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moved Stephh's mooncrst notes to galaxian.c (part of kazblox canceled pull req)
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@ -384,6 +384,252 @@ Stephh's notes (based on the games Z80 code and some tests) for games based on '
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- When in "Free Play" mode, you only 3 lives at start.
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Stephh's additional notes (based on the games Z80 code and some tests) for "Moon Cresta" and its numerous clones :
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a) 'mooncrst'
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- made by Nichibutsu
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- inputs :
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* player 1 controls are used by player 1
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* player 2 controls are used by player 2, even in an "upright" cabinet
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- 2 coins slots with different settings :
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* coin A : 1C_1C / 2C_1C / 3C_1C / 4C_1C
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* coin B : 1C_1C / 1C_2C / 1C_3C / "Free Play"
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- no writes to 0xa003, so no coin counters
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- bonus life at 30000 or 50000 based on a Dip Switch
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- possible partial Japanese text based on a Dip Switch
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- hi-score : 11 chars (even if only 10 will be displayed), 60 seconds to enter
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- players bullet speed : 4 pixels - lower limit : 0x04
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- ingame bug : if you reset the game when screen is flipped, it isn't flipped back
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- driver possible bug (which occurs for all "Moon Cresta" sets but 'mooncrgx') :
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when the screen is flipped, sprites are too shifted (see for example player 2
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score which misses ending '0') while bullets shall be good
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as a consequence, square around letters is wrong when entering player name
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for hi-score table when screen is flipped
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b) 'mooncrsu'
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- made by Nichibutsu
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- very similar to 'mooncrst' with the only following differences :
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* additional "USA" display after "Nichibutsu" (which is shifted left)
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* writes to 0xb000 to 0xb0ff on reset ('mooncrst' only writes to 0xb000),
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so there is no screen flipped ingame bug as in 'mooncrst'
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c) 'mooncrsa'
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- made by Nichibutsu
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- additional "(c)" display before "Nichibutsu"
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- "(c) 1980 NIHON BUSSAN CO. , LTD" display replaced with "May 1980" in yellow
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- code at 0x1f00 has been removed ! I can't determine was is was supposed to do,
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but it's based on number of enemies left (stored at 0x823c) and possible time
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spent on the level (stored at 0x8226). Any hint is fully welcome !
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- this version is easier than 'mooncrst' : look at high nibbles that are stored
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at 0x809b and 0x809c via code at 0x0cb8 (0x01 and 0x02 instead of 0x11 and 0x12).
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- 2 coins slots, but same settings : 1C_1C / 1C_2C / 1C_3C / "Free Play"
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- same other infos as in 'mooncrst'
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- same ingame bug as in 'mooncrst'
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d) 'mooncrs2'
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- bootleg (possibily based on a Gremlin version we don't have)
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- heavily based on 'mooncrsa' with additional RAM/ROM check routine at 0x3ea1
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- some "chars" have been erased from the GFX ROMS but some routines which
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"prints" them are still there (but there are less than in 'mooncrsa')
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- same other infos as in 'mooncrst'
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- due to numerous writes in the RAM/ROM check routine, there is no screen flipped
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ingame bug as in 'mooncrst'
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e) 'mooncrsb'
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- bootleg (possibily based on a Gremlin version we don't have)
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- the only difference with 'mooncrs2' is that RAM/ROM check routine at 0x3ea1
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has completely been "noped" and the jump at address 0x0004 has been changed
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- all "chars" from the GFX ROMS haven't been erased, so you can see the top
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of the "Gremlin" logo as copyright and hi-scores names
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- same ingame bug as in 'mooncrst'
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f) 'mooncrs3'
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- bootleg
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- very similar to 'mooncrs2' with the only following differences :
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* checksum of ROM area 0x0000-0x3fff is computed, but the result is discarded
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(see "xor a" operation at 0x3fc0 instead of "and a")
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* coins stuff is different (see below)
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- 2 coins slots with different settings (same as 'mooncrst') :
