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iq_132

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Posts posted by iq_132

  1. Hello 4 all,my new topic is about svc chaos.Do anyone know where to get it?I got it but it is a hack version for kawaks.Also help me with kof 2003 topic.I'm waiting..

     

    Ask for roms again and you're gone.

     

    Kawaks sucks btw. Find yourself a real emulator like FBA or MAME or gtfo.

  2. just fixed the Psyko to be less acurrate in CoinOPS like in this FBL...I tried it and notice one of the title layers in Striker games was missing the transpency and looks alot worse (clouds) so the driver needed some downscaling like raiden fighters did.

     

    I removed all the alpha blending effects in fba-xxx, otherwise the speed took a serious hit. I have a few ideas on adding it back in, but I can't assure that it will run 60/60.

     

    (PS all those other drivers are being speed up with some help from one of the orig FBA dev)

    Wow! A real live FBA dev? which one? lol ;)

  3. 0.135u1

    -------

     

     

    MAMETesters Bugs Fixed

    ----------------------

    - 03535: [Documentation] 3stooges: P1-P2-P3 button does not match

    documentation (input (this game)) (David Haywood)

    - 02734: [Crash/Freeze] videocba, videodad, blckjack: Crash

    immediately after OK (Firewave)

    - 00941: [sound] tp84: The startup 'tune' no longer sounds like the

    original game after the fixes to the SN76496 sound core.

    (Lord Nightmare)

    - 03494: [Gameplay] batridc, batrid, batridk, batridu: 'Guest

    Player', 'Special Course', 'Player Select' dipswitch

    settings reversed (Fabio Priuli)

    - 02155: [DIP/Input] mole: Incorrect buttons mapping. (M.A.S.H.)

    - 03498: [Graphics] sengekis, sengekisj: Missing graphic layer in

    Stages 3 and 5 (David Haywood)

    - 03509: [Graphics] galpans2, galpans3, panicstr: Input test screen

    shows zoomed in text (David Haywood)

     

     

     

    Source Changes

    --------------

    Updated LFO information in YMF271 core. [brian Troha, Nicola Salmoria]

     

    Fixed parent relationship between sbrkout3 and sbrkout.

    [Lord Nightmare]

     

    Removed some magic numbers from machine/psx.c, replaced with #defines.

    [Harmony]

     

    Change to consistently use Intel notation for hex values in TMS32010

    disassembler, rather than a mix of Motorola and Intel notation.

    [Lord Nightmare]

     

    Z80: Check for NOP in interrupt mode 0. This allows code like ei /

    halt / di to work correctly. A better solution would be to implement

    full support for arbitrary opcodes in mode 0. [Dirk Best]

     

    igs017.c update [Luca Elia]

    - Merged in some IGS031 based games (igs_m68.c, tarzan.c)

    - Implemented tiles flip x and video disable

    - Added hopper simulation to mgcs

    - Decrypted mgdh

     

    Almost complete decryption of starzan and tarzana [iq_132]

     

    Documented presence of Namco customs on the Pole Position bootleg

    (Top Racer) sets. Removed Namco devices from bootlegs which don't

    have them. [David Haywood]

     

    Added save state support to plygonet.c and the DSP56156 CPU core.

    [Andrew Gardner]

     

    Updated SN76489/A to have correct PRNG waveforms (a 0 bit was missing

    at the beginning, and beginning of SN76489 waveform was all 1s

    instead of 0s as measured on hardware). Added SN94624 (same as

    SN76489). [Lord Nightmare, plgDavid (David Viens)]

     

    IGS blitter based games update [Luca Elia]

    - Renamed driver to igs011.c and cleaned it up

    - Renamed some sets according to chinese title

    - Implemented hopper in lhb, lhb2, wlcc

    - Decrypted ryukobou

     

    i386 core fixes: [barry Rodewald]

    * Added Nested Task flag, and I/O Privilege flags. They aren't

    implemented in any way, but can now be set or reset. Can be used

    to detect a 80386 or later CPU.

