moved Stephh's mooncrst notes to galaxian.c (part of kazblox canceled pull req)

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hap 2015-10-31 14:09:27 +01:00
parent 026bed7ef7
commit 8e75b5374b
2 changed files with 246 additions and 264 deletions

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@ -384,6 +384,252 @@ Stephh's notes (based on the games Z80 code and some tests) for games based on '
- When in "Free Play" mode, you only 3 lives at start.
Stephh's additional notes (based on the games Z80 code and some tests) for "Moon Cresta" and its numerous clones :
a) 'mooncrst'
- made by Nichibutsu
- inputs :
* player 1 controls are used by player 1
* player 2 controls are used by player 2, even in an "upright" cabinet
- 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"
- no writes to 0xa003, so no coin counters
- bonus life at 30000 or 50000 based on a Dip Switch
- possible partial Japanese text based on a Dip Switch
- hi-score : 11 chars (even if only 10 will be displayed), 60 seconds to enter
- players bullet speed : 4 pixels - lower limit : 0x04
- ingame bug : if you reset the game when screen is flipped, it isn't flipped back
- driver possible bug (which occurs for all "Moon Cresta" sets but 'mooncrgx') :
when the screen is flipped, sprites are too shifted (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 is flipped
b) 'mooncrsu'
- made by Nichibutsu
- very similar to 'mooncrst' with the only following differences :
* additional "USA" display after "Nichibutsu" (which is shifted left)
* writes to 0xb000 to 0xb0ff on reset ('mooncrst' only writes to 0xb000),
so there is no screen flipped ingame bug as in 'mooncrst'
c) 'mooncrsa'
- made by Nichibutsu
- additional "(c)" display before "Nichibutsu"
- "(c) 1980 NIHON BUSSAN CO. , LTD" display replaced with "May 1980" in yellow
- code at 0x1f00 has been removed ! I can't determine was is was supposed to do,
but it's based on number of enemies left (stored at 0x823c) and possible time
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).
- 2 coins slots, but same settings : 1C_1C / 1C_2C / 1C_3C / "Free Play"
- same other infos as in 'mooncrst'
- same ingame bug as in 'mooncrst'
d) 'mooncrs2'
- bootleg (possibily based on a Gremlin version we don't have)
- heavily based on 'mooncrsa' with additional RAM/ROM check routine at 0x3ea1
- some "chars" have been erased from the GFX ROMS but some routines which
"prints" them are still there (but there are less than in 'mooncrsa')
- same other infos as in 'mooncrst'
- due to numerous writes in the RAM/ROM check routine, there is no screen flipped
ingame bug as in 'mooncrst'
e) 'mooncrsb'
- bootleg (possibily based on a Gremlin version we don't have)
- the only difference with 'mooncrs2' is that RAM/ROM check routine at 0x3ea1
has completely been "noped" and the jump at address 0x0004 has been changed
- all "chars" from the GFX ROMS haven't been erased, so you can see the top
of the "Gremlin" logo as copyright and hi-scores names
- same ingame bug as in 'mooncrst'
f) 'mooncrs3'
- bootleg
- very similar to 'mooncrs2' with the only following differences :
* checksum of ROM area 0x0000-0x3fff is computed, but the result is discarded
(see "xor a" operation at 0x3fc0 instead of "and a")
* coins stuff is different (see below)
- 2 coins slots with different settings (same as 'mooncrst') :
* coin A : 1C_1C / 2C_1C / 3C_1C / 4C_1C
* coin B : 1C_1C / 1C_2C / 1C_3C / "Free Play"
- 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
as the same value is written when you press COIN1 or COIN2
g) 'mooncrsg'
- made by Gremlin
- there are MANY changes and additions, and I wonder if there's such a Nichibutsu set;
anyway, closest set to this one seems to be 'mooncrst'
- 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
TODO:

