News...

NEWS...


Hi!... My name is Roberto Fresca, and I'm part of the MAME Dev Team since 1998. Here you can find some technical things about rare hardware. This site is intended to avoid duplicated efforts. This page is *always* in construction... :-)




--- 2013/02/03 14:40 ---

Number One (San Remo Game), take IV...

Yesterday, David Haywood brought another idea. Latch the bank bits and store them when the tiles are written (like subsino system). Fortunately he was right and the graphics system started to work like a charm. He also hooked up the intensity layer, so now the graphics are accurate thanks to him.

Number One (perfect graphics) Number One (perfect graphics) Number One (perfect graphics) Number One (perfect graphics) Number One (perfect graphics) Number One (perfect graphics) Number One (perfect graphics) Number One (perfect graphics) Number One (perfect graphics) Number One (perfect graphics) Number One (perfect graphics) Number One (perfect graphics) Number One (perfect graphics)

Also playing with numbers instead of cards...

Number One (perfect graphics) Number One (perfect graphics) Number One (perfect graphics) Number One (perfect graphics) Number One (perfect graphics)





--- 2013/02/02 11:38 ---

Number One (San Remo Game), take III...

Some oddities... My guess about the 32 banks of 256 tiles each was totally accurate. Also the banking offsets and order are correct. The graphics banks scrambling issue happens when a block of code (as the background draw subroutine) is executed directly. Let me explain better...

The disclaimer draw routine is located at $389F. This piece of code places chars on screen through an indexed loop, and involves 3 gfx banks (10h, 11h, and 12h). if I execute the whole routine, the bankswitching is not working properly, involving only the last graphics bank as you can see in the following pic...

Number One (gfx banks oddities)

But... Executing the call step-by-step (instruction by instruction), the bankswitching is accurate, drawing the correct graphics...

Number One (gfx banks oddities)

Now, the subroutine that draws the first card is located at $3707. Again, executing step by step I got a perfect ACE located in the first place.

Number One (gfx banks oddities)

But executing the cards draw subroutines directly, we get the same banking problem...

Number One (gfx banks oddities)

So, we need to see what's wrong. Kale told me that surely is matter of implement partial updates. Hope we can sort out this odd behaviour soon.
BTW, executing step-by-step, got the following snaps... :-)

Number One (gfx banks ok) Number One (gfx banks ok)





--- 2013/01/21 04:30 ---

Number One (San Remo Game), take II...

More about this game. A lot of improvements were made. Proper graphics decode, proper ROM load, accurate memory map, hooked CPU & interrupts, added CRTC support, AY-3-8910 sound, input ports, output-lamps port, button-lamps layout, complete lamps support, NVRAM support, etc...

The game is emulated with bells and whistles, except for 2 things: (1) Need to add Intensity layer to the existent 3bpp graphics, and (2) The graphics banks seems to be insane. There is a selector that uses 5 bits to handle the banks, and has logical sense since there are 8192 tiles and the video RAM can address/index up to 256 different tiles by offset. A bit of maths gave me the conclusion that a 5 bits selector can cover the whole graphics tileset through 32 banks of 256 tiles each. A bit insane... :-P

Still can't get the logical order. Maybe I'm a bit wrong here, or just the PLDs are fuckrambling the banks in some way. The good news are that the remaining things are totally emulated and game is playable (except for the wrong graphics banking). Here some pics...

Number One (scrambled gfx banks) Number One (scrambled gfx banks) Number One (scrambled gfx banks) Number One (scrambled gfx banks) Number One (scrambled gfx banks) Number One (scrambled gfx banks) Number One (scrambled gfx banks)

And through the Test Mode, you can switch cards <--> numbers...

Number One (scrambled gfx banks) Number One (scrambled gfx banks)





--- 2013/01/19 15:30 ---

Bonne Chance! & San Remo Game...

Again, thanks to Any and the Dumping Union that kindly dumped the boards, we got two new games. The first one seems to be the prequel/prototype of Bonanza's 'Golden Poker Double Up' and 'Jack Potten's Poker', running in Magic Fly hardware (I always was expecting for a poker game running in this hardware). Unfortunatelly one of the graphics ROM is bitrotten, giving different CRC's each attempt to dump the device. I reconstructed the image after an exhaustive analysis of twenty-something different bad dumps (and obviously tagged it as bad dump), cleaning the garbage. Currently another collaborator will try to dump the device with different EPROM programmers, to see if we can get a valid dump. The game is in French, but can be switched to English language through a DIP switch. Here some pics...

Bonne Chance! (prototype?) Bonne Chance! (prototype?) Bonne Chance! (prototype?) Bonne Chance! (prototype?) Bonne Chance! (prototype?) Bonne Chance! (prototype?) Bonne Chance! (prototype?) Bonne Chance! (prototype?)

And turning the language through a DIP switch, we can find... :-P

Bonne Chance! (prototype?)

In other news, Any also dumped an old game from San Remo Games. Still unidentified, but the title seems to be 'Jacks Wild' after peek inside the game tiles...

