| ||Available images: |
Romset name: gunsur2.zip |
Production year: 2001
Game genre: Shooter
Category: Shooter / Gun
This game needs a BIOS file:
• Naomi Bios (naomi.zip)
This game has the following clones:
• Gun Survivor 2 Biohazard Code: Veronica (BHF2 Ver. E)
This game is NOT working in MAME
Emulation status: Preliminary
Color emulation: Good
Sound emulation: Imperfect
Graphics emulation: Imperfect
Save states: Not supported
In MAME since version: .133u5
The MAME driver of this game is: naomi.c - Read the code
Number of players: 1P |
Number of buttons: 6
This game uses a single screen:
Graphic type: Raster
Screen orientation: Horizontal
Game resolution 640 x 480 @ 61.702586 Hz
The PCB of this game uses 6 CHIP
This game has 21 BIOS options
The ROMset of this game is composed by 38 ROMs (15 of the game set, 23 of the BIOS set)
Referred to MAME version: 0.160
: PARENT Game
: CLONE Game
The PCB of this game has 6 options that can be set by dipswitch
Default settings in bold
Gun Survivor 2 - Biohazard Code Veronica (c) 2001 Namco.
A first-person shooter, based on the famous Capcom serie 'Biohazard / Resident Evil'.
- TECHNICAL -
Sega Naomi Hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ
- TRIVIA -
Released in July 2001.
The series of Biohazard games began in 1996 with the first release 'Biohazard' on the Sony PlayStation. Later, 'Biohazard 2', 'Biohazard 3' and 'Biohazard Survivor' were released. 'Biohazard Survivor' was the first first-person view of the series to be made. The game was a total flop and it could not compare to the rest of the series since it did not include any of the original characters or story line. 'Biohazard Code Veronica' was released later for the Sega Dreamcast and then re-released on the Sony PlayStation 2 as 'Biohazard Code Veronica Complete Edition' which included many cut scenes.
This is the first arcade version of the series to be released. Capcom is known for creating great fighting and survival/horror games, but they are not known for their shooting games ('Biohazard Survivor' was to be a shooting game, but they stuck with the normal controller and made it a first person shooter) so they sought out Namco who has a reputation for creating great shooting games (e.g. Time Crisis 2). The name is cool because the game is based on 'Biohazard Code Veronica Complete Edition', but is in the first person view like 'Biohazard Survivor' so they mixed up the names to create 'Gun Survivor 2 - Biohazard Code Veronica'.
The name 'Biohazard' is only used in the Japanese versions of the series. In the US, the series is known as 'Resident Evil' so one can assume that the US release of this game might be called 'Gun Survivor 2 - Resident Evil Code Veronica'.
- SERIES -
1. BioHazard - Gun Survivor (2000, Sony PlayStation)
2. Gun Survivor 2 - Biohazard Code Veronica (2001)
3. Gun Survivor 3 - Dino Crisis (2002)
4. Gun Survivor 4 - BioHazard - Heroes Never Die (2003, Sony PlayStation 2)
- PORTS -
* Consoles :
Sony PlayStation 2 (2001)
- SOURCES -
Beast Busters 2nd Nightmare
Beast Busters (World)
Chiller (version 3.0)
Crossbow (version 2.0)
Demon's World / Horror Story (set 1)
Evil Night (ver UBA)
Ghoul Panic (Asia, OB2/VER.A)
The Real Ghostbusters (US 2 Players, revision 2)
House of the Dead
House of the Dead 2
The House of the Dead III (GDX-0001)
Laser Ghost (World, FD1094 317-0166)
Manic Panic Ghosts!
Mazan: Flash of the Blade (MAZ2 Ver. A)
Nightmare in the Dark
Night Slashers (Korea Rev 1.3)
Spawn In the Demon's Hand (JPN, USA, EUR, ASI, AUS) (Rev B)
Splatter House (World, new version (SH3))
The Typing of the Dead (JPN, USA, EXP, KOR, AUS) (Rev A)
Vampire Night (VPN3 Ver. B)
Zombie Raid (9/28/95, US)
Zombie Revenge (JPN, USA, EXP, KOR, AUS)
Area 51: Site 4 (HD Rev 2.01, September 7, 1998)
Alien3: The Gun (World)
Area 51 (R3000)
Area 51 / Maximum Force Duo v2.0
Beast Busters 2nd Nightmare
Beast Busters (World)
Behind Enemy Lines
Born To Fight
Cabal (World, Joystick version)
Confidential Mission (GDS-0001)
Crisis Zone (CSZO4 Ver. B)
Crypt Killer (GQ420 UAA)
Gun Spike (JPN) / Cannon Spike (USA, EXP, KOR, AUS)
Death Crimson OX (JPN, USA, EXP, KOR, AUS)
Dragon Gun (US)
Dynamite Duke (Europe set 1)
Evil Night (ver UBA)
Golgo 13 Kiseki no Dandou (Japan, GLS1/VER.A)
Gamshara (10021 Ver.A)
Mobil Suit Gundam Final Shooting (Japan)
G.I. Joe (World, EAB, set 1)
Golgo 13 (Japan, GLG1/VER.A)
GunMania (GL906 VER. JAA)
Gunmen Wars (GM1 Ver. B)
Guts n' Glory (prototype)
House of the Dead
House of the Dead 2
The House of the Dead III (GDX-0001)
House of the Dead 4 (Export)
House of the Dead EX (Japan)
Invasion - The Abductors (version 5.0)
Jurassic Park (World)
Jurassic Park 3 (ver EBC)
Lethal Enforcers II: Gun Fighters (ver EAA)
Lethal Enforcers (ver UAE, 11/19/92 15:04)
Locked 'n Loaded (World)
Line of Fire / Bakudan Yarou (World, FD1094 317-0136)
Lord of Gun (USA)
Lupin The Third - The Shooting (GDS-0018)
Maximum Force v1.05
Mechanized Attack (World)
Ninja Assault (NJA3 Ver. A)
Operation Wolf (World, set 1)
Operation Wolf 3 (World)
Operation Thunderbolt (World)
OutTrigger (JPN, USA, EXP, KOR, AUS)
Police 911 (ver UAD)
Police 911 2 (VER. UAA:B)
Police Trainer (Rev 1.3)
Rambo III (Europe)
Rail Chase (World)
Rail Chase 2 (Revision A)
Revolution X (Rev. 1.0 6/16/94)
Steel Gunner (Rev B)
Steel Gunner 2 (US)
Space Gun (World)
Spinal Breakers (World)
Silent Scope (ver xxD, Ver 1.33)
Silent Scope 2
Silent Scope EX (ver UAA)
Target Hits (ver 1.1)
Teraburst (1998/07/17 ver UEL)
Terminator 2 - Judgment Day (rev LA4 08/03/92)
The Grid (version 1.2)
Time Crisis (Rev. TS2 Ver.B)
Time Crisis II (TSS3 Ver. B)
Time Crisis 3 (TST1)
Time Crisis 4
The Typing of the Dead (JPN, USA, EXP, KOR, AUS) (Rev A)
Total Vice (ver UAC)
Under Fire (World)
Virtua Cop (Revision B)
Virtua Cop 2
War: The Final Assault
Zombie Raid (9/28/95, US)
Warning: information in history.dat can differ from the ones present in the rest of the page (taken from MAME) as they come from a different source
|Information on gunsur2
- 0.147u3: ShouTime added clone 'Gun Survivor 2 Biohazard Code: Veronica (BHF2 Ver. E)'.
