Vega


Immagine gioco: Vega
   
Immagini disponibili:





 Descrizione 
Nome romset: vega.zip
Anno di produzione: 1982
Produttore: Olympia

Genere del gioco: Sparatutto
Categoria: Sparatutto / Bersagli

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

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

In MAME dalla versione: .136u1

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

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

    NomeTipoClock
    I8035 ("maincpu")cpu 4000000 Hz
    Speaker ("mono")audio
    AY-3-8910A ("ay8910")audio 1500000 Hz

  • Schermi [Mostra dettagli]

    Questa macchina utilizza un solo schermo:
      Tipo di grafica: Raster
      Orientamento schermo: Verticale
      Risoluzione 281 x 240 @ 60.000000 Hz

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

    Tipo:
      Joystick [8 direzioni]
    Numero di pulsanti: 3

  • Dipswitch [Mostra dettagli]

    In grassetto i valori predefiniti
    NomeValore
    Coin A2 Coins/1 Credit
     1 Coin/1 Credit
     1 Coin/2 Credits
     1 Coin/3 Credits
     1 Coin/4 Credits
     1 Coin/5 Credits
     1 Coin/6 Credits
     1 Coin/7 Credits
    Coin A2 Coins/1 Credit
     1 Coin/1 Credit
     1 Coin/2 Credits
     1 Coin/3 Credits
    SpeedNormal
     High
    Ext Play at3.000
     4.000
    Bomb SpeedNormal
     High
    1-3Off
     On
    1-4Off
     On
    1-5Off
     On
    1-6Off
     On
    1-7Off
     On

  • ROM (16 della macchina) [Mostra dettagli]

    Riferito alla versione MAME: 0.181

    NomeDimensioniCRC32SHA1StatoNel romset
    rom9.bin2048191c73cd 17b1c3790f82b276e55d25ea8a38a3c9cf20bf12 good vega
    rom10a.bin4096fca9a570 598772db11b32518ed6bf5155a19f4f1761a4831 good vega
    rom8.bin2048ccb8598c 8c4a702f0653bb189db7d8ac4c2a06aacecc0de0 good vega
    rom7.bin20481de564cd 7408cd29f1afc111aa695ecb00160d8f7fba7532 good vega
    rom2.bin2048718da952 1a0023be1ee3a48ed3ddb8daddbb49ca3f442d46 good vega
    rom3.bin204837944311 8b20be3d3ca5cb27bef78a73ee7e977fdf76c7f1 good vega
    rom4.bin204809453d7a 75fe96ae25467f82c0725834c6c04a197f50cce7 good vega
    rom5.bin2048be3df449 acba1e07bdf9c0e971f47f2433d2760472c4326a good vega
    rom6.bin2048dc46527c d10a54d8d3ce9ffd8a53bede3d089625aff445a2 good vega
    rom11.bin2048d1896f77 5b80bf7aa81508edfae4fa583b4b0077575a300c good vega
    rom12.bin2048f5f1df2f 5851b468702e5e4f085b64afbe7d8b797bb109b5 good vega
    r8.bin25640c9caad ddd427ff4df4cb2d217690efefdd5e53e3add118 good vega
    r9.bin256db0bcea5 692bea2d9e28985fe7270a940e9f48ac64bdeaa8 good vega
    r10.bin256ca5a3627 8c632fa9174e336c588074f92f3519b0cf224852 good vega
    r11.bin256d8aab14a 798feaa929dd7b71266220b568826997acd2a93e good vega
    rom1.bin2048a0c0e0af 7ccbfe3c23cda4c3a639c89ff4b2f554e2876c98 good vega


    :  Macchina Parent
    :  Macchina Clone
    :  BIOS
    :  Device


 Informazioni 
HISTORY
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 vega

0.136u1 [David Haywood]


WIP:

- 0.148u1: Added notes to Vega [hap]. Hardware seems like an evolution of Olympia's Monza GP.

- 0.146u5: Updated Vega driver. Still NOT WORKING, but some progress has been made [Tomasz Slanina]. Changed I8035 CPU1 clock speed to 4MHz. Added AY-3-8910A (1500000 Hz) sound and mono Speaker. Changed visible area to 240x281. Added Player 1, 8-way Joystick, 3x buttons and 2x coin slots. Added dipswitches '2x Coin A', 'Speed', 'Ext Play at', 'Bomb Speed', '1-3', '1-4', '1-5', '1-6' and '1-7'.

- 0.146u4: Fill in known information for Vega [Brian Troha].

- 2nd January 2012: Tomasz Slanina - I have recently got Vega PCB (Olympia 1982). Special thanks to Mark Frisbee for help. Unfortunately board has few faults ( no sound, gfx glitches ) and inverted colors (like early Nintendo boards). Theres a couple solutions for the latter problem. I have decided to mod the PCB a bit and invert the digital signals before the DAC (made of resistors). Here's a video from attract mode (http://www.youtube.com/watch?v=_rlAQZDOIMU&feature=player_embedded).

- 12th March 2010: Tomasz Slanina - It's full of stars! - Vega, part3: I was wrong - there's no "type 3" sprite. It's just a background layer made of 16 different 32x32 pixel tiles. Tilemap (128x8 cells (4096x256 pixels), animated (flashing stars and texts) ) is hardcoded inside one of EPROMs used as a lookup. Here's a screenshot from game - shows only the most boring part of bg - stars. Game is not playable yet so i can't see other levels/backgrounds. These images are ripped directly from the tilemap (wrong colros, as usually). There's also an interesting hw feature - background can be stretched horizontally (in fact - vertically (div scanline clock by 2), because screen is rotated by 90 deg). It's probably used only (?) to display the planet surface.

- 10th March 2010: Tomasz Slanina - 25 light-years away from home - Vega, part 2: The good news, i have got scans of vega schematics (big thanks to Kold666). The bad news, hardware is quite old (early 80s .. possibly 1982 or 1983) (read: unique and complicated) and schems are buggy as hell. The biggest problem so far, no reference images/screenshots/flyer pics. Nothing. I have no idea about the real game. So any info will be greatly appreciated. Schems are as mysterious as the PCB pics i got, no info about the major ICs. But looking at pinout i have identifed all of them as: I8035 (MCU), AY 3-8910 (Sound), PPI 8255 (I/O), INS 8154 (I/O + RAM) and DP 8350 (CRT controller). AY is used only for generating sfx. Afaik there's no music. Sound chip is connected in unusual way, AY data lines are tied to address bus and AY address/data write selection is connected to MCU R/W line. So, writing any data to address NNN within range mapped to AY, results in setting AY address register to value NNN. Reading from address MMM store MMM in AY data register. Weird, isn't? So far, the most complicated to emulate was the type 2 player sprite. It's auto-animated (based on vblank counter). There's also a 256x4 PROM used as a lookup table , connected in a bit weird way. I'm using a test/temporary formula (XML) to draw the sprite. And now few fresh screenshots. Sprite positions (type1 and type2 (last pic)) and colors may be wrong.

- 18th February 2010: Corrado Tomaselli provided schematics for Vega.

- 16th February 2010: Tomasz Slanina - This time the workshop VEGA (Italian production - Olympia). The beginnings are promising, for now works only text layer (probably on the controller crt DP8350). A whole is controlled by CPU Intel 8035. The rest of the hardware known. One of the few photos available of PCBs most important IC is worn signs.

- 0.136u1: David Haywood added Vega (Olympia? 19??).

 Strumenti 
Versione per la stampa
Link diretto alla scheda della macchina

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