Posts Tagged ‘prosport’

John vs. Arnold vs…Dick? (The Dec0 Pro Tour part 3 of 3)

Monday, June 15th, 2009

And, after Pro Soccer, let’s take a quick glance about Pro Sports (Pro Tennis, Tournament Pro Golf and Pro Bowling all-in-one package). After some tweakery (and after fixed a Deco16 CPU core bug) , Pro Bowling part is working without backgrounds, Pro Tennis doesn’t have score limits (another core bug?) and Pro Golf pushes this PCB to it’s limits and currently has many gfxs artifacts…three games, completely different behaviours…


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EDIT (18 June 2009): after some days of fierce coding, I’ve finally fixed the major flaws with this one:

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Game now fully working except for some video issues (namely bg flipping and some sprites) and the sound that isn’t yet 100% accurate.

The only and one Dec0 Pro Tour (part 1 of 3)

Tuesday, June 9th, 2009

I’ve convinced myself in looking the three GNW “Dec0 Pro” games series (a.k.a. 18 Holes Pro Golf, Pro Sport and Pro Soccer). The game with the worst condition was 18 Holes Pro Golf, so I’ve started to look at it for first. It’s basically a nightmare, with a background layer and a tilemap/bitmap framebuffer hybrid mess, with “tilemap cells” that are written to the resulting screen as-is, without any tilemap hook-up for it as you might expect…





And now the bad news: it has issues with the main program (for example hazards doesn’t do anything), that might be caused by a bad rom or a slightly bad decryption (service mode returns “rom bad error 6″ as well).

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