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$7dc

There was not much progress in 2011. I've been lately very busy with my work projects ( this and this one). But at least i've prepared a TO-DO list for 2012 ;) : 1. VEGA ( Olympia, 1982 ) I have recently got Vega PCB. Special thanks to Mark Frisbee for help. Unfortunately board has few faults ( no sound, gfx glitches ) and inverted colors (like early Nintendo boards). Theres a couple solutions for the latter problem. I have decided to mod the pcb a bit and invert the digital signals before the DAC (made of resistors). Here's a video from attract mode: So, next step is to emulate the game :) 2. TIME ATTACKER ( Shonan, 1980 ) Currently i'm making schematics of video section. It's similar to classic Pong discrete logic, but a bit more complicated (game has Z80 cpu). TA is a breakout clone, with special add-ons like oil zones and moving enemies ( btw : background color - blue or black - is selectable with a jumper on board ): 3. WHEELS & FIRE (
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Let's play tennis!

Here's few pics from Reality Tennis by TCH (pcb recently acquired by Dumping Union ). Game runs on blitter-based hardware, similar to Wheels&Fire , but more simple. Current emulation status: game playable with few gfx glitches and without sound. More great news - i have recently contacted Antonio 'Peluko' Carrillo - programmer and game designer of both Reality Tennis and Wheels & Fire . He has provided tons of usefull info about the w&f hardware and the game code. The first, big improvement is (a bit buggy) sound emulation. I'm going to rewrite the whole video hw emulation of w&f, and disable all hacks & precalculated zoom tables. Quite challenging, but worth the effort. Ok. Back to tennis:

If i could turn back time....

I fixed a couple of video/sound issues in Chouji Meikyuu Legion emulation: - added SFX, - fixed video priorities (no more garbage gfx over the playfield), - simulated protection in"legion" set, so the functionality is now close to the other ("legiono" - possibly a bootleg) set, Legion was _almost_ playable before. It's still not perfect (broken test mode, missing various text strings here and there ) but imo more enjoyable. Game has really unique (as for 80s) feature - ' time warp ' bombs. How it works? Try it yourself ;) Here's a couple of shots from the game:

Busy.. busy.. busy ...

Something VERY special! Purchased by Dumping Union . Donators: Cananas, Mr. Do, S. Brown, J. Bijl,ranger_lennier, F. Xerri, Gor, Kevin Eshbach, Smitdogg, Guru, Tormod Another game from '80s - 'Super Wing' (thx wulfman) . Preliminary screenshots: Also this. Bought it few weeks ago: It's set of boards from THIS machine. Interesting mix of hardware ( adp.c + artmagic.c ): - JAMMA pcb with 68k + tms34010 + oki(sound) "Made In Belgium". All eproms/pals has A&Mxxxxx stickers = art&magic - adp/merkur cpu board - 68k + eproms + nvrams, eproms labelled "shooting star" - adp/merkur i/o + sound board - 68681 + ym2149 - "gewehrcontroller" pcb (gun controller) with 80c31 ram and rom - few smaller pcbs with triacs, resistors and other analog components Not emulated yet.. no screenshots ( just black screen .. due to protection)

Wheels & Fire

After looong break i'm looking again at Wheels & Fire from TCH. Game is running on custom, blitter based hardware (sprites + framebuffer layer with linescroll feature, and sprite-to-framebuffer rendering mode ). I have made a lot of changes/improvements lately, but there's still a lot to do: - proper image scaling - quite weird (close to hardware, i think) way to draw scaled images. for more details pls scroll down to the end of this post. - framebuffer (various problems) - sound - not emulated yet (2nd 68k + samples) Here's few pics from the game: W&F video hardware supports image scaling. For each image(sprite) to draw, there's a couple of parameters sent to the blitter: - screen cooridnates of image rectangle ( top left ad bottom right corners) _after_ scale transform applied, - source image cooridnates (only the upper-left corner, no info about the source dimensions), - two sets (for x and y scale) of magic parameters : da

It's full of stars! - Vega, part3

I was wrong - there's no "type 3" sprite. It's just a background layer made of 16 different 32x32 pixel tiles. Tilemap (128x8 cells (4096x256 pixels), animated (flashing stars and texts) ) is hardcoded inside one of eproms used as a lookup. Here's a screenshot from game - shows only the most boring part of bg - stars: Game is not playable (yet) so i can't see other levels / backgrounds. These images are ripped directly from the tilemap (wrong colros, as usually ;) : There's also an interesting hw feature - background can be stretched horizontally (in fact - vertically (div scnaline clock by 2), because screen is rotated by 90 deg). It's probably used (only?) to display the planet surface: