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new WORKING game
Carket Ball [ANY, David Haywood] new clones Cookie & Bibi (set 2) [ANY, David Haywood] (same c&b set from previous submission, now working with correct data)
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@ -25,6 +25,7 @@
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[1] has the same sprites as the bootlegs, not much else is the same tho
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[2] test mode crashes the same way on the real board
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cookbiba set doesn't crash, maybe it's newer? check the rest of the code
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Bootleg sound is not quite correct yet (Nothing on bootleg 2).
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** at least one of the bootlegs uses a protected PIC to drive the OKI **
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@ -2877,7 +2878,7 @@ ROM_START( carket )
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ROM_REGION16_BE( 0x200, "user1", 0 ) /* Data from Shared RAM */
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/* this is not a real rom but instead the data extracted from shared ram, the MCU puts it there */
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ROM_LOAD16_WORD( "protdata.bin", 0x00000, 0x200 , BAD_DUMP CRC(4b5126de) SHA1(73a80c5b68540fb86231cad658d78b51f2575010) ) // this is hand-crafted from choky choky and hatch catch with 3 jumps adjusted to point to similar code in carket
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ROM_LOAD16_WORD( "carket_protdata.bin", 0x00000, 0x200 , CRC(5778470a) SHA1(3bf0c90e32a1ecf9b4f0ab90f61f29d59616ffbc) )
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ROM_REGION( 0x040000, "oki", 0 ) /* Samples */
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ROM_LOAD( "27010.uc1", 0x00000, 0x20000, CRC(b825bb9c) SHA1(9e444306e7ac1282871f0132f0137bf7aa87b7e0) )
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@ -2941,9 +2942,9 @@ ROM_START( cookbiba )
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ROM_REGION( 0x10000, "cpu2", 0 ) /* Intel 87C52 MCU Code */
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ROM_LOAD( "87c52.mcu", 0x00000, 0x2000, NO_DUMP ) /* can't be dumped */
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ROM_REGION16_BE( 0x200, "user1", 0 ) /* Data from Shared RAM */
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ROM_REGION16_BE( 0x200, "user1", 0 ) /* Data from Shared RAM */ // note, different to cookbib
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/* this is not a real rom but instead the data extracted from shared ram, the MCU puts it there */
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ROM_LOAD16_WORD( "protdata.bin", 0x00000, 0x200 , BAD_DUMP CRC(a77d13f4) SHA1(13db72f5b171b0c1226e97ea98d9edd7144d56d9) ) // wrong for this set
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ROM_LOAD16_WORD( "cookbiba_protdata.bin", 0x00000, 0x200 , CRC(7f05b832) SHA1(c6141b15ee9e31f7a28748f330405b90c3b9508a) )
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ROM_REGION( 0x40000, "oki", 0 ) /* Samples */
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ROM_LOAD( "sound.uc1", 0x00000, 0x20000, CRC(545e19b6) SHA1(ef518bbe44b22e7ef77ee6af337ebcad9b2674e0) )
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@ -3588,26 +3589,41 @@ DRIVER_INIT_MEMBER(tumbleb_state,dquizgo)
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GAME( 1991, tumbleb, tumblep, tumblepb, tumblepb, tumbleb_state, tumblepb, ROT0, "bootleg", "Tumble Pop (bootleg)", GAME_IMPERFECT_SOUND | GAME_SUPPORTS_SAVE )
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GAME( 1991, tumbleb2, tumblep, tumbleb2, tumblepb, tumbleb_state, tumbleb2, ROT0, "bootleg", "Tumble Pop (bootleg with PIC)", GAME_IMPERFECT_SOUND | GAME_SUPPORTS_SAVE ) // PIC is protected, sound simulation not 100%
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GAME( 1991, tumblepba, tumblep, tumblepb, tumblepb, tumbleb_state, tumblepba, ROT0, "bootleg (Playmark)", "Tumble Pop (Playmark bootleg)", GAME_IMPERFECT_SOUND | GAME_SUPPORTS_SAVE | GAME_NOT_WORKING ) // Playmark stickers on ROMs
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GAME( 1993, jumpkids, 0, jumpkids, tumblepb, tumbleb_state, jumpkids, ROT0, "Comad", "Jump Kids", GAME_SUPPORTS_SAVE )
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GAME( 1994, pangpang, 0, pangpang, tumblepb, tumbleb_state, tumbleb2, ROT0, "Dong Gue La Mi Ltd.", "Pang Pang", GAME_IMPERFECT_SOUND | GAME_SUPPORTS_SAVE ) // PIC is protected, sound simulation not 100%
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/* Misc 'bootleg' hardware - more changes from base hardware */
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GAME( 1994, suprtrio, 0, suprtrio, suprtrio, tumbleb_state, suprtrio, ROT0, "Gameace", "Super Trio", GAME_SUPPORTS_SAVE )
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GAME( 1996, fncywld, 0, fncywld, fncywld, tumbleb_state, fncywld, ROT0, "Unico", "Fancy World - Earth of Crisis" , GAME_SUPPORTS_SAVE ) // game says 1996, testmode 1995?