- 10th November 2012: Smitdogg - ShouTime loaned us GUN SURVIVOR 2 BIOHAZARD CODE: Veronica, BHF2 Ver E.
- 0.146u1: Changed description to 'Gun Survivor 2 Biohazard Code: Veronica (BHF1)'.
- 0.145u4: Changed description to 'Gun Survivor 2 Biohazard Code: Veronica (BHF1 Ver. A)'.
- 0.142u5: Changed description to 'Gun Survivor 2 Biohazard Code: Veronica'.
- 0.134u2: Guru added 13x missing user1 roms to Gun Survivor 2. Dump now complete.
- 0.133u5: Guru added Gun Survivor 2: Bio Hazard Code Veronica (Capcom / Namco 2001).
- 6th September 2009: R. Belmont - Today's shenanigans from Guru include partial dump for Gun Survivor 2
- 15th August 2009: Guru - For your entertainment I've uploaded a new video to my youtube page (http://www.youtube.com/user/gurudumps) for a NAOMI game called 'Gun Survivor 2 Biohazard Code : Veronica'.
Information on naomi.c (MAME driver)
0.122u4 [Samuele Zannoli, R. Belmont, ElSemi, David Haywood Angelo Salese]
0.114u1 [R. Belmont, Guru]
- 23rd October 2013: CaH4e3 - DEmul 0.582 WIP - Changelist: ATOMISWAVE: Crash fix. CORE: Autoregion if booted without disk fix. SSE2 optimizations, critical core corruptions fixed, much more stability. Savestates fix. Various fixes from the Issue tracker. DC: Dev.Box bios autoregion. DX10: NAOMI2 irq fix. DX11: Aspect ratio for 2nd shader filter's pass fix. Framebuffer rendering fix. Ignore z-write disable for punch-through polygons (fix Bust-A-Move 4). Rotate 90/270 fullscreen aspect fix. GDR: gdrDemul is back from grave. GPU: Aica dsp fix. Lightgun mark fix. YUV transfer out of RAM fix. HIKARU: Full screen added. Minor fixes and speedup. NAOMI2: Club Kart little controls fix. Color/diffuse lerp value. Delay irq and TL status. Diffuse and specular intensity. Fake shadow fix. Layouts. Znear/zfar fix. Spot/point lights fix. Opaque modifiers. Optimize/refactor. VS3 stupid bug fix. Shadow intensity fix. NAOMI: 18 Wheeler DX steering fix. Soul Surfer floormat/controls. PAD: Fixed jump to the BIOS when focus lost. More precision for analogs/guns. xinput stick, xinput crash and compatibility fix, xinput rumble support. PVR2: fix single modifiers (Soul Calibur). fix specular. SH4: Exception generate optimization, dinarec optimizations, minor speedup (major speedup for some games, like Under Defeat). MMU critical bug fix and speedup, all WinCE games are playable now. SPU: Sound stretching for slow machines. VMU: Beep fixed, speedup. Default setting changed, VMU screen disable option added.
- 0.150: Added machine\aicartc.c/h. Fixed ARGB0888 fb format in PowerVR2, fixes licensed by Sega screen. Corrected refresh rate (naomi.c and video\powervr2.c). Fixed blank polarity in POWERVR2. Experimental scanline code, to be improved on a later date. Fixed H-Blank IN regression, made CH2 DMA to fire irq via CPU cycles (machine\saturn.c, dc.c and video\powervr2.c). Make the hblank-in scanline counter to reset at proper screen height (video\powervr2.c). Preliminary GD-ROM data transfer via PIO, makes (MESS) Giga Wing to boot without sound (includes\dccons.h and machine\dccons.c). Temp removal of NAOMI idle skips (machine\naomi.c). Improved timing of end-of-render irq (video\powervr2.c). Added Maple HW trigger (includes\dc.h, machine\gdrom.c, maple-dc.c/h and video\powervr2.c). Implemented DMA in AICA sound. Added SPG control register to PowerVR2, used to change pixel clock dynamically. Added preliminary YUV converter to PowerVR2. De-hacked PowerVR2 framebuffer conversion, fixes YUV gfxs in NFL 2k1 and Tetris 4D. Fixed PowerVR2 left-most green line in YUV conversion. Hooked up AICA-to-SH-4 irqs. Bump accumulation buffer src bitmap in PowerVR2, fixes F355 Challenge assert. Fixed PowerVR2 vblank irq trigger when interlace mode is used. Added 888rgb24 conversion types to PowerVR2 and YUV_TW texture hook-up, used by Soul Calibur (MESS - Dreamcast). Support for PowerVR2 non-textured polygons with packed and floating colors. Attempt to improved GD-ROM timings. Device-ized AICA RTC device, passes RW comp test, doesn't pass clock test. Fixed AICA DSP. Fixed ARMRST behaviour (machine\dc.c). Preliminary startx/starty support, display is repeated on left-right edges, to be improved (video\powervr2.c). Fixed fb out-of-bounds writes (video\powervr2.c). Added useful fatalerror (video\powervr2.c) [Angelo Salese]. Fixed description in machine\naomim4.c [Miodrag Milanovic]. Changed VSync to 61.702586 Hz.
- 0.149u1: Explode the POWERVR2 core/ta registers. Fixed POWERVR2 blc/blic. Explode the POWERVR2 DMA registers [O. Galibert]. Converted Wave DMA to use cycles to attotime (machine\dc.c). Added SCREEN_RAW_PARAMS for Naomi/DC. Added note about Puyo Puyo Fever [Angelo Salese]. Changed VSync to 57.307904 Hz.
- 7th July 2013: CaH4e3 - Demul 0.58 release.
- 0.149: Changed video\dc.c to video\powervr2.c/h. Pretend-modernize the NAOMI video powervr2. Some powervr2 register groups are obviously 32 bits, so make them so. Better NAOMI IRQ isolation. Make the DMA cpu-independant in machine\naomig1.c [O. Galibert].
- 0.148u5: Metadata updates for NAOMI (machine\naomicrypt.c) [f205v]. Fixed error in the metadata patch [R. Belmont].
- 0.148u3: Modernized NAOMI driver + DC/NAOMI split and cleanup [Miodrag Milanovic].
- 0.148u2: Added machine\naomicrypt.c/h. NAOMI Sega documentation cleanups [f205v]. Fixed some of the NAOMI regressions (the ones complaining about key pointer) [Fabio Priuli]. Added NAOMI cartridge encryption (machine\naomicrypt.c) and enabled USE_NAOMICRYPT by default. Note: The Naomi cartridge per-game keys are totally arbitrary at this point, let's not store them in 4 byte files as if they were dumps (by request / suggestion of Nicola) [David Haywood, Miodrag Milanovic].
- 0.148: Updated a few previously unknown NAOMI game numbers [Arzeno Fabrice].
- 0.147u2: Information adjustments for NAOMI and mame.lst reflecting latest discoveries [f205v].
- 0.147u1: Fixed year in a couple of Atomiswave games, as per title screen. Some DC cleanup [Miodrag Milanovic].
- 0.147: R. Belmont fixed the key region name so Atomiswave games can decrypt and boot again.
- 0.146u5: First round of GD-ROM redumps [The Dumping Union].
- 0.146u1: NAOMI documentation update [f205v]. Fixed ioport references. Experimental, and somewhat gross, fix for the MIE issues (All NAOMI sets crash after OK) [O. Galibert]. Partial update to issues list to reflect latest MIE code [R. Belmont].