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* coin A : 1C_1C / 2C_1C / 3C_1C / 4C_1C
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* coin B : 1C_1C / 1C_2C / 1C_3C / "Free Play"
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- there are writes to 0xa003 (check code at 0x1b8e and 0x1b9e) which occur
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when you insert a coin, but I can't confirm it's related to coin counters
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as the same value is written when you press COIN1 or COIN2
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g) 'mooncrsg'
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- made by Gremlin
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- there are MANY changes and additions, and I wonder if there's such a Nichibutsu set;
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anyway, closest set to this one seems to be 'mooncrst'
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- Gremin "logo" on 2 lines instead of Nichibutsu copyright messages (2 lines)
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- additional test for IN0 bit 7 (code at 0x0174) which always adds 1 credit
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- there are writes to 0xa003 (check code at 0x0158 and 0x0160) which occur
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when you insert a coin, but I can't confirm it's related to coin counters
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as the same value is written when you press COIN1 or COIN2
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- only English text (Dip Switch has no effect due to code at 0x2f77)
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- hi-score : 3 chars, 10 seconds to enter
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- same difficulty as in 'monncrst' (but stored at 0x809e and 0x809f)
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- same other infos as in 'mooncrst'
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- same ingame bug as in 'mooncrst'
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h) 'fantazia'
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- made by Subelectro
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- closest set to this one seems to be 'mooncrsb'
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- all intro texts have been changed as well as colors
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- inputs :
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* player 1 controls are used by player 1
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* player 2 controls are used by player 2, only in a "cocktail" cabinet
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look at additional routine at 0x29e0
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- 2 coins slots with different settings (inverted coin A/B compared to 'mooncrst') :
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* coin A : 1C_1C / 1C_2C / 1C_3C / "Free Play"
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* coin B : 1C_1C / 2C_1C / 3C_1C / 4C_1C
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- only English text (Dip Switch has no effect due to code at 0x2f53)
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- hi-score : 3 chars, 60 seconds to enter
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- same other infos as in 'mooncrst'
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- same ingame bug as in 'mooncrst'
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i) 'eagle'
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- made by Centuri
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- very similar to 'mooncrsb' with the only following differences :
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* only 3 chars for hi-score instead of 11
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* all other changes are modified "strings" to be displayed
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(the intro texts but copyright remains though) as well as
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new GFX (I can't test the sound for now to check)
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- same ingame bug as in 'mooncrst'
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j) 'eagle2'
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- made by Centuri
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- very similar to 'eagle' with the only following differences :
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* only 20 seconds to enter hi-score instead of 60
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* coins stuff is different (see below)
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* one GFX ROM is slighlty different
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- 2 coins slots, but same settings : 1C_1C / 2C_1C / 3C_1C / 4C_1C
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- previous "Coin B" Dip Switch is now only tested to see if in "Freeplay" mode
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- same ingame bug as in 'mooncrst'
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k) 'eagle3'
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- made by Centuri
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- PRG ROMS are the same as for 'eagle' while two GFX ROMS are slighly different
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(so the game is having 'mooncrst' ships and 'eagle' enemies)
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- same ingame bug as in 'mooncrst'
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l) 'spctbird'
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- made by Fortrek
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- very similar to 'mooncrsb' with the only following difference :
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* coins stuff is different (same as in 'eagle2' - see below)
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- 2 coins slots, but same settings : 1C_1C / 2C_1C / 3C_1C / 4C_1C
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- previous "Coin B" Dip Switch is now only tested to see if in "Freeplay" mode
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- same ingame bug as in 'mooncrst'
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m) 'smooncrs'
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- made par Gremlin (bootleg based on a Nichibutsu version we don't have ?)
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- same RAM/ROM check routine as in 'mooncrs2' (so there is no screen flipped
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ingame bug as in 'mooncrst'), but LOTS of new features !