    * Implemented ENTER instruction.

    * Made IRQ vectors treated as 8 bytes when in protected mode, and

    made the addresses pushed onto the stack 32-bit if the gate

    descriptor used is a 386 interrupt or trap gate (also when in

    protected mode, will always be 16-bit if in real mode).

     

    Fixes to default mapping as well as comment/information fixes for

    Mole Attack [M.A.S.H./Tafoid]

     

    Identify puyoj set as Rev B and correct various rom names.

    [smitdogg, Dumping Union]

     

    Improved Super Nova sprite shrinking, used by Gals Panic S2 and

    Sengeki Striker. [David Haywood]

     

    Improved dips in Mahjong Vegas. [nightsoil]

     

    Added emulation of background graphics (blitter), sound and inputs to

    skimaxx.c [Luca Elia]

     

    Refactored Z80, i8237, and i8257 DMA to use devcb. [Curt Coder]

     

    Fixed RGB555 palette RAM format in Soccer Superstars [Angelo Salese]

     

    Allowed child CPUs to be used in read8/write8 callbacks. [Curt Coder]

     

    Jaleco Mega System 32 update: [David Haywood]

    * Added correct RAM sizes as per Charles McDonald's notes

    * Implemented priority in the same manner as tetrisp2

    * Add shadows via custom mixing (gametngk and tetrisp / tp2m32 are

    much improved)

    * Added the alt tilemap layout used by f1superb for the backgrounds

    * Added f1superb notes and IRQ generation code from nuapete

     

    Tournament Solitaire (pcat_dyn) improvements [luigi30]:

    * Added newer version of toursol, renamed existing to toursol1 and

    the new one is now toursol

    * Set toursol date to 1995

    * Set toursol CPU speed to 40MHz

     

    Many improvements to konamigx rendering, specifically improving

    Soccer Superstars and Rushing Hero. [David Haywood, Angelo Salese]

     

    Implemented input buffer copy protection in Rushing Heroes, game is

    now somewhat playable with heavy gfx glitches [Angelo Salese]

     

    Fixed Konami GX type 4 protection seed $d15, used to protect a sprite

    bank in Run & Gun 2 / Slam Dunk 2 [Angelo Salese]

     

    Fixed sprite ROM loading in Slam Dunk 2 [David Haywood]

     

    Added missing BLTZAL opcode to the RSP core. [angrylion]

     

    Control fix for Strike Gunner S.T.G. to allow a 3rd button mapping

    for each player - thus allowing for the feature of merging ships in 2

    player games. [Tafoid]

     

    Marked cosmic alien colors as wrong, added TODO to the driver for

    fixing colors. Added new XTAL value for cosmic alien and switched

    driver to use it. [Lord Nightmare]

     

    Fixed colors in Greyhound games [Mariusz Wojcieszek]

     

    Restored Final Gorodi and Wyvern Wings to working. [brian Troha]

     

    Fixed gfx decoding and hooked up mc6845 in the Forte Card driver

    [Angelo Salese]

     

    Removed dual layout, added Map base video register and fixed

    transparent issues in the Jackpot Cards driver [Angelo Salese]

     

    MC680x0 update: [R. Belmont]

    - Reworked PMMU/core interface so PMMU now sees all cop 0

    instructions

    - Improved disassembly of PMMU instructions

    - Preliminary 68LC040 support

    - Fixed disassembly for EC/LC variants of '030/'040

     

    Patched NVRAM check in Jackpot Cards, makes the game playable but you

    cannot save settings so it's not yet working. [Angelo Salese]

     

    Trashed the old pre-accurate-clocking STEP based sample averaging

    scheme from sn76489 and friends, vastly simplifying the code. Made

    the output bipolar rather than only above the 0 line. Added missing

    statement to the get_safe_token function for the recently added

    SN94624. [Lord Nightmare]

     

    Many N64 RDP fixes.

