OutRunners (US)


Immagine gioco: OutRunners (US)
   
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 Descrizione 
Nome romset orunnersu.zip
Anno di produzione: 1992
Produttore: Sega
Questo gioco Ť il clone di: OutRunners (World)

Genere del gioco: Guida
Categoria: Guida / Corsa (Soggettiva)

 Emulazione 
Questo gioco funziona in MAME con problemi Questo gioco funziona in MAME con problemi
In MAME dalla versione: .067
Salvataggio state: Non supportato
Stato dell'emulazione: Buono
Emulazione colore: Buono
Emulazione sonoro: Buono
Emulazione grafica: Imperfetto
Dimensione palette: 32768
Il driver di questo gioco in MAME Ť: segas32.c - Leggi il codice

  Dati tecnici 
Questo gioco utilizza 2 schermi:
Schermo 1:
  Tipo di grafica: Raster
  Orientamento schermo: Orizzontale
  Risoluzione del gioco 416 x 224 @ 60.000000
Schermo 2:
  Tipo di grafica:
  Orientamento schermo: Orizzontale
  Risoluzione del gioco 416 x 224 @ 60.000000
Numero di giocatori: 1P
Controllato con:
 
 
Numero di pulsanti: 5

 Dati Scheda 
Il ROMset si compone di 17 ROM (15 del set parent, 2 del set clone)
Riferito alla versione MAME: 0.152

NomeDimensioniCRC32SHA1FunzionamentoNel romset
epr15618.3713107225647f76 9f882921ebb2f078350295c322b263f75812c053 good orunnersu
epr15619.401310722a558f95 616ec0a7b251da61a49b933c58895b1a4d39417a good orunnersu
mpr15538.bin52428893958820 e19b6f18a5707dbb64ae009d63c05eac5bac4a81 good orunners
mpr15539.bin524288219760fa bd62a83de9c9542f6da454a87dc4947492f65c52 good orunners
epr15550.bin5242880205d2ed 3475479e1a45fe96eefbe53842758898db7accbf good orunners
mpr15548.bin2097152b6470a66 e1544590c02d41f62f82a4d771b893fb0f2734c7 good orunners
mpr15549.bin209715281d12520 1555893941e832f00ad3d0b3ad0c34a0d3a1c58a good orunners
mpr15540.bin2097152a10d72b4 6d9d5e20be6721b53ce49df4d5a1bbd91f5b3aed good orunners
mpr15542.bin209715240952374 c669ef52508bc2f49cf812dc86ac98fb535471fa good orunners
mpr15544.bin209715239e3df45 38a7b21617b45613b05509dda388f8f7770b186c good orunners
mpr15546.bin2097152e3fcc12c 1cf7e05c7873f68789a27a91cddf471df40d7907 good orunners
mpr15541.bin2097152a2003c2d 200a2c7d78d3f5f28909267fdcdbddd58c5f5fa2 good orunners
mpr15543.bin2097152933e8e7b 0d53286f524f47851a483569dc37e9f6d34cc5f4 good orunners
mpr15545.bin209715253dd0235 4aee5ae1820ff933b6bd8a54bdbf989c0bc95c1a good orunners
mpr15547.bin2097152edcb2a43 f0bcfcc749ca0267f85bf9838164869912944d00 good orunners
mpr15551.bin20971524894bc73 351f5c03fb430fd87df915dfe3a377b5ada622c4 good orunners
mpr15552.bin20971521c4b5e73 50a8e9a200575a3522a51bf094aa0e87b90bb0a3 good orunners


:  Gioco Parent
:  Gioco Clone
:  BIOS

Le dimensioni del file orunnersu.zip sono 123.4 Kbytes (compresso)

 Informazioni 
HISTORY

Out Runners (c) 1992 Sega.


Da 1 a 8 giocatori (in quest'ultimo caso é richiesto l'utilizzo di cabinati collegati in rete) competono in questo colorato aggiornamento del classico del 1986 "Out Run". Out Runners presenta i percorsi multipli dell'originale ma questa volta include un gran numero di veicoli selezionabili, ognungo dei quali con i propri punti di forza e debolezze, come maggior velocitá o miglior guidabilitá. Out Runners cattura lo spirito di Out Run aggiungendo personaggi, comicitá, numerose colonne sonore selezionabili (inclusa una radiocronaca della gara di Jake Elwood) e una scorrevole esperienza di guida, interrotta appena dagli schianti.


