Boolean diary – part 06

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

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

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.

Content not available.
Please allow cookies by clicking Accept on the banner

Boolean Diary – part 04

March 18th, 2016

Converted Shanghai HW to use the newer HD63484 device core. This fixes various long standing gfx glitches in it, namely the animation screen in Shanghai [1].

0000

Also, rewritten Super Cross II driver after the relicensing. Toy Pop/Libble Rabble a.k.a. Namco System 16 Universal HW rewrite is in progress (currently lacking sprites and timing for the Namco custom i/o device).

Boolean Diary – part 03

February 9th, 2016

Fixed a NCS core bug with ADCX actually being an ADDX opcode, fixing some garbage happening in Night Gal driver. It also mostly improves Sexy Gal/Sweet Gal/Night Gal Summer. Sweet Gal is almost working, the other two suffers from random layer clearances that wipes out big gfx chunks from time to time.

0001

0107

0008


By continuing to use the site, you agree to the use of cookies. more information

The cookie settings on this website are set to "allow cookies" to give you the best browsing experience possible. If you continue to use this website without changing your cookie settings or you click "Accept" below then you are consenting to this.

Close