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new working game
---------------- Virtua Fighter 2 [Angelo Salese, R. Belmont, Olivier Galibert, ElSemi]
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Hardware and protection reverse-engineering and general assistance by ElSemi.
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Hardware and protection reverse-engineering and general assistance by ElSemi.
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MAME driver by R. Belmont, Olivier Galibert, ElSemi and Angelo Salese.
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MAME driver by R. Belmont, Olivier Galibert, ElSemi and Angelo Salese.
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TODO (updated as for April 2014):
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TODO:
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- all Model 2B games: FIFO comms looks way wrong, and 3d is mostly missing/incomplete. Games also tends to stalls at some point, culprit might be when i960 tries
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- z-sort, focal distance, color gamma and Mip Mapping still needs to be properly sorted in the renderer;
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to use a burst type opcode read;
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- FIFO needs to be properly emulated in the various CPU cores (we currently rely on some workarounds);
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- Inputs needs device-ification and clean-ups;
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- sound comms still needs some work (sometimes m68k doesn't get some commands or play them with a delay);
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- daytona: runs at half speed in gameplay;
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- 2C games needs TGPx4 emulation;
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- desert: several 3d bugs, presumably down to FIFO;
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- clean-ups;
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- dynamcop: stalls at stage select screen;
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TODO (per-game issues)
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- daytona: crashes when coining it up with master network active
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culprit is a wrong command parameter in geo_parse texture data opcode;
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- daytona: car glasses doesn't get loaded during gameplay;
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- doa, doaa: corrupted sound, eventually becomes silent;
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- dynamcopc: corrupts palette for 2d (most likely unrelated with the lack of DSP);
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- fvipers, schamp: rasterizer has issues displaying some characters @see video/model2.cpp
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- fvipers: enables timers, but then irq register is empty, hence it crashes with an "interrupt halt" at POST (regression);
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- fvipers: enables timers, but then irq register is empty, hence it crashes with an "interrupt halt" at POST (regression);
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- lastbrnx: uses external DMA port 0 for uploading SHARC program, hook-up might not be 100% right;
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- lastbrnx: uses external DMA port 0 for uploading SHARC program, hook-up might not be 100% right;
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- lastbrnx: uses a shitload of unsupported SHARC opcodes (compute_fmul_avg, shift operation 0x11, ALU operation 0x89 (compute_favg));
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- lastbrnx: has wrong graphics, uses several SHARC opcodes that needs to be double checked
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- lastbrnx: eventually crashes in attract mode, geo_parse_nn_s() is the culprit apparently;
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(compute_fmul_avg, shift operation 0x11, ALU operation 0x89 (compute_favg));
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- manxtt: missing 3d;
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- manxtt: no escape from "active motion slider" tutorial (needs analog inputs),
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- motoraid: stalls after course select;
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bypass it by entering then exiting service mode;
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- pltkidsa: after few secs of gameplay, background 3d disappears and everything reports a collision against the player;
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- manxtt: no bikes are visible (not a z-sort issue!);
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- skytargt: MAME hardlocks after disclaimer screen;
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- sgt24h: first turn in easy reverse course has ugly rendered mountain in background;
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- srallyc: opponent cars flickers like wild;
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- skytargt: really slow during gameplay;
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- vcop: lightgun input is offsetted;
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- srallyc: some 3d elements doesn't show up properly (trees models, last hill in course 1 is often black colored);
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- vcop: sound dies at enter initial screen (i.e. after played the game once);
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- vcop: sound dies at enter initial screen (i.e. after played the game once) (untested);
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- vcop: tilemap priority bug at stage select screen;
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- vcop: lightgun input is offsetted (needs to be calibrated in service mode);
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- vf2: stalls after disclaimer screen;
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- vcop: missing 3d bug at stage select screen (priority?);
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- vstriker: countdown in team select goes way too fast ...
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- vstriker: stadium ads have terrible colors (they uses the wrong color table, @see video/model2rd.hxx)
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- vstriker: ... meanwhile gameplay is way too slow!?
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- zeroguna: stalls after some seconds of gameplay;
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OK (controls may be wrong/missing/incomplete)
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--
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daytona/daytonat/daytonam
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desert
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vcop
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vf2
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vcop2
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zerogun
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gunblade
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indy500
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bel
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hotd
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topskatr
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von
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fvipers
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schamp
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stcc
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srallyc
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skytargt
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dynamcop
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dynabb97
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lastbrnj/lastbrnx
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skisuprg
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almost OK
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---------
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overrev: sound CPU crashes.
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vstriker: shows some attract mode, then hangs
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manxtt: no escape from "active motion slider" tutorial (needs analog inputs), bypass it by entering then exiting service mode
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manxtt: crashes after the title screen, the TGP is the cause
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pltkids/pltkidsa: crashes after some time of gameplay.