- 0.145u8: R. Belmont fixed some crashes in machine\naomigd.c and naomim1/2/4.c, there are more.
- 0.145u6: Fixed the maple hookup and controllers and added the missing maple irq (machine\dc.c and machine\maple-dc.c) [O. Galibert].
- 0.145u5: Marked all GD-ROMs except Under Defeat as BAD_DUMP. These need to be re-converted to CHD from the .GDI source with current CHDMAN [R. Belmont].
- 28th February 2012: CaH4e3 - Demul 0.57 release.
- 23rd February 2012: Guru - Some nice items arrived from Japan this week. Several NAOMI GDROMs and security PICs (mostly already dumped).
- 5th February 2012: CaH4e3 - Demul WIP: New screenshots of Resident Evil 2, Worms Armageddon and Armada.
- 0.144u7: Setting all Atomiswave games back to NOT_WORKING; a regression version would be good to know. Correct NAOMI GDROM prefix to make games boot again [R. Belmont].
- 0.144u4: Preliminary save state support to NAOMI / AW / DC driver [Angelo Salese].
- 0.143u9: f205v improved NAOMI game documentation.
- 0.143u8: R. Belmont fixed various crashes for some NAOMI GD-ROM sets.
- 0.143u5: Added NAOMI rev "A" Japan BIOS, original Korean BIOS as well as rev "D" Korea [gamerfan, Smitdogg, BrianT, The Dumping Union]. Tafoid fixed duplicate file entries in each NAOMI set.
- 0.143u4: Removed includes\naomibd.h, machine\gdcrypt.c and machine\aomim4decoder.c/h. Added machine\awboard.c/h, naomibd.h, naomig1.c/h, naomigd.c/h, naomim1.c/h, naomim2.c/h, naomim4.c/h and naomirom.c/h. Split the NAOMI rom boards into a collection of devices [O. Galibert].
- 0.143u3: Fixed all NAOMI2 sets in the driver crashed after OK.
- 30th July 2011: Smitdogg - We picked up a couple of Southeast Asia / South Korea Naomi BIOSes thanks to gamerfan.
- 0.143u1: Hooked up NAOMI M4 live decryption [R. Belmont, Deunan Knute, Andreas Naive]. NAOMI updates [R. Belmont, Angelo Salese]: Fixed BIOS order so rev H is default. Fixed rotation settings for Illvelo and Shooting Love 2007. Fixed a minor BIOS H compatibility issue and added idle skip for BIOS H. Documentation cleanups/updates for NAOMI [f205v, R. Belmont]. Use a device map for NAOMI maple-dc [O. Galibert]. Idle skipped NAOMI 2 BIOS [Angelo Salese]. Modified naomibd device so that it allocates the memory for the GDROM data on startup based on a parameter that specifies the size in megabytes [Samuele Zannoli]. Olivier Galibert fixed hang/black screen attempting to enter service Mode in all NAOMI sets.
- 6th July 2011: Angelo Salese - Currently in a phase of implementing missing inputs in Naomi (mostly thanks to the shiny new MIE/JVS core by OG), this makes many games like The House of Dead 2, Zombie Revenge, Airline Pilots and many others to be playable.
- 0.143: Misc SH-4 cleanups [O. Galibert, Deunan Knute, R. Belmont]: Added support for VERSION register. NAOMI rev H BIOS now boots games.
- 24th June 2011: R. Belmont - Andreas Naive using data trojaned by Deunan Knute broke the 4th variety of NAOMI cartridge encryption, used on later games like Illvelo (Illmatic Envelope) (love that name!) and Akatsuki Blitzkampf Ausf Asche. I'm hooking up the decryption and should have some screenshots soon. Olivier Galibert with some help from Deunan figured out why later versions of the NAOMI BIOS (and any versions of the NAOMI 2 BIOS) weren't working in MAME, and I have now resolved that issue (it was an unemulated chip ID register in the SH-4 core). So now most NAOMI 2 games try and boot instead of showing an error at the BIOS screen. None of them get anywhere yet since we don't emulate the additional N2 hardware, but this of course was the necessary first step there.
- 0.142u6: Added machine\naomim4decoder.c/h. Added NAOMI/JVS coin add/sub commands (sub is used by Crazy Taxi) [O. Galibert]. Andreas Naive added code to manage NAOMI's M4 decryption.
- 0.142u5: Documentation update for NAOMI [f205v].
- 15th May 2011: MetalliC - Demul WIP: Some new WIP shots, for this time from clean NAOMI M4-cartridge dumps, not hacked ones, we still do not have decapped data from PIC16's, so emulation uses trojaned decrypted data, but as you can see romtest work as well. The games is: Akatsuki Blitzkampf Ausf Achse, Illmatic Envelope and Dynamite Deka EX.
- 0.142u3: Added mame\machine\jvs13551.c/h and mie.c/h, emu\machine\jvsdev.c/h and jvshost.c/h. Abstract the NAOMI maple and jvs interfaces into a set of devices [O. Galibert, MetalliC, Tormod, D. Knute]. NAOMI / Triforce / Chihiro documentation update [f205v]. O. Galibert added JVS command 0x32, fixes Crazy Taxi and Virtua Tennis 2 booting. Added Z80 (4MHz) CPU3.
- 0.142u1: Thomas Klausner fixed collision with system macro on NetBSD (naomibd.c).
- 17th April 2011: MetalliC - Demul WIP: Melty Blood Actress Again (Type-Moon/Ecole 2008) (NAOMI cart) and Shooting Love (Triangle Service 2007) (NAOMI cart).
- 0.141u4: f205v reorganized the NAOMI driver to put games in order by type and put similar functionality together.
- 0.141u3: Device-ify the security flashes and the DALAS ID chip [O. Galibert]. Implemented live NAOMI M2/M3 decryption and decompression & removed trojaned data from more games [Andreas Naive, Olivier Galibert, Deunan Knute, Cah4e3, R. Belmont]. DMA on-the-fly decompression + XOR support [Deunan Knute, R. Belmont].
- 5th February 2011: CaH4e3 - Thanks to the tremendous work done by Deunan Knute, the remnants of protection NAOMI were broken. Principles of all three types of encryption and decompression, including protected DMA, now known. It is quite possible to renounce the use of patches with decrypted data, including the DMA mode. Virtua Fighter 4 Evolution. Thus, launched earlier does not run games, including Giant Gram 2000 and cartridge version of Virtua Fighter 4 Evolution.
- 0.141u1: Support for NAOMI texture stride selection [O. Galibert]. NAOMI documentation additions [f205v].
- 3rd January 2011: f205v got a new NAOMI 2 board, with BIOS epr-23608a.ic27 (128 bytes).
- 0.140u3: Updates to NAOMI/NAOMI2 M2/M3 decryption [Andreas Naive]. The Dumping Union added NAOMI 2 Export BIOS (epr-23608a.bin). Cah4e3 fixed some rom filenames that didn't fit MAME standard.
- 12th December 2010: CaH4e3 - New screenshots of Virtua Fighter 4 emulated in Demul.
- 9th December 2010: CaH4e3 - Demul WIP: New screenshots of World Kicks and Shakatto Tambourine.
- 0.140u2: Andreas Naive updated NAOMI/NAOMI2 M2/M3 decryption. On the fly decryption of Virtua Striker 3 is now possible.
