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Mame 0.89 Released !


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http://www.mame.net/downmain.html

 

0.89

----

 

General Improvements

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

 

 

Misc. Sega Improvements

Improved inputs in DDCrew, all 4 players can now be used, although only

the service coin works. [David Haywood]

 

Hooked up Nitro button in Turbo Outrun [smf]

 

Improved GPRider Sound [R.Belmont]

 

Fixed Cotton, Turbo Outrun filenames [deadscreem]

 

Fixed Thunderblade filenames

 

Namco System 1 update [Nicola Salmoria]

 

- added a new function tilemap_draw_primask(). This takes an additional

parameter, which is ANDed with the contents of priority_bitmap before ORing

it with the specified priority. Essentially, the old tilemap_draw() is

equivalent to tilemap_draw_pribuffer(..., 0xff). The two should probably be

unified. This new handling of priority_bitmap allows a more intuitive

handling of pdrawgfx(), and more layers to be used (up to 31, instead of

just 5 - Namco S1 needed 8).

NOTE: to implement this change, I had to disable the asm optimized routines

PDT16 and PDO16 in windows/oslinline.h. If they are useful for performance,

they should be updated and reenabled.

 

- fixed sprite handling and removed all the nonsense hacks from the video

update

- made sprite/tilemap priorities orthogonal (not sure if it was needed).

- also updated System 86 (which uses the same sprite hardware) to the latest

code. Curiously, this introduces sprite/sprite priority issues in Wonder

Momo. I'm puzzled by this.

- vastly improved the key custom emulation, shrinking it down to three basic

types. This also fixed issues with pistoldm (e.g. bomb explosions, and other

random events).

- pistoldm061yel

- fixed DAC sounds in berabohm and faceoff, two sounds at the same time were

causing severe slowdowns.

- fixed Namco logo in Dangerous Seed

- cleaned up input ports, using PORT_INCLUDE

- found some more debug dip switches

- dspirit061gre

- added support for visibility window, this fixes countless issues with

partial video updates and the intro of Rompers

- namcosx36rc2gre

- fixed berabohm inputs

- better ROM loading, closer to the hardware (though it uses more memory)

- toggling the test mode dip switch is enough to enter test mode - no need

to reset

- removed the galaga88 set: it was a hacked version removing the key custom

checks and disabling ROM checksum tests

- cleaned up the CUS30 wavedata/sound command/RAM interface, put it all in a

single function

- splatter061gre: I don't think this is a bug

- splatter061gre2: I don't think this is a bug, just dark brown would look

black on an arcade monitor

- splatter061gre3: please verify if this still applies / I don't think it is

a bug

- splatter061gre4: please verify if this still applies

- namcos1c070u5gre: I don't think this is a bug, attract mode plays back a

few seconds from the last game played. In bootup, there is no previous game,

so no demo play. I agree it's awkward, though.

 

 

Discrete Sound Update [Derrick Renaud]

Discrete Sound Changes

======================

* Modified Discrete core node inputs to use pointers to the data, instead of

moving the data into the inputs at each step.  This speeds up discrete emulation.

* modified all current modules and drivers to use new code.

 

 

New Discrete Modules Added

==========================

* DISCRETE_555_ASTABL has been modified to remove control voltage support.

  DISCRETE_555_ASTABL_CV has been added if control voltage is used.

 

 

Game Driver Changes

===================

* frogs-  Removed discrete tongue sound for now.  Added sample support.

The buzz sound of flys is constant because it can't be emulated properly until

full discrete support is added.  Samples are from the ones posted by Twisty.

 

 

 

New Non-Working games / clones supported

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

 

Super Masters Golf [Phil Bennett, Chris Hardy, David Haywood]

controls not hooked up yet

 

Hyper Crash

preliminary, not investigated much yet

 

Super Monaco GP (2 new sets, Japan and US, without logos) [Charles MacDonald, David Haywood]

same problems as the other sets (lack of controls)

 

 

0.88u7

------

 

General Improvements

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

 

Many improvements to Sega System Pre16,16a,16b,18 drivers [Aaron Giles]

Drivers cleaned up

 

Most known video issues are now fixed

Alien Storm, DDCrew, Clutch Hitter, Laser Ghost, Cotton and

many others have greatly improved video.