    [angrylion, Ziggy, Gonetz, Orkin, DrgnMndd, Harmony]

     

    Cleaned up toaplan2 V25 support, enabled Batsugun V25 and added

    decryption table info for the other games [David Haywood]

     

    Improved the V25S memory map in Batsugun, now CPUs starts to

    communicate properly, needs to find & implement the irq that clears

    the RAM flag and decrypt the relative opcodes in that. [Angelo Salese]

     

    More Greyhound improvements: [Mariusz Wojcieszek]

    - added dip switches for Super Poker

    - improved inputs in Sports Authority

     

    Expanded some sound chip tags to specifically indicate they are sound

    chips (generally, "ay" becomes "aysnd", "fm" becomes "fmsnd", etc)

    [Aaron Giles]

     

    MIPS3 TLB fixes: [Aaron Giles]

    - now properly generating TLB fill exceptions under correct

    circumstances

    - TLB exceptions no longer trash low 4 bits of Context

    - exceptions with the EXL bit set always go to vector 0x180

    - fixed bug in vtlb code that caused us to lose track of previously

    registered fixed page ranges

    - fixed MIPS3 behavior that would not clear out invalid page ranges

    from the VTLB under certain circumstances

    - added support for TLB sizes less than 48 entries

    - fix TLBMOD exceptions so they also properly set BadVAddr

     

    Added NCR7496 variant to sn76496.c. Updated comments to show which

    chips are currently verified. Cleaned up comments. [Lord Nightmare]

     

    Fixed the 64-bit crashing issues in N64 [Harmony]

     

    Fixed out-of-bounds array accesses in the peplus and videopkr drivers

    [Oliver Stoeneberg]

     

    Merged findout.c and getrivia.c into gei.c [Mariusz Wojcieszek]

     

    Fixed broken DRC logging. [Aaron Giles]

     

    Fix PowerPC 603 translation so it doesn't get stuck in an infinite

    loop after the first fixup. [Aaron Giles]

     

    Added driver data struct and save state support to pandoras.c,

    marineb.c, m10.c, m14.c, m52.c, m57.c, m58.c, m62.c, m63.c,

    travrusa.c, adp.c, n8080.c, atarifb.c, astinvad.c, avalnche.c,

    battlex.c, carjmbre.c, popper.c, spaceg.c, bankp.c, battlane.c,

    blockade.c, blueprnt.c, brkthru.c bsktball.c, hexa.c

    [Fabio Priuli]

     

    Added driver data struct to espial.c, zodiack.c, 4enraya.c, 1942.c,

    1943.c, ace.c, albazc.c, arabian.c, aeroboto.c, astrof.c, ambush.c

    angelkds.c, arkanoid.c. [Fabio Priuli]

     

    Replaced model3.c fatalerror() calls with development-friendly

    logerror() calls. Also allows dayto2pe to boot again. [Phil Bennett]

     

    hng64: Improved the Samurai Shodown 64 2 i/o simulation comms, now

    inputs works and enters into proper gameplay. [Angelo Salese]

     

    Merged some include files and merged audio/fghtbskt.c in

    drivers/m63.c. [Fabio Priuli]

     

    Got rid of SN76496's R->OldNoise since it causes problems for

    gamegear/sms. Changed noise taps accordingly. Redid change to

    gamegear/sms for XOR vs XNOR, now verified by Justin Kerk. Verified

    gamegear noise taps thanks to sample provided by Justin Kerk.

    Add stereo sound support to sn76496.c for gamegear.

    [Lord Nightmare, Justin Kerk]

     

    Added a MDRV_EEPROM_NODEFAULT_ADD macro for drivers which do not need

    default data size / data. [Fabio Priuli]

     

    Updated 20pacgal to use EEPROM device. Proper save state support still

    needs some work (to handle the rom banking mechanism). [Fabio Priuli]

     

    Updated galgbios to use EEPROM_NODEFAULT. [Fabio Priuli]

     

    Added PORT_CUSTOM(eepromdev_bit_r) for EEPROM devices. [Fabio Priuli]

     

    Fixed wrong order parameters in memset (spotted by Beledgol).

