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    New Zintrick Mvs By Razoola

    James
    By James,

    Zintrick CD to MVS conversion

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

     

    Here is a more accurate Zintrick CD conversion to run on MVS hardware. It

    has a number of fixes over that bad conversion that tries to pass the CD

    version off as a prototype. Main differences in this version over

    that one include;

     

    - The NeoGeo spinning logo shows before attract mode starts.

     

    - Does not lockup when a 2nd player tried to join a game.

     

    - Has coin counters added into the bottom of the screen.

     

    - Has the level indicator included if enabled through soft dips.

     

    - Has the standard ADK 8x8 bios font where it should be.

     

    - Has more sound effects though its still not accurate.

     

    Just to stress I did this just to see how easy it is to convert a CD system

    game to run on MVS hardware. And I must say it is very easy, one can get

    this game running by simply applying 2 byte patches to the CD versions

    68k code. I think however that Zintrick is probably the least challenging

    to actually do. Do not expect or ask me to do other conversions.

     

    Note

    ----

    Looking at the M1 rom it appears that all the music tracker data is still

    in the M rom but is somehow disabled. If one could enable this again it

    would be posible to have music back into the game once samples were added

    into the V roms in the correct places (sampled from the udio tracks maybe).

     

     

     

    text by Razoola

     

     

    host :www.neogeopro.com by igniz

     

    http://www.neogeopro.com/protos/zintrick/zintrkcd.zip

     

     

    zintrkcd001.png

     

    zintrkcd002.png

     

     

    System: NEO

    RomName: zintrkcd

    Game: Zintrick (Hack / Bootleg)

     

    [Program]

    211-p1.bin,0,100000,9A0BFE0A,0

     

    [Text]

    211-s1.bin,0,20000,56D16AFA,0

     

    [Z80]

    211-m1.bin,0,10000,FCAE1407,0

     

    [samples]

    211-v1.bin,0,100000,781439DA,0

     

    [Graphics]

    211-c1.bin,0,200000,76AEE189,0

    211-c2.bin,1,200000,844ED4B3,0

     

    [system]

    CartridgeID: 211

    GfxCrypt: 0

    GfxKey: 0

    ButLayout: 9

    Fix: 0


    Mame 0.80u3 Is Released

    James
    By James,

    0.80u3

    General Source Changes

     

    CHDCD / Konami GV update [R.Belmont]

    - Preliminary CD-ROM support for CHDMAN. Input is from CDRDAO

    .toc/.bin images (cdrdao.sourceforge.net). CDRDAO comes with utilities

    to convert CDRWIN.cue/.bin images to.toc/.bin format.

    - Intel Flash ROM emulation support

    - CDROM emulation primitives, including Red Book audio playback

    - CDROM support for the AM53cf96 SCSI controller

    - Konami GV System driver. GV System is identical to a home

    Playstation/PSOne console, except the CD-ROM is SCSI instead of

    proprietary.

     

    Stuff still in progress:

    - The SPU emulation needs a lot of help, especially on Wedding Rhapsody.

    smf is working on it.

    - The SCSI CD-ROM emulation needs to be separated out from the AM53cf96 if

    we ever emulate other SCSI controllers or CD-ROM drives.

    - CHDMAN doesn't output anything useful when you extract a CHD-CD. It

    should write out a CDRDAO image.

    - Audio tracks on CDs are not compressed at present (or more accurately

    they're gzip compressed, which is useless). The plan is to use FLAC at

    some point.

     

    Misc Fixes [Nathan Woods]

    src/mame.c:

    src/mame.h:

    src/windows/config.c:

    - Changed options.savegame to be a string. If this is a one

    character string, then the save state is loaded as before. If it is a

    larger string, then cpu_loadsave_schedule_file() is used.

     

    src/state.c:

    src/state.h:

    - Added a state_save_check_file(); a call that front ends can use to

    validate a state save file

     

    New Games supported or promoted from GAME_NOT_WORKING status:

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

     

    Baby Phoenix/GV System [R.Belmont]

    Powerful Baseball '96

    Hyper Athlete

    Susume! Taisen Puzzle-Dama

    Wedding Rhapsody

     

    »» Credits: http://haze.mame.net/


    Universe Bios V1.3 Released

    James
    By James,

    http://bios.cps2shock.com/

     

     

    WHATS NEW IN VERSION 1.3

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

     

    AES support (nuff said).

     

    some AES notes.....