 

Alien Storm is fully playable

 

DD Crew is fully playable but requires inputs to be fixed

  (currently only service coin and controls for 1 player work)

 

Laser Ghost would probably be playable if the controls were

correctly hooked up

 

Moonwalker requires improvements to the MCU emulation

 

We will now accept bug reports at Mametesters.org for any games

running on the following drivers

  segas16a.c, segas16b.c, segas18.c

Most of the bootlegs are still running on system16.c, please do

not report bugs for these, nor for outrun or afterburner hardware.

 

 

More Sega sets decrypted [Chris Hardy]

mvpj, dcclubfd etc.

 

Cleanups in bublbobl driver [Curt Coder]

 

M6803 Patch [Nathan Woods]

src/cpu/m6800/m6800.h:

src/cpu/m6800/m6800.c:

- Modified M6803 CPU core to use an internal memory map

 

Fixed colours in Super Stingray with new proms [Pierpaolo Prazzoli]

 

Improved sample support for rockola driver [Mame32Plus]

 

New Clones supported or promoted from GAME_NOT_WORKING status:

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

 

M.V.P (Japan) [Various, see sega update notes]

Dynamic Country Club (US, Encrypted, Floppy Disk) [Various, see sega update notes]

Vanguard (Japan) [Mame32Plus]

 

New Non-Working games / clones supported

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

 

Wizz Quiz (Konami) [Pierpaolo Prazzoli]

bad program rom

 

Several Sega S16 sets

 

 

0.88u6

------

 

General Improvements

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

 

More Sega S16 improvements [Aaron Giles]

video improvements, cotton title screen looks better but game

currently suffers from other issues

 

Further improvements to S16 decryption code [Nicola Salmoria]

 

Support for Extra Effects in Taito F2 driver [bryan McPhail]

Transparent sun in 1st level of Metal Black.

Special effect on Metal Black level 5 boss who slides in under the bottom

tilemap.

All known effects in Gun Frontier (see the attract mode).

The highlight effect in Quiz Crayon 2 map.

 

The update also provides full 5 tilemap layer priority support in Metal

Black (was previously 4 due to pdrawgfx limitation), and fixes priority

problems in Ninja Kids (ninjak058gre).

 

Improved sound in ring rage [Pierpaolo Prazzoli]

 

Minor MESS specific patch [Nathan Woods]

 

Fixed tinklepit p2 input [Pierpaolo Prazzoli]

 

PPmast93 driver cleanups [Pierpaolo Prazzoli]

 

 

New Non-Working games / clones supported

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

 

Bullet

MVP (Japan)

not decrypted

 

 

0.88u5

------

 

General Improvements

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

 

Added flower proms (not used yet)

 

New Debugger Improvement [Aaron Giles]

Improved the drawing code on the Windows side so that the background color changes

align properly (mostly noticeable when using the cursor in the memory view).

 

Another jalmah.c update [Angelo Salese]

 

Fixed some filenames in track and field & scramble drivers [shinobiZ]

 

Fixed hyperstone compile error [brad Oliver]

 

i8x51 cpu core [steve Ellenoff]

 

SCU DSP update [Angelo Salese]

 

Various Sega S16 decryption improvements [Nicola Salmoria, Charles MacDonald]

several more cpus read, improvements to decryption made based on those

 

Sega S16 driver updates [Aaron Giles]

some bits better, some bits worse for now

 

 

New Clones supported or promoted from GAME_NOT_WORKING status:

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

 

Title Fight (US)

Plotting (set 2) [Pierpaolo Prazzoli]

WWF Wrestlefest (bootleg) [Pierpaolo Prazzoli]

Tiger Road (bootleg) [Pierpaolo Prazzoli]

 

New Non-Working games / clones supported

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

 

GP Rider

Turbo Outrun (upgrade kit)

Super Monaco GP

decrypted (thanks to Charles MacDonald) but still have many issues

 

 

0.88u4

------

 

General Improvements

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

 

Fixed Sprint2 watchdog issues [stefan Jokisch]

 

Fixed nmg5.c crash [Pierpaolo Prazzoli]

 

Fixed nitrobal inputs [sonikos]

 

Jalmah.c updates [Angelo Salese]

Fixed various stuff with the protection in the first version of this HW.This includes

perfect color protection emulation,preliminary sound & preliminary tile transfer emulation

