starblad Starblade (World)

Immagine gioco: Starblade (World)
Immagini disponibili:

Nome romset:
Anno di produzione: 1991
Produttore: Namco

Genere del gioco: Sparatutto
Categoria: Sparatutto / Volo (soggettiva)

Questa macchina ha i seguenti cloni:
 • Starblade (Japan)

Questa macchina funziona in MAME con problemi Questa macchina funziona in MAME con problemi

Emulazione generale: Buono
Emulazione colore: Buono
Emulazione sonoro: Buono
Emulazione grafica: Imperfetto
Salvataggio: Non supportato

In MAME dalla versione: .148u2

Il driver di questa macchina in MAME è: namcos21.cpp - Leggi il codice

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

    M68000 ("maincpu")cpu 12288000 Hz
    M68000 ("slave")cpu 12288000 Hz
    M6809 ("audiocpu")cpu 3072000 Hz
    HD63705 ("mcu")cpu 2048000 Hz
    TMS32025 ("dspmaster")cpu 24000000 Hz
    TMS32025 ("dspslave")cpu 96000000 Hz
    Speaker ("lspeaker")audio
    Speaker ("rspeaker")audio
    C140 ("c140")audio 21390 Hz
    YM2151 ("ymsnd")audio 3579580 Hz

  • Schermi [Mostra dettagli]

    Questa macchina utilizza un solo schermo:
      Tipo di grafica: Raster
      Orientamento schermo: Orizzontale
      Risoluzione 496 x 480 @ 60.000000 Hz

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

    Numero di pulsanti: 4

  • Dipswitch [Mostra dettagli]

    In grassetto i valori predefiniti
    Service ModeOff
    Screen StopOff

  • ROM (25 della macchina) [Mostra dettagli]

    Riferito alla versione MAME: 0.181

    NomeDimensioniCRC32SHA1StatoNel romset
    st2_mpu.mpru52428835bc9e4a 03401fb846c1b2aee775071a554654e49fe5c47c good starblad
    st2_mpl.mprl524288193e641b fed803167c5b0bba5b8381c26c909b7380d57efd good starblad
    st1-sp-u.bin2621449f9a55db 72bf5d6908cc57cc490fa2292b4993d796b2974d good starblad
    st1-sp-l.bin262144acbe39c7 ca48b7ea619b1caaf590eed33001826ce7ef36d8 good starblad
    st1-snd0.bin131072c0e934a3 678ed6705c6f494d7ecb801a4ef1b123b80979a5 good starblad
    sys2mcpu.bin8192a342a97e 2c420d34dba21e409bf78ddca710fc7de65a6642 good starblad
    sys2c65c.bin32768a5b2a4ff 068bdfcc71a5e83706e8b23330691973c1c214dc good starblad
    c67.bin81926bd8988e c9ec18d5f88d53976b94444eedc64d5568155958 good starblad
    c67.bin81926bd8988e c9ec18d5f88d53976b94444eedc64d5568155958 good starblad
    st1-obj0.bin5242885d42c71e f1aa2bb31bbbcdcac8e94334b1c78238cac1a0e7 good starblad
    st1-obj1.bin524288c98011ad bc34c21428e0ef5887051c0eb0fdef5397823a82 good starblad
    st1-obj2.bin5242886cf5b608 c8537fbe97677c4c8a365b1cf86c4645db7a7d6b good starblad
    st1-obj3.bin524288cdc195bb 91443917a6982c286b6f15381d441d061aefb138 good starblad
    st1-data-u.bin1310722433e911 95f5f00d3bacda4996e055a443311fb9f9a5fe2f good starblad
    st1-data-l.bin1310724a2cc252 d9da9992bac878f8a1f5e84cc3c6d457b4705e8f good starblad
    st1-pt0-h.bin52428884eb355f 89a248b8be2e0afcee29ba4c4c9cca65d5fb246a good starblad
    st1-pt0-u.bin5242881956cd0a 7d21b3a59f742694de472c545a1f30c3d92e3390 good starblad
    st1-pt0-l.bin524288ff577049 1e1595174094e88d5788753d05ce296c1f7eca75 good starblad
    st1-pt1-h.bin52428896b1bd7d 55da7896dda2aa4c35501a55c8605a065b02aa17 good starblad
    st1-pt1-u.bin524288ecf21047 ddb13f5a2e7d192f0662fa420b49f89e1e991e66 good starblad
    st1-pt1-l.bin52428801cb0407 4b58860bbc353de8b4b8e83d12b919d9386846e8 good starblad
    st1-voi0.bin5242885b3d43a9 cdc04f19dc91dca9fa88ba0c2fca72aa195a3694 good starblad
    st1-voi1.bin524288413e6181 e827ec11f5755606affd2635718512aeac9354da good starblad
    st1-voi2.bin524288067d0720 a853b2d43027a46c5e707fc677afdaae00f450c7 good starblad
    st1-voi3.bin5242888b5aa45f e1214e639200758ad2045bde0368a2d500c1b84a good starblad

    :  Macchina Parent
    :  Macchina Clone
    :  BIOS
    :  Device


Starblade (c) 1991 Namco.

