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    Luca Elia MAME WIP

    iq_132
    By iq_132,
    This is a bootleg of Seta's 1997 game "Jockey Club II", a horse racing double monitor thing with betting.

     

    The original game isn't dumped, but by looking at the bootleg code it's clear the original hardware must be close to that of Mobil Suit Gundam Final Shooting.

     

    The modified code, designed to run on inferior hardware, parses sprite ram and converts the zooming sprites list to plain sprites, and Seta's complex "floating tilemap" sprites to two plain tilemaps.

     

    They probably also sampled a few loops from the original music, at around 4kHz, in order to replace the sound section with a cheap OKIM6295.

     

    dark0000.jpg

    dark0004.jpg

    dark0001.jpg

     

    A funny note: this game uses 72 input keys!

     

    Read More at Luca's


    Meka 0.72 released

    Robert
    By Robert,

    MEKA is a multi-machine emulator for MS-DOS, MS-Windows and maybe GNU/Linux.

    The following machines are supported by MEKA:

    Sega Game 1000 (SG-1000)

    Sega Computer 3000 (SC-3000)

    Sega Super Control Station (SF-7000)

    Sega Mark III (+ FM Unit)

    Sega Master System (SMS)

    Sega Game Gear (GG)

    ColecoVision (COLECO)

    Othello Multivision (OMV)

     

    2005.11.20

    Here we are! Everything that has been done since 0.71, now available in a fresh build. The primary target of 0.72 was to let down old paletted video modes and switch to 16/32 bits rendering, which is now done (except a few things such as blitter not all converted yet). Added support for VGM 1.10 (affecting SG-1000/SC-3000/SF-7000 and Colecovision VGM dumps), rewrote theming system, tweaks and more tweaks. And again, I added more stuff for beloved hackers who are digging into SMS history: a full featured tile-viewer, conditionnal breakpoint, VDP line based breakpoint, a register SET command, command history, you name it, etc.

    I'd be interested in you guys testing two things:

    - How does video perform for you? Many things have been rewritten, generally for the better, but I expect bugs to show up so your tests and reports are welcome.

    - Testing of new developer features (if you are one of those crazy Sega 8-bit hacker/developer).

    Please report in MEKA forum.

     

    Changelog below:

     

    MEKA 0.72 WIP 20051120

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

      - (Win32) Updated Allegro library from WIP 4.1.18 to 4.2.0, including

        various fixes/improvements (hopefully not new bugs):

            http://www.talula.demon.co.uk/allegro/onli...en/changes.html

      - Video:

        - Upgraded everything to hi-color video modes and got rid of old,

          8-bit indexed video modes. This is a major change in MEKA core.

          Some of the benefits are:

          - No more snow and/or color flickering on video card drivers

            which disliked palette changes.

          - Better integration with desktop (usually run faster).

          - Getting possible to use various kind of graphics filters.

          - No more hassle with color limitation for the programmer

            (meaning more features implemented for the end-user).

          - Finally possible to show all Game Gear colors at once,

            and to implement LCD screen persistence (not yet done).

          Some of the features above goes hand to hand with the blitter

          system, which will be improved soon. [Omar]

      - Sound:

        - Added support for VGM 1.10 header type. [Omar]

      - GUI:

        - KeyPad Enter key now works on input boxes. [Omar]

        - Added shortcut CTRL-F4: closes current window. [Omar]

        - Added shortcut CTRL-TAB: cycles thru windows taking inputs. [Omar]

        - Reworked theme (skin) system from stratch: [Omar]

          - Changed MEKA.THM file format.

          - Using explicit names for variables.

          - Added more variables, making the skin system a little more

            complicated but also more configurable.

          - Using de-facto standard of specifying colors in #RRGGBB format.

          - Rewrote most code since it was all legacy from old MEKA 0.10.

        - Added link to debugger documentation in HELP menu. [Omar]

    >> Get it HERE


    Hoxs64 v1.0.3.11 released

    Robert
    By Robert,
    20 November 2005 v1.0.3.11

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

    1) Quick speed mode retains maximum compatibility by disabling sound output but not disabling the SID emulation. The "Emu-fuxx0r v2" test will now pass in Quick speed mode.

    >> Get it HERE


    Glide64 Wonder Plus released

    Robert
    By Robert,
    Glide64 is a graphics plugin for N64 emulators such as Project64, 1964 and Mupen64. It uses the 3dfx Glide3x API, and it supports many games. If you don't have a 3dfx card, you can use a Glide Wrapper.

     

    Updated version of Glide64 0.8 "Wonder" is ready for download.

     

    What's new:

     

    * Fixed many bugs in combiners (mostly for Voodoo 4/5).

    * Fixed bug in large textures support, which caused texture distortion in few games, e.g. Yoshi's Story.

    * Fixed texrects with zero height.

    * Hack, which I used to enable videos in Resident Evil 2, is proved to be useful for some other games to show previously hidden graphics. For example, you now can see race map before race start in LEGO Racers.

    * Hardware frame buffer emulation is tweaked to support all effects in Paper Mario. Now this game works almost flawless on Voodoo 4/5. It is recommended to use Mupen for this game with "Get frame buffer info" enabled to get correct background in the main menu (this feature is finally works too).

     

    This release also contains updated version of Hacktarux's glide3x wrapper, which fixes fog problems with latest ATI drivers. Updated versions of special ini files from Federelli and olivieryuyu are included too.

     

    For those people, who wait Glide64 to be ported on other API, I can confirm, that this work is in my future plans, but not in the near future plans. As far as I can do with glide everything I want, everything DirectX plugins can do and even more, I have no personal reasons to do yet-another-DirectX-plugin. All I can do for you now is to release Glide64 sources, so all my know-how are now opened. I tried to make the code cleaner, at least at these parts, which can be useful for other developers. Although, it is still conglomeration of hacks and heuristics someplace :rolleyes: Latest sources of Hacktarux's glide3x wrapper are released too. They include almost working implementation of texture frame buffer functionality, which is required for hardware frame buffer emulation. If you have OpenGL programming experience, you may try to complete it.

    >> Get it HERE


Portal by DevFuse · Based on IP.Board Portal by IPS
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