 

Various Sega system 16/18 updates (moonwalker decryption keys etc.) [Chris Hardy]

* note moonwalker needs a cpu core for the mcu (i8051 core?) before it will work

 

Fixed a bug in the fd1094dp.c and fd1094.c decryption to allow for cotton to be decrypted [Nicola Salmoria]

 

Added other hyperstone models, converted vamphalf driver to use 16-bit version [Pierpaolo Prazzoli]

 

 

Discrete Sound Update [Derrick Renaud]

 

Discrete Sound Changes

======================

* Removed the memory mapping system from the discrete inputs.  It served no

purpose and was never functional.  It only added a layer of confusion to the

code by forcing it's use on all current drivers that do not need it.  If

memory mapped inputs are needed in the future (not likely), then they can be

added with a DISCRETE_INPUT_MAP function.

* Now the discrete inputs are written to by their node name only.

  eg: discrete_sound_w(NODE_xx, data)

* DISCRETE_INPUT and DISCRETE_INPUTX have been removed in favour of new

easier to use input modules.

* modified all current drivers to use new code.

* moved discrete sound code from drivers and put in sndhrdw\

 

New Discrete Modules Added

==========================

* DISCRETE_INPUT_DATA(node)  - accepts 8-bit data from discrete_sound_w.

Output at reset is 0.

* DISCRETE_INPUT_LOGIC(node) - 0 if data=0; 1 if data=!0.  Output at reset

is 0.

* DISCRETE_INPUT_NOT(node)  - 0 if data=!0; 1 if data=0.  Output at reset

is 1.

 

* DISCRETE_INPUTX_DATA(node, gain, offset, init)

* DISCRETE_INPUTX_LOGIC(node, gain, offset, init)

* DISCRETE_INPUTX_NOT(node, gain, offset, init)

                              - same as above, but will modify the output by the

                                given GAIN and OFFSET.  At reset the output will

                                be INIT modified by GAIN and OFFSET.

 

Game Driver Changes

===================

* skydiver -  added proper watchdog.  Merged memory map and added proper

mirroring.  Fixed coin input bug skydiver078u3yel.  It's not a 100% accurate

fix, but will work until I get the exact interrupt time.  The current

interrupt time was 100% off.  It is now less then 25% off.  ;)

 

 

 

 

 

Windows Debugger Updates

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

 

Fixed some compile errors [Nathan Woods]

 

Misc updates [Aaron Giles]

* Added a "PC" register to the I386 core so that it should work in the new debugger

* Cleaned up stepping code

* Now refresh the display and all debugger windows after each step while stepping

* When running with the debugger window open (F5 or 'go'), now update the debugger views

4 times per second

* Can now break into the debugger even if you are focused on a debugger window

* Memory/disasm windows now come up with the currently active CPU selected by default

* added a new command: focus <cpunum>, which is equivalent to ignoring all

other CPUs

* changed ignore and observe to support multiple parameters so you can say "ignore 2,3,4"

* changed ignore so that you are not allowed to ignore the last CPU

* fixed ignore behavior so that other CPUs are truly ignored

* fixed register window so that change hilights are maintained during scrolling and updates

* changed debug memory accessors so they don't log on invalid memory accesses

* tweaked the help text to indicate that help <command> works

* added a new text attribute DCA_CURRENT, which is separate from DCA_SELECTED -- the main

visible difference is that the memory view editing cursor is now hilighted red instead of

yellow

 

In-line memory editing is now supported. To do this, I added a generic

cursor concept to the view system. Each view can handle it however they

want. Right now only the memory view supports a cursor. [Aaron Giles]

 

Click in the memory view to place the cursor. Type over nibbles with 0-F, or

use the arrow keys to navigate around. Tab cycles between the edit box and

the memory editor. [Aaron Giles]

 

updated psx core to show more registers [smf]

 

 

 

 

New Games supported or promoted from GAME_NOT_WORKING status:

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

 

Woodpecker [Tomasz Slanina, Pierpaolo Prazzoli]

 

Max-A-Flex driver [Mariusz Wojcieszek]

Astro Chase (Max-A-Flex)

Bristles (Max-A-Flex)

Flip & Flop (Max-A-Flex)

