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Cool Riders

  1. Game infos
  2. Sound
  3. Driver
  4. Inputs
  5. Controls
  6. Display
  7. Configurations
  8. Dipswitchs
  9. Roms list
  10. Chips list
  11. Categories
  12. MAMEinfo
  13. History
Download coolridr.zip (58.13 MB)
Snapshot

Game infos

Description Cool Riders
Name coolridr
Manufacturer Sega
Year 1995
Runnable yes
System arcade /
Number of players 2P sim
Added to MAME .086
Romset size 58.13 MB
Romset file 23 files
Romset zip 41 B
Language English
Evaluation 70 to 80 (Good)
Genre Driving

Sound infos

Sound_channels 2

Driver infos

Driver status imperfect
Driver emulation good
Driver color good
Driver sound imperfect
Driver graphic good
Driver cocktail
Driver protection
Driver savestate yes

Inputs infos

Input service yes
Input tilt no
Input players 2
Input buttons
Input coins 2

Controls infos

type ways minimum maximum sensitivity keydelta reverse
paddle 0 255 30 60 no
pedal 0 255 50 60 yes

Display infos

type rotate flipx width height refresh pixclock htotal hbend hbstart vtotal vbend vbstart
raster 0 no 496 384 60 19660800 640 0 496 512 0 384
raster 0 no 496 384 60 19660800 640 0 496 512 0 384

Configuration

name tag mask
Use Threading Code
Name Off
Value 0
Default no
Name On
Value 1
Default yes

CONFIG
1

Dipswitchs

Roms list

console name bios size crc md5 merge sha1 region offset status optional
arcade ep17658.29 524288 7ecfdfcc 97cb3e6cf9764c8db06de12e4e958148818ef737 maincpu 2 good no
arcade ep17659.30 524288 473027b0 acaa212869dd79550235171b9f054e82750f74c3 maincpu 0 good no
arcade ep17660.31 524288 27b7a507 4c28b1d18d75630a73194b5d4fd166f3b647c595 maincpu 100002 good no
arcade ep17661.32 524288 81a7d90b 99f8c3e75b94dd1b60455c26dc38ce08db82fe32 maincpu 100000 good no
arcade ep17662.12 131072 50d66b1f f7b7f2f5b403a13b162f941c338a3e1207762a0b sub 0 good no
arcade mp17650.11 2097152 0ccc84a1 65951685b0c8073f6bd1cf9959e1b4d0fc6031d8 gfx_data 2 good no
arcade mp17651.12 2097152 25fd7dde a1c3f3d947ce20fbf61ea7ab235259be9b7d35a8 gfx_data 0 good no
arcade mp17652.13 2097152 be9b4d05 0252ba647434f69d6eacb4efc6f55e6af534c7c5 gfx_data 400002 good no
arcade mp17653.14 2097152 64d1406d 779dbbf42a14a6be1de9afbae5bbb18f8f36ceb3 gfx_data 400000 good no
arcade mp17654.15 2097152 5dee5cba 6e6ec8574bdd35cc27903fc45f0d4a36ce9df103 gfx_data 800002 good no
arcade mp17655.16 2097152 02903cf2 16d555fda144e0f1b62b428e9158a0e8ebf7084e gfx_data 800000 good no
arcade mp17656.17 2097152 945c89e3 8776d74f73898d948aae3c446d7c710ad0407603 gfx_data c00002 good no
arcade mp17657.18 2097152 74676b1f b4a9003a052bde93bebfa4bef9e8dff65003c3b2 gfx_data c00000 good no
arcade mpr-17640.ic1 4194304 981e3e69 d242055e0359ec4b5fac4676b2f974fbc974cc68 compressedgfx 1000000 good no
arcade mpr-17641.ic2 4194304 fccc3dae 0df7fd8b1110ba9063dc4dc40301267229cb9a35 compressedgfx c00000 good no
arcade mpr-17642.ic3 4194304 1a5bcc73 a7df04c0a326323ea185db5f55b3e0449d76c535 compressedgfx 800000 good no
arcade mpr-17643.ic4 4194304 5100f23b 659c2300399ff1cbd24fb1eb18cfd6c26e06fd96 compressedgfx 400000 good no
arcade mpr-17644.ic5 4194304 80199c79 e525d8ee9f9176101629853e50cca73b02b16a38 compressedgfx 0 good no
arcade mpr-17645.ic6 4194304 56968d07 e88c3d66ea05affb4681a25d155f097bd1b5a84b compressedgfx 2400000 good no
arcade mpr-17646.ic7 4194304 b77eb2ad b832c0f1798aca39adba840d56ae96a75346670a compressedgfx 2000000 good no
arcade mpr-17647.ic8 4194304 9dd9330c c91a7f497c1f4bd283bd683b06dff88893724d51 compressedgfx 1c00000 good no
arcade mpr-17648.ic9 4194304 bf184cce 62c004ea279f9a649d21426369336c2e1f9d24da compressedgfx 1800000 good no
arcade mpr-17649.ic10 4194304 618c47ae 5b69ad36fcf8e70d34c3b2fc71412ce953c5ceb3 compressedgfx 1400000 good no

Chips list

name tag type clock
M68000 soundcpu cpu 11289600
SCSP scsp2 audio
SH-1 sub cpu 16000000
SH-2 maincpu cpu 28636363
Speaker rspeaker audio

Categories

MAMEinfo

0.86 [David Haywood]


< Japan >


WIP:

- 0.154: R. Belmont added fastram to Cool Riders.