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- only top of the Gremlin logo is displayed and it is also used for hi-scores
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- all intro texts have been changed
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- "2'ST" instead of "2'ND" and "RECORD" instead of "HI-SCORE"
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- additional "PLAYER 1/2" messages when player changes
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- inputs : player 1 controls are used by players 1 and 2, even in a "cocktail"
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cabinet (player 2 inputs are never read due to code at 0x2b1c and 0x3313)
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- 2 coins slots with different settings :
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* coin A : 1C_1C / 2C_1C / 3C_1C / 4C_1C
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* coin B : 1C_1C / 1C_2C / 1C_3C / "Free Play"
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additional wrong (Spanish) text displayed when "Coin B" set to 1C_1C
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(check additional code at 0x0fae) :
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* if "Coin A" set to 4C_1C, "1 MONEDA 1 PARTIDA" on one line
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* if "Coin A" set to 2C_1C, "1 MONEDA 1 PARTIDA" on one line
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and "2 MONEDAS 3 PARTIDAS" on another line below
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when "Coin B" set to "Free Play", "CREDIT 04" instead of "FREE PLAY" string
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(even if this number of credits is decremented when you press a START button,
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it is put back to 04 when the game is over for all players)
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- additional "POR" display after the number of credits
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- bonus life always 50000 due to code at 0x2f68
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- only English text due to code at 0x2f53
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- hi-score : 3 chars, 60 seconds to enter
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- players bullet speed : 9 or 12 pixels (using previous "Language" Dip Switch) -
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lower limit : 0x0f (see additional routine at 0x0007 and call from 0x3407)
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- game difficulty using previous "Bonus Life" Dip Switch (code at 0x2962)
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however, even with "Easy" difficulty, the game is much harder as in 'mooncrs2'
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as enemies as enemies move much faster and as they shoot on some levels
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- docking stage is harder has there are gaps of 2 pixels instead of 1
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- when you complete the 8 stages, "O.K." "FANTASTIC" messages on 2 lines
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instead of "FAR OUT !" message on 1 line
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- same ingame bug as in 'mooncrst'
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- another ingame bug : when in "cocktail mode", "PLAYER 1/2" messages are
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displayed BEFORE the screen is flipped (back)
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- driver other bugs :
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* when screen is flipped, player's bullets aren't displayed
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* when screen is flipped, enemies' bullets aren't flipped
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n) 'spcdrag'
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- bootleg
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- heavily based on 'smooncrs' (so there's a RAM/ROM check) but some differences though
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- same intro texts as in 'mooncrs2'
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- 2 coins slots with different settings :
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* coin A : 1C_1C / 2C_1C / 3C_1C / 4C_1C
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* coin B : 1C_2C / 1C_3C / 1C_4C / "Free Play"
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additional wrong (Engrish) text displayed when "Coin B" set to 1C_2C
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(check additional code at 0x0fae) :
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* if "Coin A" set to 4C_1C, "1 COIN 1 PLAY " on one line
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* if "Coin A" set to 2C_1C, "1 COIN 1 PLAY " on one line
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and "2 COINS 3 PLAYES " (notice the spelling) on another line below
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when "Coin B" set to "Free Play", "CREDIT 04" instead of "FREE PLAY" string
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(even if this number of credits is decremented when you press a START button,
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it is put back to 04 when the game is over for all players)
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- "CAP 2" display instead of "POR" after the number of credits
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- hi-score : 11 chars (even if only 10 will be displayed), 60 seconds to enter
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(same as in 'mooncrs2')
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- players bullet speed : 6 or 9 pixels (using previous "Language" Dip Switch) -
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lower limit : 0x04 (instead of speed 9/12 and lower limit 0x0f)
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- even if there's also the "Difficulty" Dip Switch, the game is a little bit easier
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(enemies speed is slower and docking stage is back to 1 pixel to fit 'mooncrs2')
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- when you complete the 8 stages, same "FAR OUT !" message as in 'mooncrs2'
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- driver bug : even if player's bullets are displayed when screen is flipped as in
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other sets, enemies' bullets are still not flipped as in 'smooncrs'
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o) 'spcdraga'
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- bootleg ? (there's a Nichibutsu logo which is displayed in the "title" screen
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as well as in the hi-scores)
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- very similar to 'spcdrag' with the only following (comestical) differences :
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* unused routine at 0x37a8 has been "noped"
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* no text after the number of credits
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* all texts have been translated to Spanish
