dungeonm Dungeon Magic (Ver 2.1O 1994/02/18)


Immagine gioco: Dungeon Magic (Ver 2.1O 1994/02/18)
   
Immagini disponibili::




 Descrizione 
Nome romset dungeonm.zip
Anno di produzione: 1993
Produttore: Taito Corporation Japan
Questo gioco il clone di: Light Bringer (Ver 2.2O 1994/04/08)

Genere del gioco: Labirinto
Categoria: Labirinto / Picchiaduro

 Emulazione 
Questo gioco funziona correttamente in MAME Questo gioco funziona correttamente in MAME
In MAME dalla versione: .061
Salvataggio state: Non supportato
Stato dell'emulazione: Buono
Emulazione colore: Buono
Emulazione sonoro: Buono
Emulazione grafica: Buono
Il driver di questo gioco in MAME : taito_f3.c - Leggi il codice

  Dati tecnici 
Questo gioco usa un solo schermo:
  Tipo di grafica: Raster
  Orientamento schermo: Orizzontale
  Risoluzione del gioco 320 x 224 @ 58.970000
Numero di giocatori: 4P simultanei
Controllato con:
  Joystick
 
Numero di pulsanti: 4
La scheda di questo gioco usa 10 CHIP
NomeTipoClock
M68EC020cpu16000000
M68000cpu15238050
Speakeraudio
Speakeraudio
ES5505audio15238050
M68EC020cpu16000000
M68000cpu15238050
Speakeraudio
Speakeraudio
ES5505audio15238050


 Dati Scheda 
Il ROMset si compone di 17 ROM (13 del set parent, 4 del set clone)
Riferito alla versione MAME: 0.154

NomeDimensioniCRC32SHA1FunzionamentoNel romset
d69-20.bin52428833650fe4 df8b775749b1f0f02d0df6141597cc49fb3ae227 good dungeonm
d69-13.bin524288dec2ec17 8472a5aaea9e4e4fb5f7f4b5eda356b590d1541d good dungeonm
d69-15.bin524288323e1955 d76582d1ff5a9aa87a498fea3280bc3c25ee9ec0 good dungeonm
d69-22.bin524288f99e175d 8f5f4710d72faed978e68e6e36703f47e8bab06f good dungeonm
d69-06.bin2097152cb4aac81 15d315c6b9695cc2fe07defc67c7a4fb26de1950 good lightbr
d69-07.bin2097152b749f984 39fd662bdc42e812519181a640a83e29e300826a good lightbr
d69-09.bin1048576a96c19b8 7872b4dd9d51877bed709fec393413e41d6b954f good lightbr
d69-10.bin104857636aa80c6 aeb5f7632810564426761b5798539bf4c4a0c64c good lightbr
d69-08.bin20971525b68d7d8 f2ee3dd7100a3c9d8f402fe36dae2bc66cb17be3 good lightbr
d69-11.bin1048576c11adf92 ee9ce49a43b419c4f44ac1aea8d0a12d7b289244 good lightbr
d69-03.bin20971526999c86f 8a91930edfc0b5d23e59f8c3b43131db6edb4d37 good lightbr
d69-04.bin2097152cc91dcb7 97f510b1e1a3adf49efe82babdd7abce3756ce4b good lightbr
d69-05.bin2097152f9f5433c d3de66385d883c72967c44bc29983d7a79f665d1 good lightbr
d69-18.bin13107204600d7b 666cfab09b61fd6e0bc4ff277018ebf1cda01b0e good lightbr
d69-19.bin1310721484e853 4459c18ba005786483c652857e527c6093efb036 good lightbr
d69-01.bin20971529ac93ac2 1c44f6ba95505f85b0c8a90395f09d2a49da3553 good lightbr
d69-02.bin2097152dce28dd7 eacfc98349b0608fc1a944c11f0483fb6caa4445 good lightbr


:  Gioco Parent
:  Gioco Clone
:  BIOS

Le dimensioni del file dungeonm.zip sono 518 Kbytes (compresso)

 Informazioni 
HISTORY

Dungeon Magic (c) 1994 Taito.


Quattro mitici eroi attraversano sotterranei e castelli per trovare e sconfiggere la fonte del malvagio potere corruttore che sta minacciando la loro terra.
La giocabilità  è innovativamente meno lineare della maggior parte dei picchiaduro.