- 27th November 2010: CaH4e3 - Demul WIP: New screenshots of Dirty Pigskin Football (Atomiswave).
- 16th November 2010: CaH4e3 - Demul WIP: Virtua Striker 2 Ver. 2000 (vs2_2k) problem solved, the IC9 maskrom was a bad dump. Now all is perfect.
- 15th November 2010: CaH4e3 - Demul WIP: OutTrigger, Shootout Pool, Samba De Amigo (Japan) and Derby Owners Club 2000.
- 5th November 2010: CaH4e3 - Demul WIP: Inu no Osanpo, Sega Ringout 4x4 and Virtual On.
- 20th October 2010: Guru - After some time in research and development, design, manufacturing and logistics I've finally received the etched boards from my buddy Bobaruni. A couple of hours assembling and wiring them up and now I have a adapter. With this nice adapter and the SSOP70 ZIF socket on top, the seven 256MBit SSOP70 mask ROMs from one of the Atomiswave carts took about 10 minutes to read. The best part is the adapter is re-usable with the same type of ROMs without having to do anything except drop in the ROM and read it. I made it fully programmable too. The top ZIF socket is routed to a bunch of pads in a standard layout on the lower board so I can hand-wire another adapter (I have several here) to any SSOP70 ROM I like. I will eventually have several of these to suit the most common SSOP70 ROMs used on arcade PCBs. Now all we need to do is keep an eye out on RB's site for some nice screen shots, hopefully soon-ish.
- 0.139u4: f205v added Mamonoro cartridge description.
- 0.139u2: f205v added information about the Namco MASK B-F2X cartridge.
- 0.139: Aaron Giles fixed Atomiswave-based games get stuck in boot process.
- 28th July 2010: Smitdogg - Guru has been really busy lately and hasn't had time to update his site. I'm going to go ahead and mention a few of the recent arrivals there. One was a box from Japan arrived that included a few NAOMI games that he probably doesn't want me mentioning yet.
- 0.138u4: f205v added information on the NAOMI 171-8346C cartridge type.
- 0.138u3: f205v corrected and updated some NAOMI game names and cartridge descriptions.
- 0.138u1: David Haywood modified the NAOMI clipping a bit to avoid so many black lines at the bottom. Added 'Disable Render Calls' dipswitch.
- 0.137u4: Angelo Salese implemented NAOMI Sort-DMA irq firing, PVR-DMA HW trigger, Wave DMA HW trigger, added Wave DMA IRQ firing and implemented mahjong panel support. Added a delay to the GDROM DMA transfers, allows KOF Neowave to boot. Improved the YUV FIFO IRQ firing, now it should be possible to emulate the YUV decoding properly. Work-around for an int32 overflow bug in the renderer, makes The House of the Dead 2 / The Typing of the Dead to not crash during attract mode. Improved Vblank-In irq timings. Implemented RTC start-up values. Deunan Knute and Angelo Salese added rounding to the GD-ROM DMA transfers, will be need for Virtua Tennis to make it boot. AICA updates [PluginNinja]: Implemented slot monitor. Improved ADPCM looping. General cleanup. Documentation improvements to the Sega NAOMI HW games [f205v].
- 3rd May 2010: Angelo Salese - Found the reason that kept The House of the Dead 2 / The Typing of the Dead to crash without any log, it was an int32 overflow bug in our renderer. Following are snaps actually taken from HOTD2 (that is known to have an earlier revision of the PowerVR, hence there are more video glitches than normal), since I've recently discovered that it boots fine in MAME, with the same protection check as Zombie Revenge / Dynamite Baseball.
- 27th April 2010: Angelo Salese - Fixed a timing GD-ROM DMA bug to not fire the irq and zero the status flag instantly. This allows us to boot The King of Fighters Neowave.
- 26th April 2010: Angelo Salese - Looking at Sega Marine Fishing (obviously yet another NAOMI game). After some time of study I've found the way to bypass the annoying NAOMI I/O fault (there's a clear program flow RAM check at 0xc0279be). Interestingly, it looks like that our renderer goes nuts with some elements of this (especially the "Rayman-style" Fishermen and presumably missing fog effect).
- 22nd April 2010: Angelo Salese - Still working on NAOMI, i'm near in discovering why Tetris Kiwamenichi doesn't work. It looks like some FPU maths bug in our core but i'm still not able to discover where it is yet. Following snaps are with a quick kludge i've written (no, i won't add per-game kludges in the official driver, get lost... also, the checkerboard on the title screen is caused by a missing YUV effect). It looks like that the recent fixes also allows Dead or Alive 2 to boot too. EDIT: Dead or Alive 2 Millenium version works too.
- 0.137u3: Angelo Salese implemented various PVR TA registers hook-ups in the NAOMI driver. Implemented more regs, test mode now properly sets 640x240 resolution. Implemented fb pixel double, NAOMI test mode looks now correct. Implemented 15/31 kHz selector in the NAOMI driver, makes Strike Fighter and Shootout Pool Prize to be bootable by the common user. Added a RAM mirror that fixes 'The Typing of the Dead' booting. David Haywood supported the 1555 fb format in the NAOMI driver, needed by Cleopatra Fortune Plus.
- 20th April 2010: Angelo Salese - I'm currently working on NAOMI again. I've fixed various CRTC registers (hence now the test mode looks fine at 640x240 + pixel double) and hblank irq firing. The latter presumably makes Jingy Storm to work again (actually a regression because it was booting before the textures were added). I was also checking The Typing of the Dead and surprisingly it was putting a string that wasn't present before. After adding a missing mirror, it now looks like this (see snap).
- 9th April 2010: Smitdogg - f205v finished working on his NAOMI cart dumping setup so there will probably be a bunch of new NAOMI games dumped in the next MAME release. There are a metric ton of boards available at the moment and I still need to send Team Japump some money in a few days to help with their ventures.
- 0.136u4: NAOMI updates [R. Belmont, David Haywood, Andreas Naive, Deunan Knute, Guru, ANY]: Fixed ROM mirroring in gram2000 and friends. Preliminary hookup of live decryption. Decryption + decompression is not yet supported so some games still load trojaned data instead. Deunan Knute and R. Belmont fixed decrypt method 2, added many more game keys. David Haywood converted GD-ROM games to use real PIC dumps.
- 25th February 2010: R. Belmont - Andreas Naive, with help from Deunan Knute, Guru and ANY, has come up with a working on-the-fly decryption for 2 of the 4 kinds of NAOMI cartridge decryption. This means trojaned protection data will soon no longer be necessary to play NAOMI games in emulators like MAME, Makaron, and DEMUL so your ROMs will shrink a bit. I'm doing the hookup in MAME and have some games working already, with the rest coming.
- 0.136u3: Implemented Actel FPGA ID, used by some NAOMI games for accessing a special ROM check mode [Deunan Knute, Angelo Salese].
- 0.135: Alex added later version of NAOMI analog I/O board program.
- 0.134u4: NAOMI updates [R. Belmont]: Hackish support for 8888 tiles (Shootout Pool displays something). Increased number of JVS analog channels for driving games. Added revision G export BIOS. Deunan Knute and ANY added protection data for 18 Wheeler, Crazy Taxi, Jambo! Safari and Virtua Tennis 2. Gerald (COY) added 18 Wheeler JVS I/O and motor controller dumps.
- 0.134u1: Andreas Naive further simplifications to Atomiswave's keys. Guru updated Atomiswave hardware documentation.