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p) 'mooncrgx'
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- bootleg on "Galaxian" hardware
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- very similar to 'mooncrsb' with the only following differences :
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* all unused routines have been "noped"
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* settings are different (see below)
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- 2 coins slots with different settings :
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* coin A : 1C_1C / 2C_1C
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* coin B : 1C_3C / 1C_5C
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- there are writes to 0x6003 when you press COIN1 but not when you press COIN2
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- there are also writes to (unmapped) 0x6804 when you press either COIN1 or COIN2 :
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* when you press COIN1, 0x00 is written once
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* when you press COIN2, 0x01 is written 5 times, then 0x00 is written once
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- only English text (Dip Switch has no effect due to code at 0x2f4b)
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- no ingame bug due to code at 0x2f77
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- driver possible bug : while sprites are now correct when screen is flipped,
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they are too shifted when screen is not flipped (again, see for example player 2
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score which misses ending '0') while bullets shall be good
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as a consequence, square around letters is wrong when entering player name
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for hi-score table when screen not is flipped
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TODO:
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@ -33,270 +33,6 @@ TODO:
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- $4800-4bff in Streaking/Ghost Muncher
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Moon Cresta versions supported:
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------------------------------
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mooncrst Nichibutsu - later revision with better demo mode and
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text for docking. Encrypted. No ROM/RAM check
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mooncrsu Nichibutsu USA - later revision with better demo mode and
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text for docking. Unencrypted. No ROM/RAM check
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mooncrsa Nichibutsu - older revision with better demo mode and
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text for docking. Encrypted. No ROM/RAM check
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mooncrs2 Nichibutsu - probably first revision (no patches) and ROM/RAM check code.
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This came from a bootleg board, with the logos erased
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from the graphics
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mooncrsg Gremlin - same docking text as mooncrst
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mooncrsb bootleg of mooncrs2. ROM/RAM check erased.
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Stephh's additional notes (based on the games Z80 code and some tests) for "Moon Cresta" and its numerous clones :
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a) 'mooncrst'
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- made by Nichibutsu
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- inputs :
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* player 1 controls are used by player 1
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* player 2 controls are used by player 2, even in an "upright" cabinet
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- 2 coins slots with different settings :
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* coin A : 1C_1C / 2C_1C / 3C_1C / 4C_1C
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* coin B : 1C_1C / 1C_2C / 1C_3C / "Free Play"
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- no writes to 0xa003, so no coin counters
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- bonus life at 30000 or 50000 based on a Dip Switch
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- possible partial Japanese text based on a Dip Switch
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- hi-score : 11 chars (even if only 10 will be displayed), 60 seconds to enter
|
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- players bullet speed : 4 pixels - lower limit : 0x04
|
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- ingame bug : if you reset the game when screen is flipped, it isn't flipped back
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- driver possible bug (which occurs for all "Moon Cresta" sets but 'mooncrgx') :
|
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when the screen is flipped, sprites are too shifted (see for example player 2
|
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score which misses ending '0') while bullets shall be good
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as a consequence, square around letters is wrong when entering player name
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for hi-score table when screen is flipped
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b) 'mooncrsu'
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- made by Nichibutsu
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- very similar to 'mooncrst' with the only following differences :
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* additional "USA" display after "Nichibutsu" (which is shifted left)
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* writes to 0xb000 to 0xb0ff on reset ('mooncrst' only writes to 0xb000),
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so there is no screen flipped ingame bug as in 'mooncrst'
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c) 'mooncrsa'
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- made by Nichibutsu
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- additional "(c)" display before "Nichibutsu"
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- "(c) 1980 NIHON BUSSAN CO. , LTD" display replaced with "May 1980" in yellow
|
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- code at 0x1f00 has been removed ! I can't determine was is was supposed to do,
|
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but it's based on number of enemies left (stored at 0x823c) and possible time
|
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spent on the level (stored at 0x8226). Any hint is fully welcome !
|
||||
- this version is easier than 'mooncrst' : look at high nibbles that are stored
|
||||
at 0x809b and 0x809c via code at 0x0cb8 (0x01 and 0x02 instead of 0x11 and 0x12).