     

    Region settings are saved to the memory card, however if no card is available on

    power up the system will default to EURO / CONSOLE operation.

    To do a hardware check hold buttons A+B+D during power up this will keep the system

    looping through a hardware check until all buttons are released.

    When in ARCADE mode devmode is enabled and cannot be disabled.

    There is no attract mode sound for some games in MVS mode. This is beacuse they

    read the demo sound soft dip from backupram (which the aes dosnt have)

    instead of the adjescent RAM location (this problem exists on the DEBUG bios also).

    Some early games (nam75 for example) will have currupted 'how to play' screens.

    This is because the AES does not have the needed character font the MVS has.

    When in USA mode some games will have a currupted 'winners dont use drugs' screen.

    This is because the AES does not have the needed character font the MVS has.

    The Test Mode menu is not availabe for use.

     

    Additions

     

    The NeoGeo/ProGear logo now displays only once at the beginning when in console mode

    to match bios on AES.

    New entry method to access the in game menu, START+A+B+C. Old access methods are

    still usable.

    Ability to abort the game cart crc check while its calculating.

    Ability to exit from slot selection screen (multislot hardware only).

    Enabled the AES controller test, access via holding player 2 A+B+C+D during power on or

    splash screen.

    68000 exception handling. Instead of games reseting they will stop and the current 68000

    status will be displayed.

    Simple memory/vram viewer that can be accesses from the hardware error screen.

     

    Changes

     

    Exiting the jukebox or crc check on multislot HW now restores the initially used font.

    Added a shadow to bring out the NeoGeo logo in the splash screen and main menu.

    Made the Red color used in the Splash Screen and main menu a little darker.

    Improved the hardware check so you only see a couple of flashes on screen at power on

    instead of lots of green garbage.

    Improved the hardware error screens to make them look nicer but I'm sure you will never

    want to see these.

    Changed the test mode hardware test so that the test memory card section no longer looses

    any data on the card. This problem affected the original BIOS also.

    Changed some very bad English in the card manager including one point where the word 'no'

    should actually be 'yes' when it comes to confirming data delete. This problem affected

    the original BIOS also.

     

    Fixes

     

    Fixed an issue that caused some hardware error messages appear darker or distorted.

    Fixed the 'gameselect' option being lost the first time the UNIVERSE BIOS is used on

    multislot hardware.

    Fixed button (A) not responding when trying to continue from failed HW check when using

    a joypad.

    Fixed credits from 2nd coin shoot not showing but still registering in VS-MODE when the

    game dosent support it.

    Fixed the select buttons not registering in the testmode input test when in console mode.

    Fixed testmode input test so that the input crossing feature does not take effect while

    testing buttons.

    Fixed a problem in the memory card manager that stoped the letter 'o' visually showing when

    selecting a card name. This problem affected the original BIOS also.

    Fixed a clicking sound that sometimes happened during boot if the hardware check was disabled.

    Fixed a soft dip issue that could cause confusion (because we force softdips to display in

    English). Basically in some games the language softdip setting is different depending on

    region. For example the kof games default language now reads 'Japanese' instead of 'English'

    when in Japanese mode. There could be issues like this in other games too, if you find any

    please let me know.

     

    Game Fixes

     

    Fixed Sengoku 3 language not changing when swapping region in arcade mode.

    Fixed many menu problems in the official kof2001 mvs cart when in console

    mode (there are still problems though).

    Fixed a Matrimelee font problem in menus on multislot hardware and in the

    jukebox / crc check on slot1 hardware.

    Fixed Pochi and Nyaa sound distortion in the jukebox if the game is not

    allowed to run first.

    Fixed missing font in crc check, jukebox, and ingame menu for KOF2003.

     

    New and Updated Cheats

     

    SNK vs Capcom

    Samurai Shodown 5

    Metal Slug 5

    King of Fighters 2003

    Pochi and Nyaa

    Zintrick

    Samurai Shodown 2

     

    New original/hacked game CRC's to database

     

    SNK vs Capcom

    SNK vs Capcom (bootleg cart)

    Samurai Shodown 5

    Metal Slug 5 (MVS and AES)

    Pochi and Nyaa

    King of Fighters 1997 Plus

    King of Fighters 2001 (alternate set)

    King of Fighters 2002 Plus

    Metal slug 4 Plus

    Metal slug 5 Plus

    SNK Vs Capcom Plus

    SNK Vs Capcom Super Plus

    King of Fighters 2003 (MVS and AES)

    King of Fighters 2003 (bootleg cart)

    Top Hunter: Roddy & Cathy (set 2)

     

     

    http://bios.cps2shock.com/


    Mame 80u2 Released

    James
    By James,

    0.80u2

     

    http://haze.mame.net/

     

    General Source Changes

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

     

    Various Sega 16-bit game driver updaes [Charles MacDonald, http://cgfm2.emuviews.com]

     

    (03/18/04)

    - Added correctly dumped ROM set for eswat to replace the old one. Game is encrypted and unplayable.

