wheelfir Wheels & Fire


Immagine gioco: Wheels & Fire
   
Immagini disponibili:





 Descrizione 
Nome romset: wheelfir.zip
Anno di produzione: 199?
Produttore: TCH

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

 Emulazione 
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: .101u4

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

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

    NomeTipoClock
    M68000 ("maincpu")cpu 16000000 Hz
    M68000 ("subcpu")cpu 16000000 Hz
    Speaker ("lspeaker")audio
    Speaker ("rspeaker")audio
    10-Bit R-2R DAC ("ldac")audio
    10-Bit R-2R DAC ("rdac")audio

  • Schermi [Mostra dettagli]

    Questa macchina utilizza un solo schermo:
      Tipo di grafica: Raster
      Orientamento schermo: Orizzontale
      Risoluzione 336 x 248 @ 60.000000 Hz

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

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

  • ROM (13 della macchina) [Mostra dettagli]

    Riferito alla versione MAME: 0.181

    NomeDimensioniCRC32SHA1StatoNel romset
    tch1.u1952428833bbbc67 c2ecc0ab522ee442076ea7b9536aee6e1fad0540 good wheelfir
    tch2.u21524288ed6b9e8a 214c5aaf55963a219db33dd5d530492e09ad5e07 good wheelfir
    tch3.u8352428843c014a6 6c01a08dda204f36e8768795dd5d405576a49140 good wheelfir
    tch11.u65524288fc894b2e ebe6d1adf889731fb6f53b4ce5f09c60e2aefb97 good wheelfir
    tch4.u52524288fe4bc2c7 33a2ef79cb13f9e7e7d513915c6e13c4e7fe0188 good wheelfir
    tch5.u53524288a38b9ca5 083c9f700b9df1039fb553e918e205c6d32057ad good wheelfir
    tch6.u545242882733ae6b ebd91e123b670159f79be19a552d1ae0c8a0faff good wheelfir
    tch7.u555242886d98f27f d39f7f184abce645b9165b64e89e3b5354187eea good wheelfir
    tch8.u5652428822b661fe b6edf8e1e8b479ee8813502157615f54627dc7c1 good wheelfir
    tch9.u5752428883c66de3 50deaf3338d590340b928f891548c47ba8f3ca38 good wheelfir
    tch10.u585242882036ed80 910381e2ccdbc2d06f873021d8af02795d22f595 good wheelfir
    tch12.u59524288cce2e675 f3d8916077b2e057169d0f254005cd959789a3b3 good wheelfir
    eeprom128961e4bc9 8944504bf56a272e9aa08185e73c6b4212d52383 good wheelfir


    :  Macchina Parent
    :  Macchina Clone
    :  BIOS
    :  Device


 Informazioni 
HISTORY

Wheels & Fire (c) 199? TCH.


- DATI TECNICI -


Processore Principale : (2x) 68000 (@ 16 Mhz)


Orientamento dello schermo : Orizzontale

Risoluzione video : 512 x 512 pixels

Frequenza aggiornamento video : 60.00 Hz

Colori palette : 8192


Giocatori : 2

Controllo : Joystick a 8 direzioni

Pulsanti : 3


- STAFF -


Produttore esecutivo: Francisco Chacon

Consulente di produzione: Jose Sanchez

Progettazione hardware: David Sandoval

Programmazione: Antonio Carrillo

Programmazione ausiliaria: Fernando Jimenez

Grafica: Javier Martinez, Francisco Bocanegra, Joaquin Perez


- FONTI -


Rom del gioco.