Jacks Wild tiles

Emulation is still preliminary, but at least is showing something. Here a couple of snaps...

Jacks Wild? Jacks Wild?

And finally added 2 clones of Super Pool 99 (versions 26 & 33), also dumped by Any and the Dumping Union.

Super Pool 99 (version 26 Super Pool 99 (version 33





--- 2013/01/15 22:30 ---

New additions...

Thanks to Any and the Dumping Union, we got two new clones. The first one is an interesting version of Jolly Card running in an encrypted bootleg PCB (GFX encryption 'alla TAB Blue Board). The game allows play in both REMOTE and NORMAL modes, using coins and remote credits, and paying through hopper or manual switch/button. Here some snaps...

Jolly Card (encrypted with manual payout) Jolly Card (encrypted with manual payout) Jolly Card (encrypted with manual payout) Jolly Card (encrypted with manual payout) Jolly Card (encrypted with manual payout) Jolly Card (encrypted with manual payout) Jolly Card (encrypted with manual payout) Jolly Card (encrypted with manual payout)

Also Any dumped a different version of Lucky'74 with a different payrate table (up to 110%). Here some snaps...

Lucky'74 110% (title) Lucky'74 110% (payrate)





--- 2012/12/12 23:50 ---

Kuru Kuru Pyon Pyon, Take III...

Four eyes can see more than two... Thanks to hap, we now have correct graphics bankswitch. I preliminarily hooked the second CPU, and got the YM2149 triggering some sounds. The game is playable now. Just need some extra work on the audio CPU and hook the OKI M5205 for ADPCM samples. Here some snaps...

Kuru Kuru Pyon Pyon (emulation) Kuru Kuru Pyon Pyon (emulation) Kuru Kuru Pyon Pyon (emulation) Kuru Kuru Pyon Pyon (emulation) Kuru Kuru Pyon Pyon (emulation) Kuru Kuru Pyon Pyon (emulation) Kuru Kuru Pyon Pyon (emulation) Kuru Kuru Pyon Pyon (emulation)





--- 2012/12/11 12:50 ---

Kuru Kuru Pyon Pyon, Take II...

A lot of work involved. I got the graphics, but unfortunately they're banked in some way I can't figure out yet.

The game is almost working, and correcting the previous post, could be called 'Croak Croak, Hop, Hop' (thanks Vas Crabb for the clarification). The game is right now running with just one CPU (still need to hook up the second one that drives the ADPCM samples system). I'm halfway working on the YM2149F (I got some sounds) and the input system.

Now need to figure out the monster VDP graphics banking... Here some snaps from the game running.

Kuru Kuru Pyon Pyon (emulation) Kuru Kuru Pyon Pyon (emulation) Kuru Kuru Pyon Pyon (emulation) Kuru Kuru Pyon Pyon (emulation)

And where's the frog?... Switching graphics banks just make it appear. :-)

Kuru Kuru Pyon Pyon (emulation)



--- 2012/12/09 17:00 ---

Kuru Kuru Pyon Pyon...

I love when ultra rare games appear from the ether. The Dumping Union found and dumped a rare japanese medal game from TaiyoJidoki/Success.

The game title seems to be "Kuru Kuru Pyon Pyon" that means "frog noise, rabbit noise" (thanks Vas Crabb & RevO EmaG for the japanese translation). The hardware is powered by two Z80, YM2149F, OKI M5205 for the speech system, and one of these monsters VDP from the hell, the 64-pins V9938/58 or similar. All is pointing to a kind of MSX2 derivative 'on steroids'. Here some snaps from a video of the real game running.

Kuru Kuru Pyon Pyon (real title) Kuru Kuru Pyon Pyon (real ingame 1) Kuru Kuru Pyon Pyon (real ingame 2)

The emulation is still very preliminary, but at least I got something on the screen. The game needs a lot of work. Here some snaps... :-)

Kuru Kuru Pyon Pyon (preliminary, ingame 1) Kuru Kuru Pyon Pyon (preliminary, ingame 2)



--- 2012/11/14 03:20 ---

Another rare encrypted hardware...

An anonymous donor sent us a dump from a rare encrypted board. The hardware is another Fun World / TAB / Impera 8bit derivative with strong encryption scheme.

After analyzing the graphics ROMs, I noticed that they fit the blue TAB board encryption I figured out some years ago. The program also is encrypted, but I was able to finally decrypt it. The game is Jolly Card from TAB Austria, but this encrypted set surprised me being an undumped spanish set.

Here some snaps of the game running... :-)

Jolly Card (Spanish, encrypted hardware) Jolly Card (Spanish, encrypted hardware) Jolly Card (Spanish, encrypted hardware) Jolly Card (Spanish, encrypted hardware) Jolly Card (Spanish, encrypted hardware) Jolly Card (Spanish, encrypted hardware) Jolly Card (Spanish, encrypted hardware) Jolly Card (Spanish, encrypted hardware) Jolly Card (Spanish, encrypted hardware)





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