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iq_132

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Posts posted by iq_132

  1. 0.134u4

    -------

     

     

    MAMETesters Bugs Fixed

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

    - 03475: [Crash/Freeze] exprraid: Game freezes after insert coins

    while playing (Angelo Salese)

     

     

    Source Changes

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

    Discrete sound improvements: [couriersud]

    - DSS_INVERTER_OSC optimizations

    - OSD_PROFILING is now an environment variable. No more recompiling

    to turn profiling on

    - Added two asserts to task processing

     

    Updated beaminv.c driver, in attempt to fix MT bug 03473. [stephh]

     

    Draw Poker Hi-Lo - added discrete sound. [Derrick Renaud]

     

    Relaxed romcmp filename length restriction. [Philip Bennett]

     

    Blue Shark - added shark sound. [Derrick Renaud]

     

    Fixed Sega System 16 ROM names according to real machine, and

    corrected game version description for Alien Syndrome and SDI.

    [Team Japump!!!]

     

    Fixed TRIG3 register handling in GTIA for Atari XL/XE.

    [Mariusz Wojcieszek]

     

    Noraut/DPHL driver improvements: [Roberto Fresca]

    * Added Draw Poker Hi-Lo (japanese), based on 8080A CPU.

    * Merged the gtipoker memory map and machine driver with dphl.

    * Created a base machine driver and then derivatives by hardware.

    * Splitted the regular RAM and NVRAM systems.

    * Added 'Hi-Lo Double Up Joker Poker' from SMS Manufacturing.

    * Added smshilo hardware details and PCB layout.

    * Added smshilo discrete sound circuitry scheme/documentation.

     

    i386: implemented SLDT & STR opcodes. [Angelo Salese]

     

    scsihd updates: [R. Belmont]

    - Fixed parameter interpretation for READ(10) and READ(12)

    - Added WRITE(10)

     

    Naomi updates:

    - Hackish support for 8888 tiles (Shootout Pool displays something).

    [R. Belmont]

    - Increased number of JVS analog channels for driving games

    [R. Belmont]

    - Protection data added for Crazy Taxi, Jambo! Safari, and Virtua

    Tennis 2 [Deunan Knute, ANY]

     

    Added PCB layouts of Bingo Roll / Bell Star (4 sets) [Team Europe]

     

    Added Xtal location and values to Bingo Roll / Bell Star hardware/PCB

    layouts. [Roberto Fresca]

     

    Added Multi Game I (V.Ger 2.4) PCB layout. [Team Europe]

     

    Mario - converted final mixing stage to DISCRETE_MIXER. This adds the

    missing filtering on the walking sounds. [Derrick Renaud]

     

    Fixed dsp56156 DO & BSCC opcode bugs. [Andrew Gardner]

     

    Refactored Z80CTC to use devcb. Emulated coin flag flip-flop in

    Cosmic Chasm. [Curt Coder]

     

    DISCRETE_RC_CIRCUIT_1 - promoted skyraid custom charge to it's own

    module so it could be used with the same circuit in Battlezone.

    [Derrick Renaud]

     

    Battlezone - updated to use new module. Adjusted sound levels.

    Adjusted engine frequency. Remember there is a slider to adjust the

    frequency. [Derrick Renaud]

     

    Donkey Kong Jr. - set noise clock to a fixed measured frequency.

    (Speed optimization) [Derrick Renaud]

     

    Removed most remaining instances of statically initialized variables,

    improving multisession support. [Atari Ace]

     

    Removed dead function prototypes. [Atari Ace]

     

    Swapped ddp2/ddp2a program ROMs around to match set descriptions.

    [Lei Wu]

     

    Fixed a couple of source typos. [Christophe Jaillet]

     

    Added Chihiro BIOS loading. [Alex, Paul Hogger, David Alves,

    Hugo Cesar Somellera Calderon, Jeremy Ostrowski, Daniel Palmer]

     

    Fixed crimfght 4P version inputs. [Arthur Peale]

     

    Added colour proms to Seta / Visco Roulette. [Team Europe]

     

    Sped up ertictac driver VIDEO_UPDATE. [Christophe Jaillet]

     

    Minor speed improvement to the e132xs core - don't pass opcode

    parameter when calling instruction handlers. [Christophe Jaillet]

     

    Added two-sided polygon flag and back-face culling to Model 3 video

    emulation. [Naibo Zhang]

     

    Changed stepstag set description to Stepping Stage Special.