Giochi Simili

280-ZZZAP
Battle Gear
Battle Gear 2 (v2.04J)
Big Run (11th Rallye version)
California Chase
California Speed (Version 2.1a Apr 17 1998, GUTS 1.25 Apr 17 1998 / MAIN Apr 17 1998)
Change Lanes
Cisco Heat
Cruis'n Exotica (version 2.4)
Cruis'n USA (rev L4.1)
Cruis'n World (rev L2.5)
Dangerous Curves (Ver 2.2 J)
Dirt Dash (Rev. DT2)
Faster Than Speed
Go By RC (V2.03O)
GTI Club (ver EAA)
GTI Club 2 (ver JAB)
Hard Drivin' (cockpit, rev 7)
Hard Drivin's Airborne (prototype)
Initial D Arcade Stage Ver. 3 Cycraft Edition (Rev B) (GDS-0039B)
Initial D Arcade Stage (Rev B) (Japan) (GDS-0020B)
Initial D Arcade Stage (Export) (Rev A) (GDS-0025A)
Initial D Arcade Stage Ver. 2 (Japan) (Rev B) (GDS-0026B)
Initial D Arcade Stage Ver. 3 (Export) (GDS-0033)
Initial D Arcade Stage Ver. 3 (Japan) (Rev C) (GDS-0032C)
Initial D4 (Rev D)
Konami GT
Midnight Run: Road Fighters 2 (EAA, Euro v1.11)
Out Run (Mega-Tech, SMS based)
Turbo Outrun (Mega-Tech)
Need For Speed: Underground Install (2 Discs) (v1.1)
Night Driver
OutRunners (World)
OutRun 2 (Rev A) (GDX-0004A)
OutRun 2 SP SDX
OutRun 2 Special Tours (Rev A) (GDX-0014A)
Out Run (sitdown/upright, Rev B)
Over Rev (Model 2C, Revision A)
Rad Racer II (PlayChoice-10)
Rad Racer (PlayChoice-10)
Power Drift (World, Rev A)
Pocket Racer (Japan, PKR1/VER.B)
Race Drivin' (cockpit, rev 5)
Race On! (RO2 Ver. A)
Racing Jam (JAC)
Racing Jam DX
Rad Mobile (World)
Rad Rally (World)
Rave Racer (Rev. RV2, World)
Ridge Racer 2 (Rev. RRS2, World)
Ridge Racer (Rev. RR3, World)
Roads Edge / Round Trip (rev.B)
Ridge Racer V Arcade Battle (RRV3 Ver. A)
Scud Race Twin (Australia)
Sega Race-TV (Export)
San Francisco Rush 2049
San Francisco Rush
San Francisco Rush: The Rock
Side by Side (Ver 2.7 J)
Side by Side 2 (Ver 2.6 A)
Speed Driver
Speed Freak
Speed Up (Version 1.20)
Sega Rally 2
Sega Rally 2 DX
Sega Rally Championship - TWIN (Revision C)
Street Drivin' (prototype)
Stunt Typhoon Plus
Techno Drive (Japan, TD2/VER.B)
Top Speed (World)
Turbo Out Run (Out Run upgrade) (FD1094 317-0118)
Power Drift (Tourvision PCE bootleg)
Wangan Midnight (WMN1 Ver. A)
Wangan Midnight R (WMR1 Ver. A)
Wangan Midnight Maximum Tune 2 (Export) (Rev A) (GDX-0016A)
Wangan Midnight Maximum Tune (Export) (Rev B) (GDX-0009B)
Wangan Midnight Maximum Tune 2 (Japan) (GDX-0015)
Winding Heat (EAA, Euro v2.11)

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.

 MAMEINFO.DAT 
Informazioni su wheelfir

0.101u4 [David Haywood, f205v]


WIP:

- 0.144u7: Move screen update to happen prior to calling the vblank callbacks [Aaron Giles]. Solves missing foreground layer in Wheels & Fire and probably a lot more issues. In fact, most of hap's recent changes to handling things on the falling edge are unnecessary now.

- 2nd January 2012: Tomasz Slanina - Not much about Wheels & Fire. I'm in the middle of MAME driver rewrite process (based on game sources i got from the author).

- 23rd May 2011: Tomasz Slanina - I have recently contacted Antonio 'Peluko' Carrillo - programmer and game designer of both Reality Tennis and Wheels & Fire. He has provided tons of usefull info about the W&F hardware and the game code. The first, big improvement is (a bit buggy) sound emulation. I'm going to rewrite the whole video hw emulation of W&F, and disable all hacks & precalculated zoom tables. Quite challenging, but worth the effort.

- 0.142u3: Angelo Salese removed deprecat.h dependancy and updated irqs accordingly for Wheels & Fire.

- 0.138u4: Rewrite of Wheels & Fire driver [Tomasz Slanina]: New rendering code. Preliminary zooming (based on lookup table). Preliminary communication between main and sound CPU. Scanline interrupts and scroll. Added 2x DAC sound. Changed 68000 CPU1 clock speed to 16MHz, visible area to 336x248 and palettesize to 256 colors.

