0.169 [David Haywood]
0.62 [David Haywood]
WIP:
- 0.183: Correct OKI M6295 clock with actual resonator. Replaced PCB layout with with a more informational version. List out major chips on the PCB including customs [Brian Troha]. Changed OKI6295 sound clock speed to 1056000 Hz.
- 0.169: Funstuff added Aquarium (US). Fixed sound banking using reference video. Fixed video priorities too based on reference video, also fixed bg colour based on WDUD logo in US set. Renamed (aquarium) to (aquariumj).
- 1st December 2015: David Haywood - In the comments of my update about Nostradamus an original reference video for another game I'd emulated a long time ago was posted. That game was Aquarium by Excellent System, the video was this one (https://www.youtube.com/watch?v=nyAQPrkt_a4) by YouTuber 'zu4989'. The post was made in relation to an audio issue in the emulation, now, the driver was done long before I really had any idea how to hook up audio chips, so that side of thing was done by somebody else (R. Belmont from memory?) but with a better understanding of these things myself now I decided to take a look. The basic issue was that the wrong music was being played at the wrong times. Initially I thought it might be a simple case of a bad modernization, old versions of MAME required you to leave a gap in the CPU region where you loaded a ROM if RAM was present for 8-bit CPUs (Z80 etc.) Newer versions don't have this flaw and as a result a lot of drivers were cleaned up to remove that hack and handle things properly, it looked on the surface like the rom loading on Aquarium had been updated, but the modernized banking code was pointing to the wrong places (it was looking for 7 banks of 0x8000 from an offset of 0x18000 in the Z80 region, which actually exceeded the size of the region and could have potentially caused crashes if the final banks were actually banked in). However, even fixing that, the music did NOT match the reference videos provided. Looking more closely at the banking writes the game was making revealed a little more, we were using the bottom 3 bits of the register, so writes of 0x00, 0x01, 0x02... up to 0x07 would select different banks. What the game was actually writing was 0x0, 0x1, 0x2, 0x3 and 0x10, 0x11, 0x12, 0x13, nothing else. At this point it was clear that we were using the wrong banking bits, the correct bits to use were the bottom 2 bits, and the 4th bit. Each bank contains a difference piece of music, so by cross-referencing with the video again I was able to establish which bank write related to each real bank, and re-order the above bank select bits into the proper bank value (bit 0x01 -> 0x01, bit 0x10 -> 0x02, bit 0x02 -> 0x04) with that done, the music was fixed. This scrambling isn't too surprising, the driver already had a descramble function for the OKI commands. I've recorded a video of the game with the correct music being played, (CHEATS ARE ENABLED TO MAKE DEMONSTRATING ALL THE LEVELS EASIER) You can cross-reference it with the video linked above if you want. The reference video also showed a number of cases where our priority handling wasn't correct, namely the top border should have been chopping the large fish sprites and wasn't, the large fish sprites also needed to go under the insert coin text (already correct) but at the same time needed to be shown above the bottom part of the NEXT text. Furthermore the smaller sprites showing the next pieces to appear needed to go underneath the tilemap. All those cases were fixed. The background colour was also incorrect, this wasn't really visible anywhere except on the Winners Don't Use Drugs screen, but I fixed that while I was at it as it was obvious even without a reference.
- 0.154: Moved some gcpinbal / aquarium code around for later refactoring. Smear byte writes the same as a real 68000 [Alex Jackson]. Fixed regression caused by 68k change [David Haywood].
- 0.144u5: hap removed region hack in Aquarium, fixed offtune music and testmode. Changed Z80 CPU2 clock speed to 5333333 Hz. Added 'Service Mode' dipswitch.
- 0.133u1: Brian Troha added DIP locations to Aquarium.
- 0.129u1: MooglyGuy added savestate support to Aquarium.
- 0.125u4: Added 'Unused' dipswitch.
- 0.124u3: Aaron Giles merged memory maps for Aquarium drivers.
- 0.102u3: Aquarium update [Pierpaolo Prazzoli]: Fixed tilemaps - sprites priority. Added sprites wrap around y. Added tiles flipx and flipy.
- 29th December 2003: Quench fixed the OKIM6295 sounds in Aquarium.
- 0.62: David Haywood added 'Aquarium (Japan)' (Excellent System 1996). TODO: Fix sound (program banking, oki illegal samples etc.), priority problems and merge with gcpinbal.
- 7th September 2002: R. Belmont added music to Aquarium, but lots of sound effects are still missing.
- 5th September 2002: David Haywood sent in a driver for Aquarium, it works fine except sound isn't emulated.
LEVELS: 8
Other Emulators:
* FB Alpha
Arcade Video game published 23 years ago:
Aquarium (c) 1996 Excellent System.
A puzzle game with a fish theme.
- TECHNICAL -
Game ID : ES-9206
Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8.5 Khz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in October 1995 in Japan.
- STAFF -
Planner : Michiaki Ishida
Graphic Design : Makoto Shirai, Michiaki Ishida
Sound Programmer : Masayoshi Satake
Composer : Tousyu Furukawa
Sound Effect : Makoto Shirai
- CONTRIBUTE -
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