Archive for the ‘Mame Wip’ Category

According to the data, it’s identified as a Zero.

Tuesday, March 3rd, 2009

By request I’m been looking at the Zero Target / Gekitsui Oh driver. I’ve fixed the sound and started to look the gfxs in there…

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I’m not 100% sure about the colors in there, for sure the hud uses a vram attribute for the “junctions” and that’ll explain why colors are wrong especially for these parts. The rest looks correct but awkward, anybody has a screen of the original game?

EDIT: thanks to various guys that reported to me about the NV video, edited the page with the proper correct colors ^_^

The World is Yours

Friday, February 27th, 2009

Started to look at the protection in Heavy Unit & did some video tweakery with Haze (still some scrolling issues, we’ll hopefully fix that shortly).

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Notice that I don’t promise anything about beating the protection in there, if this game was never properly emulated there’s a reason…

Zeppola vincente e crocchè piazzato

Friday, February 20th, 2009

Currently writing a driver with Andrew Gardner & Roberto Fresca, King Derby by Tatsumi.

Initially this driver was going to nowhere (it uses 3  z80) , but after some exaustive work we got this:

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There’s still lots of work to do, plus colors needs a undumped color prom  (it’s currently using the default MAME palette). And, if you were wondering, yes, this is the original version of  Cow Race.

Another one bites the dust

Tuesday, February 10th, 2009

Fixed colors and sound in Go 2000.

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Interestingly, the sound memory map seems an updated version of the one seen in Ultra Balloon (with one 8-bits DAC instead of two 4-bits as the only difference). And SA seems a contraction of SunA, maybe this is their last game before being acquired by Unico/Uniana?

*edit* : Realized that this game also uses the same sprite chip as SunA 16 HW, game now fully working:

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I flopped a nut straight

Thursday, February 5th, 2009

Fixed colors and inputs on the longly forgotten Super Draw Poker, working in the next release:

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About the colors: can anybody knows how much they are accurate? It’s all guesswork, without any reference.

EDIT: thanks to Reip, I’ve seen a screen of the original thing. Colors are correct but the game uses a weird “global column coloring” feature on the text layer. I’ve hooked up something, but I can only assume that my implementation is correct, it needs schematics to be 100% sure.

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