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// Unico - Magic Purple almost certainly goes here
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/* First Amusement / Mijin / SemiCom hardware (MCU protected) */
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GAME( 1994, metlsavr, 0, metlsavr, metlsavr, tumbleb_state, chokchok, ROT0, "First Amusement", "Metal Saver", GAME_SUPPORTS_SAVE )
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GAME( 1994, magicbal, 0, metlsavr, magicbal, tumbleb_state, chokchok, ROT0, "SemiCom", "Magicball Fighting (Korea)", GAME_SUPPORTS_SAVE) // also still has the Metal Saver (c)1994 First Amusement tiles in the GFX
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GAME( 1995, chokchok, 0, chokchok, chokchok, tumbleb_state, chokchok, ROT0, "SemiCom", "Choky! Choky!", GAME_IMPERFECT_GRAPHICS | GAME_SUPPORTS_SAVE )
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GAME( 1995, wlstar, 0, cookbib_mcu, wlstar, tumbleb_state, wlstar, ROT0, "Mijin", "Wonder League Star - Sok-Magicball Fighting (Korea)", GAME_SUPPORTS_SAVE ) // translates to 'Wonder League Star - Return of Magicball Fighting'
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GAME( 1995, htchctch, 0, htchctch, htchctch, tumbleb_state, htchctch, ROT0, "SemiCom", "Hatch Catch" , GAME_SUPPORTS_SAVE ) // not 100% sure about gfx offsets
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GAME( 1995, cookbib, 0, cookbib, cookbib, tumbleb_state, htchctch, ROT0, "SemiCom", "Cookie & Bibi (set 1)" , GAME_SUPPORTS_SAVE ) // not 100% sure about gfx offsets
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GAME( 1995, cookbiba, cookbib, cookbib, cookbib, tumbleb_state, htchctch, ROT0, "SemiCom", "Cookie & Bibi (set 2)" , GAME_SUPPORTS_SAVE | GAME_NOT_WORKING )
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GAME( 1996, carket, 0, htchctch, carket, tumbleb_state, carket, ROT0, "SemiCom", "Carket Ball", GAME_NOT_WORKING ) // we're not using the MCU data from the right game, audio ends up bad after inserting a coin, maybe other issues
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GAME( 1995, cookbiba, cookbib, cookbib, cookbib, tumbleb_state, htchctch, ROT0, "SemiCom", "Cookie & Bibi (set 2)" , GAME_SUPPORTS_SAVE )
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GAME( 1996, carket, 0, htchctch, carket, tumbleb_state, carket, ROT0, "SemiCom", "Carket Ball", GAME_SUPPORTS_SAVE )
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GAME( 1996, wondl96, 0, cookbib_mcu, wondl96, tumbleb_state, wondl96, ROT0, "SemiCom", "Wonder League '96 (Korea)", GAME_SUPPORTS_SAVE )
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GAME( 1996, sdfight, 0, sdfight, sdfight, tumbleb_state, bcstory, ROT0, "SemiCom", "SD Fighters (Korea)", GAME_SUPPORTS_SAVE )
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GAME( 1997, bcstry, 0, bcstory, bcstory, tumbleb_state, bcstory, ROT0, "SemiCom", "B.C. Story (set 1)", GAME_IMPERFECT_GRAPHICS | GAME_SUPPORTS_SAVE ) // gfx offsets?
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GAME( 1997, bcstrya, bcstry, bcstory, bcstory, tumbleb_state, bcstory, ROT0, "SemiCom", "B.C. Story (set 2)", GAME_IMPERFECT_GRAPHICS | GAME_SUPPORTS_SAVE ) // gfx offsets?
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GAME( 1997, semibase, 0, semibase, semibase, tumbleb_state, bcstory, ROT0, "SemiCom", "MuHanSeungBu (SemiCom Baseball) (Korea)", GAME_IMPERFECT_GRAPHICS | GAME_SUPPORTS_SAVE )// sprite offsets..
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GAME( 1998, dquizgo, 0, cookbib, dquizgo, tumbleb_state, dquizgo, ROT0, "SemiCom", "Date Quiz Go Go (Korea)", GAME_IMPERFECT_GRAPHICS | GAME_SUPPORTS_SAVE ) // check layer offsets
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