shodown 64 Samurai Shodown 64

Of course, things aren’t that simple. MAME doesn’t natively support additive blending in it’s tilemap draw calls, so I had to copy half of tilemap.c into the driver to hook up the effect, and furthermore it isn’t clear how they enable it on the real hardware, so it’s currently hooked up to some debug keys anyway.

If you combine additive blending, and RGB control registers, you can use the blending to do other effects such as fading something out, or causing a whiteout. I have a feeling that they do this in places, which is making it more confusing and harder to tell which registers enable the / select the fade to use, and which enable the blending.

I wouldn’t expect astronomical progress on Hyper Neogeo 64 the same way that CPS3 was emulated, the 3D especially is tricky, and only really currently works in Fatal Fury, and partially in Buriki One due to some fairly gross 3d-ram access hacks, which don’t REALLY full represent how the hardware works. It’s a somewhat complex system, with limited test cases, and even understanding something as simple as the tilemap ordering and effect enables is difficult due to effects being used together making it hard to isolate individual bits responsible. Also, as a further roadblock, developers who generally do 3D work don’t seem very interested in the driver at all.

In other words, don’t expect these things to be fully playable for at least another couple of years, I know I’m not.

Posted by Haze at 13:07 | Comments (18)

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 at 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 at 21:33 | Comments (1)

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