    - Moved Ace Attacker to system16.c, it's not a System 18 game.

    - Added sound support for tturf, tturfu, tturfbl (no samples), fpointbl, fpointbj

    - Fixed toryumon RAM test

    - Cleaned up timscannr, toryumon drivers

    - Added Where's Wally? (wwally) Game is encrypted and unplayable.

    - Fixed System 18 sample ROM banking. This doesn't help the current working games, but will support others when/if they are decrypted.

    - Fixed RF5C68A clock (7.15 MHz -> 8.00 MHz).

    - Fixed Z80 clock (8.192 Mhz -> 8.00 MHz).

    - Cleaned up shdancbl sound hardware a little.

     

    (03/15/04)

    - Fixed 2nd 68000 ROM visibility in hangon, ROM test works.

    - Fixed sprite RAM, tile RAM, and shared RAM size in hangon, RAM test works.

    - Fixed shared RAM and road RAM visibility to hangon, road layer works again.

    - Added proper emulation of the I/O hardware in hangon, no patches needed and test mode doesn't crash anymore.

    - Migrated aurail, riotcity, bayroute to use sys16_sprite_shinobi.

    - Cleaned up altbeast, riotcity, bayroute, aurail drivers (no junk in error logs, took care of unused inputs/outputs, etc.)

    - Removed 'extra' RAM in some drivers and replaced with sys16_tilebank_w.

    - Fixed sprite zooming in sys16_sprite_shinobi (corrects sprite placement in Heavyweight Champ)

    - Fixed sprite list parsing (fixes output test progression in Heavyweight Champ)

    - Added Shadow Dancer (Rev.:blink:

    - Checked and fixed speed-ups for shdancer, shdancrj, shdancbl, shdancrb.

    - Added I/O chip and partial VDP emulation for shdancer, shdancrj, shdancbl, shdancrb, moonwlkb, astormbl.

    - Added Datsu bootleg sound hardware support for shdancrb and fixed sound crash.

    - Fixed shdancbl sprite loading.

    - Cleaned up shdancbl driver, now fully playable with only minor graphics problems.

    - Fixed sys16_paletteram_w and removed sys16_dactype.

    - Palette now generated using routines in res_net.h to properly make normal, shadow, and highlight colors.

     

    Discrete Sound System updates [Aaron Giles, Derrick Renaud]

     

    (Aaron)

     

    * major internal cleanup and reworking of how nodes are created

    * fixed bug in 555 timer that led to whiny noise in Hit Me

    * added new input port type for analog adjuster

    * changed osd interface for discrete sound adjusters to use the new input port type

    * changed NODE_ADJUSTMENT to get its value from an input port

    * adjuster values are now saved in the config file

    * changed all games using adjusters to use the new system

     

    (Derrick)

     

    Discrete Sound Changes

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

    * Continued cleanup of code to make it more readable

     

    New Discrete Modules Added

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

    * DISCRETE_OP_AMP_OSCILLATOR - various op amp oscillator circuits that are

    entered using component values.

    * DISCRETE_OP_AMP_VCO - various op amp voltage controlled oscillator circuits

    that are entered using component values.

     

    Game Driver Changes

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

    * Finished updating games to use Aaron's DISCRETE_ADJUSTMENT changes.

