Archive for the ‘Mame Wip’ Category

I love your sexy talk, it’s so kindergarten, “Poo poo”, “Wee wee”.

Sunday, February 14th, 2010

Team Europe and the Dumping Union proudly presents … Uncle Poo, an obscure 1983 game from the even more obscure Diatec, possibly a bootleg/hack of something else obscure that we don’t know jack about it either. Me and Haze worked on the driver for this, it currently works apart from sound and a bunch of minor bits. I also don’t know why the title screen colors looks so awkward, but I don’t see anything weird from the ROM-to-videoram transfer so I don’t know if it’s the correct behaviour or not…

As you can see, game is a maze game with scrolling (from left to right), on which you have to collect money/diamonds in order to advance to the next level. Your main attack is a … er, a fart (yeah, not joking here, check last snap), it’s used for breaking objects and kill enemies. There is also another button, the character puts blades on his feet and moves faster, but it costs a lot of  “power points” (also used by the farting).

I think it’s not a bad game per-se, it’s at least original in game design (for a 1983 game, obviously). If it rings a bell to anybody about what it could truly be let us know, thanks.

D-Original

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.

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.

Rivincita di Natale

Friday, December 25th, 2009

Started to write a driver for Cycle Mahbou, an obscure game from Taito / Seta. It seems to be the logical next revision of the Joshi Volleyball / Great Swordsman HW, and like them, it has 2 Taito 8741 MCUs to care about…so it’s not yet working mainly due of that:

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This game was brought to you by Chack’n from Team Japump & Dumping Union, a present gift for the Christmas 😉

The Mulky Way

Thursday, December 17th, 2009

Today I’ve beated color prom decoding in two games, first one is Carrera

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…and the second one is Super Moto / Super Rider:

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Both of them uses awkward prom encoding and required a decent effort from my side to finally get them right. Amusingly, I’ve got the Super Moto one by seeing that it requires a very specific pen color for the ranking screen that was entirely black, fixing the bitplane order by checking that specific screen was an obvious choice for it.

I’ve also tried to fix Koi Koi Part 2 colors, but current dump looks incomplete (the prom is only a look-up one, the proper color prom is undumped apparently)