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    eXclusive: KOF 2004 Special (Hacked) Video Clips!

    Alpha
    By Alpha,

    King of Fighters (Hacked)

    2004: Special Edition

     

    kof04.JPG

     

    King of Fighters 2004 was sold on eBay which was a Hacked King of Fighters. Many have confirmed it as a FAKE, however, this video should change your mind. The video was recorded from a Cell Phone. However you can see the game still in action. Crouching Tiger Hidden Dragon 2003 is like King of Fighters 2004. Just like CTHD 2003, it is a Hack, the moves are the same. It is a bad hack. For KOF 2004SP, the background has more color then CTHD 2003. In fact, CTHD 2003 is 16 colors. KOF 2004SP has far more than 16 colors. But the system of the game and the moves didn't change at all. Also you'll find nude women in one of the background. It is not much different than KOF 2002. The backgrounds are just really the main difference.

    »» Download it Now! (HTTP Direct Download) *UPDATED*

    »» King of Fighters Special Editon 2004 Thread


    Mame 0.87u2 is Released !

    James
    By James,

    http://haze.mame.net/

     

    0.87u2

     

    i960 updates [R.Belmont]

    - Added spanbit

    - Fixed error noted by ElSemi in spanbit and scanbit

    - Added non-queued interrupts to support games with

    the interrupt table in ROM (this fixes the colors and

    hanging in Sky Target, and Pilot Kids will need it

    too)

    - Added the ability for read/write handlers to declare

    themselves "noburst", for memory regions which don't

    auto-increment the address on i960 bulk transfers

    - General cleanup of the interrupt handling to remove

    duplicated code.  There should be no functional

    difference

     

    model2 updates [R.Belmont]

    - Properly mapped 'unplaced' ROMs for Daytona and

    Desert Tank

    - Added calls to i960 noburst support for the timer

    and interrupt control registers

    - Updated game status with latest knowledge

    - Noted that Last Bronx boots now

    - VF2 reparent: 2.1 is parent, ver. B and original are

    children

    - SHA1s for lastbexp, doa, and pltkids

    - Removed unnecessary code patch from DOA

    - Added Martin Marietta co-credit for Desert Tank

    - Added EPL Productions co-credit for Behind Enemy

    Lines

    - "Sonic Championship" renamed to "Sonic The Fighters"

    - Virtual On is "Cyber Troopers" (two words) on the

    title screen, not "Cybertroopers"

    - Zero Gunner changed from (Jap) to (Japan)

    - Mapped framebuffer RAM (used by Last Bronx)

    - Fixed non-32 bit writes to the interrupt registers

    - Fixed serial hardware mapping

    - Temporary hack to keep HOTD from freezing until I

    properly implement the timers

    - Split the 2O/2A/2B/2C drivers better.  von now

    prints "MODEL 2BCRX" correctly

    - Hack to make Last Bronx run while I track down an

    i960 core bug that's haunting it

    - Patch from ElSemi for Zero Gunner crashing

    - Patched Daytona busywait for the TGPs (not sure how

    it worked without this before)

    - Fixed 68000 ROM load for skytargt

    - Fixed thinko in the interrupt register handling

    (still no help for Last Bronx, but the wrong way was

    definitely hurting it worse)

    - Fixed issue on big-endian machines

    - Added framework so the DSP program uploads are now

    handled correctly

     

    C352 Pitch adjustment [R.Belmont, Cap]

     

    Analog Port Fixes [Derrick Renaud]

    downtown - Both analog controls were set to player 1.

    eterm - Crashed, due to inc/dec buttons not being defined for the analog

    ports.

     

    Now loading sync prom in Atari Soccer [stefan Jokisch]

     

    Added eeprom and flipscreen to the games in vamphalf driver [Pierpaolo Prazzoli]

     

    Improved sound in Hard Head / Popper [Pierpaolo Prazzoli, Corrado Tomaselli]

     

    Misc updates [Nathan Woods]

    src/mame.c:

        - Created a MAME_VALIDITYCHECKS macro that when defined, can specify

    whether validity checks should be run.  If undefined, it defaults to

    running the validity checks.  This will facilitate turning off validity

    checks in MAME derivative projects.

     

    Please DO NOT turn these off if you are making changes to the Mame

    source, any changes which fail the validity checks will be rejected.

     

    src/windows/fronthlp.c:

        - Changed the stat() call to use Win32 equivalents.

       

    Fixed some Compiler Warnings [Lawrence Gold]

     

    Improvements to SPI sprite decryption in rf2_2k [Ville Linde]

     

    New Games supported or promoted from GAME_NOT_WORKING status:

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

     

    Fix Eight (bootleg) [Tomasz Slanina]

    turn on invunerability dipswitch to see an intro!

    Title Fight [David Haywood]

    Raiders [Mash]

     

    New Clones supported or promoted from GAME_NOT_WORKING status:

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

     

    Sega Space Attack (set 3) [Mash]

    Pengo (set 4) [Mash]

    Eagle (set 3) [chaneman]

    Crazy climber 2 (Japan Harder) [chaneman]

    Nibbler (Olympia) [Costa Sgantzos]

     

    New Non-Working games / clones supported

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

     

    Mazer Blazer (set 2) [chaneman]

    Zero Team (set 2)

    Dark Edge (World)

    Farmer Rebelion (clone of ikki) [Pierpaolo Prazzoli]

    maybe a rom is bad?

