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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