Archive for January, 2010


Thursday, January 28th, 2010

Chack’n of Team Japump dumped the proms in D-Day (Jaleco) … after some driver tweaking here’s the results:

Foreground tilemap colors are probably wrong, I don’t see anything that suits for the color offset(s) in that so I’ve temporarly hard-coded it.

Hsiang Yu vs. Liu Pang

Saturday, January 23rd, 2010

Modified the Super A’Can driver (an obscure Taiwanese console released by Funtech) to support most of the new features that the recent released game Sango Fighter needs. In the grand list of things that this HW does add a +1 for “rowscroll / colscroll” effect …

Holly Body

Sunday, January 17th, 2010

Worked on improving Cyber Tank graphics, thanks to the re-dump that was done recently … current main blocker is the non-tile based sprite emulation, it’s pretty complex with its odd decoding and zooming. Zooming looks like to be a single 8-bit port, i.e. it doesn’t seem to have indiviudual zoomx/zoomy factors.

Now I need to understand how the road emulation works, the color “banking” / scrolling for the tilemaps, why some sprites gets stuck on screen / why some sprites are offset and inputs.

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