    [Naibo Zhang]

     

    Added verified PAL dump to Tokio/Scramble Formation.

    [Corrado Tomaselli]

     

    Verified on PCB all the clocks for Mikie, changed the M6809 clock to

    1.536MHz and Vsync to 60.59Hz. Changed the sound chips to variant

    SN76489A which are the ones on the PCB. [Corrado Tomaselli]

     

    Naomi: add protection data for 18 Wheeler [Deunan Knute, ANY]

     

    DISCRETE_COUNTER - added MIN parameter and optimized speed.

    [Derrick Renaud]

     

    naomi: added 18 Wheeler JVS I/O and motor controller dumps.

    [Gerald (COY)]

     

    Added helper macro for CDP1864 screen creation. [Curt Coder]

     

    Added PROM dumps to starfire and fireone. [TrevEB]

     

    Battlezone - set unclipped volume to 50% slider position. This allows

    you to drive the audio into clipping like a real game.

    [Derrick Renaud]

     

    Added helper macro for CDP1869. [Curt Coder]

     

    Naomi: add revision G export BIOS. [R. Belmont]

     

    Goldstar driver improvements: [Roberto Fresca]

    * Added new game: New Lucky 8 Lines / New Super 8 Lines.

    * Inputs and DIP switches from the scratch.

    * Added Hopper service button to all New Lucky 8 Lines sets.

    * Added Paytable settings DIP switch to all New Lucky 8 Lines sets.

    * Minor clean-ups.

    * Created a new machine driver for wcat3.

    * Mapped the missing d000-efff ROM space range.

    * Added PCB & DIP switches banks layouts for ns8lines.

     

    Changed CPU clock display in the UI to display multiplied/divided

    clocks instead of raw clocks. [Dirk Best]

     

    Changed device callback system to look up devices owned by the same

    parent if a child device references another device. [Dirk Best]

     

    Fixed a couple of unbalaced profiling calls, and added output to help

    identify the source of unbalanced calls. [Christophe Jaillet]

     

     

     

    New games added or promoted from NOT_WORKING status

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

    Turbo Outrun (Mega-Tech) [Any, Dumping Union]

    Mahjong Gekisha [Luca Elia, Guru, Dyq, Bnathan]

    Miracle Derby - Ascot [stefan Lindberg, David Haywood]

    New Lucky 8 Lines / New Super 8 Lines

    [Roberto Fresca, Darklord & Team Europe]

     

     

     

    New clones added

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

    Alien Syndrome (System 16B, Japan, New version) [Team Japump!!!]

    Hana Jingi (Japan, Bet) [Luca Elia, Guru, Brian Troha, Yasuhiro Ogawa]

    Super Hang-On (Japan, FD1094 317-0038) [The Dumping Union]

    Zaxxon (set 3) [Team Europe]

    1942 (Revision A, bootleg) [Darran]

    Street Fighter II' - Champion Edition (Double K.O. Turbo II, bootleg)

    [J. Bijl, krick, Smitdogg]

    Sonic Championship [brian Troha, Dumping Union]

     

     

     

    New games marked as GAME_NOT_WORKING

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

    Criss Cross (Sweden) [Tormod]

    Shootout Pool [ANY, The Dumping Union]

    Virtua Tennis 2 (cartridge) [ANY, The Dumping Union]

    Draw Poker Hi-Lo (Japanese) [Roberto Fresca]

    Hi-Lo Double Up Joker Poker [Roberto Fresca, Alan Griffin]

    Ten Spot [smitdogg, N. Francfort, David Haywood]

    Crazy Taxi [ANY, The Dumping Union]

    18 Wheeler [ANY, The Dumping Union]

    Jambo! Safari [ANY, The Dumping Union]

    F355 Challenge (Twin) [ANY, The Dumping Union]

    F355 Challenge 2 (Twin) [ANY, The Dumping Union]

    Go! Go! Connie chan Jaka Jaka Janken

    [Mariusz Wojcieszek, Dumping Union]

     

    As always, the sources are available here:

    http://mamedev.org/updates.html

     

    Thanks to MAME-Fans on the mameworld forums for the heads up!