Boulder Dash (Max-A-Flex)

 

Cotton [Chris Hardy, Lodewijk, Asure, Nicola Salmoria, David Haywood]

many gfx problems, no sound yet

 

 

New Clones supported or promoted from GAME_NOT_WORKING status:

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

 

Jr Pacman (bootleg on pengo hw) [smf]

Shinobi (set 3, 317-0049) [Chris Hardy]

 

New Non-Working games / clones supported

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

 

Raiden Fighters Jet (US SPI, Asia SPI)

incomplete tile/sprite decryption

 

Twin Squash

protection issues

 

Wonderboy 3, System 16a [Chris Hardy]

incomplete s16a emulation

 

 

0.88u3

------

 

General Improvements

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

 

More FD1094 improvements, a program to produce the key tables from dumped state data

is now included as etc/fd1094dp.c, please note the key table format has changed

slightly to reflect some new findings [Nicola Salmoria]

 

Various fixes to prevent crashes in X86-64 compiles [Hans de Goede]

 

Misc Fixes [Nathan Woods]

src/cpuintrf.c:

src/cpuintrf.h:

    - Adds a MESS specific CPU core

 

src/inptport.c:

    - Fixed a few input group declarations on MESS specific input types

 

src/sound/astrocde.c:

    - Moved some variable declarations to the tops of their respective groups.

 

Converted mermaid.c to tilemaps [Curt Coder]

* Mermaid

drivers/mermaid.c

vidhrdw/mermaid.c

 

- tilemap conversion

- cleaned up driver

- merged memory map

- removed fake input port

 

Improvements to the Liberator driver, correct proms now used [Aaron Giles]

 

Fixed addc, subc, mulu, muls in Hyperstone Core [Tomasz Slanina]

(fixes title screen objects in suplup, and bullets in misncrft)

 

Hyperstone updates [Pierpaolo Prazzoli]

- Fixed software opcodes when used as delay instructions

- Added nested delays

 

Improvements to SPI decryption [Ville Linde]

 

Jr Pacman driver cleanups [Aaron Giles]

 

New Windows based debugger [Aaron Giles] 

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

 

Note: The new debugger is enabled as the default debugger for the next few u

releases (in a debug build only) to allow feedback, it can be disabled by

changing the makefile

 

(description of 1st update)

 

There are some new behaviors and new ways of doing things you should be

aware of. By default the debugger no longer "auto hides". This was a remnant

of the way the old debugger worked that I have gotten rid of. If you want to

hide all the debugger windows, just close the "main" debug window. It will

return if you break in the debugger at a future time.

 

The "main" window has four panes: a register list on the left, a disassembly

around the current PC at the top, a console output window in the middle, and

an input line at the bottom. The input line supports full editing features,

and you can also use up arrow/down arrow to cycle through recently typed

commands.

 

Hitting Enter on a blank line in the console is equivalent to single

stepping once. You can also do that with F11. To run, either use the "go"

command or hit F12 (or close the "main" window). To run until the next CPU,

either use the "next" command or hit F6.

 

You can bring up multiple independent memory and/or disassembly windows by

using the Debug menu. Each window can look at a different address space on

any CPU. You can enter any expression (including those using registers from

the CPU) into the entry line at the top of these windows in order to specify

which address to begin displaying at.

 

I've implemented a number of useful commands in the console. Type "help" to

navigate the extensive online documentation for a number of examples on how

to use these features. You can do some really cool stuff now with the

conditional watchpoints and breakpoints.

 

This is a work-in-progress, but it's pretty good now (IMHO) and stable for

common debugging operations. Let me know what you like/dislike about it and

what sorts of features you feel are still lacking.

 

(description of 2nd update)

 

F12 now means "run and hide the debugger". I found this was too useful to

get rid of entirely.

F5 just means "run", keeping the debugger visible.

 

Enabling the debugger now forces window mode and prevents you from switching

to full screen mode.

 

(description of 3rd update)

 

* Added step over/step out functionality. F10 or "over" steps over an

instruction. Shift+F11 or "out" steps out of a subroutine or exception

handler. Note that this feature relies on the disassembler to produce some

flags indicating which instructions which need to be stepped over (generally

CALLs and TRAPs) and which instructions end a step out search (generally

RETURNs).