Uno sparatutto spaziale in 3-D con 2 missioni separate : la prima é distruggere il pianeta "Red Eye" (occhio rosso) mentre la seconda é spazzare via la flotta nemica e il loro leader. Il cabinato a seduta era dotato di un sedile che vibrava ogni volta che il giocatore venica colpito dal fuoco nemico o da oggetti nemici come navette, asteroidi, ecc. Il joystick a forma di barra di comando - che aveva un pulsante di fuoco in cima alla barra, sotto al pollice del giocatore - era molto simile per aspetto e sensazioni a quello usato nel classico in wireframe di Atari del 1983, "Star Wars (Atari)".


Namco System 21 hardware

Game ID : ST

Processore Principale : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz), (2x) TMS32025 (@ 24 Mhz)

Chip Audio : C140 (@ 32 Khz), YM2151 (@ 3.57958 Mhz)

Giocatori : 1

Controllo : stick

Pulsanti : 4


Starblade fu pubblicato nel Settembre 1991 in Giappone.

Victor Entertainment ha pubblicato la colonna sonora in edizione limitata di questo gioco (Starblade & Galaxian3 - Project Dragon: Namco Game Sound Express Vol.06 - VICL-15009) il 21/03/1992.


1. Starblade (1991)

2. Star Blade - Operation Blue Planet (2001)


Capo Direttore: H. Nakatani

Assistente Direttore: K. Kobayashi

Programmatori: Norimasa Matsuura, Y. Saitoh, Y. Ohmori

Musica ed effetti sonori: Shinji Hosoe

Direttore Visivo: W. Yanagawa

Designer Visivi: N. Kumagai, M. Tejima, M. Kimura

Designer Industriale: N. Yoshimatsu

Designer Meccanica: S. Kanebako, H. Igarashi, T. Wakayama, J. Uchida

Designer Elettrica: M. Yamada, O. Morita, M. Ito

Produttori: K. Sawano, M. Yamada


* Console :

Sega Mega-CD (1994)

Panasonic 3DO [JP] (Dec. 16, 1994; "Starblade [Model FZ-SJ5351]")

Sony PlayStation (1995, "Starblade Alpha")

Sony PlayStation 2 (2005, come gioco bonus in "Tekken 5")


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.

Informazioni su starblad

0.148u2 [ShouTime, The Dumping Union]

0.62 [Phil Stroffolino]

0.55 [Phil Stroffolino]


- Starblade is available on the Playstation as Starblade Alpha, with the option to play in the original setting or an update with texture mapping on the polygons.


- 0.148u2: ShouTime and The Dumping Union added Starblade (World). Renamed (starblad) to (starbladj).

- 0.133u1: hap properly added support for Namco System 2 multiple posirq anyway, this fixes Starblade large polygons displayed.

- 0.130u1: Changed description to 'Starblade (Japan)'.

- 0.120u1: Phil Stroffolino added gradient colors in Starblade and fixed crash in 2nd stage.

- 4th October 2007: Phil Stroffolino - One more mystery solved - background colors for Starblade's animated high score presentation are now correct - see the screenshot below. An updated MAME driver will be submitted soon.

- 0.119u1: Changed TMS32025 CPU6 clock speed to 96MHz. Added 2x c76.rom's to cpu5 and 6. Fixed rom names.

- 5th September 2007: Phil Stroffolino - I'm wrapping up what should be the last few bits of DSP Integration. A few open issues remain, but the final driver should be ready to publish by this weekend.

- 27th August 2007: Phil Stroffolino - Trojan for Namco System21 DSP BIOS is essentially complete, and ready to test on real hardware, but I ran into a wrinkle. The original intention was to extract the BIOS code, export it to shared RAM, then write it to EPROM, where it could be extracted using an off-the shelf EPROM reader. As it happens, the (Namco) EPROM handling currently implemented in MAME is not at all accurate to real hardware. It basically treats the address range for the EPROM as if it were normal RAM, and always reports "not busy" when EPROM state is queried. This is enough to satisfy the typical emulated game's use of EPROM for saved settings, etc. However, it would be very easy to write code that works in MAME, but fails completely on real hardware. When using real EPROM, busy states are important, you must take care to only write single bytes (not whole words), and you must take special care to "reinitialize" chunks of EPROM before storing replacement values there. Even more troublesome is that there physically isn't enough EPROM space on the System21 boardset to store the entire DSP BIOS. In any event, I will be further studying the ues of EPROM to improve emulation accuracy and better smoke-test the trojan. I will also be adding code to the trojan to display the BIOS contents onscreen in ascii using System21's sprite system as a backup plan. I don't want to waste anyone's time running trojans that are flawed, or my time rewriting experimental trojans.

