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Zintrick Driver Here


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/*Put this at the end of the ROM_START seccion*/

 

 

ROM_START ( zintrick )

ROM_REGION( 0x100000, REGION_CPU1, 0 )

ROM_LOAD16_WORD_SWAP( "zin_p1.bin", 0x000000, 0x100000, CRC(06c8fca7) )

 

NEO_SFIX_128K( "zin_s1.bin", CRC(a7ab0e81) )

 

NEO_BIOS_SOUND_128K( "zin_m1.bin", CRC(fd9627ca) )

 

ROM_REGION( 0x0200000, REGION_SOUND1, ROMREGION_SOUNDONLY )

ROM_LOAD( "zin_v1.bin", 0x000000, 0x200000, CRC(c09f74f1) )

 

NO_DELTAT_REGION

 

ROM_REGION( 0x1000000, REGION_GFX3, 0 )

 

ROM_LOAD16_BYTE( "zin_c1.bin", 0x0000000, 0x200000, CRC(76aee189) )

ROM_LOAD16_BYTE( "zin_c2.bin", 0x0000001, 0x200000, CRC(844ed4b3) )

ROM_END

 

/************************************************************/

 

/*Add This at the end of neogeo.c*/

 

GAMEB( 2003, zintrick, neogeo, neogeo, neogeo, neogeo, neogeo, ROT0, "SNK", "Zintrick" )

 

/***************************************************************/

/*Add this in driver.c*/

 

DRIVER( zintrick ) /* 0??? Prototype */

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yeah dude, its on the new mame source now..officially..

0.80

General Source Changes
----------------------

Large Namco Update [Nicola Salmoria]
- pacland: fixed sprite RAM, it was too big and included normal program RAM, causing sprites
 to be drawn twice.
- pacland: fixed irq enable
- pacland: fixed tilemap scroll offsets and sprite positions
- pacland: accurate emulation of tile/sprite priority (including fix of bugs introduced when
 the driver was converted to tilemaps) and sprite visibility area
- pacland36b16 is not a bug - colors match the real game
- added SOUND_NAMCO_CUS30 for better documentation (alias for the standard SOUND_NAMCO)
- drgnbstr36rc2gre
- skykidd works with a patch (a dump of the CUS60A internal ROM is needed to do without the
 patch)
- metrocross: fixed irq enable, this fixes inputs in service mode
- baraduke060gre
- baraduke36rc2gre, it is improved, there are still gaps left but this is correct behaviour
 verified on the real board
- baraduke, system86: understood how sprite RAM buffering works, this fixes sprite lag but
 causes a glitch in rthunder (which might be correct behaviour)
- system86: totally rewritten the 63701X emulation and moved it to a separate module.  Fixed 
 silence compression, this improves quality in some samples; supported volume control.
 -genpeitd067gre
- rthundro37b14red I think is fixed; but the game still sometimes crashes when you die
- rthunder, genpetid: fixed watchdog emulation, this allows entering service mode without
 resetting

Various ST-V Improvements (brightness controls) [Angelo Salese]

Various Hyperstone core improvements [Pierpaolo Prazzoli]

Misc Fixes [Nathan Woods]
src/cpu/hd6309/6309ops.c:
- Fixed the ABCD opcode

src/sndintrf.c:
- Fixed a small typo in the DMADAC interface line

src/sound/tms5220.c:
- Added a security margin in the estimate of the delay for speech 
synthesis ready line to come low (needed for a MESS side bug fix)

src/chdman.c:
- Added some completion messages, and fixed the code that was 
falsely assuming that progress() was a function pointer

src/windows/window.c:
src/windows/window.h:
- Changed video_window_proc() to win_video_window_proc() and made 
non-static so that MESS's window proc can call it.
- Changed win_init_window() to use MESS's window proc (within #ifdef 
MESS of course)
- Added a win_suspend_directx global variable to temporarily turn 
off DirectX usage (used in MESS)
- Added a few minor MESS specific #ifdefs

src/rules.mak:
src/cpuintrf.c:
- Added an entry for the TMS99100 processor

src/cpuexec.c:
src/cpuexec.h:
- Introduces cpu_getscanlinetime_mt() and 
cpu_getscanlineperiod_mt(); variants on their namesake calls except they 
return mame_time instead of double

Improved 053260 and NES APU emulation [Oliver Achten]

Various Gaelco3D Improvements [Aaron Giles]