- DATI TECNICI -


Sega System Multi 32 hardware


Processore Principale : V70 (@ 20 Mhz), Z80 (@ 8.053975 Mhz)

Chip Audio : YM3438 (@ 8.053975 Mhz), MultiPCM (@ 8.053975 Mhz)


Giocatori : 2

Controllo : volante

Pulsanti : 5


- CURIOSITA' -


Nonostante la schermata del titolo riporti '1992', "OutRunners" fu pubblicato nel Maggio 1993 in Giappone.


Il nome del DJ (Jake Elwood) é una combinazione dei nomi dei personaggi principali (Joliet "Jake" e "Elwood" Blues" del film del 1980 "The Blues Brothers".


"Magical Sound Shower", "Passing Breeze" e "Splash Wave" sono le colonne sonore originali di Out Run che sono presenti anche in "Out Runners" - anche se in forma "migliorata". I creatori di Out Runner, il gruppo AM2 (guidato da Yu Suzuki), ha creato anche questi altri famosi giochi Sega:

"After Burner" (1987)

"Enduro Racer" (1986)

"F1 Exhaust Note" (1991)

"Galaxy Force" (1998)

"G-Loc - Air Battle" (1990)

"GP Rider" (1990)

"Hang-On" (1985)

"Out Run" (1986)

"Rad Mobile" (1990)

"Space Harrier" (1985)

"Super Hang-On" (1987)

"Super Monaco GP" (1989)

"Turbo Out Run" (1989)

"Virtua Fighter" (1993)

"V.R. - Virtua Racing" (1992)

"Out Run 2" (2003)


Una lista di giochi estremamente impressionante per gli standard di chiunque.


Toshiba EMI ha pubblicato la colonna sonora in edizione limitata di questo gioco (Virtua Racing & Out Runners - TYCY-5365) il 15/12/1993.


- AGGIORNAMENTI -


La versione USA è leggermente differente, ha la schermata "Winners Don't Use Drugs" su uno schermo e la schermata "Recycle It, Don't Trash It!" sull'altro.


- CONSIGLI E TRUCCHI -


* Per avere Jingle Bells come musica di sottofondo, devi iniziare una gara. In un qualsiasi momento della gara, premi contemporaneamente i pulssanti per il passaggio alla stazione precdente e successiva.


* Per inserire il tuo nome nelle graduatorie dei migliori di "Out Runners", termina il gioco prima che il tempo finisca.


- SERIE -


1. Out Run (1986)

2. Out Run 3-D (1989, Sega Master System)

3. Battle Out Run (1989, Sega Master System)

4. Turbo Out Run (1989)

5. Out Run Europa (1991, Sega Game Gear)

6. Out Runners (1992)

7. Out Run 2019 (1993, Sega Mega Drive)

8. Out Run 2 (2003)

9. Out Run 2 SP - Special Tours (2004)


- STAFF -


Musiche composte da : Takayuki Nakamura, Takenobu Mitsuyoshi, Hiroshi Miyauchi


- CONVERSIONI -


* Console:

Sega Mega Drive (1994)


- FONTI -


Rom del gioco.

Immagini del cabinato.

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 orunners

0.104u8 [Arzeno Fabrice]

0.67 [Jason Lo, R. Belmont]


WIP:

- 0.146: ShouTime added clone OutRunners (Japan).

- 0.133u1: Renamed (orunneru) to (orunnersu).

- 0.111u1: Roberto Zandona fixed EEPROM saving in OutRunners.

- 0.104u8: Arzeno Fabrice added OutRunners (World). Renamed (orunners) to (orunneru).

- 0.86u4: Curt Coder changed description to 'OutRunners (US)' as per title screen and flyers.

- 0.84u5: Replaced Stick controller with Paddle.

- 0.75: Aaron Giles fixed bug in the time accounting for the V60 which was causing Outrunners to run with flickering sprites and slow music. Kobat and Olivier Galibert fixes another V60 bug introduced in 0.74u2 which broke the v70 games (and further broke Outrunners).

- 0.72: Outrunners is currently still broken due to problems with the V60 and recent timer updates, sorry.