- 23rd June 2010: Tomasz Slanina - After long break i'm looking again at Wheels & Fire from TCH. Game is running on custom, blitter based hardware (sprites + framebuffer layer with linescroll feature, and sprite-to-framebuffer rendering mode ). I have made a lot of changes/improvements lately, but there's still a lot to do: Proper image scaling - quite weird (close to hardware, i think) way to draw scaled images. Framebuffer (various problems). Sound - not emulated yet (2nd 68k + samples). W&F video hardware supports image scaling. For each image (sprite) to draw, there's a couple of parameters sent to the blitter: Screen cooridnates of image rectangle (top left ad bottom right corners) _after_ scale transform applied. Source image cooridnates (only the upper-left corner, no info about the source dimensions). Two sets (for x and y scale) of magic parameters: data1 (5 bit), data2 (5 bit), four flags (double/half scale, zero/nonzero params (maybe they are just the MSB of the data1/data2)). Magic parameters are packed into 5 bytes. They are essential to understand how the hw works and how the scaling is done. So far it's just pure magic. Params are copied from a lookup table addressed by the scale factor (0-400%). Both (x and y) tables contians exactly the same data, just shuffled arround to easily pack (by OR-ing) into 5 bytes and send to blitter. For now i'm uisng lookup table to determine the scale factor (based on the above params). Works pretty well, but the goal is to underestand how the data is interpreted by video hw and emulate it properly. Ranges 25-50% and 50-100% (as well as 100-200% and 200-400%) contains very similiar data, and the first one has special ("half") bitflag set (same for 200-400% - there's another bitflag set("double")). Probably for change the video hw (fpga based) pixel counter/clock. Both data1 and data2 are mysterious for now. There's few ideas about them: Fixed point 5.5 (src pixel delta/step?). Pair of step + oveflow for src pixel "counter". Floating point num (5 bit mantissa, 5 bit exponent).

- 0.129u4: Brian Troha updated the Wheels & Fire driver with some additional information.

- 0.118u6: Some improvements to the Wheels & Fire driver. Still not right [David Haywood]. Changed 68000 CPU1 clock speed to 32MHz.

- 11th January 2007: Tomasz Slanina - Working on Wheels&Fire emulation. It's weird custom hardware based on gxf blitter. Req a lot of interrupts: 256 for raster ints, 400 (max) for blitter and 1 for vblank. So ~650 ints/frame. Interesting... I'm trying also to underestand how the raster effects works. Another task is to figure out how sprite zoom is done.

- 0.111u3: Tomasz Slanina added sprite X flip and removed unneeded hack in Wheels & Fire driver. Changed visible area to 336x256.

- 0.102u1: Improvements to Wheels & Fire, partial understanding of the blitter [David Haywood, Tomasz Slanina]. Changed visible area to 512x512. Changed input tp 2 Players, 8-way Joystick with 3 buttons. Added dipswitches '0', '1', 'Test / Game?' and 14x 'Unknown'.

- 20th November 2005: David Haywood - Figured out the palette writes in Wheels & Fire which means the GFX pages have slightly better colours (at least for the gfx which should be on screen) the blitter format still doesn't make much sense yet tho. Update: Inputs have been mapped and Dox has managed to make some progress on the blitter format, allowing for some parts of the test mode font to show correctly. Update 2: Made some more sense of the blitter...

- 19th November 2005: David Haywood - Dox pointed me in the right direction to continue work on Wheels & Fire and patched up the code a bit so it boots further allowing work to be done on the video emulation. Unlike the usual TCH hardware this appears to use some kind of blitter device to show the graphics which are stored in the graphic roms as large 512x512 'sheets' rather than tiles. Emulating this will be something new for me if I actually get it going.

- 0.101u4: David Haywood added Wheels & Fire (TCH 199?).

- 28th October 2005: f205v dumped Wheels & Fire.

 Strumenti 
Versione per la stampa
Link diretto alla scheda della macchina

Link HTML per pagine WEB, solo testo
Link HTML per pagine WEB, con immagine
Link BBcode per forum, solo testo
Link BBcode per forum, solo testo