  2. * Ported YM2413 core from SMS Plus and added an interface for it [barry]

    * Added a seperate timer to the YM3812 interface allowing the chip to be used with other FM chips and updated all the drivers that use it [barry]

    * Added support to the AY8910 core to handle the ports outside of the init function, and updated the YM2203 interface to use them [iq_132]

    * Fixed a stupid bug I introduced in the K051649 core [barry]

    * Added timer support for the M6502 CPU [iq_132]

    * Seperated the op code area for the M6502 CPU [iq_132]

    * Fixed cheat support in the SH-2 CPU core [iq_132]

    * Small fix to the Z80 core to reset the registers [iq_132]

    * Fixed typo in the HD6309 core as per MAME 0.132u4 [iq_132]

    * Added a palette viewer for games on Cave, CPS-1/2/3, Megadrive, Neo-Geo, PGM, Psikyo and Toaplan hardware and any game using the generic tiles module, which covers most games [barry]

    * Fixed the XML Dat file output to properly support ampersands in rom names [barry]

    * Made the maximum rom name length 100 characters instead of 32 [barry]

    * Added a warning to BurnTransferCopy when BurnTransferInit hasn't been called [iq_132]

    * Fixed an issue with reporting some sound options in the System Info dialog that came about when changing the sound interface to plug-ins [barry]

    * Removed the active Z80 core from the System Info dialog as the ZET interface only supports one core [barry]

    * Added support for Vista, Server 2008 and Windows 7 detection to the System Info dialog [barry]

    * Added an Atari filter to the game selection dialog [barry]

    * Added driver for Blood Bros. and Sky Smasher [iq_132]

    * Added driver for D-Con and SD Gundam Psycho Salamander no Kyoui [iq_132]

    * Added a preliminary driver for games on DEC-8 hardware [iq_132]

    * Added a preliminary driver for Gauntlet [barry]

    * Added driver for games on Karnov hardware [iq_132]

    * Added driver for Konami Twin 16 hardware [iq_132]

    * Added Bells & Whistles and Sunset Riders to the Konami drivers [barry]

    * Added Lightning Fighters, Punk Shot, Quiz Gakumon no Susume, Teenage Mutant Ninja Turtles - Turtles in Time, Thunder Cross II to the Konami drivers [iq_132]

    * Added driver for Mitchell hardware [barry]

    * Added driver for games on NMK16 hardware [iq_132]

    * Added driver for games on Psikyo SH hardware [iq_132]

    * Added driver for Return of the Invaders [iq_132]

    * Added driver for scooter Shooter [iq_132]

    * Added Atomic Point and Snapper to the Sega System 16B driver [barry]

    * Added driver for Speed Rumbler [iq_132]

    * Added preliminary driver for Toki [iq_132]

    * Added driver for Vendetta, press F2 whilst booting to pass the ROM test [iq_132]

    * Added driver for games on Yun Sung 16 hardware [iq_132]

    * Added driver for WWF Superstars [iq_132]

    * Added bootleg of Street Fighter 2 to the CPS-1 driver [barry]

    * Added Street Fighter II - Champion Edition Accelerator! bootleg to the CPS-1 driver [barry]

    * Added Street Fighter II Quicken Pt-I bootleg to the CPS-1 driver [barry]

    * Added sf2m9, sf2m10, sf2m11 and sf2m12 to the CPS-1 driver [barry]

    * Added clone of Dungeons & Dragons to the CPS-2 driver [barry]

    * Added clone of Battle of Atlantis to the Galaxian driver [barry]

    * Added a clone of Dambusters to the Galaxian driver [barry]

    * Added Kamakazi III to the Galaxian driver [barry]