- 0.68: Added dualscreen support (2x 416x224) and 'Monitors' dipswitch. Removed 6th button.

- 9th April 2003: David Haywood fixing the title screen in Outrunners.

- 0.67: Jason Lo and R. Belmont added Outrunners (US) (Sega 1992) with Sega 315-5560 "MultiPCM" sound chip emulation. Boot and are playable, but some gfx problems.

- 4th April 2003: Jason Lo submitted major improvements to the Sega System Multi 32 driver, Hard Dunk and Outrunners are playable though they have a few graphics glitches. David Haywood fixed the row scroll / row select in Outrunners.

- 31st January 2003: R. Belmont sent in a very preliminary System 32 Multi driver in which basically only the MultiPCM sound works, nothing else.


LEVELS: 5

Informazioni su segas32.c (Driver MAME)


0.97u5 [Aaron Giles]

0.89u5 [David Haywood]

0.67 [Jason Lo, R. Belmont]

0.56 [David Haywood, Olivier Galibert, R. Belmont, Farfetch'd]


TODO:

- Fix protection

- Fix jpark correctly


NOTES:

- Hardware: Sega System32: 5-layer tilemap hardware consisting of 4 independant rom-based layers with linescroll, lineselection, linezoom and window clipping capability and one simpler ram-based text plane. Mixed ram/rom sprite engine with palette indirection, per-color priority (thankfully not actually used). The sprite list includes jumping and clipping capabilities, and advanced hot-spot positioning. The mixer chip adds totally dynamic priorities, alpha-blending of the tilemaps, per-component color control, and some other funnies we have not been able to decypher.


Bugs:

- All sega32 sets except brival, brivalj: MAME opens window/screen too big. haynor (ID 05337)


WIP:

- 0.147u1: Added the ROM board Sega ID# to Jurassic Park [Brian Troha].

- 0.146u1: Documentation update. Updated Sega game ID codes & PCB #'s, for Alien 3: The Gun, F1 Exhaust Note, Outrunners, Rad Mobile and Rad Rally. Documented known Rad Mobile Upright versions listed from manuals currently not dumped. Minor doc update, added more game & romboard ID #s [Brian Troha].

- 0.145u7: Miodrag Milanovic fixed segas32_common_init. Brian Troha added Sega game ID# & rom board ID# to Holosseum.

- 0.141u3: hap fixed crash: "Called save_item on a non-fundamental type!" in all sets using Sega/Yamaha 315-5560 (MultiPCM).

- 0.140u2: The Dumping Union corrected several rom names in the Sega System32 driver. Most notably the correct revision for Spider-man & Golden Axe II US sets.

- 0.137u4: Howard Casto hooked up all System 32 digital outputs for all games (radm, alien3, radr, f1en, arescue, f1lap, jpark, slipstrm, orunners, harddunk, scross and titlef). Emulation needs to progress more on the analog output data before those outputs can be hooked up.

- 0.129u6: Mr. Do added layout\radr.lay.

- 0.125: Aaron Giles fixed space_map_range error.

- 0.118u3: Changed NEC V30 CPU core to use a 16-bit data bus [Aaron Giles, Phil Bennett, Pierpaolo Prazzoli].

- 0.114u1: Derrick Renaud fixed analog pedal input in the System 32 drive games (f1en, orunners, radr, slipstrm and radm).

- 0.111u1: Roberto Zandona fixed EEPROM saving in OutRunners (same problem for all multi32 games).

- 0.106u8: Added layout\dualhsxs.lay.

- 0.106u6: Updated Sega multi-32 driver to support multiple screens (2x 416x224) [Aaron Giles].

- 0.104u7: Anonymous fixed indirect palettes in the System 32 driver. This fixes SegaSonic The Hedgehog graphics finally.

- 0.102u2: Some minor cleanups to the System 32 driver. Air Rescue and F1 Exhaust Note now share common multi-PCB faking logic [Anonymous].

- 0.98u3: Some more minor fixes to System 32 sprites [Aaron Giles].

- 0.97u5: Merged multi32.c with segas32.c driver. Added includes\segas32.h. Removed vidhrdw\system32.c. Aaron Giles connected Sega Multi 32 games up using the new System 32 code. Replaced V60 with V70 CPU. Fixed cpu2 rom address. Changed visible area to 832x224. Removed 'Monitors' dipswitch in all Multi32 games.