- DATI TECNICI -


Taito F3 System hardware

Game ID : D69


Processore Principale : 68EC020 (@ 16 Mhz)

Processore Audio : 68000 (@ 16 Mhz)

Chip Audio : ES5505 (@ 15.23805 Mhz)


Orientamento dello schermo : Orizzontale

Risoluzione video : 320 x 224 pixels

Frequenza aggiornamento video : 58.97 Hz

Colori palette : 8192


Giocatori : 4

Controllo : Joystick a 8 direzioni

Pulsanti : 4


- CURIOSITA' -


Pubblicato nel Febbraio 1994.


Questo gioco è conosciuto in Giappone con il nome di "Lightbringer".


Il gioco proibisce le iniziali "SEX" nella tabella dei punteggi alti. Se provi, verranno cambiate in "???".


Pony Canyon / Scitron hanno pubblicato la colonna sonora in edizione limitata per questo gioco (Lightbringer - PCCB-00154) il 20/05/1994.


- STAFF -


Responsabile progetto : Keppel Maekawa

Designer gioco : Keppel Maekawa, Turtle Mizukami, Mucha

Software : Takahiro Natani, Hiroyuki Tanaka, Takafumi Kaneko, Toshiyuki Hayashi, Kunio Kuzukawa

Designer personaggi : Kawamoyan

Grafica personaggi : Kawamoyan, Makenjy, Zyjy-30, Akiyoshi Takada, Bibiko, Fire Fukusaki, Mochi Mochi Natsuko, Shigeki Yamamoto

Tutte le musiche e gli effetti sonori : Nakayama Jyotohei -Zuntata-

Direttore musiche ed effetti sonori : Hisayoshi Ogura -Zuntata-

Istruzioni : Naoto Hashizume

Illustrazioni e immagini : Kouichirou Yonemura

Hardware : Hironobu Suzuki, Katsumi Kaneoka


- CONVERSIONI -


* Console :

Microsoft XBOX (2006, "Taito Legends 2")

Sony PlayStation 2 (2006, "Taito Legends 2")


* Computer :

PC [CD-ROM] (2006, "Taito Legends 2")


- FONTI -


Rom del gioco.

Attenzione: I dati di history.dat potrebbero essere diversi da quelli riportati nel resto della scheda (tratti da MAME), in quanto provenienti da fonti diverse.

 MAMEINFO.DAT 
Informazioni su lightbr

0.135u1 [Choi Sung Ho]

0.61 [?]

0.37b11 [Bryan McPhail]


Artwork available


Bugs:

- dungeonm, dungenmu, lightbr: At the begining of the second scenario, the ground is over the player at the entrance of the door on the starcaise, just when the exit arrow appears (see snapshot). Luja (ID 01171)


WIP:

- 0.135u1: Choi Sung Ho added Light Bringer (Ver 2.20 1994/04/08). Renamed (lightbr) to (lightbrj).

- 0.133u1: Renamed (dungenmu) to (dungeonmu).

- 0.127u7: Couriersud fixed a title screen trouble in clone Light Bringer.

- 0.126u5: Guru added README for Light Bringer.

- 0.105u1: Changed description of 'Dungeon Magic (World)' to 'Dungeon Magic (Ver 2.1O 1994/02/18)' and clones 'Light Bringer (Japan)' to 'Light Bringer (Ver 2.1J 1994/02/18)' and 'Dungeon Magic (US)' to 'Dungeon Magic (Ver 2.1A 1994/02/18)'.

- 0.67: Changed description of clone 'Lightbringer (Japan)' to 'Light Bringer (Japan)'.

- 0.61: Added Dungeon Magic (World) and clone (US).

- 0.37b11: Bryan McPhail added Lightbringer (Japan) (Taito 1993).

- 16th January 2001: Bryan McPhail fixed some memory corrupting bugs in the Taito F3 driver.

- 15th January 2001: Bryan McPhail finally submitted his Taito F3 driver, which is not graphically perfect and crashes hard sometimes but has complete ES5505 sound emulation thanks to Aaron Giles, Ian Schmidt and R. Belmont. Not all games are working due to 68020 core bugs, but these are: Ring Rage, Arabian Magic, Riding Fight, Grid Seeker: Project Stormhammer, Gunlock / Rayforce, Super Cup Finals / Hat Trick Hero '93, Top Ranking Stars, Light Bringer, Kaiser Knuckle / Global Champion, Bubble Bobble 2 / Bubble Symphony, Space Invaders DX, Taito Power Goal / Hat Trick Hero '95, Quiz Theater - 3tsu no Monogatari, Akkanvader, Moriguchi Hiroko no Quiz de Hyuu!Hyuu!, Puzzle Bobble 2 / Bust-A-Move Again, Puzzle Bobble 2X, Kyukyoku Tiger 2, Bubble Memories, Cleopatra Fortune, Puzzle Bobble 3, Arkanoid Returns, Kirameki Star Road, Puchi Carat and Pop 'N Pop.