* Modified the 680x0 and MIPS3 disassemblers to support these features.

* Changed the disassembly view to back up 3 instructions when resetting

(that is, the current PC should appear on the 4th line instead of the 1st

line). This is not perfect, but works pretty well overall and should help

see the previous couple of instructions when, say, a watchpoint is hit.

* Improved filtering of keypresses so that they don't leak into the game

when you are typing in the debugger.

 

 

 

 

New Games supported or promoted from GAME_NOT_WORKING status:

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

 

Super Lup Lup Puzzle [Tomasz Slanina, Pierpaolo Prazzoli]

Mission Craft [Tomasz Slanina, Pierpaolo Prazzoli]

these now run due to cpu core fixes being made

 

New Clones supported or promoted from GAME_NOT_WORKING status:

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

 

Hot Rod (4 player, Japan) [Chris Hardy]

Meteorites (italian clone of asteroids) [Pierpaolo Prazzoli]

Liberator (set 2) [Aaron Giles]

Street Fighter EX Plus (USA, 970407) [brian Troha]

 

 

New Non-Working games / clones supported

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

 

Raiden Fighters Jet (Single Board, US) [J. Rodman]

 

Sega Y-Board skeleton driver

Galaxy Force 2, Power Drift, G-Loc, Strike Fighter, Rail Chase

*only* the driver file, no video has been ported yet so nothing works

 

Woodpecker (2 sets)

 

Yachtsman

 

 

0.88u2

 

General Improvements

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

 

Further improvements to the FD1094 decryption, this is now almost fully understood,

additional FD1094 cpus are needed to work out the remaining details.  Keys are now

stored in the romsets as they should be a close representation of the data stored in

the FD1094 CPUs [Nicola Salmoria]

 

Fixed a few things which missed the Namco update in u1 [Phil Stroffolino]

 

Corrected some rom names in Crowns Golf [shinobiZ]

 

Corrected some rom names in Pengo [Gerald]

 

Improvements in Mighty Warriors Driver [Pierpaolo Prazzoli]

Added sprites buffer which fixed the "invisible" sprites

Fixed text tilemap scrollx offset

Haze added palette brightness

 

Improvements to Twin Brats [Pierpaolo Prazzoli]

Fixed sound banking

Changed service switch button

Changed visible area

Merged memory map

 

Moved gamename prefixes to end in pc10, nss and megatech [Aaron Giles]

 

Fixed Joystick Axis problem [Aaron Giles]

 

Discrete Sound Improvements [Derrick Renaud]

 

Discrete Sound Changes

======================

* DISCRETE_555_ASTABLE - added option to use quick charge diode (will be

needed for frogs.)  Added option to disable oscillation if R1 (charge) is out

of circuit (will be needed by invaders.)

* DISCRETE_555_CC - modified to discharge cap due to natural losses if there

is no charging current (needed by frogs.)  This makes it more accurate then

the current perfect cap that will retain a charge forever.

* modified all current drivers to use new code.

 

New Discrete Modules Added

==========================

* DISCRETE_555_MSTABLE - 555 Monostable simulation

 

Game Driver Changes

===================

* frogs - added sound hooks.  Added discrete "tongue" sound effect.

 

Fixed bug in discrete code [brad Oliver]

 

Improvements to Astrocade driver [Frank Palazzolo]

- Professor Pacman Driver - works but fails 2 self-tests yet

- Fixed collision detection in all games

- Added NVRAM handling to robby (and profpac) - still not working

always but self-tests pass.

- Fixed bugs in astrocade sound code

- Switched astrocade sound to stream system

- Support stereo in wow, robby, gorf, profpac (Sounds great now!!)

