December 17th, 2009
Today I’ve beated color prom decoding in two games, first one is Carrera…


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



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)
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December 1st, 2009
Fixed colors and some video glitches in Kusayakyuu





…and apparently this game looks a prototype / location test release? There are many apparent BTANBs in there, namely:
*I’ve did 1 run and the game gave me two points
*When the player slides there’s a small video flipping bug that cannot be fixed because it clearly breaks other stuff;
*It gives just five seconds on the team selection screen
EDIT: Added proper sound:
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November 23rd, 2009
Implemented V-Blank register in the Hyper Neo Geo 64 driver, this was the cause of paletteram not being updated in both Samurai Shodown 64 1 & 2 games (thanks goes also to Haze for implementing the inline chain mode for the sprites, not in the previous WIP update). This also fixes the hangs in both games too:
Samurai Shodown 64



Samurai Shodown 64 2




EDIT: Implemented IRQ 11 used by network check for Roads Edge and Xtreme Rally, currently they crashes due of bad 3d packets, disabling them for now gives the following:
Xtreme Rally




Roads Edge



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November 19th, 2009
In my currently little free time I’m working on improving the Hyper Neo Geo 64 driver, starting by improving the compatibility of every single game then starting to look at the (many) video flaws…
At the current time, both Beast Busters 2nd Nightmare and Samurai Shodown 64 2 both enters into their gameplay mode with very limited gfxs:
Beast Busters 2nd Nightmare




Samurai Shodown 64 2 (note: doesn’t upload his own palette so I’ve hardcoded a custom one)




EDIT: the first Samurai Shodown 64 title screen (same palette issue, also hangs if you press start)

EDIT2: worked around the hang in Samurai Shodown 64, enters now into character screen, hangs after it again.

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November 10th, 2009
Haze and me are been working on a steady pace with Konami GXs GNW games lately. Latest news are that I’ve fixed sprites and de-protected Rushing Heroes (just some input buffer copiers on work RAM areas) while Haze have improved the ROZ layers (that isn’t yet ready for the prime-time, but it’ll hopefully be). Lots of graphic glitches, but this game is currently in a “playable” state as well…




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