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rcgamer

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  1. powerstone and mvc2 both are working here. maybe try a different bios and cable setting. i was using the blue bios and ntsc cable. havent tried the other one yet.
  2. click the plugins button and then click configure. click the cd plugin now just switch the plugin to the xxxx one.
  3. macross m3 does work. when you get to where you press start to start a new game it will show the year and then add three years to it, then it shows the date , now this might be where people think the game isnt working but if you just let it go eventually it will load and the game will start.. there are some graphics errors.
  4. yep, same here. Nothing beats firing up a game of yie are kung fu, or joust. All the emulators are great. and sometimes i use kawaks or nebulafor neo geo games. but overall i think mame is the tops.
  5. To the people here complaining about 1964 and saying that pj64 is better, quit doing crack before you post. Rices plugin needs to be configured correctly for it to work right. Also there are other plugins to use wich will make some of the games that rices cant run wokr. I have a whole lot of n64 roms and i would estimate that around 90% of them are playable (and i mean you can actually play them. 1964 runs so many more games than pj64 there is no comparison. not to mention that the speed is great.
  6. Why dont you try 1964 with rices 5.4.1 plugin. it works really good. Its not perfect but its definitely getting there.
  7. THose games you spoke of at the time were considered pretty original and fresh. And all those games were very successful. Why do you think video game company's go into business. Without thinking about money, they go out of business.
  8. has anyone had any luck getting crouching tiger hidden dragon working correctly with mame. I get horrible colors and the game wont start it just keeps going back to the insert coin menu. Ive tried multiple sets as well. anyway if you can help then please post the driver and set you use. thanks.
  9. Nevermind I figured it out for myself. For those who need it, here ya go put this in the video update section. VIDEO_UPDATE( snowbro3 ); ------------------------------------- put this in the static machine driver start/end section after 4in1 static MACHINE_DRIVER_START( snowbro3 ) /* basic machine hardware */ MDRV_CPU_ADD_TAG("main", M 68000, 16000000) /* 16mhz or 12mhz ? */ MDRV_CPU_PROGRAM_MAP(readmem 3,writemem3) MDRV_CPU_VBLANK_INT( snowbros_interrupt,3) MDRV_FRAMES_PER_SECOND(60) MDRV_VBLANK_DURATION( DEFAULT_60HZ_VBLANK_DURATION) /* video hardware */ MDRV_VIDEO_ATTRIBUTES( VIDEO_TYPE_RASTER) MDRV_SCREEN_SIZE(32*8, 32* MDRV_VISIBLE_AREA(0*8, 32*8- 1, 2*8, 30*8-1) MDRV_GFXDECODE(sb3 _gfxdecodeinfo) MDRV_PALETTE_LENGTH(512) MDRV_VIDEO_UPDATE(snowbro3) /* sound hardware */ /* oki for sound */ MACHINE_DRIVER_END ------------------------------------ put this in the rom start, rom end section under /* semicom games */ ROM_START( snowbro3 ) ROM_REGION( 0x40000, REGION_CPU1, 0 ) /* 68000 code */ ROM_LOAD16_BYTE( "ur4", 0x 00000, 0x20000, CRC(19c13ffd) SHA1(4 f9db70354bd410b7bcafa96be4591de8dc33 d90) ) ROM_LOAD16_BYTE( "ur3", 0x 00001, 0x20000, CRC(3f32fa15) SHA1( 1402c173c1df142ff9dd7b859689c075813a 50e5) ) /* is sound cpu code missing or is it driven by the main cpu? */ ROM_REGION( 