mlanding Midnight Landing (Germany)

Immagine gioco: Midnight Landing (Germany)
Immagini disponibili:

Nome romset:
Anno di produzione: 1987
Produttore: Taito America Corporation

Genere del gioco: Guida
Categoria: Guida / Aereo

Questa macchina funziona correttamente in MAME Questa macchina funziona correttamente in MAME

Emulazione generale: Buono
Emulazione colore: Buono
Emulazione sonoro: Buono
Emulazione grafica: Buono
Salvataggio: Supportato

In MAME dalla versione: .107

Il driver di questa macchina in MAME è: mlanding.cpp - Leggi il codice

 Dati tecnici 
 Hardware di questa macchina:
  • CHIP [Mostra dettagli]

    M68000 ("maincpu")cpu 8000000 Hz
    M68000 ("subcpu")cpu 8000000 Hz
    Z80 ("audiocpu")cpu 4000000 Hz
    Z80 ("mechacpu")cpu 4000000 Hz
    TMS32025 ("dsp")cpu 32000000 Hz
    Speaker ("mono")audio
    YM2151 ("ymsnd")audio 4000000 Hz
    MSM5205 ("msm1")audio 384000 Hz
    MSM5205 ("msm2")audio 384000 Hz

  • Schermi [Mostra dettagli]

    Questa macchina utilizza un solo schermo:
      Tipo di grafica: Raster
      Orientamento schermo: Orizzontale
      Risoluzione 512 x 400 @ 54.112554 Hz

  • Numero di giocatori: 1P
  • Controlli [Mostra dettagli]


  • Dipswitch [Mostra dettagli]

    In grassetto i valori predefiniti
    Coin ModeMode A (Japan)
     Mode B (World)
    Test Mode 1Off
    Demo SoundsOff
    Coin A4 Coins/1 Credit
     3 Coins/1 Credit
     2 Coins/1 Credit
     2 Coins/1 Credit
     1 Coin/1 Credit
     1 Coin/1 Credit
     2 Coins/3 Credits
     1 Coin/2 Credits
    Coin B2 Coins/1 Credit
     1 Coin/1 Credit
     2 Coins/3 Credits
     1 Coin/2 Credits
     1 Coin/2 Credits
     1 Coin/3 Credits
     1 Coin/4 Credits
     1 Coin/6 Credits
    Allow ContinueOff
    Test Mode 2Off
    Coin A EnableOff
    Coin B EnableOff

  • ROM (16 della macchina) [Mostra dettagli]

    Riferito alla versione MAME: 0.181

    NomeDimensioniCRC32SHA1StatoNel romset
    ml_b0929.epr65536ab3f38f3 4357112ca11a8e7bfe08ba99ac3bddac046c230a good mlanding
    ml_b0928.epr6553621e7a8f6 860d3861d4375866cd27d426d546ddb2894a6629 good mlanding
    ml_b0927.epr65536b02f1805 b8050f955c7070dc9b962db329b5b0ee8b2acb70 good mlanding
    ml_b0926.epr65536d57ff428 8ff1ab666b06fb873f1ba9b25edf4cd49b9861a1 good mlanding
    ml_b0925.epr65536ff59f049 aba490a28aba03728415f34d321fd599c31a5fde good mlanding
    ml_b0924.epr655369bc3e1b0 6d86804327df11a513a0f06dceb57b83b34ac007 good mlanding
    ml_b0923.epr6553681b2c871 a085bc528c63834079469db6ae263a5b9b984a7c good mlanding
    ml_b0922.epr6553636923b42 c31d7c45a563cfc4533379f69f32889c79562534 good mlanding
    ml_b0935.epr32768b85915c5 656e97035ae304f84e90758d0dd6f0616c40f1db good mlanding
    ml_b0937.epr327684bdf15ed b960208e63cede116925e064279a6cf107aef81c good mlanding
    ml_b0934.epr655360899666f 032e3ddd4caa48f82592570616e16c084de91f3e good mlanding
    ml_b0933.epr65536f5cac954 71abdc545e0196ad4d357af22dd6312d10a1323f good mlanding
    ml_b0932.epr655364721dc59 faad75d577344e9ba495059040a2cf0647567426 good mlanding
    ml_b0931.epr655369c4a82bf daeac620c636013a36595ce9f37e84e807f88977 good mlanding
    ml_b0930.epr65536214a30e2 3dcc3a89ed52e4dbf232d2a92a3e64975b46c2dd good mlanding
    ml_b0936.epr819251fd3a77 1fcbadf1877e25848a1d1017322751560a4823c0 good mlanding

    :  Macchina Parent
    :  Macchina Clone
    :  BIOS
    :  Device


Midnight Landing (c) 1987 Taito America Corp.

Un simulatore di volo in 3-D.


Processore Principale : (2x) 68000, (2x) Z80

Chip Audio : YM2151, MSM5205

Giocatori : 1

Pulsanti : 6


Pubblicato nel Maggio 1987.

Midnight Landing è il primo vero simulatore di volo in Giappone.

Una versione prototipo fu testata nel 1986.

Gli sviluppatori del gioco volevano ambientarlo a mezzogiorno ma ciò non fu possibile per problemi tecnici.

8 anni dopo la pubblicazione di questo gioco, il famoso team di sviluppo di suoni Zuntata aggiornò la musica principale di questo gioco in "Landing Gear".

Pubblicazioni colonna sonora :

Kyukyoku Tiger - G.S.M. Taito 2 [Pony Canyon / Scitron - D28B0008 - 1988.11.21]


1. Midnight Landing (1987)

2. Top Landing (1988)

3. Landing Gear (1995)

4. Landing High Japan (1998)

5. Jet De GO! (2000, Sega Dreamcast)

6. Jet De GO! (2002, Sony PlayStation 2)

7. Jet De GO! Pocket (2005, Sony PSP)


Compositore : Shizuo Aizawa (Zuntata)


Rom del gioco.