    * Added various games and clones to the New Zealand Story driver [iq_132]

    * Added clone of Pacman to the Galaxian driver [barry]

    * Added Phoenix Part 2 to the Galaxian driver [barry]

    * Added clone of Space War S to the Galaxian driver [barry]

    * Added clone of Strategy X to the Galaxian driver [barry]

    * Added clone of Metal Slug 4 to the Neo Geo driver [barry]

    * Added clone of Outrun to the Outrun driver [barry]

    * Added a clone to the Shadow Force driver [barry]

    * Added Back Fire to the Tecmo driver [iq_132]

    * Added clone of Hellfire to the Toaplan-1 driver [barry]

    * Added clone of Battle Garegga to the Toaplan-2 driver [barry]

    * Added clone of X-Men to the X-Men driver [barry]

    * Fixed potential memory leak in the Tengai driver rom loading [kenshiro]

    * Fixed the palette decoding in Dambusters to work with the correct PROM dump [barry]

    * Added Z-Rejection support to the K053245 module, fixing sprites in Bells & Whistles and Sunset Riders [iq_132]

    * Added a module for the Konami K053936 IC module [iq_132]

    * Added shadow support to the Konami IC chips where necessary [iq_132]

    * Fixed Cue Brick [barry]

    * Fixed an issue with coin inputs in the 2 Player versions of Crime Fighters [iq_132]

    * Fixed the Haunted Castle driver [iq_132]

    * Fixed an issue with the Konami Twin 16 driver when compiling with VC [barry]

    * Added support for the new graphic roms in gradius2 [barry]

    * Fixed savestates in the Gyrus driver [iq_132]

    * Fixed the sound in Scooter Shoorer [barry]

    * Tidied up the Mad Gear driver to support the new sets and increased interleave which fixes the music [barry]

    * Modified the Power Instinct driver to use the generic drawing routines [iq_132]

    * Added Mobile Suit Gundam EX Revue and the Sammy shooting games to the Seta2 driver [iq_132]

    * Fixed the gun inputs in the Sammy shooting games [barry]

    * Added the ability to read from the X1-010 sound chip and hooked it up in the Seta2 driver, improving the sound [barry]

    * Fixed memory leaks in the Shadow Force driver's graphic rom loading [kenshiro]

    * Tidied the Toki driver and added sound [barry]

    * PGM Updates [iq_132]

    o Fixed kov2106 thanks to the FBA Shuffle team :bounce: [iq_132]

    o Added a few small speedups

    + Only recalculate the whole palette when needed now rather than every frame [iq_132]

    + Clear all video buffers in one loop [iq_132]

    o Fixed a crash when doing line scroll (see kovsh intro - fire stage background) [iq_132]

    o Fixed sound after save state load [iq_132]

    * Megadrive Updates [barry]

    o Fixed an issue with games' buggy sound programs expecting certain results back [barry]

    o Added support for some custom banking cartridges [barry]

    o Updated the web-based Megadrive driver database with the new games from HazeMD 0.14a [barry]

    o Removed rom editing capability from the web form [barry]

    o Updated the web-based Megadrive driver generator to support games with multiple roms [barry]

    o Added a check to the driver generator to make sure any non-working parents are included in release builds if they have working clones [barry]

    * Matched all sets to MAME 0.134u3 [barry]

    * Changed the dat file output using the ROM_VERIFY compile-time flag to produce the XML datfile type [barry]

    * Updated libpng to version 1.2.40 [barry]

    * Updated the compile guides to work with the newest available tools [barry]

     

    http://barryharris.co.uk/article_view.php?id=144

  3. Just wondering if anyone can help. I'm looking around for a working version of B Rap Boys Special. I would really be grateful. I can't seem to find a working brapboys or brapboys special. Any help would be greatly appreciated. Looking forward to R4 release. Thanks.

     

    Nuvo

     

    Sigh. I'll warn you twice. :bounce:

  4. I am considering upgrading the core so that the newer PGM games work (like Martial Masters). No ETA on that release. A couple weeks at the earliest. A couple months at the latest.