- 0.134: R. Belmont enforced read-only status of PowerVR ID registers in NAOMI/AW.
- 0.133u5: Major NAOMI/Atomiswave update [R. Belmont]: Emulated Atomiswave coin slots and standard Dreamcast controller. Non-lightgun games without other problems are now playable. NAOMI/Atomiswave video hardware update [David Haywood]: Basically the region array is processed, and the data from the accumulation buffer where we render is now copied into the framebuffer depending on the tiles specified in the tile list. This isn't full 'tile-based rendering' as that would require more work on the preprocessing side, and writing out the data pointers and data in real formats, however it's a step in the right direction. Currently only 565 formats are supported for both framebuffer write and framebuffer read. The accumulation buffer is alwys 8888, data is converted down to the specified format. The real accumulation buffer is 32x32 and filled per tile, ours is still full screen. The video update now just displays the framebuffer using the framebuffer read parameters specified (again only 565 is currently supported) This allows the Atomiswave BIOS screens and the rendered output to co-exist.
- 2nd September 2009: R. Belmont - Guru and I are also working on protection data dumps for other previously dumped NAOMI carts including Heavy Metal Geomatrix. We believe all the data comes from the ROM contents. There are 3 forms of protection on NAOMI carts: 1) DMA with a special flag. This apparently does an address line scramble although I don't know if anyone's proven that yet. Not used often, but e.g. Death Crimson OX uses it for nearly the entire contents of the cartridge. 2) PIO with direct decryption. Here you give the cartridge's ASIC an address in ROM to read and a 16-bit decryption key and start reading data - it gets decrypted on the fly by the ASIC. 3) PIO upload/download. The ASIC has 64k of internal RAM to buffer encrypted data, so games can also upload data to that RAM, set the 16-bit decryption key, and read back decrypted data. Andreas N. has been working on methods 2 and 3 with some success, but he hasn't fully cracked it yet so we still have to trojan decrypted data out of the real system.
- 1st September 2009: R. Belmont - I hooked up the controls for Atomiswave games using stick/button controllers in MAME so now you can (slowly) play the games. Guru dumped the NAOMI cartridge Project Justice. We're still working on the protection data but we've got enough for some nice new screens below. This is completely independent of Alex's dump which he still has not released, but if he'd like to release right now I'd certainly appreciate the time savings on the protection. And yes, Guru is now capable of dumping the protection data - he's got a working NAOMI USB dumper and 2 of the MAME Italia crew have the parts for theirs on order.
- 31st August 2009: R. Belmont - In reference to recent "dumper drama", I stated that dumpers who want to be #1 on my list should flood me with dumps. Guru is taking me up on that offer. Here's some screens of new dumps running in MAME. More games will be added throughout this week, so keep checking back (NOTE: Neo-Geo Battle Coliseum was also dumped but couldn't be completed yet due to weird TSOP-70 mask ROMs. It doesn't boot due to the missing data). Update: King of Fighters Neowave has been dumped but doesn't run in MAME yet. DEMUL is looking good though!
- 0.133u3: NAOMI update [R. Belmont, Deunan Knute, Alex, Mr. Mudkips, Frank Bukor]: Use new dump for ic31/32, ROM board test passes now. Added protection hookup for Marvel vs. Capcom 2, game is playable w/sound.
- 19th August 2009: R. Belmont - I'm making good progress on a dynamic recompiler for the SH-3 and SH-4 CPUs (NAOMI/Atomiswave/Dreamcast and friends, and eventually some of the later Cave games like Ibara). It helps that these processors are back compatible to the SH-2 which I previously wrote a DRC for, so that previous work serves as a well-tested base on which to add support for the newer features of the newer processors. With only 1 new instruction added the new DRC already can run the entire Atomiswave BIOS and start executing the actual cartridge (that BIOS is very minimal - it's roughly 4k of total code). No, I don't know how much the speed will improve, and there's plenty of work to go yet.
- 0.133u2: Atomiswave updates [R. Belmont, Cah4e3]: Hooked up flash ROM at 0. Use proper AW memory map. Emulate AW ROM board (different from NAOMI). Fixed Atomiswave COIN ERROR [Wind].
- 6th August 2009: R. Belmont - Thanks to the awesome help of Cah4e3 games on the Atomiswave system are booting in MAME. Here's some screens from Sports Shooting USA. Update 7th August: Fixed the Atomiswave COIN ERROR thanks to Wind from the DEMUL project, and here's a few more screens.
- 0.133u1: NAOMI/AW updates [Deunan Knute, CaH4e3, R. Belmont]: DMA protection emulation for 'Quiz Ah Megamisama', fixes in-game graphics. Correct decryption key for Extreme Hunting. Added protection emulation for Cosmic Smash. Added protection emulation for Capcom vs. SNK (cartridge ver). Andreas Naive simplified Atomiswave's decryption routine & keys.
- 21st July 2009: R. Belmont - The talented and friendly Deunan Knute from the excellent Dreamcast/NAOMI emulator Makaron has been doing excellent work understanding the protection used on NAOMI cartridges (it's not present on GD-ROMs). You may have noticed MAME 0.133 had protection emulation for DOA2 and DOA2 Millenium, but other faults in MAME's emulation are still making them unable to run. Better news comes in the form of qmegamis, aka Ah! My Goddess! Quiz. Here's how it looked in MAME 0.133 without protection emulation. Big thanks to Deunan and do try his excellent emulator while you wait for the speed to improve in MAME.
- 0.133: NAOMI update [Deunan Knute, R. Belmont]: Implemented cartridge protection chip mechanism. Added protection data for doa2 and doa2m. Added real dumped cartridge X76F100 data for doa2/doa2m.
- 0.132u3: Gerald (COY) and Dumping Union added latest US BIOS (EPR-21577G, version 1.70) to the NAOMI driver.
- 1st June 2009: CaH4e3 - NAOMI 2 WIP: Anyone, we need some pictures or movies from real hardware to compare some parts of image. Is it possible to make some capture from video output? Any of dumped just now, vf4tuned, initd, vs3, etc...
- 0.132u1: Guru updated README's for ATOMISWAVE hardware.
- 0.131u3: David Haywood splitted NAOMI video ram access into 32-bit / 64-bit areas pending more information on how they actually mirror (it's not a straight mirror).
- 0.131u2: MooglyGuy and Aaron Giles added bilinear filtering to NAOMI video emulation. Textures are still a bit crawly since we're always using the lowest MIP level. Olivier Galibert added all 64 NAOMI blending modes, and made it anal-retentive where it comes to position precision. Angelo Salese improved the debugging on the NAOMI Wave DMA handler. David Haywood added profile markers to NAOMI, to see what % of CPU time things are using, fixed a NAOMI bug in computedilated, was causing bad portraits in Shikigami No Shiro II, short-circuit the NAOMI rendering in non-textured cases, prevents a lot of bad graphics, applied some of the NAOMI exclusive texture mode rules and hacked the NAOMI YUV interrupt to fire when the base register is written (currently looking at implementing properly, but this prevents KuruCham and SS2005 from hanging). Added 'Bilinear Filtering' dipswitch to NAOMI BIOS/2, GD-ROM BIOS and House of the Dead 2 BIOS.
- 9th May 2009: MooglyGuy - I've been eagerly watching all of the NAOMI development that's been going on in MAME behind the scenes, and I couldn't help but stick my own grubby mitts into the fray. It was pretty easy to get bilinear filtering going, and it definitely helps Spikers Battle's attract mode (compare with the shots on Haze's blog).