    Dynamite Deka 2 (clone of Dynamite cop) [Chris Hardy]


    Mame 0.87u1 is Released !

    James
    By James,

    Yes I know this info is late.

     

    http://haze.mame.net/

     

     

    0.87u1

     

    General Improvements

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

     

    Minor Compiler fixes [brad Oliver]

     

    Removed options.color_depth (obsolete anyway) [brad Oliver]

     

    Compiler Fixes for VC [bryan McPhail]

    src\drivers\suprgolf.c  - C99 fix

    src\cpu\m37710\m37710op.h - Fixed warnings under VC

    src\cpu\powerpc\ppc.c  - Fixed warnings under VC

    src\cpu\powerpc\ppc403.c - Fixed warnings under VC

     

    Added default eeprom to Recalhorn to prevent crash [bryan McPhail]

     

    Fixed Mametesters bug sotsugyo069u3gre [bryan McPhail].

    sotsugyo: On the result screen (the one that appears when finishing a stage

    i.e after the first two trials), zeroes don't appear at all.

     

    Modified tilemap.c so roz and RGB_DIRECT can be used together [Andrew Gardner]

     

    Fixed I/O addresses in Hyperstone and so removed the hack from vamphalf

    driver [Pierpaolo Prazzoli]

     

    Yumefuda update (eeprom etc.) [Gondos, Pierpaolo Prazzoli]

     

    fixed some gfx in tmmjprd [Pierpaolo Prazzoli]

     

    i960 updates [R.Belmont]

    - Added support for the following opcodes: nor, addc,

    subc, atanr, sinr, cosr, tanr, atanrl, logrl, sinrl,

    cosrl, and tanrl.

    - Added those and some others to the disassembler.

    - Added parens for the compiler warning.

    - Fixed stt to only store 3 words instead of 4.

    - Added logepr and cvtri.

    - Fixed cmpr and cmprl - they were comparing garbage

    instead of the correct registers.

    - Added disassembly for movrl.

    - Added scanbit.

    - Rewrote flushreg, it was *totally* wrong before.

    HOTD now runs, among others.

    - Added hack to divo so divide by zero doesn't crash

    MAME (some games read back 0 from the not-yet-existing

    DSP and do this).

    - More disassembler improvements.

    - Added NAND, EDIV, SCALER, SCALERL, ROUNDR, ROUNDRL,

    EXPRL, MOVRE, and CPYSRE opcodes.

    - Fixed some errors in interrupt handling.  Solves

    corrupt graphics in fvipers and crashes in fvipers,

    schamp, and dynamcop.

    - Added REMR opcode.

     

    SegaIC24 update [R.Belmont]

    Add 32-bit access methods for char and tile RAM.

     

    Grand Champion sound fix [Justin Szczap]

     

    INP changes [barry Rodewald]

    Basically, reading/writing analog port data every single time

    interpolate_analog_port() isn't a good idea, especially since it's called

    every time readinputport() is.  I've just moved the analogue port

    reading/writing into the for loop, so analogue ports are only read/written

    if the port is actually is analogue.

     

    Dynagears dip fix [Derrick Renaud]

     

    ZN1/ZN2 big endian fix [smf]

     

    SPI decryption improvements (for rf2_2k) [Ville Linde]

     

     

     

    New Clones supported or promoted from GAME_NOT_WORKING status:

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

     

    Painted Lady (Splash) (Ver 1.3 US) [Manuel Abadia]

     

    New Non-Working games / clones supported

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

     

    Tatsumi Driver [bryan McPhail]

    playable to a degree, but not really working properly

     

    Apache 3

    Round Up 5

    Cycle Warriors

     

    Incredibly complex hardware!  These are all different boards, but share

    a similar sprite chip (TZB215 on Apache 3, TZB315 on others).  Other

    graphics (road, sky, bg/fg layers) all differ between games.

     

    Todo:

      Sprite rotation

      Finish road layer (Round Up 5)

      Implement road layer (Apache 3, Cycle Warriors)

      BG layer(s) (Cycle Warriors)

      BG layer (Round Up 5) - May be driven by missing VRAM data

      Round Up 5 always boots with a coin inserted

      Round Up 5 doesn't survive a reset

      Dip switches

      Various other things..

     

    Sega Model 2 Driver [R.Belmont]

    (see model2.c for list of games)

    Tilemaps, sound, and inputs working to varying degrees

    in various games.  Most of the games at least start

    up, although some don't and some crash.


    NEW Sony PSP Pictures Released!

    Alpha
    By Alpha,

    psp_comprasion.jpg

     

    The Sony PSP is looking outstanding in some new pictures you can find at the link below. So which one do you think will prevail, the Sony PSP or the Nintendo DS? I am going to have to say for now, the Sony PSP may infact steel the show. It's slick and it's what were use too, can you take 2 screens? Imagine an emulator with 2 screens if we think that far down the road which probabaly wouldn't be that long from now. Above you can see the size of the Sony PSP compared to the current handheld consoles out.

     

    The battle has only begun between the two systems. :huh:

     

    »» View the NEW Sony PSP Pictures!

     

    Related Links

    »» NEW Nintendo DS Game Screens!


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