Archive for November, 2009

Kneel on Mitokomon presence

Monday, November 23rd, 2009

Implemented V-Blank register in the Hyper Neo Geo 64 driver, this was the cause of paletteram not being updated in both Samurai Shodown 64 1 & 2 games (thanks goes also to Haze for implementing the inline chain mode for the sprites, not in the previous WIP update). This also fixes the hangs in both games too:

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Samurai Shodown 64 2

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EDIT: Implemented IRQ 11 used by network check for Roads Edge and Xtreme Rally, currently they crashes due of bad 3d packets, disabling them for now gives the following:

Xtreme Rally

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Roads Edge

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Russian Roulette

Thursday, November 19th, 2009

In my currently little free time I’m working on improving the Hyper Neo Geo 64 driver, starting by improving the compatibility of every single game then starting to look at the (many) video flaws…

At the current time, both Beast Busters 2nd Nightmare and Samurai Shodown 64 2 both enters into their gameplay mode with very limited gfxs:

Beast Busters 2nd Nightmare

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Samurai Shodown 64 2 (note: doesn’t upload his own palette so I’ve hardcoded a custom one)

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EDIT: the first Samurai Shodown 64 title screen (same palette issue, also hangs if you press start)

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EDIT2: worked around the hang in Samurai Shodown 64, enters now into character screen, hangs after it again.

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West Coast Offense

Tuesday, November 10th, 2009

Haze and me are been working on a steady pace with Konami GXs GNW games lately. Latest news are that I’ve fixed sprites and de-protected Rushing Heroes (just some input buffer copiers on work RAM areas) while Haze have improved the ROZ layers (that isn’t yet ready for the prime-time, but it’ll hopefully be). Lots of graphic glitches, but this game is currently in a “playable” state as well…

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No strike action please

Monday, November 9th, 2009

I’ve joined Haze to get stuff working with Soccer Superstars by Konami. I’ve taken care of the sprites, starting to assume that were protected but luckily they aren’t, it was just an incorrectly setted flag that controls display between two screens / tells the video HW about what frame field we’re currently on. I’ve also fixed the bitplane order of them, meaning that’s currently somewhat “playable” without ROZ layer and giant layer offset issues.

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Dream for a Final

Saturday, November 7th, 2009

Written a driver with Haze for Dream 9 Final, an obscure 1992 gambling game by Excellent System recently acquired by the Dumping Union:

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