- 0.97u4: Rewrote the System 32 sprite mixer layer to support accurate implementation of the alpha blending modes. Sprite shadows and several other effects are still not yet implemented. And it's much slower than before [Aaron Giles].

- 0.97u3: Fixed System 32 cpu2/gfx2 rom loading.

- 24th June 2005: Charles MacDonald - I've been making a lot of progress with the System 32 hardware. Most everything has been documented at this point, currently I'm working on the mixer chip. It's responsible for combining all the display layers (five tilemaps, a bitmap, and sprites) based on priority and applying special effects such as blurring and alpha blending. I've also looked at the random number generator, which I'll discuss here. The random number generator is a 16-bit register mapped throughout the $D80000-$DFFFFF range. Writing to it sets the seed value. It is clocked asynchronously rather than by access from the V60, so continually reading it does not produce an exact dump of the values it generates. Furthermore things like the V60's prefetch queue make it difficult to synchronize the CPU with running instruction sequences, so even the same code that reads the random number generator several times will have slightly different values depending on how quickly the V60 processes it. For example, you could assume the mov.d (64-bit) and mov.w (32-bit) transfer instructions issue four or two back-to-back memory read bus cycles, respectively. If the random number generator was clocked at a slower rate, mov.d would capture more data than mov.w does when they are used repeatedly to dump the output. However the data read does not resemble any part of the data captured using mov.w, meaning that the random number generator is updated faster than the V60 can access in a best case situation. One possible solution would be to cut the trace to the clock input (there are two of them, 16 and 8 MHz) on the custom chip that contains the random number generator hardware and connect it to a spare I/O port pin, allowing it to be manually clocked through software. I had done a similar thing on System 24 to determine how the timers were implemented, so it can work in the right circumstances. But the same chip also controls many other aspects of the hardware and this might prevent the system from running. It would only work if one of the clock inputs was used for non-critical functions as well as the random number generator. I've got two spare boards and may try this eventually. Perhaps it is possible to determine how the random numbers are generated without having a sample of every possible state. I wouldn't mind hearing from people with some experience on this subject.

- 0.97u2: Added vidhrdw\segas32.c. System 32 and Multi System 32 games are seriously under construction now. Do not report any bugs against them [Aaron Giles].

- 15th June 2005: Charles MacDonald - I've been using Aaron's V60 assembler to develop test programs for the Sega System 32 platform. The video hardware seems to be a precursor of what's in the Sega Saturn's VDP1/2 chips, which makes it interesting to study but also quite complex. Thankfully I've done a lot of work with the Saturn in the past. I picked up some related PCBs as well; two DBZ V.R.V.S boards (I can confirm that it is a terrible game, ironically these were conversions from Arabian Fight and Dark Edge) and I'm expecting a System Multi 32 "Title Fight" board to arrive soon.

- 0.97u1: Began cleanup of the Sega System 32 driver [Aaron Giles]: Things may not work as well as before; this will be fixed over time. Do not report bugs on it. Also changed V60 CPU to clock multiple cycles per instruction instead of requiring every driver to divide the clock; updated all drivers to use the correct clock speed. Changed V60 CPU1 clock speed to 16107950 Hz and Z80 CPU2 and the 2x YM3438 to 8053975 Hz. Changed visible area to 416x224 and user1 roms to cpu1 (100000/100001). Aaron Giles changed V60 CPU to clock multiple cycles per instruction instead of requiring every driver to divide the clock; updated all drivers to use the correct clock speed. Changed V60 CPU1 clock speed to 16107950 Hz, Z80 CPU2 to 8053975 Hz and the 2x YM3438 to 8053975 Hz. Changed visible area to 416x224. Changed V60 CPU1 clock speed to 20MHz in the Multi32 games.

- 0.96u4: Aaron Giles rewrote the RF5C68 sound emulator from the specs, improving sound in the System 18/32 games. Changed RF5C68 sound clock speed to 12.5MHz.

- 0.96: Brad Oliver fixed endianness problems in the Sega System 32 games rom loading.

- 0.93: Added clock parameter to RF5C68 sound (9MHz) and to MultiPCM sound (8053975 Hz).