     

     

    A few things to be aware of if you want to add those:

     

    The ARM7 core's page handling takes a lot of RAM, you can free up a bunch if you remove the page handling and use

    if (address >= xxx && address

     

    Since you're probably going to be using the vmm for almost all of the graphics, it would probably be a decent idea to disable line scrolling first thing and add it back in if it doesn't slow down too much. (the line scrolling calls each tile 16 times [once per line] in the tile map).

     

    Rom loading and crunching takes a little bit of work to get it going on xbox. PGM, like Neo-Geo, has massive rom capacities.

  5. iq_132 since fixing the graphics problems in "Golden Axe - Revenge of Death Adder" and updated the driver, how many fps roughly would you say it runs at in coinops since the fix? and if it does run sluggish do you think there's any way of running it at full 60fps, or do you think that would be impossible?

     

    Thanks

     

    I didn't so much fix the graphics problems as some protection problems. There are still places where the graphics are quite bad. And as for speed, I don't know. I develop solely on a custom MAME 0.84 build on pc.

  6. any chance of this?

     

     

     

    best of best

     

    or this?

     

     

     

    Jackie Chan - The Kung-Fu Master

     

     

    I mentioned the jackie chan game earlier afew posts back and iq_132 said it woudn't be able to run on xbox, not enough power.

     

    But yeah "Best of Best" looks like a potential game to add.:lol:

     

     

    It's possible I spoke too soon on that. How do the Kaneko Supernova games run on the xbox [gutsn, galpans2, etc]? If they run fairly well, it's possible that Jackie Chan may run fairly well too (it uses the same graphics hardware).

     

    As for Best of Best, that's a fairly simple one to add. :)

  7. Been looking for games that could be added into coinops, spent a while looking through and found this

     

    Daytona USA ₢ Sega 1993

    daytona.jpg

     

    lmao. no.

     

    @iq132 i noticed that power instinct legends the third in the series of these great beat emups is not in coinops would it be possible to add it to your list.

    thanks as always.

     

    absolutely. should take about a minute to add (it uses the exact same hardware as Power Instinct 2), so it's pretty much copy + paste.

  8. the pgm games dodonpachi 2 beestorm and knights of valour 2 would be something but i think that might be pushing it.again these 2 games are playable on pc fba.

     

    DoDonPachi 2 isn't playable in any emulator. Kov2 with its arm7 protection processor is quite slow, too slow to emulate nicely on xbox, and too complex to simulate the arm7 (unlike kovsh).

    yeah i thought kov2 would be to much for the xbox and i dare say martial masters would be the same.

    yeah your right about ddp2 i remember trying ddp2 on a newer biuld of mame.

     

    I just added G-LOC, Turbo Outrun, and Cotton. Do any of the PGM games work on the Xbox?

     

    knights of valour

    knights of valour plus

    oriental legend

    these games play well on the xbox under fbaxxx and coinops reignite.

     

     

    pretty much any games that don't use the arm7 run pretty decently. :D You can get a pretty decent speedup with kov2 [and most other arm7 games] by detecting idle loops in the arm7 and skipping them [which I've done for the most part], however, martial masters uses the arm7 quite a bit for extra processing power, making it much too slow.

  9. there is a really good shooter called vimana by toaplan which i have been playing on coinops lately.i know the sound on a lot of toaplan shooters isnt fully emulated yet but i do remember reading somewhere about a process called decapping.

    do you know if they have got any futher in actually getting the sound emulated yet iq???

     

    Nope, no progress afaik. If you check Guru's decapping list, a lot of the mcu (also the sound cpu) chips are needed.

    http://guru.mameworld.info/decap/index.html

     

    Cool! This emu is amazing. But what about Crystal of Kings? Could it run on Xbox? Thanks for everything!

     

    Highly unlikely.

     

     

     

     

     

     

     

     

    Here's a good way to tell if a game will be playable on xbox. :D

     

    Run your mame game in windowed mode on pc

    mame -window kof2003

     

    Open up the task manager

     

    Record the average %cpu mame uses for this game (not intros, IN-GAME).