|
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- 2 coins slots, but same settings : 1C_1C / 1C_2C / 1C_3C / "Free Play"
|
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- same other infos as in 'mooncrst'
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- same ingame bug as in 'mooncrst'
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d) 'mooncrs2'
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- bootleg (possibily based on a Gremlin version we don't have)
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- heavily based on 'mooncrsa' with additional RAM/ROM check routine at 0x3ea1
|
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- some "chars" have been erased from the GFX ROMS but some routines which
|
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"prints" them are still there (but there are less than in 'mooncrsa')
|
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- same other infos as in 'mooncrst'
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- due to numerous writes in the RAM/ROM check routine, there is no screen flipped
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ingame bug as in 'mooncrst'
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e) 'mooncrsb'
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- bootleg (possibily based on a Gremlin version we don't have)
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- the only difference with 'mooncrs2' is that RAM/ROM check routine at 0x3ea1
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has completely been "noped" and the jump at address 0x0004 has been changed
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- all "chars" from the GFX ROMS haven't been erased, so you can see the top
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of the "Gremlin" logo as copyright and hi-scores names
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- same ingame bug as in 'mooncrst'
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f) 'mooncrs3'
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- bootleg
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- very similar to 'mooncrs2' with the only following differences :
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* checksum of ROM area 0x0000-0x3fff is computed, but the result is discarded
|
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(see "xor a" operation at 0x3fc0 instead of "and a")
|
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* coins stuff is different (see below)
|
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- 2 coins slots with different settings (same as 'mooncrst') :
|
||||
* coin A : 1C_1C / 2C_1C / 3C_1C / 4C_1C
|
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* coin B : 1C_1C / 1C_2C / 1C_3C / "Free Play"
|
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- there are writes to 0xa003 (check code at 0x1b8e and 0x1b9e) which occur
|
||||
when you insert a coin, but I can't confirm it's related to coin counters
|
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as the same value is written when you press COIN1 or COIN2
|
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g) 'mooncrsg'
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- made by Gremlin
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- there are MANY changes and additions, and I wonder if there's such a Nichibutsu set;
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anyway, closest set to this one seems to be 'mooncrst'
|
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- Gremin "logo" on 2 lines instead of Nichibutsu copyright messages (2 lines)
|
||||
- additional test for IN0 bit 7 (code at 0x0174) which always adds 1 credit
|
||||
- there are writes to 0xa003 (check code at 0x0158 and 0x0160) which occur
|
||||
when you insert a coin, but I can't confirm it's related to coin counters
|
||||
as the same value is written when you press COIN1 or COIN2
|
||||
- only English text (Dip Switch has no effect due to code at 0x2f77)
|
||||
- hi-score : 3 chars, 10 seconds to enter
|
||||
- same difficulty as in 'monncrst' (but stored at 0x809e and 0x809f)
|
||||