- 9th May 2009: Angelo Salese - Fixed some maple bugs in the NAOMI driver (especially one that was trashing memory with invalid commands), now Moeru Casinyo, Street Fighter Zero 3 Upper, Shinkigami no Shiro 2*, Trizeal and Under Defeat boots fine and are playable.
- 9th May 2009: David Haywood - NAOMI / Dreamcast can store textures in various formats in RAM. Like many 3D Systems there is a format which is optimized for drawing with the graphics hardware. This is called a 'Twiddled' texture, and has the data arranged in a way which means the hardware can process it more efficiently. The Playstation does the same with it's 'Twizzled' textures. Kale recent came up with a fix that got Shikigami No Shiro II booting (the sequel to the recently emulated G-Net title), however, there was a problem with it. The character portraits on the select screen were corrupt. This wasn't the first time we'd seen such corruption, Lupin The Third - The Typing suffered from a similar problem. I decided to take a look at the problem. After a lot of searching, and false leads, it actually turned out to be something really simple. The lookup array we use for decoding Twiddled textures wasn't being fully populated by the code, and driver was attempting to use an uninitialized entry, and things were generally appearing rather broken. A very simple fix gave fixed portraits in Shikigami and fixed HUD graphics in Lupin.
- 0.131u1: Olivier Galibert and David Haywood hacked up NAOMI 3D renderer. Still quite preliminary but allows most games to show graphics. Angelo Salese splitted NAOMI / Atomiswave memory maps, improved sorting of the driver. Modified Mahjong games in NAOMI to be loaded with a specific configuration, will add the proper JVS hook-up later.
- 6th May 2009: David Haywood - On the Dreamcast / NAOMI if a texture has the 'MipMap' flag set, then you have to take special care when addressing the textures. Basically MipMapping means that there are a bunch of textures of different resolutions stored in texture ram. Depending on how large the image is to appear on screen a different texture will be used. We don't emulate MipMapping yet, but that doesn't mean we can just ignore it. The way the textures are stored in memory means that the lowest resolution textures are stored first. Therefore if your texture should be 512x512, there are copies at 1x1, 2x2, 4x4, 8x8, 16x16, 32x32, 64x64, 128x128 and 256x256 stored in video ram before it. Depending on the texture mode (bpp, palettized, compressed etc.) and size of the texture, you have to apply the correct offset to get the full resolution texture. Previously we were just drawing the first one every time, which was the source of the issues seen in the Ikaruga and Border Down screenshots in the previous update. By selecting the correct texture things look much better (Ikaruga, Border Down, Radirgy, Karous, Choco Marker and Spiker's Battle).
- 5th May 2009: David Haywood - NAOMI progress has been rumbling on... Probably the most significant progress is that Olivier Galibert beefed up the test renderer a little bit, I helped find a few bugs in the new code, and combined they give us some much nicer (although FAR from perfect) images. I'll add images to this post as the night goes on. These things run at anything between 10-20% speed, so as you can imagine, making images and testing them is somewhat time consuming, but these are 100% genuine MAME shots (Guilty Gear XX Slash, Ikaruga, Border Down, Slashout...).
- 0.131: Added machine\naomi.c and includes\naomi.h. Miscellaneous NAOMI work and improvements. Some refactoring done, new games hooked up. Moved NAOMI DRIVER_INITs to specific machine\naomi.c & includes\naomi.h files, in preparation to add per-game JVS settings [Angelo Salese, David Haywood].
- 18th April 2009: CaH4e3 - Demul NAOMI2 Virtua Striker 3 WIP: First approach. Memory areas, interrupts and SQ transitions are correctly mapped, game start to send vertex data and textures to GPU chips. Some of them - standart TA polygons like sprites, so they was directly moved to TA pipeline. Second approach. Apart from standart TA data, TL packets was reversed and extracted some geometry for scene. Actually first guess for transformation matrix was wrong, so we see here only static geometry. Third approach. Real transformation matrix was found and now we can see moving objects and more geometry details. But something missing. Fourth approach. Ahhh... Found more geometry packets. Now scene look actually complete. What is next? Textures. Some research needed and we got packets with almost the same TA polygon control words in TL vertex data. After some work with TL packets to TA converter we've got both TL and TA geometry textured on screen. Just axis flipping is wrong. Not really big problem. Colors some kind of fixed now too. When hardware T&L will be implemented, colors will me more natural. Current state, after little bit of transformations we have here perspective correction. It is almost playable now.
- 17th April 2009: Guru - I have been trying to get Makaron working for some time and finally figured out the missing pieces and got it booted (multiple cryptic Microsoft errors caused by missing MSVC 2008 runtime libraries!), but couldn't get the ROM cart part of it working (since there doesn't seem to be any info around about exactly how to get the ROM carts working!!!). I would really appreciate it if someone could shed some light on that as it would be good to test the new dumps in Makaron to make sure they are good. So I decided to look at the GDROM based games. I picked GDL-0007A that I dumped some time ago. You should all know that is 'Capcom Vs SNK 2 Millionaire Fighting 2001' right? Well I thought so too. After hacking out track 3 from the CHD by using CHDMAN then BIN2ISO then ISOBUSTER (OMG come on guys this is 2009 now, can't we just support the official CHD and be done with all the hacking??), decrypting it (using a program that comes with Makaron) and then running it in Makaron it seems we have a new game! It seems if you run it with a Revision D Japanese BIOS (EPR-21576D) it comes up as 'Mark Of The Millennium' and with Revision G Japanese BIOS (EPR-21576G) it comes up as 'Millionaire Fighting'. It's funny that no one realised. The rest of the game is identical, of course. I wonder if any other games come up with alternative titles when run with a BIOS of the same region but different revision?
- 0.130u4: NAOMI updates: [Angelo Salese, David Haywood]: Added H-Blank IN interrupt hook-up. Generate a few more interrupts (ISP end of render, VIDEO end of render). Some minor improvements to the irq system. Added a bunch of Maple-DMA fixes, now moeru boots too.
- 0.130u3: Angel Salese improved the Wave-DMA behaviour in NAOMI and added PVR-DMA support. ElSemi and Angelo Salese added direct mode JVS command, used by the I/O for the later NAOMI games. NAOMI video cleanups/reworking [David Haywood]: Many NAOMI tweaks and improvements, plus a number of new sets added but with no credit specified. Added button 4-6.
- 5th April 2009: DEmul 0.5.3 WIP - Changelist: Vertical shooters screen rotate. Screen filter shaders similar to Pete OGL2 plugins (find examples at GPU). SPU sync and buffer options. Added all NAOMI/NAOMI2 dumps (not tested at all). Autosave SRAM/EEPROM settings. FLASH file autocreation. Fixed sound in most arcade games. Added multiple ROM path support.
- 30th March 2009: Angelo Salese - I'm been busy with the Sega NAOMI HW stuff with Haze and ElSemi. Thanks to the latter, I've implemented a JVS unimplemented I/O command used by the later games of this hardware. Now Ikaruga (and others) can be coined up and are playable (although still in wire-frame)...