    Next, add 5 to this as newer cpus are more efficient than the one the xbox has and MAME has gotten slower.

    We will call this percent-> GAME_PERCENT

     

    Next, find out how fast your CPU is in mhz

    So if it is a 1.8ghz dual core cpu your ghz is 1.8 * 2 -> 3.6

    next, multiply this by 1000

    so your mhz is 3600

    we'll call this number CPU_SPEED

     

    Next, find out how much ram this game takes. If it is over 60mb, you're likely going to

    need to use the VMM. This takes, I'll guess, about 5% more cpu.

    If this is the case, add 5 more to GAME_PERCENT.

     

     

    Now, here's a quick formula

    (CPU_SPEED * GAME_PERCENT) / 100

     

    just plug in the values as necessary. :)

     

    if this value is above 733, it will very likely run like crap on the xbox.

     

     

     

     

     

    Here's an example

    Night Slashers takes ~23% cpu on my system.

    I'll add 5% to this, making it 28%

    I have a 1.8 GHZ c2d. So I would do (1.8 * 2) * 1000 -> 3600 mhz

    Night Slashers also needs the VMM.

    I'll add 5 more % to the GAME_PERCENT, making it 33%.

     

    plugging the values into the equation:

     

    (3600 * 33) / 100 = 1188mhz is required

     

    Taking this even further, you can calculate about how many fps you should get.

     

    733 / (1188 / 60) = 37 fps.

     

    [note that ~60 is the normal fps for most arcade games]

     

     

     

    This isn't 100% accurate, but it's close enough in most instances. :)

  10. the pgm games dodonpachi 2 beestorm and knights of valour 2 would be something but i think that might be pushing it.again these 2 games are playable on pc fba.

     

    DoDonPachi 2 isn't playable in any emulator. Kov2 with its arm7 protection processor is quite slow, too slow to emulate nicely on xbox, and too complex to simulate the arm7 (unlike kovsh).

  11. Updating that driver too far causes it to be to slow to be playable. :shootem:

     

    ah thats a shame :new:

     

    can anything be done with the prototype version instead possibly? (sonicp)

     

    Oh, and does the same problem apply to virtua fighter and virtua racing?

     

    would be the icing on the cake to have some 3d arcade games working in coinops :)

     

    I said "driver" and not "game" or "rom set" for a reason. The Sega System 32 driver got a huge update in later builds, fixing most issues (graphical or otherwise), however, the update causes the games to get a lot slower.

     

    Pretty much anything 3d is too slow in MAME. I'm not going to waste time on a driver that will only run 3fps. :)

     

     

    For my part, i have a request for : 2002 - Gals Panic S3 (galpans3)

     

    Because all others are working, but this is not working, and the S2 have some glitch ...

    If it is possible to have all the familly working, it were great :D

     

    Just added in it in. Atm, it needs a speed hack, which will take me a little time. Works fine otherwise though. :clapping:

  12. Been looking for more games that could be added into coinops, spent a while looking through and found few more :)

     

    The Age of Heroes - Silkroad-2 © 2000 Uniana.

    Jumping Break © 1999 F2 System.

    That's something I'm working on (I like Silkroad), but atm it's putting up quite a fight getting the cpu core it needs updated.

     

    Air Attack © 1996 Comad.

    Already in.

     

    Bullet © 1987 Sega

     

    For future reference, I'll not even be looking at games with FD1094 or FD1089 in the title.

     

    Hard Times © 1994 Playmark.

    Power Balls © 1994 Playmark.

    Same driver, I'll probably take a look at some point.

     

    Bomb Kick © 1998 Yun Sung

    I'll add this to the yunsun16 driver. It should take about 30 seconds.

     

    Thunder Hoop © 1992 Gaelco.

    (I think I tested this game but it crased my xbox)

    Already in.

     

    also any chance of the sound in

     

    Dragon Blaze © 2000 Psikyo fixed?

    As long as you don't mind it being painfully slow, sure.

     

    Is there any chance of a driver update on Sonic (the arcade game)?