- same other infos as in 'mooncrst'
|
||||
- same ingame bug as in 'mooncrst'
|
||||
|
||||
h) 'fantazia'
|
||||
|
||||
- made by Subelectro
|
||||
- closest set to this one seems to be 'mooncrsb'
|
||||
- all intro texts have been changed as well as colors
|
||||
- inputs :
|
||||
* player 1 controls are used by player 1
|
||||
* player 2 controls are used by player 2, only in a "cocktail" cabinet
|
||||
look at additional routine at 0x29e0
|
||||
- 2 coins slots with different settings (inverted coin A/B compared to 'mooncrst') :
|
||||
* coin A : 1C_1C / 1C_2C / 1C_3C / "Free Play"
|
||||
* coin B : 1C_1C / 2C_1C / 3C_1C / 4C_1C
|
||||
- only English text (Dip Switch has no effect due to code at 0x2f53)
|
||||
- hi-score : 3 chars, 60 seconds to enter
|
||||
- same other infos as in 'mooncrst'
|
||||
- same ingame bug as in 'mooncrst'
|
||||
|
||||
i) 'eagle'
|
||||
|
||||
- made by Centuri
|
||||
- very similar to 'mooncrsb' with the only following differences :
|
||||
* only 3 chars for hi-score instead of 11
|
||||
* all other changes are modified "strings" to be displayed
|
||||
(the intro texts but copyright remains though) as well as
|
||||
new GFX (I can't test the sound for now to check)
|
||||
- same ingame bug as in 'mooncrst'
|
||||
|
||||
j) 'eagle2'
|
||||
|
||||
- made by Centuri
|
||||
- very similar to 'eagle' with the only following differences :
|
||||
* only 20 seconds to enter hi-score instead of 60
|
||||
* coins stuff is different (see below)
|
||||
* one GFX ROM is slighlty different
|
||||
- 2 coins slots, but same settings : 1C_1C / 2C_1C / 3C_1C / 4C_1C
|
||||
- previous "Coin B" Dip Switch is now only tested to see if in "Freeplay" mode
|
||||
- same ingame bug as in 'mooncrst'
|
||||
|
||||
k) 'eagle3'
|
||||
|
||||
- made by Centuri
|
||||
- PRG ROMS are the same as for 'eagle' while two GFX ROMS are slighly different
|
||||
(so the game is having 'mooncrst' ships and 'eagle' enemies)
|
||||
- same ingame bug as in 'mooncrst'
|
||||
|
||||
l) 'spctbird'
|
||||
|
||||
- made by Fortrek
|
||||
- very similar to 'mooncrsb' with the only following difference :
|
||||
* coins stuff is different (same as in 'eagle2' - see below)
|
||||
- 2 coins slots, but same settings : 1C_1C / 2C_1C / 3C_1C / 4C_1C
|
||||
- previous "Coin B" Dip Switch is now only tested to see if in "Freeplay" mode
|
||||
- same ingame bug as in 'mooncrst'
|
||||
|
||||
m) 'smooncrs'
|
||||
|
||||
- made par Gremlin (bootleg based on a Nichibutsu version we don't have ?)
|
||||
- same RAM/ROM check routine as in 'mooncrs2' (so there is no screen flipped
|
||||
ingame bug as in 'mooncrst'), but LOTS of new features !
|
||||
- only top of the Gremlin logo is displayed and it is also used for hi-scores
|
||||
- all intro texts have been changed
|
||||
- "2'ST" instead of "2'ND" and "RECORD" instead of "HI-SCORE"
|
||||
- additional "PLAYER 1/2" messages when player changes
|
||||
- inputs : player 1 controls are used by players 1 and 2, even in a "cocktail"
|
||||
cabinet (player 2 inputs are never read due to code at 0x2b1c and 0x3313)
|
||||
- 2 coins slots with different settings :
|
||||
* coin A : 1C_1C / 2C_1C / 3C_1C / 4C_1C
|
||||
* coin B : 1C_1C / 1C_2C / 1C_3C / "Free Play"
|
||||
additional wrong (Spanish) text displayed when "Coin B" set to 1C_1C
|
||||
(check additional code at 0x0fae) :
|
||||
* if "Coin A" set to 4C_1C, "1 MONEDA 1 PARTIDA" on one line
|
||||
* if "Coin A" set to 2C_1C, "1 MONEDA 1 PARTIDA" on one line
|
||||
and "2 MONEDAS 3 PARTIDAS" on another line below
|
||||
when "Coin B" set to "Free Play", "CREDIT 04" instead of "FREE PLAY" string
|
||||
(even if this number of credits is decremented when you press a START button,
|
||||
it is put back to 04 when the game is over for all players)
|
||||
- additional "POR" display after the number of credits
|
||||
- bonus life always 50000 due to code at 0x2f68
|
||||
- only English text due to code at 0x2f53
|
||||
- hi-score : 3 chars, 60 seconds to enter
|
||||
- players bullet speed : 9 or 12 pixels (using previous "Language" Dip Switch) -
|
||||
lower limit : 0x0f (see additional routine at 0x0007 and call from 0x3407)
|
||||
