plygonet Polygonet Commanders (ver UAA)


Immagine gioco: Polygonet Commanders (ver UAA)
   
Immagini disponibili:





 Descrizione 
Nome romset: plygonet.zip
Anno di produzione: 1993
Produttore: Konami

Genere del gioco: Sparatutto
Categoria: Sparatutto / Guida 1a Persona

 Emulazione 
Questa macchina NON funziona in MAME Questa macchina funziona correttamente in MAME

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

In MAME dalla versione: .074u2

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

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

    NomeTipoClock
    M68EC020 ("maincpu")cpu 16000000 Hz
    DSP56156 ("dsp")cpu 40000000 Hz
    Z80 ("audiocpu")cpu 8000000 Hz
    Speaker ("lspeaker")audio
    Speaker ("rspeaker")audio
    K054539 ADPCM ("k054539_1")audio 18432000 Hz

  • Schermi [Mostra dettagli]

    Questa macchina utilizza un solo schermo:
      Tipo di grafica: Raster
      Orientamento schermo: Verticale
      Risoluzione 368 x 256 @ 60.000000 Hz

  • Numero di giocatori: ???
  • Controlli [Mostra dettagli]

    Tipo:
      Doppio joystick
    Numero di pulsanti: 2

  • Dipswitch [Mostra dettagli]

    In grassetto i valori predefiniti
    NomeValore
    Player ColorRed
     Yellow
     Green
     Blue

  • ROM (9 della macchina) [Mostra dettagli]

    Riferito alla versione MAME: 0.181

    NomeDimensioniCRC32SHA1StatoNel romset
    305uaa01.4k5242888bdb6c95 e981833842f8fd89b9726901fbe2058444204792 good plygonet
    305uaa02.2k5242884d7e32b3 25731526535036972577637d186f02ae467296bd good plygonet
    305uaa03.2h52428836e4e3fe e8fcad4f196c9b225a0fbe70791493ff07c648a9 good plygonet
    305uaa04.4h524288d8394e72 eb6bcf8aedb9ba5843204ab8aacb735cbaafb74d good plygonet
    305b05.7b1310722d3d9654 784a409df47cee877e507b8bbd3610d161d63753 good plygonet
    305b06.18g131072decd6e42 4c23dcb1d68132d3381007096e014ee4b6007086 good plygonet
    305b07.20d262144e4320bc3 b0bb2dac40d42f97da94516d4ebe29b1c3d77c37 good plygonet
    305b08.2e2097152874607df 763b44a80abfbc355bcb9be8bf44373254976019 good plygonet
    plygonet.nv128627748ac ea1b06739fee235b049ff8daffff7d43cb093112 good plygonet


    :  Macchina Parent
    :  Macchina Clone
    :  BIOS
    :  Device


 Informazioni 
HISTORY

Polygonet Commanders (c) 1993 Konami.


- DATI TECNICI -


Game ID: GX305


Hardware:

68EC020 @ 16 MHz

Motorola XC56156-40 DSP @ 40 MHz

Z80 + K054539 per il sonoro

Rete per connettere fino a 4 PCBs.


Video hardware:

TTL per il testo simile a Run and Gun.

Konami K054009(x2) + K054010(x2) (poligoni)

Konami K053936 "PSAC2" (Rotazioni e zoom (roz), utilizzato per gli sfondi)

Cristallo da 24.0 MHz per controllare l'hardware video



Giocatori : 2

Controllo : Joystick a 8 direzioni

Pulsanti : 3


- CURIOSITA' -


Pubblicato nel Settembre 1993.


Questo è il primo gioco 3D di Konami!


King Records ha pubblicato la colonna sonora in edizione limitata di questo gioco (Konami Amusement Sounds '94 Spring - KICA-7631, 7632) il 23/02/1994.


- FONTI -


Rom del gioco.

Immagini del cabinato.


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.

 MAMEINFO.DAT 
Informazioni su plygonet

0.74u2 [R. Belmont]

0.69 [R. Belmont]


WIP:

- 0.149u1: Some misc fixes/cleanups (didn't touch DSP or video stuff) [hap]. Added 'Player Color' dipswitch. Removed button 3-4. Added 2nd coin slot and tilt.

- 0.141: Andrew Gardner fixed save state & device handler regressions in the Polygonet Commanders driver.