LEVELS: 4


Other Emulators:

* Raine

Informazioni su taito_f3.c (Driver MAME)


0.37b11 [Bryan McPhail, Ian Schmidt, SWS Stilleto, Aaron Giles]


TODO:

- ES5510 DSP isn't hooked up.

- Various hacks in video core that needs squashing.

- When playing space invaders dx in original mode, t.t. with overlay, the alpha blending effect is wrong (see Taito B version of game).

- Bubble Symphony has an alpha transition effect that doesn't appear in MAME.

- Various other missing blending effects (see Mametesters).

- Find how this HW drives the CRTC, and convert video timings to use screen raw params.


NOTES:

- Emulation by Bryan McPhail. Thanks to Ian Schmidt and Stiletto for sound information! Major thanks to Aaron Giles for sound info, figuring out the 68K/ES5505 rom interface and ES5505 emulator! Thanks to Acho A. Tang for Kirameki Star Road sound banking info! Thank you to Shiriru for the scanline rendering (including alpha blending), sprite sync fixes, sprite zoom fixes and others!


Bugs:

- arabianm, rayforcej, ridingf: Sound recording for reference. Stefan Lindberg (ID 04173)

- gunlock, rayforce, rayforcj: Background color of an item panel is different subtly. tasuku (ID 01926)

- gunlock, rayforce, rayfocj: Enemy laser is too short in the 3rd stage. tasuku (ID 01920)

- All games: The types of cabinets and their related inputs. stephh (ID 01069)


WIP:

- 0.147: Fixed debug assert (src\emu\attotime.h) in Taito F3 driver.

- 0.146u2: Stefan Lindberg corrected 68000 CPU2 clock to 15238050 Hz.

- 0.146u1: Taito Ensoniq improvements [Phil Bennett]: Use the common 68681 DUART implementation. Implemented the MB87078 volume control.

- 0.144u7: Aaron Giles fixed bad assumption that rowpixels of two separate bitmaps in Taito F3 video driver are guaranteed to be the same. This fixed severe graphics corruption in all sets.

- 0.144: Angelo Salese added per-channel volume control to ES5505/ES5506 sound chip, and hooked it up to the Taito F3 driver. Also added a preliminary ES5510 DSP DRAM input/output latches support in Taito F3 driver, fixes sound in Ring Rage and Riding Fight.

- 0.142u1: Angelo Salese converted Taito F3 video chip (TC0630FDP) to have a parallelism of 16-bit. David Haywood added work-around for crowd gfxs in Taito F3 football games (Taito Cup Finals, International Cup '94, Taito Power Goal and clones), until a better information is found about it. taito_en has minor changes to eliminate an AM_BASE macro [Atari Ace].

- 0.141u4: Breaks some driver entanglements to simplify future driver_device conversion efforts [Atari Ace]: taito_f3 is disentangled from a number of other drivers by using an AM_SHARE tag instead of a common variable.

- 0.139u3: Aaron Giles fixed "16-bit EEPROM set with 8-bit data" in Taito F3 driver.

- 2nd August 2010: Mr. Do - While going through some other stuff, I noticed that I did a REALLY crappy job on the Taito F3 bezel. I re-did it properly this time. Also, awhile ago, I noticed that the bezel is used as normal for horizontal games, and rotated for vertical games. The bezel comes with a black sticker to block out the extra logo, depending on the orientation, so that's all been implemented, too. And I figured that since I was at it, I should clean up the instruction cards for the F3 games that had them (especially Bubble Symphony, which had that awful crease in the middle).

- 0.138u2: Taito F3 documentation update [Stefan Lindberg, Dumping Union].

- 0.135u4: Aaron Giles converted Taito F3 sound to a separate machine driver which is imported into games that use it.

- 0.135u2: Fabio Priuli converted the Taito F3 driver to use EEPROM device.

- 0.130u4: Aaron Giles merged memory maps in Taito F3 driver. Also removed some word handlers in favor of using READ8/WRITE8 directly in address maps. Removed some additional unnecessary handlers in favor of using AM_READ_PORT.

- 0.130u2: Fabio Priuli simplified input handling in Taito F3 games.