     

    Misc Fixes [Nathan Woods]

     

    src/fileio.c:

    src/fileio.h:

    src/windows/fileio.c:

    - Changed MESS specific file type from FILETYPE_CRC to FILETYPE_HASH

     

    src/hash.c:

    src/hash.h:

    - Added hash_data_insert_printable_checksum() call

    - Made things more const correct

     

    Nintendo 8080 based games update [stefan Jokisch]

     

    All games:

     

    - fixed CPU speed

    - unified memory maps

    - changed ROM labels

     

    Space Fever / High Splitter / Space Launcher:

     

    - relabelled ROM sets:

    Space Fever color => Space Fever

    Space Fever b & w => Space Fever High Splitter

    - uncloned High Splitter from Space Fever

    - fixed High Splitter ROM loading (wrong sound ROM in one set)

    - color support (Space Launcher needs its color PROM dumped)

    - implemented red screen flash (when the player dies)

    - implemented red laser cannon flash (when the player shoots)

    - implemented UFO color cycling

    - properly hooked up SN76477 (needs to be verified)

    - properly hooked up I8035 sound CPU

    - added bonus life DIPs to High Splitter and Space Launcher

    - added cocktail mode

    - documented diagnostic ROM location

     

    Sheriff / Bandido:

     

    - fixed scheduling of SN76477 sound effects (shots + hits)

    - added second coin input in Bandido

    - removed unused cocktail mode controls from Bandido

    - properly hooked up I8035 sound CPU

    - removed fake color overlay from Bandido

    - added colours based on screenshots - PROM still needs dumping

    - implemented color effects (e.g. red heart after round 3)

    - implemented screen flashing (when the players dies)

    - documented diagnostic ROM location

     

    Helifire:

     

    - corrected bonus life DIP

    - fixed starfield pattern, confirmed by shots on the flyer

    - fixed starfield priority (no more stars in the water)

    - fixed video bugs related to pausing and frame skipping

    - properly hooked up sound CPU (different from the other games)

    - added partial support for cocktail mode

    - added IMPERFECT_GRAPHICS and NO_COCKTAIL flags

     

    - various audio and video effects are still missing, including a few

    which were previously implemented and which I hope to re-add soon

     

    Various Timer Fixes, correcting some problems with SlySpy etc. [Aaron Giles]

     

    Fixed some problems with the 32010 update [Quench]

     

    Misc bug fixes (HuC6280 problems) [bryan McPhail]

     

    Some Task Force Harrier Improvements [Tomasz Slanina]

     

    - fixed sprite rendering

    - hacks for bg scrolling

    - patched some protection issues (sprites are rendered,

    no more strange resets)

    Game is NOT playable (controls doesn't work).

    Maybe something is not mapped correctly or

    it's problem with protection (for example,

    player2 buttons works durning boot - it's possible to enter

    service mode).

     

    ST-V update [Angelo Salese]

    fixes bitmap transparencies,adds the RBG0 layer(no scroll/roz effects yet)

    adds a really preliminary window effect(just for get tile-based sprites in shanhigw)

    and readded the VDP1 PTM register support which has been lost in the past.

     

    Cleaned up Capcom Bowling driver and fixed crash on reset [Aaron Giles]

     

    IREM GA20 Update [R.Belmont]

    adds the channel status readback for the GA-20,

    which fixes some occasional odd voice-stealing

    behavior I've heard playing R-Type Leo.

     

    Reverted some Star Wars code back to older working version

     

    New Games supported or promoted from GAME_NOT_WORKING status:

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

     

    Rock 'n' Roll Trivia (part 2) [Pierpaolo Prazzoli]

    Scooter Shooter [Pierpaolo Prazzoli]

    Dynamic Dice [Tomasz Slanina] - might be a gambling game

    Lovely Cards - doesn't actually appear to be a gambling game, just gambling themed

     

    New Clones supported or promoted from GAME_NOT_WORKING status:

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

     

    2020 Super Baseball (set 2) (2020bba) [HPMAN]

    Spinner (Spiders bootleg) [Pierpaolo Prazzoli]

    Gyrodine (Crux license?) [Pierpaolo Prazzoli / f205v]

    Griffon [Pierpaolo Prazzoli]

    Blaster (early 30 wave version)

     

    New Non-Working games / clones supported

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

     

    Various Non-working CPS2 clones

    Swinging Singles [Tomasz Slanina] - not much work done on it

    Taiwan Chess Legend [Tomasz Slanina] - only partially decrypted

    Parallel Turn [Tomasz Slanina] - Jaleco protection chip not emulated

    Change Lanes [Phil Stroffolino, Jarek Burczynski, Tomasz Slanina] - weird early Taito hardware

    Dragon World 3 - unemulated protection

    Zero Target [bryan McPhail, Pierpaolo Prazzoli, David Haywood] - various things not yet understood

    Counter Steer [bryan McPhail, Pierpaolo Prazzoli, David Haywood] - various things not yet understood


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