- 0.89u5: Changed system32.c to segas32.c driver. Added machine\segas32.c. Started minor cleanup of System 32 driver (some things are probably broken for now) [David Haywood]. Changed V60 CPU1 clock speed to 1.6MHz and Z80 CPU2 to 8MHz and region cpu1 ($100000/100001) to user1 in all games. TODO: There are still MANY issues with the system 32 driver, mostly video related. Bitmap enable is not understood (rad mobile, rad rally 'Winners Don't Use Drugs' and rad rally title screen). Background pen / solid tilemap not understood (rad rally course select *many* other places). Clipping windows not fully understood for tilemaps or sprites. Flip bits for tilemaps unknown (svf uses a kludge). Priorities are wrong (needs full priority buffer rendering). Protection is also a serious problem in several games. Readd code for jpark cabinet (it was never right anyway). Which IO ports should be considered custom? Move alien3 / jpark to custom io. Readd random number generator.

- 0.75: Fixed another V60 bug introduced in 0.74u2 which broke the v70 games (and further broke Outrunners) [Kobat, Olivier Galibert].

- 0.68: Various System 32 updates (priority, SVF pitch etc.) [Acho A. Tang, Jason Lo, David Haywood]. Note, theres a chance some things may be broken.

- 7th May 2003: Acho A. Tang submitted a small sprite drawing speedup to the Sega System 32 driver.

- 22nd April 2003: Jason Lo added dual screen support, added sprite shadows and improved the graphics priorities in the Sega System Multi 32 driver.

- 9th April 2003: David Haywood fixed the rowscroll / rowselect in Sega System 32 graphics emulation, fixing the title screen in Outrunners, playfield in Super Visual Football, floors in Arabian Fight and Burning Rival and mirror view in Rad Rally.

- 0.67: Added multi32.c driver. Sega 315-5560 "MultiPCM" sound chip emulation [R. Belmont]. TODO: I/O bits including controls. Fix remaining Gfx problems convert from using the 16-bit V60 to the 32-bit V70 (I'm doing this later as I couldn't get it to boot with the V70 for now and the gfx hardware is easier to work with this way). Support both monitors.

- 4th April 2003: Jason Lo submitted major improvements to the Sega System Multi 32 driver, Hard Dunk and Outrunners are playable though they have a few graphics glitches. David Haywood fixed the row scroll / row select in Outrunners.

- 0.65: Added machine\random.c/h.

- 2nd February 2003: David Haywood converted the Sega System 32 driver for the tilemap system and added preliminary alpha blending emulation.

- 31st January 2003: R. Belmont sent in a very preliminary System 32 Multi driver in which basically only the MultiPCM sound works, nothing else.

- 21st January 2003: David Haywood added the RGB brightness control to the Sega System 32 driver, fixing colored light effects in Alien≥ and lightning effects in Jurassic Park.

- 19th January 2003: David Haywood further improved the Sega System 32 driver background graphics emulation, adding support for changing resolution on demand.

- 18th January 2003: David Haywood improved the Sega System 32 driver background graphics emulation, though it's still far from perfect.

- 0.63: Added vidhrdw\system32.c.

- 1st December 2002: Stephane Humbert fixed various parts of the inputs in the Sega System 32 driver.

- 29th November 2002: David Haywood fixed the controls in Alien3 in the Sega System 32 driver, and it's completely playable now although missing some background graphics.

- 28th November 2002: David Haywood sent in another update to the Sega System 32 driver with protection fixes for Burning Rivals, Arabian Fight and Golden Axe 2 from R. Belmont, improved inputs from Stephane Humbert and various improvements to the graphics emulation, making Super Visual Football, Burning Rivals, Rad Mobile, Rad Rally and F1 Exhaust Note playable.

- 27th November 2002: David Haywood sent in an updated Sega System 32 driver with improved palette handling thanks to R. Belmont.

- 24th November 2002: David Haywood fixed a small sprite placement bug in the Sega System 32 driver.

- 23rd November 2002: David Haywood added preliminary sprite support to the Sega System 32 driver, making Holosseum fully playable.

- 14th November 2002: R. Belmont added inputs and sound emulation to the Sega System 32 driver, but it's still missing graphics emulation.

- 0.56: Added system32.c driver.



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