- 29th March 2009: DEmul 0.5.2 WIP - Changelist: Atomisware support. Optional multithread SPU & GPU support. Implemented render-to-texture technique (fixed REZ, RE:CV, CT, ILLBLEED). Smooth texture palettes. Fixed AICA DMA. Added new DMA for PVR2 (fixed Sonic Shuffle). Fixed errors in the GD-ROM DMA, fixed launch WINCE GD-ROM. Optional SPU DSP. Video framelimit. X64 binaries.
- 0.130u2: Some various NAOMI improvements and SH4 hacks to get more NAOMI games booting farther [Angelo Salese, David Haywood].
- 25th March 2009: David Haywood - After hacking in some basic MMU support to the SH4 core, a couple more things boot (Border Down and Ikaruga). The majority of the 3rd party NAOMI games are built with an SDK version which requires the MMU, so, this resulted in quite a few more showing some graphics. Until I implement some kind of texture mapping for the 3D stuff you'll have to enjoy glorious wireframe.
- 23rd March 2009: Guru - NAOMI 2 + Dimm board arrived from Japan.
- 22nd March 2009: David Haywood - I recently fixed a few NAOMI bugs, and now Capcom vs SNK actually gets past the character select screens, and ingame. It runs at about 20% speed on my 3Ghz C2D, and that's without any real 3D emulation, but it's pretty cool to see all the same (and you can actually 'play' if you don't mind most of the graphics being blocks of nothing). Both this and Guilty Gear look like they could be potential 'first base' emulation targets for MAME's NAOMI emulation. I'll see if I can get them there.
- 0.130u1: David Haywood added idle skipping and a number of new sets to the NAOMI driver.
- 0.129u6: Yasuhiro Ogawa fixed descriptions of the games running on NAOMI series hardware and NAOMI game list.
- 23rd January 2008: Guru - NAOMI emulation is getting better so there's more focus to get more of the games dumped. Particularly the ROM carts. However there's a couple of issues. Some carts use strange ROMs that are not dumpable and all of them will take serious time to dump the normal way (remove surface mount ROMs and read, then put back etc) due to the large amount of ROMs on the boards. After discussing this problem with ElSemi, he's come up with a solution which allows dumping the carts while they are plugged into a NAOMI unit using a custom PIC-based NAOMI JVS adapter linked to a PC via USB that he developed. Initial tests proved positive but more tests are required and a custom NAOMI BIOS needs to be created and extensively tested.
- 0.129: Aaron Giles fixed assertion in all NAOMI sets.
- 27th November 2008: Guru - Various junk NAOMI pieces arrived this week, incl. 2 main boards, 2 GDROM units, and 2 DIMM units, possibly for decapping of the custom chips or other scientific experiments.
- 0.128u4: Added machine\naomibd.c and includes\naomibd.h. NAOMI improvements [Samuele Zannoli]: This patch implements a "plug-in board" device for the NAOMI. It represents the rom boards for the various games and the dimm board for the gdrom. Now the dimm board part contains only a routine to load the "rom file" from the gdrom chd, but in the future it will be fully implemented with its own sh4 processor, security chip and so on. Extracted .rom files are no longer needed, rom file is extracted in code from the CHD.
- 0.128u3: NAOMI update [R. Belmont]: Unmapped words in the AICA address range must read as zero.
- 0.128u2: NAOMI / DC improvements [Samuele Zannoli]: cvs2gd stops looping forever. However with no 3D emulation nothing is shown on the screen. Implemented the NAOMI RTC and there are a few verbose messages about transfers not implemented yet.
- 0.128u1: Kingshriek fixed AICA sample addressing for the full 8 MB.
- 0.127u5: NAOMI update [Samuele Zannoli]: Now show the contents of the framebuffer if the 3D accelerator is not used so that now the atomiswave logo and messages are shown (if you wait enough). Removed a maple bug (no more strange messages in cvs2gd). Improveed documentation of the communication registers with the dimm board. If DEBUG_VERTICES is defined as 1 the vertices sent to the tile accelerator are collected and then drawn connected by a segment to give a wireframe-like view of the scene. Brian Troha added newest NAOMI 2 BIOS.
- 0.127u3: David Haywood started adding NAOMI2 sets. Started changing NAOMI GDROM sets to load the CHDs. Also moved all NAOMI-GD keys to external.
- 0.127u1: SH4, NAOMI and Hikaru updates [Samuele Zannoli]: Fixed SH-4 core to support multiple SH-4s. Fixed LDCSR instruction. Fixed SH-4 I/O ports. Skeleton Hikaru driver with memory maps and both SH-4s. Fixed JVS/Maple translation so NAOMI 2 BIOS runs.
- 0.126u5: Guru added README for NAOMI.
- 0.126u3: NAOMI updates [Samuele Zannoli]: Refactors many global and static variables in video\dc.c into a structure to hold the tile accelerator state. Textures should be better decoded with more pixel formats. Adds placeholders for some register probably used by the dimm board. Corrects a little error in a rom board register (very important, now at least the gdrom games try to start). AICA updates [Deunan Knute, ajax16384, R. Belmont]: Fixed ADPCM decoder to remove bad optimization and match YMZ280B. DC offset is fixed and output quality is higher. Improved handling of slot monitor and timers B and C. Simplified interpolation code.
- 30th July 2008: Guru - ElSemi designed a nice circuit to dump PIC and GDROMs. I've just completed building it and wiring it up. Mine is somewhat sexier than ElSemi's proto though (the first pic) with white letters and blue backlight. Update: The fun has ended. Around 20 seconds per PIC and 20 minutes per GDROM and the job was done. You might notice some additional 'random' numbers now added to the NAOMI Dump Status page and a LOT more light green.
- 20th July 2008: Guru - NAOMI I/O board (with Toshiba MCUs) arrived. Thanks to a couple of people that donated some postage bucks, another package arrived from Japan a few days ago.
- 0.126u1: Added machine\gdcrypt.c (DES decryption, used by GD-ROM based titles).
- 0.126: AndyGeezer added new Ferrari F355 USA BIOS to NAOMI.
- 4th July 2008: Guru - NAOMI DIMM board arrived a couple of days ago. I've just dumped the DIMM firmware (look closely, it's the TSOP56 flashROM located in the middle of the board), so that's another piece of the NAOMI puzzle sorted.
- 0.125u7: Brian Troha and Guru added additional NAOMI BIOSes.
- 0.125: Kingshriek fixed an envelope corner case in the AICA.
- 0.124u1: R. Belmont and ElSemi added a little magic to make the Atomiswave BIOS try to be more verbose, but our video emulation isn't good enough to cooperate. Kingshriek and Deunan Knute fixed encoding/decoding of negative denormal floats in the AICA/SCSP DSP. Shouldn't actually affect any games.
- 0.123u6: Zsolt Vasvari fixed AICA memory leak. Fixed debug assertion in NAOMI driver.
- 0.123u4: NAOMI update [R. Belmont]: Use defines instead of magic numbers for IRQ sources and added VBL-out.
- 0.123u2: Added and hooked up AICA (NAOMI sound chip) [ElSemi, Deunan Knute, kingshriek, R. Belmont]: NAOMI boot sounds now play. Since it's an SCSPx2 with ADPCM instead of FM it's already feature-complete except filter envelopes. A bug in the ARM7 core causes incorrect pan/level values to be computed in e.g. the NAOMI SOUND TEST menu. This is not a defect in the AICA. Samuele Zannoli added missing SH4 instructions and bugfixed the FPU. Improved NAOMI I/O board emulation and added working controls. Added Player 2, 8-way Joystick, 3x buttons and 2x coin slots.