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rchase2: fails drive bd i/o check
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TODO
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----
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Controls are pretty basic right now
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Some games (sgt24h, indy500) hangs at random places, presumably due to a regression with the SHARC fifo comms
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Sound doesn't work properly in all games
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System 24 tilemaps need more advanced linescroll support (see fvipers, daytona)
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2C needs DSP still
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======================================================================================================================================
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======================================================================================================================================
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@ -6166,10 +6130,10 @@ GAME( 1994, vcop, 0, model2o, vcop, model2o_state, 0,
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GAME( 1994, vcopa, vcop, model2o, vcop, model2o_state, 0, ROT0, "Sega", "Virtua Cop (Revision A)", MACHINE_NOT_WORKING|MACHINE_IMPERFECT_GRAPHICS )
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GAME( 1994, vcopa, vcop, model2o, vcop, model2o_state, 0, ROT0, "Sega", "Virtua Cop (Revision A)", MACHINE_NOT_WORKING|MACHINE_IMPERFECT_GRAPHICS )
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// Model 2A-CRX (TGPs, SCSP sound board)
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// Model 2A-CRX (TGPs, SCSP sound board)
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GAME( 1994, vf2, 0, model2a, model2, model2a_state, 0, ROT0, "Sega", "Virtua Fighter 2 (Version 2.1)", MACHINE_NOT_WORKING|MACHINE_IMPERFECT_GRAPHICS )
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GAME( 1994, vf2, 0, model2a, model2, model2a_state, 0, ROT0, "Sega", "Virtua Fighter 2 (Version 2.1)", MACHINE_IMPERFECT_GRAPHICS | MACHINE_IMPERFECT_SOUND )
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GAME( 1994, vf2b, vf2, model2a, model2, model2a_state, 0, ROT0, "Sega", "Virtua Fighter 2 (Revision B)", MACHINE_NOT_WORKING|MACHINE_IMPERFECT_GRAPHICS )
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GAME( 1994, vf2b, vf2, model2a, model2, model2a_state, 0, ROT0, "Sega", "Virtua Fighter 2 (Revision B)", MACHINE_IMPERFECT_GRAPHICS | MACHINE_IMPERFECT_SOUND )
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GAME( 1994, vf2a, vf2, model2a, model2, model2a_state, 0, ROT0, "Sega", "Virtua Fighter 2 (Revision A)", MACHINE_NOT_WORKING|MACHINE_IMPERFECT_GRAPHICS )
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GAME( 1994, vf2a, vf2, model2a, model2, model2a_state, 0, ROT0, "Sega", "Virtua Fighter 2 (Revision A)", MACHINE_IMPERFECT_GRAPHICS | MACHINE_IMPERFECT_SOUND )
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GAME( 1994, vf2o, vf2, model2a, model2, model2a_state, 0, ROT0, "Sega", "Virtua Fighter 2", MACHINE_NOT_WORKING|MACHINE_IMPERFECT_GRAPHICS )
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GAME( 1994, vf2o, vf2, model2a, model2, model2a_state, 0, ROT0, "Sega", "Virtua Fighter 2", MACHINE_IMPERFECT_GRAPHICS | MACHINE_IMPERFECT_SOUND )
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GAME( 1995, manxtt, 0, manxttdx, manxtt, model2a_state, 0, ROT0, "Sega", "Manx TT Superbike - DX (Revision D)", MACHINE_NOT_WORKING|MACHINE_IMPERFECT_GRAPHICS )
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GAME( 1995, manxtt, 0, manxttdx, manxtt, model2a_state, 0, ROT0, "Sega", "Manx TT Superbike - DX (Revision D)", MACHINE_NOT_WORKING|MACHINE_IMPERFECT_GRAPHICS )
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GAME( 1995, manxttc, 0, manxtt, manxtt, model2a_state, 0, ROT0, "Sega", "Manx TT Superbike - Twin (Revision C)", MACHINE_NOT_WORKING|MACHINE_IMPERFECT_GRAPHICS )
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GAME( 1995, manxttc, 0, manxtt, manxtt, model2a_state, 0, ROT0, "Sega", "Manx TT Superbike - Twin (Revision C)", MACHINE_NOT_WORKING|MACHINE_IMPERFECT_GRAPHICS )
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GAME( 1995, srallyc, 0, srallyc, srallyc, model2a_state, srallyc, ROT0, "Sega", "Sega Rally Championship - Twin/DX (Revision C)", MACHINE_NOT_WORKING|MACHINE_IMPERFECT_GRAPHICS )
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GAME( 1995, srallyc, 0, srallyc, srallyc, model2a_state, srallyc, ROT0, "Sega", "Sega Rally Championship - Twin/DX (Revision C)", MACHINE_NOT_WORKING|MACHINE_IMPERFECT_GRAPHICS )
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