Giochi Simili

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.

Informazioni su mlanding

0.107 [David Haywood]


- 0.150: Phil Bennett fixed Midnight Landing - Game now playable. DMA RAM appears to be double buffered, and the 68000s likely 8MHz. Fixes bad 'LANDING'/'COURSE OUT' text [Phil Bennett]. Added CPU board layout, based on small photo [hap]. Changed M68000 CPU1/2 clock speed to 8MHz, TMS32025 CPU5 to 32MHz, VSync to 54.112554 Hz, palettesize to 32768 colors and region unknown to adpcm2. Added 2nd MSM5205 (384000 Hz). Added dipswitches 'Coin A Enable', 'Coin B Enable', 2x 'Unused' and 'Unknown'.

- 31st August 2013: Phil Bennett - Owing to some great work from Kale and hap, emulation of Midnight Landing had improved over time but the game could still not be classed as playable. Having recently found a video recording of the game made from actual hardware, I decided to take another look at getting it working properly. The first difference I noticed was the lack of engine sound in MAME. I surmised that the engine sound circuit was similar to that of Top Speed; an MSM5205 ADPCM chip driven by a variable clock from a Z80 CTC. Sure enough, I was right. Next, I tried to figure out why the colours were incorrect. Midnight Landing's video hardware is an unusual design by Taito standards in that it is blitter based. There's 512KB of (CPU-accessible) video RAM, enough for two 520x400x8 video buffers (medium-resolution). There's also 32kx16 of palette RAM, though only 1024 entries are actually used. The raw graphics data is 4bpp and one of the blit parameters specifies a 4-bit palette value, which gives an 8-bit index into palette RAM. This only allows for 256 colours; so how is the full range of palette RAM addressed? Well, it turns out I'd overlooked the special 'clear' mode of the blitter. Video RAM regions are cleared twice; first to clear pixel data and then to set a 7/8-bit palette index for the region. This suggests there's only one 520x400x16 buffer but given that very little needs to be redrawn per frame (the instrument panel is mostly static and the background is entirely black) and most blits can likely execute within the vertical blank period, there's no need for double buffering. The final step was to fix the analog controls. The throttle and yoke controls are read as 12-bit values, and the existing hookup appeared to have the upper nibble and lower 8-bits swapped. Once corrected, the game became playable.

- 0.148u4: 12mhz TMS DSP? I doubt that this also fixes the arrow indicator 'gfx smear' bug. "sound cpu error" should be gone now, so cleaned up some of the sound code. ADPCM improvements and some misc changes. Small update on dips. Reimplemented analog controls, but it's still about as bad as it was before [hap]. Changed TMS32025 CPU5 clock speed to 24MHz. Changed region audiocpu ($14000) to unknown ($0). Removed 8-way Joystick and all buttons. Added dipswitches 'Coin Mode', 'Demo Sounds', 'Coin A/B' and 'Difficulty'.

- 0.142u3: Angelo Salese removed deprecat.h dependancy and updated irqs accordingly for Midnight Landing.

- 0.132u3: Angelo Salese fixed sub CPU reset line, main-to-sound CPUs communications, color banking and added PORT_TOGGLE for the inputs in Midnight Landing. Fixed analog inputs. Added DSP and background graphics. Fixed ADPCM rom loading. Phil Bennett fixed foreground framebuffer graphics. Added TMS32025 (12MHz) CPU5. Added dipswitches 'Cabinet', 'Test Mode /2', 'Allow Continue', 'Language' and '$2000-0 -> 7'. Changed description to 'Midnight Landing (Germany)'.

- 27th June 2009: Angelo Salese - Me and Phil Bennett moved our efforts over Midnight Landing, the first of the Taito Landing series. The main issue was mostly the "dot writings" that are the characteristic "night drawing" of this game. After some false mis-steps (that were even close to the current status), I've discovered that this game uses the same DSP as his sequel Top Landing (the TMS32025) for calculating the dot data to be displayed. Dox also pointed out that the "dot" data in reality is stored in the gfx ram, so in the real world the main 68k feeds some raw data to the sub 68k then the sub 68k processes this data and gives it to the DSP. The DSP then does some math operations and gives this data to the sub 68k and finally the sub 68k converts the data to the proper format and gives it back to the main 68k. In short, it's (unsurprisingly) an unoptimized mess. Game has still bugs (sound cpu comunications fails sometimes, palette banking isn't yet understood) and somebody should explain to me if there's particular rules about how to play this one (inputs doesn't seem to be consistant).

- 0.132u2: Angelo Salese improved sound and inputs in Midnight Landing. Changed number of buttons and coin slots to 2. Added dipswitches 3x 'SYSTEM' and 17x 'Unknown'.

- 0.130u1: Angelo Salese fixed Midnight Landing gfx bitplanes.

- 0.130: Angelo Salese hooked up paletteram in Midnight Landing.

- 0.111u4: Many improvements to the Midnight Landing driver, including partial sound, partial video emulation and controls. Still not working, though [Tomasz Slanina]. Added 2x Z80 (4MHz) CPUs and YM2151 and MSM5205 sound. Changed visible area to 512x400. Fixed rom loading. Added Player1, 8-way Joystick, Stick and 6x buttons. Added dipswitches 'Demo Sounds', 'Flip Screen' and 'test 1'.

- 30th July 2006: Tomasz Slanina - Some progress on Midnight Landing.

- 0.107: David Haywood added Midnight Landing (Taito 1990).

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