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    Haze WIP

    Robert
    By Robert,

    http://haze.mameworld.info

    Metal Saver

    With some help from Corrado Tomaselli of the Italian Mame Forum, Metal Saver is now running in MAME. The game is by first amusement, but the company logo is very similar to that of Semicom, as is the protection. I wonder if First Amusement was the original name for Semicom prior to 1995 when the first known Semicom game was released.

    metlsavr11xf.th.png metlsavr26af.th.png

     

    metlsavr39zs.th.png metlsavr47zp.th.png

     

    metlsavr56di.th.png metlsavr63zp.th.png

     

    metlsavr74gb.th.png metlsavr84ph.th.png


    Sony releases PSP bios ver 2.01

    Robert
    By Robert,

    Courtesy of various sites, mainly http://pspupdates.qj.net/

     

    Sony hasn't announced it yet, but bios ver 2.01 is available as a security update.

     

    It is specifically targetted at certain buffer overflow situations.

     

    Only upgrade if you have no plans on ever running homebrew again!


    CPS2 Decryption News w/ Charles MacDonald

    Alpha
    By Alpha,

    After close to 4 months, Charles MacDonald, the author of SMS Plus, Genesis Plus, TGEmu, Sega System 24, and more, has posted an update to his website!

     

    I've been doing some research on the CPS-2 hardware in the last few months, starting as soon as the System 32 work was put on hold. I'll give a basic overview of the encryption, however I should point out I'm just elaborating on the findings that Razoola originally made, which are at CPS-2 Shock. As you can imagine the results of his prior experiments have been absolutely essential to this project.

     

    The CPS-2 hardware uses a custom 68000 CPU running at 16MHz, though the effective speed is lower due to video DMA. Out of the 16MB address range, the lower 4MB is allocated for ROMs storing program code and data. The first 1MB of this area is where decryption is enabled, though the exact boundary under the 4MB point may change from game to game.

     

    In addition to the address range check, there is a timer that expires after a certain amount of time has passed. When this happens, decryption is turned off and the 68K will execute code exactly as it is read from memory. A sequence of one or more specific instructions, changing on a per-game basis, will reset the timer and enable encryption again. The timer can be restarted after any duration from when it has expired.

     

    The decryption logic uses bits A16 through A1 of the 68K address bus, meaning the encryption wraps every 128K. For each encrypted word at a given address there is exactly one unique output; in contrast to the FD1094 there are no disabled opcodes or 'blanked' data that resolve to the same decrypted value. Data read from the supervisor or user code space is decrypted (e.g. opcodes and operands) and data from the supervisor or user data space is not.

     

    The size of a complete set of decrypted data for one game quite large, totalling 8GB - it takes forever to dump. There are no duplicate tables within a game's table set or between sets for different games, though I've only examined tables dumped from the two 'B' boards I have.

     

    I've discussed analysis of the table data with a few other people and so far the encryption seems to be pretty tough to solve. As a result, I think progress will depend on additional help. If you have skill in this type of thing (strong mathematics background and familiarity with encryption) and would like to lend a hand, then please get in contact with me.

     

    Working with the CPS-2 hardware has been challenging due to the large amount of custom parts involved. I designed a communications board with a USB adapter, DTACK generator, and interface to the CPS-2 video and peripheral bus, as well as several adapters to replace the 16V8 GALs with more capable 22V10 GALs that have their own shared I/O bus.

    »» http://cgfm2.emuviews.com/

    »» Help him out!


    Minor updates

    Robert
    By Robert,

    1. GameEx 5.12 released. Changes:

    2nd October 2005  - GameEx 5.12

     

        * Map files working again (broken in 5.10)

        * Updated support files

    >> http://tomspeirs.com/gameex

     

     

    2. JEmu WIP:

    Oct. 2, 2005 - A minor update has been done, but an enhancement which had much demand: Controls are now configurable!
    >> http://www.gagaplay.com/jemu2/index.html

     

     

    3. MAMEinfo: PCBinfos 0.100u3 DIFF-Update>> http://www.mameworld.net/mameinfo

     

     

    4. Thundermame release: MAME32JPƒx-I686 VER.0.68_X'(2005.10.3)>> http://www.geocities.co.jp/SiliconValley-Sunnyvale/8595

     

     

    5. R.Belmont WIP:

    Down the mountain

    Guru dumped Alpine Racer 2 on Super System 22 hardware. Haven’t tried very hard to make it work in MAME yet, but here’s a few samples from M1. I think Namco’s sound team was listening to a lot of hair metal when they made this game.

     

    UPDATE: Got it going in MAME as well. Looks pretty good.

    >> http://rbelmont.mameworld.info

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