From 8e75b5374bb1f0584fa875a5c28fe33727f220d0 Mon Sep 17 00:00:00 2001 From: hap Date: Sat, 31 Oct 2015 14:09:27 +0100 Subject: [PATCH] moved Stephh's mooncrst notes to galaxian.c (part of kazblox canceled pull req) --- src/mame/drivers/galaxian.c | 246 +++++++++++++++++++++++++++++++++ src/mame/drivers/galaxold.c | 264 ------------------------------------ 2 files changed, 246 insertions(+), 264 deletions(-) diff --git a/src/mame/drivers/galaxian.c b/src/mame/drivers/galaxian.c index 610f4c37ea7..e2d7acae4fd 100644 --- a/src/mame/drivers/galaxian.c +++ b/src/mame/drivers/galaxian.c @@ -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: diff --git a/src/mame/drivers/galaxold.c b/src/mame/drivers/galaxold.c index 47563f2d0f9..62eb5441460 100644 --- a/src/mame/drivers/galaxold.c +++ b/src/mame/drivers/galaxold.c @@ -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'