Once again I’m going to take an experimental approach to the yearly write-up, this time, keeping the page open all year and adding bits I’ve found interesting to it throughout the year.
The upside of this is that it might be easier to cover some stuff while it’s still fresh, and I can remember it. The downside is that MAME development can happen quickly at times, and the page might end up without outdated screenshots / information and require more revisions.
Loose Ends of 2017
As with most years some of the early 2018 work was tidying up work done at the end of 2017, and further progress on things that had been worked around around that period which just happened to cross over into the new year. Some of the bits towards the end of the year wouldn’t see a public release until the end of January 2018 anyway due to how the release schedule and freeze periods work.
Digging up obscure pieces of history is one thing MAME has a good reputation for, and by emulating Hammer Boy MAME once again fulfilled that role in 2018. The Arcade release of Hammer Boy probably never left a handful of arcades in Spain. It runs on the same board as the previously emulated Mega Phoenix, which too was a very rare title.
Another rare Spanish game, again with ‘Boy’ in the title, found in 2018 was the original release of Gaelco’s Master Boy. The previously emulated game was a 1991 sequel of the same name, while this 1987 version is actually the first game Gaelco produced back in 1986/87.
Documenting arcade games developed in Korea is one of the more interesting sides of MAME, because in most cases the games are nowhere near as well known as their Japanese, European and American counterparts, even if some of them flooded the market in large numbers back in the day.
F2 System (not to be confused with the Taito F2 platform) developed a number of games, mostly running on hardware using the Hyperstone CPU. New Cross Pang is one such title, which was originally thought to be a minor upgrade of the Cross Pang game, but actually turned out to be more of a sequel running on the newer Hyperstone based hardware rather than the older 68000 based hardware that powered the original Cross Pang. Inputs seem to often get missed tho, which might be an emulation issue if it isn’t poor game design / programming.
Gaelco’s library of 16-bit games was comprehensively covered by MAME by the close of 2017, but that didn’t prevent 2018 from having a new Gaelco related surprised. Last KM is a game based on piece of software originally developed by Zeus for Gaelco that wasn’t really designed for use in arcades, but in gyms, using an exercise bike as a controller. The original version of that software, which was used on Salter exercise bikes is not yet dumped, but a prototype arcade game based on it was.
The dumped version functions like an arcade game, you insert a coin and you race to the finish line, although without the original bike controls there’s no real challenge to it, but like most Gaelco products it was a well presented piece of software and in this case certainly something a little bit different. It was also one of the rare cases where one of the original developers played a part in the contribution. It will be interesting to see if the version for the Salter bikes actually ends up being dumped and emulated in MAME eventually too.
Banpresto’s Gunpey is definitely a case of unusual hardware. The game had been *almost* emulated for many years, but the video chip used by the game utilizes special compression modes, and until 2018 no way of getting the decompressed data, or emulating the actual decompression had been figured out. An initial workaround for this problem, using decrypted data extracted from a running board, allowed for the game to run correctly while the real scheme was studied.
Handhelds, more Handhelds
One other thing that certainly didn’t stop with the turn of the year is the number of Handheld devices, especially those from Tiger Electronics, that were being emulated.
Golden Axe, Crash Test Dummies, Super Double Dragon + more saw the MAME treatment.
X-Men Project X (Tiger)
The Flash (Tiger)
Jurassic Park (Tiger)
Nintendo handhelds continued to be processed too, with Super Mario Bros. being one of the first of the new year to see enough progress made for the game to be playable, although some sound related parts are still not emulated.
Sega’s Model 1 and Model 2 hardware are some of the most historically significant 3D platforms that could be found in arcades with some to be found still in operation today.
For Model 1, a decap of the Virtua Racing TGP Co-processor and a rewrite of the TGP emulation core allowed for the correct emulation of the Co-processor rather than relying on a hacked copy of the Daytona code. There are unlikely to be differences in the final emulation as a result of that, but it paves the way for correct emulation of other Model 1 games once their Co-processors are decapped and dumped (TODO: if this happens in 2018 add it here)
Model 2, which in reality can be considered as 4 different platforms due to the hardware evolution, also saw emulation improvements especially to the 2 / 2A / 2B variants. Games like Daytona, Virtua Fighter 2, Motor Raid and others became playable, although not quite on par graphically with the standalone Model 2 emulator at the time of writing. (TODO: as this might change significantly over the year don’t spend too much time on this yet)
Other 3D Platforms
2017 ended with a large number of improvements to the emulation of other 3D platforms, of note many of the Atari / Midway ones.