0x80000, REGION_GFX1, ROMREGION_DISPOSE ) ROM_LOAD( "ua5", 0x000000, 0x80000, CRC(0604e385) SHA 1(96acbc65a8db89a7be100f852dc07ba9a 0313167) ) /* 16x16 tiles */ ROM_REGION( 0x400000, REGION_GFX2, ROMREGION_DISPOSE ) /* 16x16 BG Tiles */ ROM_LOAD( "un7", 0x000000, 0x200000, CRC(4a79da4c) SHA1(59207d116d39b9ee25c51affe520f5 fdff34e536) ) ROM_LOAD( "un8", 0x200000, 0x200000, CRC(7a4561a4) SHA1(1dd823369c09368d1f0ec8e1cb85d 700f10ff448) ) ROM_REGION( 0x080000, REGION_SOUND1, 0 ) /* OKIM6295 samples */ ROM_LOAD( "us5", 0x00000, 0x80000, CRC(7c6368ef) SHA1(53393c 570c605f7582b61c630980041e2ed32e2d) ) ROM_END ------------------------------------ put this at the end of the driver init section of snowbro.c driver. static DRIVER_INIT(snowbro3) { unsigned char *buffer; data8_t *src = memory_region (REGION_CPU1); int len = memory_region_length(REGION_CPU1); /* strange order */ if ((buffer = malloc(len))) { int i; for (i = 0;i < len; i++) buffer = src[bITSWAP24(i,23,22,21,20,19,18,17 ,16,15,14,13,12,11,10,9,8,7,6,5,3,4, 1,2,0)]; memcpy( src,buffer,len); free(buffer); } } ------------------------------------- put this under /* semicom games */ GAMEX(2002, snowbro3, 0, snowbro3, snowbroj, snowbro3, ROT0, "Syrmex / hack?", "Snow Brothers 3 - Magical Adventure", GAME_NO_SOUND ) // its basically snowbros code?... ------------------------------------ put this at the end of src/vidhrdw/ snowbro.c VIDEO_UPDATE( snowbro3 ) { int sx=0, sy=0, x=0, y=0, offs; /* * Sprite Tile Format * ------------------ * * Byte | Bit(s) | Use * -----+-76543210-+-------- -------- * 0-5 | -------- | ? * 6 | -------- | ? * 7 | xxxx.... | Palette Bank * 7 |.......x | XPos - Sign Bit * 9 | xxxxxxxx | XPos * 7 |......x. | YPos - Sign Bit * B | xxxxxxxx | YPos * 7 |.....x.. | Use Relative offsets * C | -------- | ? * D | xxxxxxxx | Sprite Number (low 8 bits) * E | -------- | ? * F |....xxxx | Sprite Number (high 4 bits) * F | x....... | Flip Sprite Y-Axis * F |.x...... | Flip Sprite X-Axis */ /* This clears & redraws the entire screen each pass */ fillbitmap( bitmap,get_black_pen(),&Machine- >visible_area); for (offs = 0;offs < spriteram_size/2;offs += { struct GfxElement * gfx = Machine->gfx[0]; int dx = spriteram16 [offs+4] & 0xff; int dy = spriteram16 [offs+5] & 0xff; int tilecolour = spriteram16[offs+3]; int attr = spriteram 16[offs+7]; int flipx = attr & 0x80; int flipy = (attr & 0x40) << 1; int tile = ((attr & 0xff) << + (spriteram16[offs+6] & 0xff); if (tilecolour & 1) dx = -1 - (dx ^ 0xff); if (tilecolour & 2) dy = -1 - (dy ^ 0xff); if (tilecolour & 4) { x += dx; y += dy; } else { x = dx; y = dy; } if (x > 511) x &= 0x 1ff; if (y > 511) y &= 0x 1ff; if (flip_screen) { sx = 240 - x; sy = 240 - y; flipx = ! flipx; flipy = ! flipy; } else { sx = x; sy = y; } if (offs < 0x800) /* i guess this is the right way */ { gfx = Machine->gfx[1]; tilecolour = 0x10; } drawgfx(bitmap,gfx, tile, ( tilecolour & 0xf0) >> 4, flipx, flipy, sx,sy, &Machine- >visible_area,TRANSPARENCY_PEN,0); } } ------------------------------------- add this to src/driver.c under /* semicom games */ DRIVER( snowbro3 ) /* © 2002 Syrmex (hack) */
  10. If anyone has working driver for snowbrothers 3 could you post it please. the one i have isnt working right.
  11. why would snk do that. they know it will be emulated sooner or later. I doubt they would taunt the hackers.
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