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    Micko WIP

    iq_132
    By iq_132,

    Micko's WIP

     

    0004cw3.png

     

    New driver is added. There are still some things missing like floppy, sound support, but will be done soon. Tape loading is working.

     

    Screen shots and full text here:

     

    http://micko-wip.blogspot.com/2008/06/partner.html


    Dapplegrey v2.0.4 released

    iq_132
    By iq_132,

    Dapplegrey is a front-end for DOSBox and Mac OS X.

     

    In your games list, marked buttons should unusually not be activated, at least for now.

    --> Download / Information

     

    Thanks to our affiliate, AEP-Emulation, for the news!


    Stolistic MAME WIP!

    iq_132
    By iq_132,
    ps0716mp1.png

     

    I decided to revisit the PE+ driver specifically to find out why all the video slots did not accepts coins. I assumed the slots had some special code that maybe affected the coin-in timing, but after a lot of tracing, I couldn't find any differences. Eventually, I noticed that the last page of the operator screens was blank and the Spin button was lit. Pressing the Spin button didn't seem to do anything. Using some experience I learned from the S+ slot machine, I figured this screen was used to show the reel stops. Each time you press Spin you would see the next reel stop etc.

    ...

    More text and screen shots at:

     

    http://stolistic.blogspot.com/


    Robiza MAME WIP!

    iq_132
    By iq_132,

    Here's a poor translation of the original text:

     

    This bootleg rom has modified to run on cheaper hardware.

     

    It's very interesting to see what are the changes which have been made to the computer program can run on less expensive hardware.

     

    Typical is to use a chip for sprite different: usually less expensive chips have less functionality and thus the bootlegger must find easier ways to implement the functioning of the game.

     

    For example often an expensive chip supports multi sprite: the Roma should be amended to spezzatare the multisprite in individual sprite (Need a job on codes of the sprite, coordinated and well 'on) so that the game can work with the chip less expensive . Cosi 'happens to bomblord (bootleg of bbmanw) and dynablsb (bootleg of dynablst).

     

    Usually implementation is necessary to make further changes such as moving the sprite ram in another place in memory or move some bit like the flip flip xo y, color etc..

     

    The new chip could have a different way to signal the last sprite to draw (a marker).

     

    The video chip is usually replaced the original chip has many records for many features, the chip has less cheaper records video; even here we need to find ingegnarsi roads open. Often offsets are different (the data needed to reach the screen and sprite). Often the priorities between the layers are managed in a different manner.

     

    In the next release of the mame 2 bootleg will be enough working: some major problems of priorities and selection of the resolution but will be playable.

     

    dalthon1213297156bobotxm4.png

     

    Bootleg the 1991 spikes besides this type of modifications it needed of the translation of the diagram so as to show new tito it and instructions in Italian. In this case the bootleggers they have used a mapping between the codes of the tile through a rom additional: the real code of the tile comes calculated with an intermediate passage of translation. Also the way to represent the tile from the graphical point of view is various: the order of the bitplane but also the distance between a bit and an other in the rom graphical. Also this is typical (sees the bootleg of aerofght).

     

    Information --> http://www.emulab.it/robiza/?p=67

     

    Thanks to EmuDreams for the news.


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