- 0.150: Small PALETTE_INIT cleanup to Cool Riders [Oliver Stoeneberg]. Prevent crash caused by m_screen changes (just renamed "lscreen" to "screen") [David Haywood].

- 0.148u3: Minor code tweak [David Haywood]. Work around miscompile on newer versions of Clang [Phil Bennett].

- 0.148u2: David Haywood and Angelo Salese fixed Cool Riders - Game now playable. Cool Riders is a dual screen game, so give it 2 screens and take a wild guess at the screen select. I prefer to see everything it sends to the blitter. Use the 2nd tilemap for screen 2. Added different fake colours. Additional notes. Play with some of the blitter values a bit. Allow use of a fake ascii rom (hidden behind a define) (by request, so controls etc. can be hooked up). Palettes are written by the blitter as well, at least sometimes. this makes things worse in some cases, but you can see it's needed because the fades between scenes are done with it, I think DMA hookup needs fixing to match it, and possibly a palette select adding. Improved palette stuff + notes. Improved notes on some video stuff. Added some sprite compression notes from Charles & Andrew. Make use of some of the indirection enable bits I've found. Added some thoughts about the indirect LINE tables used by the main road draw blits. Notes on flip flags etc. Document 'blits' where the first sent parameter is '1' not '0' as non-sprites, probably clipping windows. More documentation of where bits are used. I think one of the blit params is a rom offset, so maybe it does decompress at blit time afterall, although for the ASCII parts that param is 0. Comment about likely rom offset bits / log changes. Some debug code, studying the compressed gfx. pattern observations note. Improved debug output to show 8 groups of 20 bits. Improved code to parse compressed data. Note of how the cell data (in compressed roms) references the actual compressed data (in compressed roms). Hey look, sprites. Kill fake ASCII rom, you can read the text now even if it's not perfect. Removed some old code. Expand the gfx data at startup from packed 10bpp words to 16bpp words(10 bits used) for easier / faster use. Kill some old gfxdecodes. Confirmed and implemented flip bits. Rotated object (map screen) and removed old debug code, will rewrite for further tests. Temp zoom code, to be improved / rewritten. Code reorganization. Fixed silly zoom bug with flipped objects. Looking at the road, not quite right. Better road handling, although less playable now because it renders over the bike. Added notes based on some (failed) test. Added some log notes from the clipping window commands used in places. Documented where RGB framebuffer controls appear to be. Experiment with when we do the colour lookup. Improved 256 colour decode part of RLE. Let's not mask out used palette bits. Put the object drawing on another thread, doesn't really help much, might revert later. Just part of a failed zbuffer experiment, will test a few other things later, this was nice in theory but isn't right. DRAW_PIX seems better.
Better transparent pen handling. This is where it writes the sprite palette base. Code reorganization. Improved zoom handling. Looking at the clip windows, this is wrong, so disabled. Enable the clipping, improves attract mode, doesn't appear to break anything ingame. Needs to be signed. Improved tyres + brake lights (alt palette during decode - a form palette compression for cycling palettes while only storing partial palettes). Less aggressive application (render_object). Notes on clipping during ending, and a bit of a hack. Added tagmap stuff. Shuffle some clip checks around. Code re-org, I'll document this a bit better later, next I'll look at the blending. Some notes on what is likely the blending control. Slight change to the bg rendering, preparation for blending. Blending prep. Blending does not play nice with our z-buffer, road transitions and shadows on title screen have issues - will need a rethink. Make the flash effects full-screen. Prepare for sorting. Bubble sort instead of zbuffer, fixes most remaining gfx problems so I've removed all flags apart from the imperfect sound. Clean-ups. Better default inputs [David Haywood]. Basic hook-up of sound. More sound, it sends an irq to the master or slave. Check-point and added sound notes. Added inputs. Documented lamps. Comms works, sound still doesn't. Very preliminary sound DMA hooked up. Born to be Wild! Guessed m68k enable/disable. Changed some variables around. Added IRQ 6. Found a way to split irqs. Note update. Added scrolling. Fixed tilemap palette. Added SCSP sound clear. No more migraine inducting flickering. Code snippet for the ITI. Hooked up Backup RAM. And commented out DMAC while at it. Rewritten Tilemap DMA from scratch, and fixed data fetching while at it. Now the game properly clears palette when entering into test mode. Fixed text colors in Cool Riders. Yay, a game that more or less uses PROM mechanism in 1994. Fixed DMA mirror and removed hack. Tilemap rewrite. Added PAL data to the rumble. Make the transfers UINT16, saves some calcs and gives a speed gain. Tilemap rewrite once again, re-instated drawgfx, fixed second screen. Preliminary RGB ctrl. Tilemap vreg notes. Added command 0x30/0x34, used for solid pen fills. Guessed transparency pen select, fixes bike select screen. Applied RGB brightness on bike select, and fixed a silly bug on it. Fixed sound mirror. Fixed RGB for right screen, and attempted to guess a better algo for crashing. Added SH-2 internal SH7032 place-holders [Angelo Salese]. Added dualscreen (2x 496x384), 2x SCSP sound and left/right Speaker. Added 2x PLayers, paddle, pedal and 4x buttons and 2 coin slots. Removed AM9517A CPU. Added 'Use Threading Code' configuration. Changed description to 'Cool Riders'.