Most of the glitches in War Final Assault were fixed, meaning that was promoted to playable status.
Road Burners also got promoted.
Outside of the Atari / Midway systems the original version of Big Buck Hunter (without a subtitle) was located and added in working state.
Every year sees some new interesting clones dumped. 2018 saw a version of Cookie & Bibi 2 that’s clearly an earlier build, using the Semicom logo found in older releases, rather than the one that was introduced later, presumably first appearing in the version of Cookie & Bibi 2 that we previously had dumped. It also has different backgrounds and overall less polish, for most manufacturers you might say it could be a prototype due to the little things that hadn’t been tweaked yet, but in the case of Korean developers, it’s more likely just an early build.
Licensed TV Games
The handheld games are a good example of where smaller manufacturers obtained licenses for well known IP and made their own games from it, but that was far from the only time such things happened. Producing something that ties in to a popular piece of IP is a good way to guarantee sales, and in the mid 2000s “TV Games” weren’t an uncommon thing to see. These TV Games were low cost battery operated mini consoles that plugged into your TV and ran a single piece of software.
One manufacturer of such TV games was Radica. MAME already supported a few Radica published titles prior to 2018, of note, 2 Genesis / Megadrive based products, although instead of MAME recognizing them as individual machines they had been placed in the Megadrive Software List.
Not all Radica software was Megadrive based tho, we found one of their platforms to be using a 6502 type CPU to offer more basic games, something closer to the enhanced NES units you often saw but with entirely different sound / video hardware in these cases (the NES was also a 6502 derived CPU) A ‘5-in-1’ Space Invaders ‘Arcade Legends’ unit represented a cheap and easy way to play recreations of 5 classic Taito games on your TV.
Tetris needs no introduction, and Radica produced their own licensed take on Tetris, again advertising it a a ‘5-in-1’ due to having 5 different play modes, although in all honesty that is stretching things a little.
Original TV Games
Radica, mentioned above, didn’t only license out IP however, they also contracted out work on various original titles, all with custom controllers. A variety of different hardware types were used for this.
(TODO: Xavix stuff, which might change over the course of the year as currently preliminary)
Play TV Skateboarder was developed by Farsight studios for Radica and runs on the same SunPlus basic hardware that powered the ‘Vii’ console. It’s interesting to see how the same hardware was used by different developers, with many of the Chinese manufacturers trying to put out consoles loaded with as many games as possible while outside of China you saw more of these products with a single game and controller designed specifically for that game.
More Protection Devices
Another landmark in Taito emulation was achieved in 2018 when the C-Chips for a number of the Taito games were finally dumped. The C-Chip was an especially annoying protection device because rather than being an off-the-shelf chip it was a custom package containing the individual dies from several more common components meaning there was not only an MCU and it’s internal ROM to deal with, but a separate ROM die area inside the module for each game too.
The most significant improvements are a result of this could be seen in Bonze Adventure, which would previously error out under certain conditions when you died due to the restart points not being correct. With the real MCU emulated this doesn’t happen. Fixes in things like Superman were smaller, with the Demo Sounds dipswitch now working as it should, and possibly a few other things that went unnoticed. Rainbow Islands gained correct random number generation for the ‘Goal In’ sequence. Volfied cleaned up some unknowns with the previous simulation. In all cases the MAME code could be cleaned up by removing old simulation code.
The C-Chip for MegaBlast was dumped, but as we already suspected it actually performs no real game functions, and was something of an afterthought on the PCB so while it was good to know the content for completeness sake, it changes nothing in the emulation.
At the time of writing Operation Wolf and Rainbow Islands Extra C-Chips have not been dumped (Rainbow Islands Extra has been set to use a hacked version of the Rainbow Islands code rather than the old simulation) Hopefully I can remove this note before the year is out :-)
The NES VT series started out as mostly plain NES multi-game consoles with direct NES bootleg games, but also evolved over time with extended colour modes and ‘original’ Chinese developed software (even if most of them borrow themes etc. heavily from more popular games)
The Samuri 60-in-1 from Hummer is one of the VT based games that makes heavy use of the extended colour modes that weren’t present on a plain NES while still basically being NES architecture. Not all games in the collection are functional in MAME, but enough were to deem it possible to mark as working. Some of the problems might come down to problems with the base NES emulation in MAME>
Hummer also put out Z-Dog, which has a similar selection of games, but a dog themed interface.
Not all the NES rip-offs were quite so evolved. The FC Pocket 600 in 1 is one such example. While the front-end menu uses the higher colour mode the majority of the games are using plain NES modes, and are either straight hacked up bootlegs, or quickly put together rip-offs.