Archive for the ‘boolean’ Category

Boolean Diary – part 08

Wednesday, May 10th, 2017

Fixed scenery walking enemies in Legionnaire and Heated Barrel, they both uses a variation of the 138e macro where last opcode is an addition instead of a subtraction.
This translates in angles being Y inverted, and the macro is effectively used by enemies to check out playfield boundaries.

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Both games can be assumed working at this point.

Spot the difference game (Boolean Diary – part 07)

Tuesday, March 7th, 2017

Fixed subtle color pen bug in Continental Circus, i.e. the black dots that are in first screenshot:

Wrong
cwrong
Right
cright

Boolean diary – part 06

Friday, July 1st, 2016

Fixed sprite to tile priorities in Legionnaire, Heated Barrel, Godzilla and Denjin Makai.
Following is a specific comparison example between old and new implementation in Denjin Makai.

clip_denji

Other most notably fixes are the so far hidden Game Over screen in Legionnaire …

0059

… and the clipping used by the opening in Godzilla.

0022

Boolean Diary – part 05

Wednesday, June 15th, 2016

Improved various things in Esh’s Aurumilla driver, plus added missing command strobe callback signal from LDV-1000 LD CPU to Host.
Mostly playable, except for a performance spike that shouldn’t happen at all during gameplay and overlay colors that aren’t quite right.

0082

0083

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Boolean Diary – part 04

Friday, March 18th, 2016

Converted Shanghai HW to use the newer HD63484 device core. This fixes various long standing gfx glitches in it, namely the animation screen in Shanghai [1].

0000

Also, rewritten Super Cross II driver after the relicensing. Toy Pop/Libble Rabble a.k.a. Namco System 16 Universal HW rewrite is in progress (currently lacking sprites and timing for the Namco custom i/o device).


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