- Leds and coin counters added

- All activecpu_get_reg() calls from astrocde games have been

  replaced with proper 16-bit Z80 port support through memory system

- Renamed sndhrdw/astrocde.c to sndhrdw/wow.c since it is game-

specific

 

Fixed NMI handling in NEC cores [bryan McPhail]

 

Cleaned up Twins driver and changed to use V20 [Pierpaolo Prazzoli]

 

Some hyperstone debugger cleanups [Pierpaolo Prazzoli]

 

New Games supported or promoted from GAME_NOT_WORKING status:

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

 

Bonks Adventure [sebastien Volpe]

some gfx/sound issues

 

Professor Pacman [Frank Palazzolo]

 

New Clones supported or promoted from GAME_NOT_WORKING status:

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

 

Superman (Japan) [Fabrice Arzeno]

 

Gun Ball [bryan McPhail] *edit - actually i missed this one from driver.c, it'll be in u3

 

Hot Bubble [David Haywood]

 

Force Break [Pierpaolo Prazzoli]

 

New Non-Working games / clones supported

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

 

Super Lup Lup Puzzle

hyperstone CPU core bugs

 

Raiden Fighters Jet

encrypted gfx

 

Born to Fight

gfx emulation problems

 

 

0.88u1

 

General Improvements

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

 

Namco Update [Phil Stroffolino]

Fixes priority in the NB1 games.

POSIRQ support for Namco System 2 games no longer requires game-specific hacks.

Hack for Metal Hawk tile size is no longer needed.

Screen blanking (window) support added for System 2 hardware.

Sprite-tilemap orthogonality for System 2 rendering.

 

Mametesters bugs:

  nebulray066gre (kludge, real behavior not understood)

  namcosx36rc2gre (for system2)

  finehour053gre

  ordyne080u1gre

  rthun237b16gre

 

i960 fix [R.Belmont, Stephan Cecchinel]

Fixed errors in atanr and logepr

 

Improvements to FD1094 emulation [Charles MacDonald, Nicola Salmoria]

more sets now run (eswatu, fpoint, goldnaxc, cltchitr)

 

Fixed scroll offset and rain priority in mwarr [Pierpaolo Prazzoli]

 

Added EEprom support to Steel Force [Pierpaolo Prazzoli]

 

Misc Fixes [Curt Coder]

* 1943

drivers/1943.c

vidhrdw/1943.c

 

- Converted to use tilemaps

- Cleaned up driver

- Merged memory maps

- Fixed inputs/dips based on manuals

- Renamed 1943j to "1943: Midway Kaisen (Japan)"

- Renamed 1943kai to "1943 Kai: Midway Kaisen (Japan)"

 

* Gun.Smoke

drivers/gunsmoke.c

vidhrdw/gunsmoke.c

 

- Converted to use tilemaps

- Cleaned up driver

- Merged memory maps

- Fixed inputs/dips based on manuals

- Removed GUNSMOKE_HACK and fake dips

 

* Blue Print

drivers/blueprnt.c

vidhrdw/blueprnt.c

 

- fixed clocks per schematic, sound pitch now higher

- tilemap conversion

- merged memory maps

- fixed inputs/dips per manual

- fixed rom names per schematic

- clean up

- correct 2H/4H clocks

 

* Night Driver

drivers/nitedrvr.c

machine/nitedrvr.c

vidhrdw/nitedrvr.c

 

- removed gear/track display hack

- merged memory map

- fixed clock per schematic

- added early revision roms info

- fixed rom names per schematic

- clean up

 

* 1942

drivers/1942.c

vidhrdw/1942.c

 

- merged memory maps

- fixed inputs/dips per manual

 

 

Confirmed Libble Rabble Custom IO chip numbers [shaun Stephenson]

 

jalmah.c improvements [Angelo Salese]

Further improved the first version protection.Now you can boot in

urashima/mjzoomin/daireika,with wrong colors(data is extracted from MCU

code) and wrong tilemap positioning(these games uses the RANGE

register,which needs further investigation).

 

 

New Games supported or promoted from GAME_NOT_WORKING status:

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

 

Twin Brats [Pierpaolo Prazzoli]

incorrect sound banking

 

B.C. Story [David Haywood]

 

Clutch Hitter [Charles MacDonald, Nicola Salmoria, David Haywood]

incomplete sound emulation, some gfx problems

 

D. D. Crew [Charles MacDonald, Nicola Salmoria, David Haywood]

incomplete sound emulation, still some serious gfx problems in places

 

Ping Pong Masters '93 [David Haywood]

sound not yet emulated

 

New Clones supported or promoted from GAME_NOT_WORKING status:

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

 

Flash Point (Japan, Original) [Charles MacDonald, Nicola Salmoria]

 

Senkyu (set 2) [Fabrice Arzeno]

 

 

New Non-Working games / clones supported

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

 

several system18 sets

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