- 24th August 2007: Phil Stroffolino - Something interesting about Starblade - the extra graphics aren't just decorative, as I'd thought. The big "static" objects that are now appearing can hide enemy starships and block your shots, explaining why the collision detection seemed kludgy when those large objects are invisible. The extra objects also often contain shootable "weak point" targets that can be blasted, explaining why shots into thin air sometimes caused a firey (sprite-based) explosion to appear. While the game is still at its heart a simple rails shooter, the extra graphics do make the game considerably more interesting. A small puzzle - occasionally, the DSPs draw quads "directly" to the screen, without using the 3D models encoded in the Point ROMs. This is usually done only for simple backdrop graphics, i.e. a series of quads to simulate a sky-box gradient. The color references for these quads, however, are a complete mystery. They don't appear to be pen references, as they are clearly wrong for all of the selectable color banks. I suspect a color-lookup table specific to "directly-drawn-quads" that is initialized on startup. In any event, all due (Sys21) focus is now on completing my trojan for the System21 DSP BIOS.

- 22nd August 2007: Phil Stroffolino - Starblade! As I'd suspected, the missing graphics had nothing to do with DSP emulation or use of a fake BIOS, but rather bugs in the 68k emulation - specifically subtleties with interrupt handling. I still have some tidying up before it's ready to submit. Moreover, I'd like to complete a proper trojan to extract the real BIOS code, which will allow a number of kludges and hacks to be removed from the driver.

- 21st August 2007: Phil Stroffolino - I finally found the missing graphics in MAME's emulation of Starblade. The master 68k sends object descriptions for all "dynamic" 3D objects directly to the DSPs for rendering - these are the graphics that are drawn correctly by MAME even now. Specifications for the remaining "static" 3D objects are written by the slave 68k cpu to a block of shareram that is normally used only for communication between the master and slave 68k. All the missing object descriptors are there, and it would be easy enough to hack the starblade driver to draw them, but it's not yet clear how they end up being transfered to the DSPs for rendering. Should be untangled soon.

- 20th August 2007: Phil Stroffolino - I've made decent progress with Namco System21 hardware, particularly with the older titles. Findings include: Winning Run is the original prototype hardware, with significant differences from newer hardware (Starblade, Cybersled). Winning Run uses a single DSP, and has (apparently) no internal BIOS. The master 68k uploads 100% of the DSP code at boot time. Winning Run doesn't use sprite hardware, but rather has an additional 68k processor whose sole function is to manage a 256 color bitmap layer. The most interesting discovery is use of Point RAM. A table of quad attributes is stored there, explicitly by the master 68k, that provide color and vertex indices relative to {x,y,z} coordinates in the Point ROMs. This same table is also used by the newer System21 games - games that were "mostly working" did so only because there similar information happens to be redundantly encoded in the Point ROMs themselves. is actually "Winning Run: Suzuka Grand Prix" Driver's Eyes runs on transitional hardware - it replaces the bitmap layer and GPU with the more modern sprite hardware, but still uses the older DSP configuration. The point ram control registers have been more fully documented. No progress yet with Stadblade's missing graphics, but I hope to untangle that soon.

- 0.118u2: Atari Ace fixed MACHINE_RESET in the Namco System 21 driver, this fixed MAME crashes when you reset

- 0.102: Aaron Giles fixed missing 3D graphics.

- 0.97u1: Phil Stroffolino updated the Namco System 21 driver. Starblade is working with emulated master/slave DSPs. Graphic updates are a bit choppy; I believe there are 4 slaves and one master on the real PCB, with work distributed across the slaves. Some background objects are still missing in Starblade - the giant "starships" in the background of the first stage, for example (sprites are present showing burning fires which are supposed to be superimposed on them). The "direct drawing" feature is used during the high score presentation; colors are likely wrong, and there are missing graphics there as well (hexagons).

- 0.86u3: Regression fixes and restored polygon drawing in Starblade [R. Belmont].

- 0.78u5: Phil Stroffolino hooked up the view transform, used in Starblade to tilt the screen when player is targeting the edges of the playfield.

- 0.62: Phil Stroffolino added Starblade (Namco 1991).

- 24th August 2002: Phil Stroffolino submitted the Namco System 21 and 22 drivers. Starblade and Solvalou are playable though missing some background graphics, the rest suffer from various problems.

- 23rd August 2002: Phil Stroffolino reported some progress with the Namco System 21 driver, which supports Starblade, Air Combat, Cyber Sled and Solvalou. All games have full sound support thanks to R. Belmont. Starblade is fully playable, but the other games are preliminary and suffer from various graphics glitches and lack of input ports.

- 0.55: Added Starblade (Testdriver). Known issues: Some corrupt point data.


Other Emulators:

* Mjolnir

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