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rcgamer

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Posts posted by rcgamer

  1. 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.

  2. @Elazul... Have you looked at most of the Genesis Library? Or the NES? or SNES? or Gameboy? Most of the games on these systems were CRAP, save for the jems. I mean, look at Battletoads on the Genesis, or Pit Fighter, or Ahh! Real Monsters. They were all made with money in mind.

     

    Most games today, as well, are made with money in mind, but at least the price of MAKING the game can keep some HORRIBLE companies from trying to make a game without a game at it's core.

     

    Anon.

    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.

  3. 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.

  4. 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*:blink:

    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 += :D

    {

    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) */

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