Archive for the ‘Mame Wip’ 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

0084

0085

0086

Borderline with more colors

Wednesday, June 1st, 2016

Finished off Metal Freezer driver, started during the 0.173 dev cycle. It is a 1989 game by Seibu, which used Dark Mist HW as base with more tiles / colors and some minor address lines swapping (a cliché for this manufacturer, so for example you won’t ROM swap between boards).
There are still few bits not understood in the video registers section, and how rowscroll/raster effect really works is a mystery. Latter is assumed to divide the status bar from the main playfield during gameplay, I’ve assumed that a bit is directly correlated but can’t say for sure due of the limited use that the game does.

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