- 0.128u4: Significantly pared down the 68k core [Aaron Giles]: Merged outer MAME shell into the core proper and removed unused macros. Changed all external interfaces to pass the CPU device. Enabled 64-bit operations by default. Re-derived the interface functions to cascade and share code more aggressively. These changes also seem to have cured the taito_f3 issues as far as I can tell (at least Puzzle Bobble 3 seems right now).

- 0.127u6: Nicola Salmoria added pen_mask tile attribute to the tilemap system. Implemented dynamic tile & sprite bit depth in the Taito F3 driver. This fixed the color regression in pbobble3, pbobble4, ringrage and clones.

- 0.125u3: Couriersud fixed coin slots locks information does not disappear.

- 12th February 2008: Mr. Do - Taito F3 games had a fairly generic bezel and instruction cards and/or mini-marquees. Well, for now, here's the bezel, for 30+ games.

- 0.123: Aaron Giles fixed Taito F3 games don't work without .nv file (landmakr, elvactr and dariusg).

- 0.113u2: Changed VSync to 58.970000 Hz.

- 0.106u8: Changed sndhrdw\taito_f3.c to taito_en.c/h. David Haywood moved some common code into taito_en.c (Taito Ensoniq sound system).

- 0.105u1: Some cleanups to the Taito F3 naming [Marco, Bryan McPhail].

- 0.103u1: Fixed rom names.

- 0.102u5: Fixed sound1 rom loading.

- 0.99u7: Nicola Salmoria fixed interrupt timing in the F3 games.

- 0.97u3: Major video update to Taito F3 driver [Bryan McPhail]: That amongst other things properly implements zoom & column scroll according to how the hardware does it, which not only fixes glitches in various games but allowed many hacks to be removed also. Sprite & tilemap clipping is also implemented, as is proper priority mixing and alpha-blending on the vram and pixel layers.

- 27th February 2005: Bryan McPhail - F3 layer clipping registers finally understood (though not totally implemented yet - see Dungeon Magic and Elevator Action).

- 20th February 2005: Bryan McPhail - Fiddling with the VRAM & Pixel layers on Taito F3 hardware. Per scanline alpha blending and priority mixing almost working.

- 0.92: Nicola Salmoria fixed most of the remaining issues with Taito F3 sound. Sound in Ring Rage and Riding Fight still doesn't work. Quiz Theater has a bad sound rom. Bust-A-Move Again (US) sound roms need checking again real (non-conversion) cart. Fixed sound1 roms addresses.

- 0.90: Nicola Salmoria fixed sound banking in Taito F3 driver.

- 0.88: Changed VSync to 58.970001 Hz.

- 0.87: Taito F3 improvements [Bryan McPhail].

- 0.69: Paul Priest and Ryan Holtz fixed the sound loading in some Taito F3 games.

- 0.62: Shiriru added sprite alpha blending to the Taito F3 driver.

- 0.61: Several fixes to the F3 games [Shiriru, Bryan McPhail]. Changed visible area to 320x224.

- 31st May 2002: Bryan McPhail fixed a few small things in the Taito F3 system driver.

- 22nd May 2002: Bryan McPhail integrated Shiriru's updates to the Taito F3 driver which added better graphics priority emulation and better alpha blending.

- 9th May 2002: Shiriru fixed zooming and added alpha blending to the Taito F3 driver.

- 7th May 2002: David Haywood passed on Norix's update for the Taito F3 system driver that fixes zoomed sprite blocks and some other small things.

- 0.59: Changed ES5505 clock speed to 15238050 Hz in all games.

- 25th February 2002: Hiromitsu Shioya added stereo sound support to the Taito dual and triple screen games, and fixed the Taito F3 sound frequency.

- 0.58: Moved drivers\taito_f3.h. to includes\.

- 26th January 2002: Aaron Giles fixed a tilemap clipping bug in the Taito F3 driver.

- 0.57: Misc fixes to Taito F3 [Bryan McPhail]. Fixed vertical game have issues (srayforce, ktiger2, gekirido, gunlock, gseeker and all clones).

- 17th November 2001: Bryan McPhail fixed several problems in the Taito F3 driver, especially graphics glitches when zooming, fixing the road in Riding Fight and pitch in the football games. Bryan McPhail also added sound bankswitching for the Taito F3 driver.

- 25th September 2001: Bryan McPhail re-added some fixes to the Taito F3 driver.

- 18th September 2001: Yasuhiro Ogawa resubmitted some Taito F3 driver changes by Uki.