    [Fabio Priuli]

     

    Verified/changed clocks and vsyncs on the following games:

    Aerofighters (only vsync), Power Spikes, Turbo Force (only vsync),

    Guzzler/Swimmer (same pcb), Exerion and Karate Champs Vs.

    [Corrado Tomaselli]

     

    hng64: rewrote the MCU simulations, basically to be more clean than

    before [Angelo Salese]

     

    hng64: improved MCU simulation and added inputs in Beast Busters 2nd

    Nightmare, it can now reach gameplay mode too [Angelo Salese]

     

    hng64: removed Program Counter-based routines in Samurai Shodown 64

    1/2, this fixes the first episode that can now be coined up, however

    it hangs soon after that [Angelo Salese]

     

    Renamed drw80pkr to drw80pk2. Appears to be later version and MN

    jurisdiction specific. [Jim Stolis]

     

    Replaced drw80pkr with older dump from [Team Europe].

     

    Added various graphics improvements and corrected colors to drw80pkr.

    Game boots much farther and cleaner. Additional graphics/memory

    cleanup and preliminary input support [Jim Stolis]

     

    hng64: work-around to get to the character screen in Samurai Shodown

    64, hangs again after it [Angelo Salese]

     

    Added driver_data struct to appoooh.c and boxer.c. Also merged boxer

    video emulation into drivers/boxer.c. [Fabio Priuli]

     

    Added dual screen output to the Konami GX Type 3/4 games

    [David Haywood]

     

    Fixed possible NULL pointer dereference in video/dec0.c

    [Oliver Stoneberg]

     

    Added save states to bionicc.c. [Fabio Priuli]

     

     

     

    New games added or promoted from NOT_WORKING status

    ---------------------------------------------------

    Mahjong Super Da Man Guan II

    [Luca Elia, Pierpaolo Prazzoli, Guru, Xing Xing]

    Mahjong Man Guan Da Heng [Luca Elia, Guru, The Dumping Union]

    Touche Me [David Haywood]

    Skimaxx [Luca Elia, Phil Bennett]

    Dream 9 Final [Angelo Salese, David Haywood]

    Soccer Superstars [David Haywood, Angelo Salese]

    Rushing Heroes [David Haywood, Angelo Salese]

    Run & Gun 2 [David Haywood, Angelo Salese]

    Super Poker [Mariusz Wojcieszek]

    GEI Multi Game [Mariusz Wojcieszek]

    Sport Authority [Mariusz Wojcieszek]

    Oh! Paipee [Takahiro Nogi]

    Tougenkyou [Takahiro Nogi]

     

     

     

    New clones added

    ----------------

    Super Street Fighter II: The New Challengers (Hispanic 930911)

    [Artemio]

    Silent Scope (JZD) (not working) [Guru}

    Tarzan (V107) (not working) [iq_132]

    Mahjong Ryukobou (Japan, V030J) [Luca Elia, Guru, Dyq, Bnathan]

    Ultimate Tennis (Japan) [David Haywood, Aaron Giles]

    The Big Breakfast (5 sets) [AGEMAME Development]

    Gals Panic S - Extra Edition (Korea) [Choi Sung Ho]

    Light Bringer (Ver 2.20 1994/04/08) [Choi Sung Ho]

    Mad Crusher (Japan) [David Haywood, Andrew Welburn]

    Cosmic Alien (first version) [Andrew Welburn, Lord Nightmare]

    Dungeons & Dragons: Shadow over Mystara (Hispanic 960223)

    [Artemio Urbina, David Haywood]

    Mega Man 2: The Power Fighters (Hispanic 960712)

    [Artemio Urbina, David Haywood]

    Last Duel (Japan) [Chack'n, Team Japump!!!]