- 0.139u1: The DSP561xx CPU core now generates accurate disassembly for Konami Polygonet hardware (verified against Motorola's reference disassembler) [Andrew Gardner, Stiletto]. Andrew Gardner hooked up new execution engine in DSP56k. AtariAce removed globals from DSP56k CPU core and updates Polygonet driver to use driver_data class.

- 0.137: David Haywood implemented default EEPROMs to Polygonet Commanders driver.

- 0.135u4: Fabio Priuli updated Polygonet Commanders driver to use Konami video devices and input_port_write for eepromdev_read_bit.

- 0.135u1: Andrew Gardner added save state support to Polygonet Commanders driver and the DSP56156 CPU core.

- 0.135: Changes to the DSP56156 CPU core [Andrew Gardner]: Added JF table decode function. Added ABS, IMAC, and TFR2 opcodes. Fixed various flags for TST, INC24, SUB, CMP, and CMPM. Added hack to DO function to accommodate for the CPU core's inaccurate math.

- 0.134u4: Andrew Gardner fixed DSP56156 DO & BSCC opcode bugs.

- 6th October December 2009: Andrew Gardner - Polygonz attack! The other day i figured out one of the things I was doing wrong with the dsp56156 CPU core. Adding a little logic allowed Polygonet Commanders to go "in-game." Arbee and Haze hooked up the ROZ layer, giving us a dandy little sky. Of course there isn't any 3d since that isn't emulated yet, but that's the part of MAME that i like doing. To that end, I captured a bunch of the data that the 68020 was sending across to the DSP56k. Here is the first round of polygonal uploads from the main CPU to the sub CPU.

- 0.134u2: Andrew Gardner hacked in the DSP56156's "Long Interrupts". Added SUB opcode. Polygonet Commanders now goes in-game! R. Belmont and David Haywood hooked up K053936 ROZ layer to Polygonet Commanders driver. Changed visible area to 256x368 and input.

- 0.134u1: Andrew Gardner fixed various issues with the DSP56156 disassembler.

- 0.133u1: Brian Troha added more accurate program rom names for Polygonet Commanders (ver UAA) set.

- 0.128u7: Continued rewrite of the Motorola DSP56k CPU core [Andrew Gardner]: Fixed flag calculation and sign extension for numerous ops. Added rnd, mpysuuu, and dmac ops. Fixed do loop behavior to skip empty loops. Added stack underflow exception handling. Fixed update_handler for the DSP56k and Polygonet.

- 0.128u4: Phil Bennett added the latest "what we know" to the Polygonet Commanders driver.

- 0.128u3: Continued rewrite of the Motorola DSP56k CPU core [Andrew Gardner, PhilB, RBelmont]: Added proper clock speed to plygonet driver and internal divider to dsp56k.c. Fixed up disassembler add/sub, 05xx and bsr ops. Handle mysterious uuuuF instruction found in plygonet add op. Partially implemented add, sub, mac, mpy, inc, cmpm, macr, asr16, jscc, lea and movec ops. Added dual X memory read and data move with short displacement parallel moves. Changed DSP56156 CPU2 clock speed to 40 MHz. Added vertical Double 2-way Joystick with 9x buttons and coin slot 1.

- 0.128u2: Polygonet improvements [R. Belmont]: Turned off network IRQ. Game now boots without "network error". Hooked up palette RAM. Improved text layer emulation (flip bits still missing). Fixed text layer emulation and visible area. FBI logo and color test now display properly. Rewrite of the Motorola DSP56k CPU core [Andrew Gardner]: Partially implemented inc24, asl4, bcc, brkcc and doForever ops. Added code for parallel address register update. Partially implemented tfr op. Polygonet now allows test mode to be run for a few seconds. Most IO is now known, though coin2 is still a mystery. Partially implemented move, asr4 and mpy ops. Added 15x buttons. Changed visible area to 256x384.

- 29th October 2008: R. Belmont - Andrew Gardner has done some fantastic work lately on the Motorola 56xxx DSP core, and now Polygonet Commanders passes the POST without any hacks or tricks. He was a little stuck at that point since the game was dying with a network error and generally not being agreeable to further DSP work. I applied some of my Konami knowledge, and now it's feeling better. Still a long ways to go, but it's certainly looking more promising.

