Still continuing with Seibu COP. Right now I’m trying to figure out how the protection interacts with Godzilla. Having this to boot makes us understand a couple of new features extensively used by this. (NB: again blobs of nothing are due of badly dumped sprite roms, and wrongly faced fighters … well, do you need a response to this? :P)
Archive for December, 2010
I’m recently working on the Legionnaire / Raiden 2 protection HW. If you didn’t lived on Mars until now, you should already know that is one if not THE most insane protection device ever created by an human being.
I’ve did many fixes so far (sound and working status for Denjin Makai, colour fixes for Legionnaire and many other things) … and then, today I’ve stumbled across X Se Dae Quiz …
X Se Dae Quiz … an obscure Korean quiz game … honestly this one is pretty forgettable as a game (to not say laughable), but it actually represents a MAME milestone since it’s the first real Raiden 2 HW working game. It currently have a sprite protection issue with the sprite map (similar to the other games), colour issues in some screens, and sprite ROMs are badly dumped (half size, hence the blobs of nothing), but it seems otherwise pretty much playable (provided that you know Korean)
Me, OG, Haze, Dox and the MAME team proudly (?) presents … X Se Dae Quiz
EDIT: Guru redumped the sprite roms, so updated the pics with the correct dump.
Irem M107 HW, a driver that indeed didn’t received much love in his life. The driver was a complete mess, with completely broken World PK Soccer, Dream Soccer ’94 with huge slowdowns and Fire Barrel … well, it was marked as working but imho it wasn’t really working, with that layer covering half the screen and completely missing sound, effectively making it a painful experience to play. After some study at the code, I’ve realized that the driver was continously triggering an unmapped line from the main CPU, directly correlated to some sound response r/w. Easy fix, that’s a reset line directly connected to the sound CPU.
Then the graphics. After some study at the code me and Haze realized that current rowscroll handling was entirely wrong, since that rowscroll is enabled thru a completely different bit (used by World PK Soccer gameplay) … we studied some videos of the real PCB floating around the net and realized it was actually enabling row select, a kind of effect also used in this game for stretching the tilemap in the vertical axis (effectively doing some pseudo zooming).
We have still to do rowscroll effects for Fire Barrel (used for the sea on level 2 and the canyon on level 6) and several sprite fixes, but I can safely assume that Fire Barrel is a lot more playable now that it ever was. My preliminary hook-up already makes World PK Soccer to have better gfxs than before, but it’s still not 100% right for Fire Barrel …