    Joker Poker (Version 16.04BI 10-19-88, Joker Poker ICB 9-30-86)

    [Mariusz Wojcieszek]

    Joker Poker (Version 16.03BI 5-10-85, Poker No Raise ICB 9-30-86)

    [Mariusz Wojcieszek]

    Amuse (Version 30.08 IBA) [Mariusz Wojcieszek]

    R-Type II (Japan, revision C) [Andrew Welburn]

    Popeye Man (hack) [Team Japump!!!]

    Steraranger (Moon Cresta bootleg) [siftware]

     

     

     

    New games marked as GAME_NOT_WORKING

    ------------------------------------

    Mega Man 2: The Power Fighters (Hispanic 960712) [Artemio]

    Super Tarzan [f205v, Mirko Buffoni, iq_132]

    Mahjong Nenrikishu SP [Guru, Dyq, Bnathan]

    Print Club 2 (U 970921 V1.000) [Guru, Angelo Salese]

    Print Club 2 Vol. 3 (U 990310 V1.000) [Guru, Angelo Salese]

     

    As always, the source diff is located here:

    http://mamedev.org/updates.html

     

    Thanks to Lord Nightmare on the MAMEWorld forums for the news. ;)

  4. About the NeoGeo greenscreen. In FBA-XXX Pro you can switch between all the different bioes, including the different UniBios versions. In version 2.0 and onward of the UniBios, there are options at a game's first boot which you can set, which include under 'General Bios settings' the option to 'Disable BootUp HW test'. This gets rid of the green screen, which in some cases like KOF 2003 cuts some wait time, as that game displays the green screen for quite a while. I always used UniBios 2.0 in XXX-Pro coz it also has the option to disable the UniBios Logo splash screen which I don't like. For some reason in the later versions you can't. Now I haven't actually tried FBL yet, but I'm guessing there's not an option to use the UniBioes? If there was you could all kiss goobye to the green screen forever.

     

    Should be under the dip settings. The green screen skip is a hack. That's the actual neogeo hardware doing a "self test" and the reason it is slow is that it fills the video ram with garbage, which causes the vmm to read random graphics from random places.

  5. 1) RELEASE THE SOURCE! Don't take mine or anyone else's work and not

    release the source. Everyone should get to benefit and future

    developers should be able to improve the code whenever current

    development stops.

     

    Holy shit! That's my philosophy word-for-word!

     

    Anyway, stunning work man, nice to see the finished product of all your hard work. :)

     

    Off topic but does anyone know how to disable the tree view of replies under a post? I'd rather have post displayed in a list page by page. The tree view jumbles it all together by replies to replies to replies etc... I can't figure out how to disable it. Thanks.

     

     

    Go to the top post, under the new topic button is an "options" button. It should let you select different views from there.

  6. Our very own nes6502 (better known for his port of Zsnes) has released a port of Final burn Alpha to xbox.

     

    As the read me is enormous, here is a select few from the list:

     

    -Support for over 2700 games. Some games are not playable anywhere else

    on the Xbox. It also has an excellent Sega Genesis emulator. Many

    Genesis games play perfectly.

     

    -Fullspeed emulation (even with software filters in HD) for CPS1, CPS2,

    NeoGeo, Cave, Konami, and many other games.

     

    -Detailed arcade information. This is the MAME history database. This

    can be selected from the in game emulation menu. This includes

    information about the game, trivia, tips, etc...

     

    -In game menu where the user can configure the controls, video, or other

    options. This is accessed by clicking the right analog stick.

     

    -Hundreds of game filters. A user can display only the games they want.

    For example, a user could display only horizontal shooters, or 2D

    fighting games, or only CPS1, or only games made by Konami, or only

    games made in 1998, etc...

     

    -Favorites browser (games are added/deleted by selecting a game and

    pressing the white button)

     

    -Resolutions:

    480i

    480p

    720p

    1080i

     

    -Macro support.

     

    -Video previews

     

    The release thread can be found here. Unfortunately, due to the nature of xbox binaries, we cannot post a link directly to FBAL itself.

  7. 1) RELEASE THE SOURCE! Don't take mine or anyone else's work and not

    release the source. Everyone should get to benefit and future

    developers should be able to improve the code whenever current

    development stops.