- 0.53: Aaron Giles fixed a ES550x bug that caused Taito F3 games to sound bad. Palette compression has been removed. palette_recalc(), palette_transparent_pen and palette_used_colors[] are not available anymore. Drivers that relied on PALETTE_COLOR_TRANSPARENT for transparency effects must be rewritten to implement them differently. As a result of this, all games using the Taito TC0480SCP video chip, and all Taito F3 games, are broken in this release.

- 8th August 2001: Bryan McPhail updated the Taito F3 driver to work with the new tilemap system.

- 13th June 2001: Bryan McPhail fixed several graphics problems in the Taito F3 driver.

- 0.37b15: Bryan McPhail improved special effects and fixed pixel layer colors in the Taito F3 games. Also fixed 68020 emulation bugs that prevented many Taito F3 games from working. Changed VSync to 60Hz.

- 18th May 2001: Bryan McPhail fixed the black spots in the background graphics of Puzzle Bobble 2 and 3.

- 7th May 2001: Bryan McPhail added pixel layer color emulation to the Taito F3 driver, fixing a few color problems.

- 1st May 2001: Bryan McPhail fixed a 68020 core bug which caused a lot of problems with the Taito F3 driver, namely a Puzzle Bobble 2 intro background graphics problem and some Bubble Memories bugs. In addition, the bugfix makes the following games fully playable: Elevator Action Returns, Darius Gaiden, Puzzle Bobble 4, Land Maker, Twin Qix and Gekirindan.

- 18th February 2001: Eisuke Watanabe fixed the ASM 68k core to work with Namco System 2 and Taito F3 sound.

- 0.37b12: Fixed sound1 rom address in some games.

- 11th February 2001: Bryan McPhail sent in a bugfix to Taito F3 sound banking which fixes the music and sound in a lot of games.

- 27th January 2001: Bryan McPhail sent in a Taito F3 sound update, with the sound cutting out bug fixed and stereo sound implemented (it was mono before).

- 16th January 2001: Bryan McPhail fixed some memory corrupting bugs in the Taito F3 driver and added Dan-Ku-Ga. Aaron Giles fixed some crashes in the Taito F3 driver.

- 0.37b11: Added taito_f3.c/h driver, vidhrdw\taito_f3.c and sndhrdw\taito_f3.c. Main Issues: Alpha blending not supported. Pixel layer colours are often wrong (kludged in some games). Some games could fit in 8 bit colour - but marking pens is difficult because graphics are 6bpp with 4bpp palette indexes. Zoom layer positioning is not quite pixel accurate - it used to be better than it is now, but I can't figure out what I broke... Column scroll is not totally understand - there are at least two modes; simple addition to Y offset on source bitmap (used by Riding Fight, TRStars, Space Invaders DX) and another mode where a control bit is unset - used by the football games to move the crowd and boards relative to the pitch - currently not implemented. Sound eats lots of memory as 8 bit PCM data is decoded as 16 bit for use by the current ES5505 core (which righly should be 16 bit). Sound is slow. Mainly due to the amount of interrupts the 68k gets, plus context switching between the 68020 and 68k (no, underclocking them won't help). Only 270 degree rotation is supported in the custom renderer (so you must use flipscreen on Gunlock & Gseeker which are really 90 degree rotation games). Zoomed layers are not always positioned quite correctly in flipscreen mode Sound can cut out randomly - is there anywhere it consistently stops? (CPU crash). Other Issues: Master volume control/dsp isn't hooked up. Crowd/boards not shown in the football games.

- 15th January 2001: Bryan McPhail finally submitted his Taito F3 driver, which is not graphically perfect and crashes hard sometimes but has complete ES5505 sound emulation thanks to Aaron Giles, Ian Schmidt and R. Belmont. Not all games are working due to 68020 core bugs, but these are: Ring Rage, Arabian Magic, Riding Fight, Grid Seeker: Project Stormhammer, Gunlock / Rayforce, Super Cup Finals / Hat Trick Hero '93, Top Ranking Stars, Light Bringer, Kaiser Knuckle / Global Champion, Bubble Bobble 2 / Bubble Symphony, Space Invaders DX, Taito Power Goal / Hat Trick Hero '95, Quiz Theater - 3tsu no Monogatari, Akkanvader, Moriguchi Hiroko no Quiz de Hyuu!Hyuu!, Puzzle Bobble 2 / Bust-A-Move Again, Puzzle Bobble 2X, Kyukyoku Tiger 2, Bubble Memories, Cleopatra Fortune, Puzzle Bobble 3, Arkanoid Returns, Kirameki Star Road, Puchi Carat and Pop 'N Pop.



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