Archive for the ‘Mame Wip’ Category

The Last Express

Wednesday, August 24th, 2011

Did a review of the Taito JC system driver in the last couple of days. It apparently got recently improved by some ‘040 fixes by Arbee, so I’ve given a quick look of it, fixed inputs in all games in the driver, fixed a crash for Densya de Go 2, made various gfx fixes (in particular I’ve added a Gouraud Shading triangle drawing mode, used by Landing Gear for some elements). This makes Densya de Go, Densya de Go 2 and Landing Gear to be working, and improves Dangerous Curves that now enters into gameplay but doesn’t show any 3d due of a DSP bug.

Open Mic Poetry

Friday, August 19th, 2011

Out of curiosity, I’ve checked Magical Zunou Power on ST-V and its serial communication with the self-called sub board. Game talks with “something” via a serial port, and it does your usual serial checks (buffer Rx FULL, buffer Tx FULL, END flag, time out). Not knowing the protocol used this is quite annoying to HLE, so for now I’ve hacked the comms checks.

It ended up that the game is all about a quiz game based off a Japanese TV Quiz show, that uses a microphone in order to give answers, that obviously isn’t doable with current MAME I/O framework.

No Fright Zone

Wednesday, July 6th, 2011

Currently in a phase of implementing missing inputs in Naomi (mostly thanks to the shiny new MIE/JVS core by OG), this makes many games like The House of Dead 2, Zombie Revenge, Airline Pilots and others to be now playable:

Go plat with Satan

Friday, June 17th, 2011

Still working on Sega Saturn, and fixed many issues with it. Here goes some WIP pics (mostly taken from the official Sega Saturn WIP topic there, plus various in-development pics):

There’s still a rather big CD block bug in there (mostly involving command 0x06 and transfers), so compatibility isn’t so great at the moment …

Pixel Mahjong

Thursday, May 26th, 2011

Starting from u4 cycle, I’m been busy into finally cleaning up the Sega Saturn / ST-V driver. After that, I’ve started to nail down the irq system/pixel clock again (that was pretty messy before), and got various things fixed (namely the Pebble Beach / Funky Head Boxers hang).
All of this also caused Virtual Mahjong to finally show itself with correct gfxs during gameplay.