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Alex WIP

April 7th, 2009

Alex dumped The Typing Of The Dead - NAOMI :

Last week my friend Gareth sent me a faulty “The Typing Of The Dead” NAOMI Cartridge

He said the cart was not working, in adition the cart arrived pretty destroyed (one of the connectors was totally destroyed), so i desoldered the Mask ROMS

After 8 hours of soldering (i still dont have  a SOP44 socket) i dumped the 18 maskroms

Unfortunally one of the roms seems faulty (i tried to redump it 4 times (desoldering it and soldering it again) and allways got the same crc)

Anyways the game works pretty well at Makaron emulator, so i had a look into the damaged rom and noticed that only sound that was there.

So IC15 needs to be redumped 

Got another faulty “The Typing Of The Dead” Cartidge ? Just contact me

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Guru WIP

April 7th, 2009

Some news from Guru :

More stuff from Japan just arrived today!

Otenami Haiken (G-Net card)
Shanghai Sangokuhai Tougi (G-Net card)

Plus some other items…
Hana Jingi PCB (to decap/trojan CPU internal ROM)
Mahjong Cafe Doll CPU (to decap/trojan internal ROM)
Legend of Hero Tonma 8751 MCU and PAL
Pound for Pound M85 PALs and BPROMs
Great Sluggers ‘94 C369 KEYCUS

Thanks to a member of Team Japump for helping to locate the G-Net cards and sending the other chips for decapping. Also thanks to Tokrot for buying my Taito G-Net Super Puzzle Bobble card so that we actually had enough money to buy the two G-Net items.

Also, here’s a pic of the last Japanese haul…

I forgot to mention a couple of items in the news below. In this lot were also two Konami boards that were not working that we obtained for free, Cows Boys of Moo Mesa and Mystic Warriors. It turns out that Mystic Warriors is the JAA version which is not dumped so we have a nice bonus!
The last item I want to mention is at the very top left. It’s a NAOMI Virtua Golf panel to fit my Sega Astro City cab. There’s an extra I/O board under the panel containing a ROM that is currently not dumped. That should help some way towards getting it booting in MAME.

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bsnes WIP

April 7th, 2009

Some news from byuu :

I was planning to keep this a secret until I got at least one game running correctly, but it didn’t take long at all.
So far, Kirby’s Dream Land 3 and Dragon Ball Z: Hyper Dimension are fully playable. Marvelous has graphical issues. Super Mario RPG and Parodius 3 lock up. Mostly because I’ve only emulated the core SA-1 CPU, the Super MMC and the ALU. Still have to implement interrupts and timers, bitmap<->bitplane character conversion, variable bit-length reading, DMA, RAM protection, etc. I plan to support the entire chip, even if most games don’t use much of it.
Speed isn’t nearly as bad as I thought it was going to be. I get about ~88fps in Kirby 3 in the most intensive parts on an E8400 @ 3GHz. This is compared to ~148fps in Zelda 3. Speed may drop a bit more, especially after supporting the H/V timer, but I’m hoping my theory on how the counters work is correct; such that most games won’t need these to be active most of the time.
Overall, it’s easily the lowest-level SA-1 emulator around. It’s bus-cycle accurate, and syncs immediately with the S-CPU. So even if the S-CPU modifies RAM in the middle of an SA-1 opcode, the SA-1 will immediately detect this ‘just-in-time’, and vice versa. I even have rudimentary bus-conflict timing support. Eg when both the S-CPU and SA-1 attempt to access game pack ROM at the same time, the SA-1 will stall to allow the S-CPU unfettered access. It isn’t perfect, but it should average out to almost exactly the same speed as the real processor. I can improve it easily enough, but it would cause a speed hit in all games. We previously estimated that this level of accuracy would require at least 10GHz. Then again, perhaps it does on the Pentium IV architecture :P
I’m really happy I was able to get this running at a semi-decent speed. Given it’s the only co-processor to actually have real timing, and I get to use the cycle-perfect S-CPU core with almost no modifications, I intend to get this as bit-perfect as possible.
Speaking of which, the speed hit for adding SA-1 to other games is roughly ~3-5%. This is because the core timing mechanism of the emulator needs to support a co-processor thread. There’s just no easy way to avoid adding co-processor checks to the most CPU-intensive part of the emulator.
Lastly, this isn’t an invitation to harass me about adding SuperFX support :P
I recently re-wrote the S-CPU opcode macro processor to use a more generic approach, and decided to abstract the opcodes to share them with an SA-1 core. Needless to say, I was quite surprised to get at least two games fully playable with only two days’ worth of effort.

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Guru WIP

April 4th, 2009

Some news from Guru :

Another one of the wanted System 246 games arrived today….. Time Crisis 3. DVD, security cart and I/O board :-)

Big thanks to DevoDave for loaning this out from his working cab.

 tc3

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Kale WIP

April 3rd, 2009

Kale posted some news on his WIP page.

I’m been busy with the Sega Naomi HW stuff with Haze and ElSemi. Thanks to the latter, I’ve implemented a JVS unimplemented i/o command used by the later games of this hardware.  Now Ikaruga (and others) can be coined up and are playable (although still in wire-frame)…

As a bonus track: thanks to some internet research there, I’ve fixed one of the most long standing bugs that afflicted Idol Janshi Suchie-Pai Special with the back layer pens.

Priorities still need fixing in that driver though (needs some side-by-side tests).

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Dox WIP

March 30th, 2009

Dox’s blog has been updated :

A few improvements to Parent Jack driver.
Game runs on Taito H System hardware.

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