ZN Cleanups [smf]

Misc 32010 related updates [Quench]
TMS32010 CPU core
- Added internal Data memory map
- Fixed Overflow on the ADDH instruction

Twin Cobra / Wardner
- Converted to Tilemaps
- Corrected Savestate setup
- Little cleanups to the Machine code
- Adjustments for TMS32010 internal data map

Toaplan1
- Corrected Savestate setup
- Adjustments for TMS32010 internal data map

HardDrivin
- Adjustments for TMS32010 internal data map

Fixed Vector clipping bug in mhavoc [Alex Eddy]

Fixed some GCC warnings [Lawrence Gold]
src/vidhrdw/rallyx.c: In function `plot_star':
src/vidhrdw/rallyx.c:395: warning: ISO C89 forbids mixed declarations 
and code

src/vidhrdw/ksayakyu.c: In function `draw_sprites':
src/vidhrdw/ksayakyu.c:92: warning: ISO C89 forbids mixed declarations 
and code

src/drivers/system32.c: In function `sonic_level_load_protection':
src/drivers/system32.c:539: warning: ISO C89 forbids mixed declarations 
and code

src/drivers/madalien.c: In function `video_start_madalien':
src/drivers/madalien.c:273: warning: ISO C89 forbids mixed declarations 
and code

src/machine/am53cf96.c:46: warning: comma at end of enumerator list

src/drivers/vmetal.c: In function `varia_drawsprites':
src/drivers/vmetal.c:124: warning: ISO C89 forbids mixed declarations 
and code

Discrete Sound Updates [Derrick Renaud]

Discrete Sound Changes
======================
* fixed/added more documentation of functions at top of discrete.h
* DISCRETE_555_ASTABLE - changed to use common options with DISCRETE_555_CC.
* DISCRETE_TRANSFORMx - fixed bug that preformed math in the wrong order.
Also added more math functions.

New Discrete Modules Added
==========================
* DISCRETE_555_CC - Constant Current based 555 VCO with 8 main configurations,
that automatically configure from components used.
* DISCRETE_566 - NE566 simulation.
* DISCRETE_COMP_ADDER - Multiple parallel capacitor/resistor circuit.
* DISCRETE_DAC_R1 - R1 Ladder DAC that automatically configures from
components used.
* DISCRETE_MIXERx - Resistor/Op Amp mixer stage with filtering that calulates
proper gains & filtering. It automatically configure from components used.
* DISCRETE_SCHMITT_OSCILLATOR - VCO based on a Schmitt Inverter.

Game Driver Changes
===================
* poolshrk - Converted to new component value only code.
* firetrk, montecar, superbug - Converted to new component value only code.
Pulled discrete code out and put in sndhrdw\ataridis.c.  montecar still needs
filtering on crash sound.
* atarifb, canyon & skydiver - minor changes to work with new code.
* triplhnt - added component value discrete sound, but have not figured out
Shot and Bear Roar video memory locations.  These are needed to make sound
effects work.


New Games supported or promoted from GAME_NOT_WORKING status:
-------------------------------------------------------------

Radikal Bikers [Aaron Giles]
Surf Planet [Aaron Giles]

Wiggie Waggie [David Haywood]

Zintrick (hack / bootleg)
This was thought to be a prototype but actually appears to be a from
       an unofficial bootleg made from the CD version (see notes in driver),
supported for reference incase a real prototype shows up one day.

New Non-Working games / clones supported
----------------------------------------

Lethal Enforcers [R.Belmont]
Hardware is an ugly kludge with an 8-bit CPU using 16-bit video chips, as a result
       there is a lot of strange banking going on making it very difficult to emulate.

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I think the point is, is that its already old enough to be on MAME hack or no hack

It seems strange that it's in mame even thought it's a hack because they have removed hacks and homebrews because they weren't actually in an arcade...

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this is from the neogeo source

/* this Zintrick set appears to be a bootleg made from the CD version, not a genuine

   prototype the code is based on that of the NeoCD version with some minor patches,

   for example the ADK SAMPLE TEST text that appears on the screen is actually a hacked

   PROG LOAD ERROR message.  the set is supported in order to distinguish the hacks from

   a real prototype should one turn up. */

Edited by james
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  • 2 weeks later...
I think the point is, is that its already old enough to be on MAME hack or no hack

been thinking about this

 

mame dev has removed older hacks like galaga so it makes no sense why they have added this game.

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