- 0.128u1: Rewrite of the Motorola DSP56k CPU core [Andrew Gardner]: Complete rewrite focusing on legibility and extensibility. 27/121 opcodes (mostly) implemented. Bugfix for reset status of interrupt priority bits. Bugfix for disassembly of register-to-register parallel data move. Added additional branch, move and bitfield ops. Polygonet Commanders now passes its memory test and uploads a new program. Implemented tst, or, jsr, rti, tst2, and 2 new movec ops. Added opbase handler to Plygonet driver.

- 0.127u8: R. Belmont fixed duplicated inputs in Polygonet Commanders. Removed PLayer 2, buttons and coin slots.

- 0.127u6: Andrew Gardner added additional Motorola DSP56k reset behavior.

- 0.127u5: Rewrite of the Motorola DSP56k disassembler [Andrew Gardner]: Removed arbitrary opcode groupings in favor of flat decode model. Fixed a number of small issues with unknown opcodes. Added the final ALU parallel move ops. Fixed branch relative offset decoding.

- 0.126u4: Andrew Gardner improved DSP56k CPU interrupt handling. Polygonet Commanders now advances past its first DSP handshake.

- 0.126u3: Plygonet driver updates [Andrew Gardner]: All communication hacks have been removed. Memory maps have been temporarily reverted while new DSP56k cpu core catches up. DSP56156 CPU core updates [Andrew Gardner]: Rewrote core logic, communications and interfaces. Added three parallel memory moves to the disassembler. Initial interrupt logic in place.

- 0.126u2: DSP56156 Disassembler rewrite [Andrew Gardner]: Rearranged decoding behavior. Updated code style to MAME standards. Tested each single-word opcode with custom ROMs.

- 0.125u4: Added 3rd coin slot.

- 0.125u2: Removed 3rd coin slot.

- 0.118u4: Fixed rom names.

- 0.110u5: Improvements to the Polygonet Commanders driver [Andrew Gardner]: Implemented various DSP56k opcodes. Polygonet Commanders now gets past the memory tests.

- 27th November 2006: Andrew Gardner - As far as the network error (in the network) goes, it should be fairly straightforward to fix up - there remain a hearty hunk of writes that aren't going anywhere, and who knows, maybe I can convince Arbee to take another look at this'shizzle after i touch up a few more unimplemented DSP56k opcodes...

- 0.110u1: Polygonet Commanders update [Andrew Gardner]: Added more accurate host interface to DSP56k core. Removed a bunch of hacks in Plygonet driver.

- 0.106u6: Improvements to Polygonet Commanders [R. Belmont]: Fixed Z80 IRQ/NMIs to go to the right CPU again. Modernized memory map. Added network status bit, so the initial test passes well enough to make the DSP56k crash on unimplemented opcodes.

- 11th June 2006: R. Belmont - Polygonet Commanders now passes POST again and now hits unimplemented opcodes in the 56156 DSP. Over to you, Andrew.

- 0.106u1: Some improvements to the Polygonet Commanders driver [Andrew Gardner]: Adds change_PC() calls to the DSP56k core. Removed hacky DSP56k initialization, enabling and disabling. Added preliminary implementation of banking hardware tied to the DSP56k in Polygonet Commanders.

- 0.104u6: Got Polygonet Commanders back to the POST screen [Andrew Gardner].

- 0.104u5: Some small improvements to the Polygonet Commanders driver [Andrew Gardner]. Changed DSP56156 CPU2 clock speed to 10MHz. Added 2nd K054539 (48000 Hz) sound.

- 0.101u4: Changed region cpu2 to cpu3.

- 0.99u3: Andrew Gardner added DSP56k CPU core and hooked it up to the Polygonet Commanders driver. Added DSP56156 (40MHz) CPU2.

- 0.74u2: Added Polygonet Commanders (ver UAA) (Konami 1993).

- 0.69: R. Belmont added Polygonet Commanders (ver UAA) (Testdriver). Only text layer is emulated, hangs waiting for network and DSP used for 3D graphics isn't emulated. TODO: 56156 DSP core, polygon rasterization (K054009 + K054010), hook up PSAC2 (gfx decode for it is already present and correct), palettes, controls and priorities.

- 2nd January 2003: R. Belmont sent in an extremely preliminary driver for Polygonet Commanders, it does not work at all but sound is emulated and the text layer is displayed.

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