Racing Jam DX

Immagine gioco: Racing Jam DX
Immagini disponibili:

Nome romset:
Anno di produzione: 1997
Produttore: Konami

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

Questo gioco NON funziona in MAME Questo gioco funziona correttamente in MAME

Stato dell'emulazione: Preliminare
Emulazione colore: Buono
Emulazione sonoro: Preliminare
Emulazione grafica: Buono
Salvataggio: Non supportato

In MAME dalla versione: .143u8

Il driver di questo gioco in MAME è: cobra.c - Leggi il codice

 Dati tecnici  
Numero di giocatori: 1P
Controllato con:
Numero di pulsanti: 6

Questo gioco utilizza un solo schermo:
  Tipo di grafica: Raster
  Orientamento schermo: Orizzontale
  Risoluzione del gioco 512 x 400 @ 60.000000 Hz

La scheda di questo gioco usa 8 CHIP
PowerPC 603cpu100000000 Hz
PowerPC 403GAcpu32000000 Hz
PowerPC 604cpu100000000 Hz
RF5C400audio16934400 Hz
DMA-driven DACaudio
DMA-driven DACaudio

 Dati Scheda 
Il ROMset di questo gioco si compone di 4 ROM
Riferito alla versione MAME: 0.161

NomeDimensioniCRC32SHA1FunzionamentoNel romset
676a01.33d5242881e6238f1 d55949d98e9e290ceb8c018ed60ca090ec16c9dd good racjamdx
676a02.24r524288371978ed c83f0cf04204212db00588df91b32122f37900f8 good racjamdx
676a03.u1752428866f77cbd f1c7e50dbbfcc27ac011cbbb8ad2fd376c2e9056 good racjamdx
m48t58-70pc1.17l8192  nodump racjamdx

:  Gioco Parent
:  Gioco Clone

Le dimensioni del file sono 56.04 Kbytes (compresso)

Questo gioco usa CHD
Dati Supporto
Dimensioni: 0 bytes/0 Mb
SHA1 Disco:8e89d3e5099e871b99fccba13adaa3cf8a6b71f0
Dati CHD
Dimensioni: 0 bytes/0 Mb
SHA1 CHD:8e89d3e5099e871b99fccba13adaa3cf8a6b71f0


Racing Jam DX (c) 1997 Konami Co., Ltd.


Game's ROM.

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Chiudi Lista

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 racjamdx

0.143u8 [Tomas Dahlgren]

HardDisk required


- 0.143u8: Tomas Dahlgren added Racing Jam DX (Konami 1997).

Romset: 1536 kb / 3 files / 52.1 zip

Harddisk: 1.00 GB (CYLS: 131, HEADS: 255, SECS: 63 - Compressed: 483.6)

Informazioni su cobra.c (Driver MAME)

0.143u5 [?]


- Konami Cobra System


- 0.149: Added harddisk device.

- 0.147: Added JVS emulation. Added K001604 for Racing Jam DX. Added latest research. Added bilinear filtering and simple alpha blending. Added DMA sound streaming [Ville Linde]. Changed visible area to 512x400. Added 2nd Player with 6x buttons and 2x DMA-driven DAC sound.

- 1st September 2012: Ville Linde - I've been poking around with Cobra's sound capabilities. The RF5C400 sample data is still nowhere to be found, but I noticed that the music in Fighting Bujutsu is actually streamed from the hard disk to a DAC with PowerPC DMA. The streaming code used the DMA chaining feature of PPC403, which was not implemented yet. It turned out to be a bit tricky to implement, but eventually I got it right and the music plays just fine.

- 26th August 2012: Ville Linde - Fighting Bujutsu is starting to look quite good. Now to figure out why it hangs during the attract mode... UPDATE: The attract mode is now glitch-free. Apparently I was using a too small vertex buffer.

- 0.146u5: Hooked up DMA callbacks and RF5C400. Added Timekeeper RTC. Better texture RAM emulation. Documentation updates. Implemented framebuffer reads and writes. Added gfx register masking. Improved polygon parsing. Added latest research. Fixed some sync issues. Added event delegate to the FIFO class. More FIFO improvements [Ville Linde]. Some small optimizations by using const references (rectangle& visarea) [Oliver Stöneberg]. Changed PowerPC 403GA CPU2 clock speed to 32MHz. Added RF5C400 (16934400 Hz) sound.

- 7th August 2012: Ville Linde - Konami Cobra has a GFX selftest that calculates the CRC of the framebuffers to verify the rendering results.

- 0.146u4: Added optional PPC callback for explicit data cache stores. Hooked up data cache store callback to Konami Cobra driver. Workaround for page translation fault. Use real texel colors. Implemented simple line drawing. Fixed comram access. Fixed hard disk access. General cleanup. Some more improvements. Converted the 3D renderer to use polynew.h. Moved FIFOs into a class. Hooked up FIFO interrupts [Ville Linde].

- 0.146u2: Made PCI legacy and new implementation coexist for now (machine\pci.c) [Miodrag Milanovic].

- 0.143u5: Added cobra.c driver.

- 31st July 2008: Ville Linde - Unfinished business: One of the things I worked on about half a year ago, was a driver for Konami Cobra system. Cobra is a very complex system, comprising of 3 boards with a PowerPC CPU on each one. The first board with PPC603, can be considered as the "main" board as it runs the main game program. The second board has a PPC403, and does all the I/O handling, hard disk access and sound. The last board is a graphics board, with a PPC604 running a series of custom graphics chips (possibly designed by IBM). Cobra doesn't seem to have 2D graphics capabilities at all, so getting something on screen wasn't exactly easy. The screenshot below shows some hex numbers that are a debugging feature built in to Cobra software. Each number represents the "debug state" of the software running on each of the three boards. The numbers themselves are rendered as textured quads, and the whole process is done entirely on the graphics board. This of course required the emulation of the graphics board FIFOs, command buffers and texture uploading...

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