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@ -33,270 +33,6 @@ TODO:
- $4800-4bff in Streaking/Ghost Muncher
Moon Cresta versions supported:
------------------------------
mooncrst Nichibutsu - later revision with better demo mode and
text for docking. Encrypted. No ROM/RAM check
mooncrsu Nichibutsu USA - later revision with better demo mode and
text for docking. Unencrypted. No ROM/RAM check
mooncrsa Nichibutsu - older revision with better demo mode and
text for docking. Encrypted. No ROM/RAM check
mooncrs2 Nichibutsu - probably first revision (no patches) and ROM/RAM check code.
This came from a bootleg board, with the logos erased
from the graphics
mooncrsg Gremlin - same docking text as mooncrst
mooncrsb bootleg of mooncrs2. ROM/RAM check erased.
Stephh's additional notes (based on the games Z80 code and some tests) for "Moon Cresta" and its numerous clones :
a) 'mooncrst'
- made by Nichibutsu
- inputs :
* player 1 controls are used by player 1
* player 2 controls are used by player 2, even in an "upright" cabinet
- 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"
- no writes to 0xa003, so no coin counters
- bonus life at 30000 or 50000 based on a Dip Switch
- possible partial Japanese text based on a Dip Switch
- hi-score : 11 chars (even if only 10 will be displayed), 60 seconds to enter
- players bullet speed : 4 pixels - lower limit : 0x04
- ingame bug : if you reset the game when screen is flipped, it isn't flipped back
- driver possible bug (which occurs for all "Moon Cresta" sets but 'mooncrgx') :
when the screen is flipped, sprites are too shifted (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 is flipped
b) 'mooncrsu'
- made by Nichibutsu
- very similar to 'mooncrst' with the only following differences :
* additional "USA" display after "Nichibutsu" (which is shifted left)
* writes to 0xb000 to 0xb0ff on reset ('mooncrst' only writes to 0xb000),
so there is no screen flipped ingame bug as in 'mooncrst'
c) 'mooncrsa'
- made by Nichibutsu
- additional "(c)" display before "Nichibutsu"
- "(c) 1980 NIHON BUSSAN CO. , LTD" display replaced with "May 1980" in yellow
- code at 0x1f00 has been removed ! I can't determine was is was supposed to do,
but it's based on number of enemies left (stored at 0x823c) and possible time
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).
- 2 coins slots, but same settings : 1C_1C / 1C_2C / 1C_3C / "Free Play"
- same other infos as in 'mooncrst'
- same ingame bug as in 'mooncrst'
d) 'mooncrs2'
- bootleg (possibily based on a Gremlin version we don't have)
- heavily based on 'mooncrsa' with additional RAM/ROM check routine at 0x3ea1
- some "chars" have been erased from the GFX ROMS but some routines which
"prints" them are still there (but there are less than in 'mooncrsa')
- same other infos as in 'mooncrst'
- due to numerous writes in the RAM/ROM check routine, there is no screen flipped
ingame bug as in 'mooncrst'
e) 'mooncrsb'
- bootleg (possibily based on a Gremlin version we don't have)
- the only difference with 'mooncrs2' is that RAM/ROM check routine at 0x3ea1
has completely been "noped" and the jump at address 0x0004 has been changed
- all "chars" from the GFX ROMS haven't been erased, so you can see the top
of the "Gremlin" logo as copyright and hi-scores names
- same ingame bug as in 'mooncrst'
f) 'mooncrs3'
- bootleg
- very similar to 'mooncrs2' with the only following differences :
* checksum of ROM area 0x0000-0x3fff is computed, but the result is discarded
(see "xor a" operation at 0x3fc0 instead of "and a")
* coins stuff is different (see below)
- 2 coins slots with different settings (same as 'mooncrst') :
* coin A : 1C_1C / 2C_1C / 3C_1C / 4C_1C
* coin B : 1C_1C / 1C_2C / 1C_3C / "Free Play"
- 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
as the same value is written when you press COIN1 or COIN2
g) 'mooncrsg'
- made by Gremlin
- there are MANY changes and additions, and I wonder if there's such a Nichibutsu set;
anyway, closest set to this one seems to be 'mooncrst'
- 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'