- game difficulty using previous "Bonus Life" Dip Switch (code at 0x2962)
|
||||
however, even with "Easy" difficulty, the game is much harder as in 'mooncrs2'
|
||||
as enemies as enemies move much faster and as they shoot on some levels
|
||||
- docking stage is harder has there are gaps of 2 pixels instead of 1
|
||||
- when you complete the 8 stages, "O.K." "FANTASTIC" messages on 2 lines
|
||||
instead of "FAR OUT !" message on 1 line
|
||||
- same ingame bug as in 'mooncrst'
|
||||
- another ingame bug : when in "cocktail mode", "PLAYER 1/2" messages are
|
||||
displayed BEFORE the screen is flipped (back)
|
||||
- driver other bugs :
|
||||
* when screen is flipped, player's bullets aren't displayed
|
||||
* when screen is flipped, enemies' bullets aren't flipped
|
||||
|
||||
n) 'spcdrag'
|
||||
|
||||
- bootleg
|
||||
- heavily based on 'smooncrs' (so there's a RAM/ROM check) but some differences though
|
||||
- same intro texts as in 'mooncrs2'
|
||||
- 2 coins slots with different settings :
|
||||
* coin A : 1C_1C / 2C_1C / 3C_1C / 4C_1C
|
||||
* coin B : 1C_2C / 1C_3C / 1C_4C / "Free Play"
|
||||
additional wrong (Engrish) text displayed when "Coin B" set to 1C_2C
|
||||
(check additional code at 0x0fae) :
|
||||
* if "Coin A" set to 4C_1C, "1 COIN 1 PLAY " on one line
|
||||
* if "Coin A" set to 2C_1C, "1 COIN 1 PLAY " on one line
|
||||
and "2 COINS 3 PLAYES " (notice the spelling) on another line below
|
||||
when "Coin B" set to "Free Play", "CREDIT 04" instead of "FREE PLAY" string
|
||||
(even if this number of credits is decremented when you press a START button,
|
||||
it is put back to 04 when the game is over for all players)
|
||||
- "CAP 2" display instead of "POR" after the number of credits
|
||||
- hi-score : 11 chars (even if only 10 will be displayed), 60 seconds to enter
|
||||
(same as in 'mooncrs2')
|
||||
- players bullet speed : 6 or 9 pixels (using previous "Language" Dip Switch) -
|
||||
lower limit : 0x04 (instead of speed 9/12 and lower limit 0x0f)
|
||||
- even if there's also the "Difficulty" Dip Switch, the game is a little bit easier
|
||||
(enemies speed is slower and docking stage is back to 1 pixel to fit 'mooncrs2')
|
||||
- when you complete the 8 stages, same "FAR OUT !" message as in 'mooncrs2'
|
||||
- driver bug : even if player's bullets are displayed when screen is flipped as in
|
||||
other sets, enemies' bullets are still not flipped as in 'smooncrs'
|
||||
|
||||
o) 'spcdraga'
|
||||
|
||||
- bootleg ? (there's a Nichibutsu logo which is displayed in the "title" screen
|
||||
as well as in the hi-scores)
|
||||
- very similar to 'spcdrag' with the only following (comestical) differences :
|
||||
* unused routine at 0x37a8 has been "noped"
|
||||
* no text after the number of credits
|
||||
* all texts have been translated to Spanish
|
||||
|
||||
p) 'mooncrgx'
|
||||
|
||||
- bootleg on "Galaxian" hardware
|
||||
- very similar to 'mooncrsb' with the only following differences :
|
||||
* all unused routines have been "noped"
|
||||
* settings are different (see below)
|
||||
- 2 coins slots with different settings :
|
||||
* coin A : 1C_1C / 2C_1C
|
||||
* coin B : 1C_3C / 1C_5C
|
||||
- there are writes to 0x6003 when you press COIN1 but not when you press COIN2
|
||||
- there are also writes to (unmapped) 0x6804 when you press either COIN1 or COIN2 :
|
||||
* when you press COIN1, 0x00 is written once
|
||||
* when you press COIN2, 0x01 is written 5 times, then 0x00 is written once
|
||||
- only English text (Dip Switch has no effect due to code at 0x2f4b)
|
||||
- no ingame bug due to code at 0x2f77
|
||||
- driver possible bug : while sprites are now correct when screen is flipped,
|
||||
they are too shifted when screen is not flipped (again, see for example player 2
|
||||
score which misses ending '0') while bullets shall be good
|
||||
as a consequence, square around letters is wrong when entering player name
|
||||
for hi-score table when screen not is flipped
|
||||
|
||||
|
||||
Stephh's notes (based on the games Z80 code and some tests) for other games :
|
||||
|
||||
1) 'scramblb' and 'scramb2'
|
||||
|
Loading…
Reference in New Issue
Block a user