     

    Holy shit! That's my philosophy word-for-word!

     

    Anyway, stunning work man, nice to see the finished product of all your hard work. :)

  8. :) sorry but I must warn people im getting sick of Ridiculous statement after Ridiculous told to so many people and told so frankly as if they are unRidiculous .....it no wonder people get confused and I have to battle to make things simpler and simpler as the biggest helper at present makes Ridiculous statement after Ridiculous statement and I have to deal with the Ridiculous questions in the future all because of the Ridiculous help people get

     

    yeah hey im looking for a dev forum and kenshiro says you maybe able to help. I have one but quite a few want to take dev off to another place. This is great for release and support although with help like that its kind of joke as well really, but I hear you can help

     

    Yeah, I can add a super secret clubhouse for you on NeoSource if you want. ^^

    Or you can maybe set something up with Gamecop (that lurking bastard lol).

  9. From what I can remember, QSound isn't properly emulated in any emulator. The QSound chip is on Guru's "to decap" list (Number 17 [ http://guru.mameworld.info/decap/index.html ], and has been for quite some time.

    Interesting stuff. I want sound in the silent Toaplan games. Odd that Dogyuun isn't on that list.

     

    It's possible that they either suspect it is the same as one of the other games, guru just forgot, or it is too rare.

  10. Progress is good. I'm not going to do another Final Burn. I am trying to get FBL in a good "1.0" state. The port is complete. I am working on getting games working that require VM. Martial Masters is almost certainly not worth the effort. The simplest PGM games don't run fullspeed so I have no confidence the most complex ones would. The Xbox doesn't have the power. I would say my build should play just about everything in FBA XXX Pro and more.

     

    Is it difficult to emulate the CPS2 QSound algorithm? I keep hearing people say that the Xbox does not handle it accurately in any of its emulators. What do you think about that, nes?

     

    From what I can remember, QSound isn't properly emulated in any emulator. The QSound chip is on Guru's "to decap" list (Number 17 [ http://guru.mameworld.info/decap/index.html ], and has been for quite some time.

  11. First Console = Atari 2600

    First Computer = Apple ][ with the green and black monochrome screen and dot matrix printer.

     

    Best Console Memories = Working on FBA-xxx and CoinOps and watching some previously unemulated (on xbox) games running along quite nicely. :P

    Best Computer Memories = I could list dozens of memories that make me smile. :D

  12. OH MY GOD.

    IQ_132 you are THE MAN.

    Thank you VERY much for your hack on Double Dragon 1.

    The game now runs perfectly! No slowdowns anymore!

    I am shocked.

     

    Great. :) I just told BP to overclock the CPUs a bit. It allows the CPU to finish doing its work before the next frame starts, reducing slowdown.

     

    I did try to run Double Dragon 2 and noticed a slight difference too...

    Looks like Double Dragon 2 is also working better. Not as perfect as Double Dragon 1

    but it seems to be a bit faster than the original rom.

     

    Maybe I am imagining things, and to be sure - your hack on CoinOPS R3 showcase

    affects only Double Dragon 1 or Double Dragon 2 as well?

     

    Placebo effect lol. Double Dragon 2 was not changed afaik. When you start overclocking the cpus for that, it becomes too much for the xbox to handle, reducing the actual framerate.

     

    One thousand thank you again, sire!

     

    No biggie. :ph34r:

  13. Sad news but understandable that BP left.

    I'm coinops user since "Coinops" and then CO Gold came out and speedy new release with gret adds.

     

    Today I would like

     

    Tetris the Absolute The Grand Master 2

    set name tgm2

    manufacturer Arika

    year 2000

    genre Puzzle (hof)

    category Puzzle / Drop (hof)

    driver status good

    driver source psikyosh.c

     

    to be added.

    Hope that's the right place to post.

     

    There's a psikyosh driver on NeoSource that kenshiro posted. it contains both of the tgmt2 games as well as the rest. If someone were to compile a build it'd be very playable on xbox...

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