- 20th February 2008: R. Belmont - Samuele Zannoli is at it again. Here's a few SH-4 bugfixes and NAOMI I/O board improvements later... I've also further improved the NAOMI audio emulation. No new samples this time, sorry.
- 17th February 2008: R. Belmont - A couple of nice coincidences linked together today. First up, I submitted the AICA core to MAME so NAOMI now has sound. Secondly, MAME Italia dumped the NAOMI game Toy Fighter, which successfully gets into it's test mode (gameplay doesn't work). Test mode includes the sound test, and here's what it sounds like (http://rbelmont.mameworld.info/naomi.mp3), with the "load times" cut out to make things managable. The first thing you hear is the NAOMI boot chimes - they're supposed to not be very loud, so do not crank your volume when you hear them. After that is song #1 in Toy Fighter's sound test.
- 0.123u1: NAOMI/DC updates [Samuele Zannoli]: Added SH4 I/O ports. Connected the 93C46 of the NAOMI and the x76f100 of the rom board and filled them with dummy data to satisfy the BIOS. Implemented some of the JVS transfers that will be needed to use the controls. Implemented ROM board DMA. Set proper NAOMI ram sizes (32 MB main, 8 MB for AICA). Improved PVR-TA graphics emulation. Deunan Knute set proper ARM7 clock for NAOMI. Arzeno Fabrice added HOTD2-specific BIOSes. Changed ARM7 CPU2 clock speed to 2822400 Hz.
- 8th February 2008: R. Belmont - I'm working on emulation of the AICA (the Dreamcast/NAOMI/Hikaru sound chip) behind the scenes with kingshriek and Deunan Knute (the Makaron author). Since AICA is basically an SCSP with double the voices and a few feature tweaks the obvious basis was MAME's now reference-quality SCSP emulation. That's allowed us to get to a pretty good state in a short amount of time. The ADPCM sample type isn't quite right yet, but the basic functionality and effects DSP are working. You can take a listen to the current code playing a piece from Sakura Taisen 4 right here (http://rbelmont.mameworld.info/sakutai4.mp3). Note: This is via a DSF rip, it doesn't mean Dreamcast works in MESS.
- 3rd February 2008: Guru - I dumped all of the NAOMI GDROMs I have here so maybe we'll see some progress on that one day.
- 0.122u7: Brian Troha added all the known NAOMI BIOS dumps along with descriptions and information about region bytes & version numbers.
- 22nd January 2008: drkIIRaziel - NAOMI .. or not ?: It seems that the NAOMI 2 BIOS just wanted some DIMM emulation to get to the error screen. NOTE: NAOMI1 or NAOMI2 GDROMS are STILL FAR AWAY FROM RUNNING.Dont get too excited. I must apologise to the ppl with slow connections but meh. Fixed some misc stuff on input etc. Update: Got the roms mapped to ram & implemented the basic I/O needed to make BIOS happy. I was messing today with some old NAOMI emulation code and after fixing some stuff on the dynarec/PowerVR plugin i got the NAOMI BIOS running .Lets see how hard it will be to get it to boot a game now.
- 18th January 2008: Corrado Tomaselli dumped NAOMI BIOS.
- 0.122u4: Updated NAOMI driver, now boots and shows some test menus (press F2 to get into test, use 9 to navigate). Also hooked up ROM board PIO and skeleton for DMA [R. Belmont, Samuele Zannoli, ElSemi]. Changed visible area to 640x480.
- 5th January 2008: R. Belmont - A little help from my friends: Some small progress. Big thanks to the hero of Chankast, the man they call ElSemi for some technical details. You'd think Sega would have given up on throwing random weirdness into their hardware by this point. You'd be wrong.
- 4th January 2008: R. Belmont - World of wonders: It turns out that Samuele Zannoli, who's been fixing up the SH-4 CPU core, had a little something extra to go with it... (NAOMI BIOS screenshot). Don't get too excited, we're still a long way from playable games, and the speed is pretty bad.
- 0.122u3: R. Belmont implemented a few SysCtrl, Maple and PVR/HOLLY bits for NAOMI. The BIOS gets slightly further but is nowhere near starting up.
- 0.117u3: Added machine\dc.c, video\dc.c and includes\dc.h. R. Belmont added some more setup code for the NAOMI driver. Changed ARM7 CPU2 clock speed to 45MHz.
- 0.117u2: More SH-4 core improvements [Samuele Zannoli]: Fixes some problems in the disassembly and instruction execution from the previous patch. Adds interrupt management. Implements register bank switching. Adds RTC timer counters. Adds memory refresh timer. Adds three timers of the TMU. Adds a configuration structure that specifies the processor mode pin settings. Internal processor clock frequencies calculated from mode pins and cpu clock. Systems using the sh4 processor secify its configuration structure.
- 0.116u1: Added cpu\sh4\sh4regs.h. SH4 CPU core improvements [Samuele Zannoli]. Corrected opcode decoding and decodes all opcodes of SH4. Corrected disassembly and added support for all instruction of SH4 not in SH2. Now disassembles all fpu instructions. Changed cpu to little-endian (SH4 can be either big or little). Corrected which data is read and written from memory. Added registers fpul and dbr. Added (non-fpu) instructions of SH4 non present in SH2. Added four fpu instructions. Modified memory-mapped internal register management so that all internal registers can be actually used. Added file sh4regs.h with defines for all sh7750 internal registers. Implemented internal registers for memory refresh. Removed some internal registers of sh2 not present in SH4. Added preliminary support for internal cache used as ram.
- 0.114u1: Added naomi.c driver. Added skeleton driver for Dreamcast-based systems. R. Belmont added very preliminary SH4 CPU core.
- 30th March 2007: Guru - One other free Atomiswave cart with Japanese text (i.e. unknown ATM) just arrived, the next haul from Japan. I suspect that many more free Atomis carts will be coming off the arcade floor eventually because they don't seem to last long in Japan before people are tired of them and revenue drops to zero.
- 21st February 2006: R. Belmont - Suppose the Dreamcast had hung on and perhaps even knocked out the Xbox or Gamecube. What kinds of crazy hidden powers would developers be pulling out of it now? Look no further than the latest NAOMI games. Yeah, NAOMI has more RAM, but the ports released during the DC's lifetime didn't exactly show huge degredation. Anyway, one of the great untapped resources in the DC was it's AICA audio chip - in every respect it's roughly 2-3 times more powerful than the Saturn and Model 2/3's already formidable SCSP, but Dreamcast games tended to just stream their music and ignore the available synthesis power. On arcade platforms it's much harder to justify streaming so NAOMI games tend to let the AICA really come out and play. So what all this is leading up to is that Warashi has posted an OST MP3 from their gorgeous new NAOMI shmup Trigger Heart Execelica. You can have a listen right here (http://www.warashi.co.jp/exelica/exelica_stage_1.mp3) and think about what might have been. (Even if you don't like the actual musical style, which is distinctly 80s synthpoppy, just listen to the quality of the instruments).
- 11th August 2003: Guru - A Slash Out GDRom version arrived. I've been fairly busy over the past week so didn't get chance to update here. However, this stuff arrived just recently thanks to MAMEworld contributions. Also picked up a Dreamcast Broadband Adapter. So hopefully there will be some NAOMI GD-ROM dumps coming soon.
- 5th July 2003: Guru - Just picked up a cheap Dreamcast bundle, which will be hopefully used to dump NAOMI GDROMs.
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