     

    speed seems to be ok on this one aswell, just unplayable because of the old drivers

     

    Updating that driver too far causes it to be to slow to be playable. :D

  13. Heavy Smash is removed as it was there for trial but I never siad it worked ever dont know how you are guessing that its ment to.

     

    I think that's because Heavy Smash rom is contained in the "R3 showcase update" rar. BTW thanks for your hard work and dedication!

     

     

    Yes it's the point. Is it playable in the R2 version?

    nope.

     

    Thanks, that's a pity. Anyway 1.000.000 OF THANKS to BritneysPAIRS for her job!

     

    His. BP is a dude. lol

  14. Looking for a snes game just for the hell of it - It was a cowboy game side scrollling shooter - you could be a dude or a woman.

    Im not sure but it had enemies like will smith robot thing in the wild wild west not too sure about that bit though? and you had floating targets to twat your enemies... i think..

     

    I thought it was by konami but cant find it on their list for snes games on wiki?

    Sunset Riders?

  15.  

    That's on the same hardware as Asura Blade. It runs too slow in MAME. I'd suggest giving FBA-xxx a try if you want to play those games.

     

    hi everyone ive been away for a while does any of these CoinOps have full speed mortal kombat games like ultimate mk 3 etc etc?

     

    Nope, none.

     

    My suggestion is: PCSX with Mortal Kombat Trilogy. It's a bit slow on the loadings, but it's great fun to have such a huge roster of characters.

    now this is what i call a umkt hack for the genesis that is but still bloody good.

     

    back on topic.

    finally iq 132 heres a game suggestion..

     

    bombs away

     

    info

    TEST MODE:

     

    Hold Start1 + Start2 on boot to enter test mode.

    WIP:

     

    0.127u4: Jaleco 'Bombs Away' improvements [aDG4W+qp0]. Added game to the Psychic 5 driver. Changed region user1 to proms and palettesize to 768 colors.

    0.123u2: Added 'CoinA' dipswitch.

    0.106u6: David Haywood and Andrew Gardner added Bombs Away (Jaleco 1988).

    19th March 2006: Andrew Gardner - After (finally) submitting my Psychic 5 blend chip changes, Reip pointed me to another game running on similar hardware to Argus, Valtric, and Butasan. It's called Bombs Away, and it looks to be a quaint 194x-style shooter. I've decoded most of the graphics, found a few bits of the palette, and have the text layer drawing quite nicely. No idea where the tilemaps are, nor the sprites - and the thing reboots after running for a few seconds, but there are still tons of other things to try so stuff may begin to look better.

    7th April 2005: Guru - Bombs Away (Jaleco 1988) arrived, purchased from two private sellers by Randy.

    22nd February 2005: Dumping Project - Randy finalized an agreement to purchase from a Swedish seller Jaleco's 'Bombs Away' (1987).

     

    GAME( 1988, bombsa,	0,		bombsa,   bombsa,   0, ROT270, "Jaleco", "Bombs Away", GAME_NOT_WORKING )

     

    That kind of rules it out for me.

  16. I understand the frustration of users posting random favourite games for fixing.

    Even with a little research, not all of the info is clear, so unreasonable demands will be made.

    It does however stand testament to the level of skill you bring to this emulator iq_132.

    A lot of advances have been made so user expectancy has raised the bar a little higher.

    The challenge of being a "goto guy" may be harder and more demanding than the coding itself.

    I, myself, made some requests last week, you answered with no uncertain terms with colourful

    language which i found hillarious. I read it in the vein it was written. My kind of direct, toungue in cheek, humour.

    Anyway (bad grammar i know) thanks guys, BP, IQ_132 and others. Love the previews in GUI. Loads of games to play.

    Very modern, unlike the skin. ;).

     

     

    I'm glad you understood I wasn't trying to be rude. :boxing:

  17. Speaking of Zelda, I think I may actually start a new game in The Phantom Hourglass. I made it about 4-5 hours into it a while back, but I was side-tracked and didn't pick it back up. From what I've seen, it seems like a great game. I was hesitant about the idea of full stylus control, but it's surprisingly natural once you get into it.

     

    Do it! Spirit Tracks is coming out soon too!

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