0.99u2 [Mirko Buffoni]
0.34b1 [Mirko Buffoni]
0.33b7 [Mirko Buffoni]
< Italy >
WIP:
- 0.171: f205v and Roberto Fresca added clones Moon Light (v.02L0A, high program, alt gfx), Moon Light (v.02L0A, low program) and Moon Light (v.0629, high program). Rearranged and splitted clone Moon Light (v.0629, low program) by program. This generated the new sets due to the hidden extra programs in the program ROMs. Fixed the program ROM addressing in clone Moon Light (v.0629, low program). This fix the corrupt graphics in the double-Up feature. Better graphics decode for GFX1 for clone Super Nove (Playmark) and better approach decoding GFX2 bank. Green is OK. Red needs normal goldstar order [Roberto Fresca]. Changed description of clone (bootleg of Golden Star) to 'Moon Light (v.0629, low program)'.
- 8th February 2016: Roberto Fresca - Moon Light (alternate version) board was dumped by f205v. It's similar to the former one, but the game have some odd things. GFX devices are 4 times bigger and contains 4 times the same data (Maybe the manufacturers run out of proper devices). The background is not set properly due to a palette error. The program ROM stores the palette at offset 0xC700 onwards. The value stored at 0xC780 (color 0x80) should be black to mask the reels tilemaps and turn them invisible. This program has a value of 0x40 instead, turning the tilemaps blue and therefore visible. The results is an odd effect that shouldn't be there. Need to be checked with the real board. The hardware uses only the second half of the program ROM (double sized), that replaces the double-up's cards graphics with 'drakkars' (scandinavian / viking ships). Here some snaps.
- 0.153: Roberto Fresca and ANY added clones Gold Fruit and Super Nove (Playmark). Gold Fruit improvements [Roberto Fresca]: Created a dedicated machine driver and decode properly the first graphics bank, since graphics are encoded/packed in a different way. This game has the main rate fixed to 40%, and coins A+B fixed with 100 credits by pulse (maybe used as remote credits inputs). Super Nove (Playmark): Created proper machine driver and improved the second graphics bank decryption/decode. Added lamps support to Golden Star sets. Also fixed the inputs accordingly [Roberto Fresca].
- 12th March 2014: Roberto Fresca - I was digging into the Golden Star hardware and found a lot of things. Some years ago when I was starting to work in this hardware just suspected that Golden Star is a hack from another game. Now, after a lot of reverse engineering, I can say for sure that the IGS crew heavily hacked another game to bring Golden Star to the life. All is pointing that the big hack was made to lower the hardware costs, since the PCB lacks of the 3x PPI 8255 devices originally meant for I/O. All inputs are driven through PPI programming mode, and also there are some init sequences inside the code. Briefly, the game code handles the inputs like they are tied to physical PPI 8255's when they aren't present. Also outputs have a lot of leftovers from another hardware, like the lamps support. All lamps are driven in a strange way through port F900h, but whilst some lamps are turning on (like stop lamps) the code try to write to the inexistent port F850h (from Cherry Bonus III hardware) trying to lite them through another format (like Cherry Bonus III hardware does). So sad, that the classic from IGS (and header of the driver) is just a complex hack to drive most of the functions/tasks from the big CPLD present in the board. Well once reversed the port, figured out how the lamps are meant in the control panel. Also adjusted the inputs accordingly. Here the results. Note the Ace present in the bonus screen above. It has the 'D' from Dyna logo.
- 22nd February 2014: Roberto Fresca - More dumps from ANY. This time is a fruit game called 'Gold Fruit'. The graphics bank that contains the charset among other graphics, looks corrupt. ANY also tagged the ROM as bad dump, since he got 2 fixed bits along the dump. After some analysis, I noticed the graphics were decoded/packed in a different format. Fortunatelly these fixed bits are unused, so the whole graphics set is 100% OK. So i created a new machine driver with a different decodegfx to support this one. Main rate is fixed to 40% doesn't matter WTH you try to set through DIP switches. Also Coin A and B are fixed to 100 credits by pulse, thing that made me think if these weren't used as remote credits buttons.
- 0.129u1: Changed Z80 CPU1 clock speed to 3MHz.
- 0.128u5: Changed description of clone 'Moon Light' to 'Moon Light (bootleg of Golden Star)'.
- 0.125u3: Fabio Priuli fixed damaged and partially missing graphic.
- 0.123u1: Zsolt Vasvari removed color tables from Golden Star. Added RESNET color computations where appropriate.
- 0.103u5: Removed 3rd coin slot.
- 0.100u2: Roberto Fresca added clone Moon Light (unknown 199?).
- 17th September 2005: Roberto Fresca - Added clone Moon Light. Some GFX were located in different offset, but now are fixed. The game is working properly.
- 15th September 2005: f205v dumped Moon Light.
- 0.99u2: Re-added Golden Star (IGS) and clone Golden Star (Blue version).
- 0.36RC1: Removed Golden Star and clone (Blue version) from MAME. Nicola wrote: Note that a "gambling machine" is different from a "video game with a gambling theme". The discrimination is strictly a technical one, not a moral one (a gambling machine gives back money/tokens/tickets, a video game does not).
- 0.35b13: [DOS] -stretch 1024x768 can be used with Golden Star [Nicola Salmoria].
- 0.34b7: Mirko Buffoni added clone Golden Star (Blue version).
- 0.34b2: The background in Golden Star changes color correctly [Nicola Salmoria].
- 0.34b1: Mirko Buffoni replaced Golden Star with the original, encrypted set.
- 0.33b7: Mirko Buffoni added 'Golden Star' (IGS 199?). Known issues: The background color of the wheels is not changed correctly. Ticket dispenser not emulated.