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Nome romset dirtdash.zip Anno di produzione: 1995 Produttore: Namco Genere del gioco: Fruit Machines Categoria del gioco: Fruit Machines | ||
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Questo gioco funziona in MAME con problemi ![]() In MAME dalla versione: .133u3 Salvataggio state: Non supportato Stato dell'emulazione: Buono Emulazione colore: Buono Emulazione sonoro: Imperfetto Emulazione grafica: Imperfetto Dimensione palette: 32768 Il driver di questo gioco in MAME è: namcos22.c - Leggi il codice |
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Questo gioco usa un solo schermo: Tipo di grafica: Raster Orientamento schermo: Orizzontale Risoluzione del gioco 640 x 480 @ 59.937809 Numero di giocatori: 1P Controllato con: Joystick Numero di pulsanti: 4 La scheda di questo gioco usa 7 CHIP
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Il ROMset si compone di 28 ROM Riferito alla versione MAME: 0.148u4
: Gioco Parent : Gioco Clone : BIOS |
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| Informazioni su dirtdash 0.133u3 [Guru] WIP: - 0.144: Phil Bennett and hap fixed Dirt Dash - Game now playable. - 0.143u6: hap fixed Dirt Dash crash due to pointrom size, the game still doesn't work though. Fixed c352 rom address to $800000. - 0.133u4: Guru added C352 wave rom redumps to Dirt Dash. - 0.133u3: Guru added Dirt Dash (Rev. DT2) (Namco 1995). - 15th August 2009: Guru - We got Dirt Dash, zhanks to R. Belmont. This is the final Namco Super System 22 game that is not dumped. Now the SS22 sets in MAME are finally complete. I'm proud to have exclusively dumped every SS22 game. Yes, I know there's still one remaining game (Armadillo Racing) but they are not common so we'll just forget about that one for now. - 13th January 2009: Guru - Dirt Dash arrived yesterday. It was the last of the 'achievable' Namco Super System 22 game that was picked up by R. Belmont and is currently being held until it's shipped over for dumping later on. Informazioni su namcos22.c (Driver MAME) 0.62 [Phil Stroffolino, Bjoern Sunder, Team Vivanonno] WIP: - 0.147u1: Required/optional_* templates can auto-return a reference as well [Aaron Giles]. - 0.146u1: hap added cpu pointers to Namco System 22. - 0.144u3: Changed VSync to 59.937809 Hz. - 0.144u2: Angelo Salese removed deprecat.h usage from Namco System 22 driver. Changed VSync to 54.790611 Hz. - 0.143u8: hap improved flat shading and depth cueing in Namco System 22. - 0.143u7: hap fixed or improved Namco System 22 polygon fade, high priority polygons, texture c-mode, sprite seaming, textlayer alpha/shadow, DSP external memory addressmask and some other smaller issues. Fixed or improved tokyowar sprite garbage, sprites in alpinesa alpinr2a/b and cybrcycc, sprite x/y flipping, sprite delta x/y, texture c-mode (again) and some z priority issues [hap]. - 0.143u6: Namco System 22 updates [hap]: Fixed Ace Driver and Ace Driver: Victory Lap crash from buffer overflow. Fixed Dirt Dash crash due to pointrom size, the game still doesn't work though. Improved display fader (used in Rave Racer). Cleaned up inputs and added default nvram where useful. Properly emulated step lock motor status for the skiing games. Changed C352 sound clock speed to 24576000 Hz. Fixed number of buttons. Added 8-way Joystick to some games. - 0.142u1: Atari Ace converted Namco System 22 driver to driver_device. - 10th August 2010: Smitdogg - A few weeks ago I sent the PALs from 2 of the Namco System 22 boards to Charles to dump. I just got the other 2 boards in the mail so now we will have the full set of PALs, unless the IO board has one, in which case I'll have to find one. I'm not really 100% sure that every PAL on all 4 boards is always the same on all System 22 games. We'll have to figure that out. I think/hope that they are. - 0.131u3: Namco System Super 22 update [R. Belmont]: Reimplemented SPOT RAM - Tokyo Wars relied on some details not previously seen. Fixed uninitialized RAM area that caused random sprite colors since 0.120 (thanks to Phil Bennett for debugging the problem). Guru updated README. - 0.127u7: Aaron Giles fixed garbled colours and graphics in all System 22 sets. - 0.127: Guru added new README for the Namco System 22 driver. - 0.126u5: Atari Ace fixed no sound in games after reloading via the MAME UI (cybrcomm, raveracw, raveracj, raveraja, ridgerac, ridgerab, ridgeraj, acedrvrw and victlapw). - 0.125u8: R. Belmont fixed input port read during init on most (Super) System 22 games. - 0.123u6: Aaron Giles fixed winwork.c memory leak. R. Belmont fixed assertion with -debug. - 0.123u1: Added 'Service Mode' dipswitch. - 0.121u4: Aaron Giles fixed games crashes in specific builds. - 0.121u1: Aaron Giles changed alignment of rgbint values in the Namcos22 driver to work around 32-bit gcc's lack of proper alignment handling. - 19th November 2007: Phil Stroffolino - Many Namco games support a "link up" feature, using the C139 controller. This allows the operator to connect up to 8 PCBs for multiplayer, LAN-style gaming. This is used in a many games, including: The Final Lap series, Cyber Sled, Winning Run, Driver's Eyes, Ridge Racer, Time Crisis ...just to name a few. Driver's Eyes is an interesting use case, as the controller is used to link the separate displays (left, middle, and right monitor) for a single-player game. I've 90% reverse engineered the controller, and completed some tests. But there a more fundamental architectural problem that needs to be solved before it can be supported in a mainstream emulator: how to support emulation where for any game, 1..8 PCB instances might be present? It's not easy to take a driver and modify it to support multiple instances. You'd have to declare additional instances of virtual CPUs, input ports, monitors. Many emulated components are currently written to assume a single instance. Which variants shold be supported for any game - "1 cab"? "5 cabs" Even if these weren't troublesome on their own, emulating "all PCBs" within a single process on a local machine is not practical from a performance perspective. Towards this end, I'm exploring support for running N PCB instances using separate processes for each PCB, and pipes for the inter-CPU communication/synchronization. The goal is to allow PCBs to be emulated on different physical machines if so desired. - 0.120u3: Aaron Giles added Z-clipping logic to polynew.c. Converted namcos22 over to using that code. Simplified namcos22 significantly, working in quads throughout the lower-level pipeline and then handing the results off to polynew.c. - 0.120u2: Added video\rgbutil.h, rgbsse.h and rgbgen.h. Aaron Giles created new rgbutil module which consists of inline functions for common RGB manipulation. This module can be accelerated with SSE2 or other SIMD operations. By default, only 64-bit Intel builds make use of SSE, since it can be assumed on those platforms. Reimplemented the namcos22 rasterizer in terms of these inline functions. Also updated the gaelco3d rasterizer to use this module for faster bilinear filtering. - 30th October 2007: Guru - Brian T. was lucky to pick up another one of the wanted Super System 22 games (now only 2 to go!). But with all the activity lately I'm strapped for cash because most of it went to Japan to buy up lots of good stuff. A few kind donations would help get us out of a sticky situation. Thanks! - 0.120u1: Aaron Giles created new module polynew.c which combines triangle setup, rasterization and Voodoo-like multiprocessor support. Coverted Gaelco3D, Midway V-Unit, Namco System 22 and Voodoo drivers over to the new system. - 0.108u1: Namco System 22 update [R. Belmont]: Fixed ROM loading problems reported by Guru. Hooked up Prop Cycle fan and lamp to the new output