- 0.148u1: DMAC hooked. Fixed I8237 clock in Cool Riders (US) [Angelo Salese]. Changed SH-2 CPU1 clock speed to 28636363 Hz. Added AM9517A (16MHz) cpu.

- 0.145u1: Minor improvements to the Cool Riders text layer [Andrew Gardner]: I kept all the functionality from the current code & added a few minor things. You can see the color and placement of the text strings as colored blocks, and if you uncomment lines 471-476, the game's text is printed out to the terminal as ASCII. Given the ability to "read" the test mode, the rest of the inputs and sound can probably be hooked up. Also, the ROMs all seem to pass the check. I'm still trying to decode the tiles based on the patent.

- 0.145: R. Belmont fixed master SCSP detection.

- 0.144u5: Fixed Cool Riders assertion with debug build.

- 0.144u3: Changed 68000 CPU2 clock speed to 11289600 Hz.

- 0.135u4: David Haywood added redumped gfx5 roms to Cool Riders.

- 0.135u3: Cool Riders improvements [Angelo Salese, David Haywood]: Fixed regression. Hooked up what it looks like a ROM->to->VRAM transfer. Slightly improved booting. Some hooks to allow FBI logo drawing. Basic DMA hooked up. Fixed program ROM memory map loading as per the service mode item. Allow it to draw RAM-based chars, starts to show correct gfxs. Fixed paletteram and implemented basic inputs. Implemented DMA vram transfers. Added Guru readme. Hooked up videoram reading in drawing functions. Some hook-ups for the text blitter. Fabio Priuli fixed segmentation fault before OK in Cool Riders. Changed 68000 CPU2 and SH-1 CPU3 clock speeds to 16MHz and visible area to 1024x512. Added dipswitches 'IN0-0/1', 'IN1-0', 'IN2-0/2', 'IN3-0/1', 'IN4-0/1', 2x 'IN5-0/1' and 91x 'Unknown'. Changed description to 'Cool Riders (US)'.

- 0.128u5: Angelo Salese added hack for the SH-2 CPU in Cool Riders, fixed some irqs and some memory maps/ram sharing. Got to the point that area 0x03e00000 on the SH-2 loads some DMA-style tables. Changed palettesize to 65536 colors.

- 0.127: Replaced SH-2 CPU3 with SH-1.

- 0.126u5: R. Belmont fixed Cool Riders crash with DRC, now hangs waiting for impossible conditions again.

- 30th October 2007: Guru - Cool Riders (Sega H1 System) arrived recently. Thanks to M.F.

- 0.90u3: Added 68000 (12MHz) CPU2. Fixed rom loading and palettesize to 8192 colors.

- 0.86: David Haywood added 'Cool Riders' (Sega 1995). Basic skeleton driver, loads some roms doesn't run the right code yet. Note: While the hardware and title screen might list 1994 as a copyright, MAME uses 1995 due to the abudance of evidence in trade journals and even it's own service manuals showing the year as 1995.


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Racing Hero

World Grand Prix

GP Rider

Riding Hero

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Stadium Cross

Suzuka 8 Hours

Suzuka 8 Hours 2

Cool Riders

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Manx TT Superbike - Twin

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Road Burners

History


Arcade Video game published 24 years ago:

Cool Riders (c) 1995 Sega Enterprises, Limited.

A funny motorcycle racing game.

- TECHNICAL -

Sega H1 System hardware. This is a unique system that was developed to drive multiple monitors from the same board (2ea at Medium res and 4ea at Standard Res).

Main CPU : SH-2 (@ 28 Mhz), 68000 (@ 16 Mhz), SH-1 (@ 16 Mhz)

- TRIVIA -

Even if titlescreen says 1994 (development year), Cool Riders was released in April 1995 in Japan.

The one and only game produced on Sega H1 System.

Soundtrack releases :
Sega Motorcycle Music History [Wave Master - WM-0634~5 - Aug 14, 2009]

During attract mode, the song playing is 'Born to be Wild' by Steppenwolf. It was not contained in the 'Sega Motorcycle Music History' soundtrack, probably due to licensing issues.

- STAFF -

Composer: Hiroshi Miyauchi

- CONTRIBUTE -

Edit this entry: https://www.arcade-history.com/?&page=detail&id=3535&o=2