Haze, Charles MacDonald, and R Belmont MAMEWIP

Haze has posted some of his developments for the recent Guru ROM dumps. According to him though, these will not be included in MAME for quite awhile though. Charles MacDonald has posted some news regarding Sega System 16b development. And Belmut has posted some news about a Konami Fighting game he acquired (and is working on implementing in MAME) called Bujutsu:

Haze:

Ok, I fixed the colours in these which was the last remaining problem, note, they won’t be included in MAME for quite a while. If any unemulated site wants screenshost here are a couple, I don’t care how you use them.. Reason they’re not in MAME, they’re still being produced.


R. Belmut

Fighting Bu-what?

I recently acquired a Konami Fighting Bujutsu PCB set. I’ve dumped the 3 boot ROMs, and there’s also an IDE HDD that’s got an appointment with CHDMAN later today. The system16.com description linked above isn’t quite right. Here’s the real beef:

Main CPU: PowerPC 603ev (100 MHz?)
Sound and I/O CPU: PowerPC 403GA (33 MHz?)
3D Math CPU: PowerPC 604 (100 MHz?)
Sound chips: Ricoh RF5c400 32-channel wavetable synthesizer plus TMS57002 effects DSP. 4.1 channel analog outputs are present (front L&R, rear L&R, subwoofer)
Video: Not yet known, assuming 3Dfx based until I can get the heatsinks off the video chips Konami custom chips
Media: IDE hard disk

As you can see, it’s sort of like Gradius IV’s Hornet PCB with the following CPU swaps: PPC403 replaced by PPC603ev, 68000 replaced by PPC403, and SHARC replaced by PPC604. The results would be MUCH more expensive without any real additonal capability, so it’s obvious why this was a dead-end system with only one game.

In other news Phil Bennett has been helping out with M1 - he’s added several nice new games and is currently hooking up Buggy Boy so all you fanboys can at least hear it. I’ve got a driver for Atari CAGE audio partially working now - I get recognizable music out of T-MEK, Primal Rage, and San Francisco Rush, but there’s some weird distortion that persists even after upgrading to Aaron’s latest TMS32031 core.

Richard Bannister added the new Wonderswan .WSR format to Audio Overload, and I’m working on a new .GSF engine for that program as well plus some improvements to the Windows GUI.

On the MESS side, I fixed some regressions so the TI Avigo PDA boots properly again, which hadn’t been seen doing anything since waaay back in 0.95.

Charles MacDonald:

More System 16B

One oddity of the Sega System 16B hardware is that a few games expect a different format for the tilemap name tables. The tilemap chip (315-5197) was identical in all cases, so it seemed logical to assume there was some kind of control input to select the format.

Recently I converted a Shinobi board to Dunk Shot (thanks to Chris Hardy), and this game needs the alternate format. I decided to examine the board again and see if I could find anything. It turns out that pin 77 (”8K”) of the tilemap chip controls this feature. When tied to +5V the normal format is used, and when tied to ground the alternate format is selected.

For System 16B the state of 8K is controlled by the ROM board, in other systems it’s fixed:

171-3581 = J1 connects 8K to ground, J2 connects 8K to +5V (only short one of two)
171-5521 = Tied to +5V (Heavyweight Champ)
171-5704 = Tied to +5V (Altered Beast)
171-5797 = Tied to +5V (E-Swat)
Out Run = Tied to +5V
X-Board = Tied to +5V

I also confirmed the function of 8K is the same for the older type of 315-5197 in a ceramic PGA package.

One Response to “Haze, Charles MacDonald, and R Belmont MAMEWIP”

  1. The masters are speaking … :”)

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