system. - 0.105u1: Removed includes\namcos3d.h. - 0.104u2: Updates to the Namco System 22 driver [R. Belmont]: Necessary changes to System 22 games to use the real C74 BIOS for music/sound. Added system controller register to boot the C74. Speedup cheat for the CPU board C74. Promoted Ace Driver from NO_SOUND to IMPERFECT_SOUND. - 12th February 2006: R. Belmont - I found the remaining M377xx core bug that was preventing System 22 games from using the dumped C74 BIOS. It's actually a difference from the 65C816: for anyone who's done any SNES hacking, you might find this interesting. Or not. Take this assembly program, which is the same on both processors (except the 7700 doesn't need the first two instructions - it has no 6502 emulation mode): CLC, XCE ; make sure we're in native mode - 65816 only, REP #$30 ; all registers to 16 bits, LDA #$0123, LDX #$4567, LDY #$89AB, SEP #$30 ; all registers to 8 bits and REP #$30 ; back to 16 again. Now, what are the 16-bit values of A, X, and Y at that point? On a real 65C816 (tested on an Apple IIgs) A is 0123, X is 0067, and Y is 00AB. On the M377xx (I can't test on one, but there's a routine at C881 in the C74 BIOS that makes this behavior extremely clear) A is 0123, X is 4567, and Y is 89AB. The upshot is that with this and some other fixes, the System 22 games (including Ace Driver!) now play music using their own real correct BIOSes. No more BAD DUMP and PR1DATA.8K tomfoolery. - 4th February 2006: R. Belmont - The C74 BIOS for Namco's System 22 games is fun. And by 'fun' I mean (insert the Howard Dean scream here). It's found a few more lingering bugs in the M377xx core though, so that's always useful. - 0.103u3: Major Namco System 22 update [Phil Stroffolino]: Hooked up the real master DSP BIOS. Many games are now working or displaying graphics that were having problems before; removed many hacks as a result. Hooked up the runtime-configurable interrupt handlers, removing more game-specific hacks. Some improvements and additional documentation of video hardware. Emulated Alpine Surfer protection and fixed bogus loading of Point ROMs, though the game still has problems. Added cpu2/3 and user1 roms. - 0.103u2: Fixed some Endian issues in the Namco drivers [R. Belmont]. - 0.102u3: Removed vidhrdw\namcos3d.c and vidhrdw\matrix3d.c/h. Major update to Namco System 22 [Phil Stroffolino]: Depth cueing support (fog); some open issues remain. depth bias improvements. zbuffer has been replaced with back-to-front rendering. Sprite and text translucency. Direct access to rendering device (used by video tests). Preliminary support for spotlight feature. Support for sprite bottom-alignment. Support for sprite/polygon priority over text. Changed region gfx1 to gfx5. Added flags dispose to region gfx2. - 0.100u1: R. Belmont fixed reversed stereo channels for Super System 22. Added coinage for all (non-Super) System 22 games - don't use '9' to coin up Ridge Racer anymore. - 15th September 2005: R. Belmont - Added coinage handling to all the System 22 games so you can insert coins properly in Ridge Racer and friends now instead of having to hit '9'. - 12th September 2005: R. Belmont - I've enabled full sound and music in the System 22 games. - 0.99u10: Aaron Giles added some small optimizations to the Namco System 22 3D renderer. - 0.99u9: Added sndhrdw\namcoc7x.c/h. Major Namco sound improvements [R. Belmont]: Added emulated sound and music to all NB-1, NB-2 and System 11 games, using Prop Cycle's MCU BIOS (pr1data.8k) as a substitute until the original can be trojaned or otherwise obtained. Hooked it up for plain System 22 games as well, but they're not interested in passing down proper commands for some reason. Speed-cheated all instances of the M37710/C352 sound system so CPU requirements don't go up much. This also helped back off the requirements a hair for Prop Cycle and Time Crisis. C352 now sets output pitch correctly by input clock. Added M37710 (16384000 Hz) CPU2 and C352 (16384000 Hz) stereo sound. - 0.99u7: Cync fixed several bugs in the Namco System 22 sound system. - 0.99u1: Namco System 22 update [R. Belmont]: Hooked up MCU/CPU communications properly. The MCU now reads the controls in Prop Cycle, Alpine Racer and Cyber Cycles. Sound effects and music are now present in all Super System 22 games. - 0.96u1: Brad Oliver fixed big endian issues in Namco System 22 driver. - 26th January 2005: R. Belmont - Finishing the first pass of the Namco Super System 22 MCU integration, where the M37710 reads the controls. - 19th September 2004: R. Belmont - Converting the Super System 22 games to read their inputs through the MCU. - 0.86u1: Namco System 22 improvements [Phil Stroffolino]: Input ports mapped for most games. DSP communications RAM latch mode hooked up; fixes graphics for many titles. Texture banking for old hardware hooked up. Patches to TMS32025 emulation (DSP math bugs). Preliminary dynamic lighting for system22 (rarely actually used - see Prop Cycle turning score/time digits). - 0.86: Namco Super System 22 changes (R. Belmont): All CPU clocks changed to measured-by-Guru values. Handle the changed M37710 bus width. Temporarily disconnect shared RAM. There's a problem where the 68020's shared RAM test wipes out the 37710's work variables and causes it to crash. I suspect there's a register that halts or resets the 37710 (Note: Prop Cycle has no POST and doesn't cause this problem, but all the other games do). Changed 68EC020 CPU1 clock speed to 24576000Hz, TMS32025 CPU2/3 to 49152000 Hz and M37710 CPU4 to 16384000 Hz. - 0.85u2: Updated Namco Super System 22 driver to use preliminary M37710 core, but it doesn't do anything useful yet [R. Belmont]. - 0.82: R. Belmont fixed S22 crash (vidhrdw\namcos22.c). - 0.81u8: Namco System 22 update [Phil Stroffolino]: Display list processing is now done by the master DSP. The slave DSP's in-game graphics processing and "custom render devices" are currently simulated, which works only for Prop Cycle. Support for PDP block-based memory transfers. Support for DSP data/code uploads from main CPU. Support for "Point RAM" and "Point ROM" access. Most self tests are working in Prop Cycle and Ridge Racer (Japan). Prelim hand-crafted "internal ROMs" for master and slave DSP. Various notes regarding DSP ports/addressing. - 0.75: Some Namco System 22 improvements [Phil Stroffolino]: Fixed display list processing (affects Prop Cycle ending). Added gouraud shading. Misc improvements for the not-working games. - 11th October 2003: Phil Stroffolino sent in an update to the Namco System 22 driver, adding gouraud shading. - 0.71u2: Added vidhrdw\matrix3d.c/h. - 0.62: Added namcos22.c driver, vidhrdw\namcos22.c, includes\namcos22.h, vidhrdw\namcos3d.c and includes\namcos3d.h. - 21st October 2002: Aaron Giles fixed some crashes that happened in the Namco 3D games. - 15th October 2002: Aaron Giles converted the Namco 3D graphics emulation to use the generic triangle setup routines. - 24th August 2002: Phil Stroffolino submitted the Namco System 21 and 22 drivers. - 19th August 2002: Phil Stroffolino reported some progress with the Namco System 22 / Super System 22 driver. Rave Racer and Victory Lap were added, but the emulation is in no way complete yet and the playability status is unknown. The graphics emulation in Prop Cycle was also improved. - 16th July 2002: Phil Stroffolino sent in a driver for Namco System 22, Prop Cycle is playable with a few small graphics glitches and missing sound. - 12th July 2003: Phil Stroffolino sent in a major improvement to the Namco Super System 22 driver. - 6th July 2002: Phil Stroffolino sent in a very preliminary driver for Namco System 22 and updated the Namco System 21 driver, but the 3D graphics remain unemulated. |
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