Manufacturers

Loading

Number One

  1. Game infos
  2. Sound
  3. Driver
  4. Inputs
  5. Controls
  6. Display
  7. Dipswitchs
  8. Roms list
  9. Chips list
  10. Categories
  11. MAMEinfo
  12. History
Download number1.zip (290 KB)
Snapshot

Game infos

Description Number One
Name number1
Manufacturer San Remo Games
Year 1996
Runnable yes
System arcade /
Number of players 1P
Added to MAME .148u1
Romset size 290 KB
Romset file 6 files
Romset zip 79 B
Language English
Genre Casino

Sound infos

Sound_channels 1

Driver infos

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

Inputs infos

Input service no
Input tilt no
Input players 1
Input buttons
Input coins 2

Controls infos

type ways minimum maximum sensitivity keydelta reverse
gambling no

Display infos

type rotate flipx width height refresh pixclock htotal hbend hbstart vtotal vbend vbstart
raster 0 no 384 304 60

Dipswitchs

Roms list

console name bios size crc md5 merge sha1 region offset status optional
arcade no_b4.ic27 65536 e48b1c8a 88f60268fd43c06e146d936a1bdc078c44e2a213 gfx 10000 good no
arcade no_g0.ic26 32768 2d83646f d1fafcce44ed3ec3dd53d84338c42244ebfca820 maincpu 0 good no
arcade no_g4.ic28 65536 4eea9a9b c86c083ccf08c3c310028920f9a0fe809fd7ccbe gfx 20000 good no
arcade no_i4.ic30 65536 55b351a4 b0c8a30dde076520234281da051f21f1b7cb3166 gfx 0 good no
arcade no_r4.ic29 65536 ab08cdaf e0518403039b6bada79ffe4c6bc22fbb64d16e43 gfx 30000 good no
arcade number1_nvram.bin 2048 4ece7b39 49815571d75a39ab67d26691f902dfbd4e05feb4 nvram 0 good no
arcade palce1.bin 260 plds 0 nodump no
arcade palce2.bin 260 plds 200 nodump no
arcade palce3.bin 260 plds 400 nodump no

Chips list

name tag type clock
AY-3-8910A ay8910 audio 1500000
Speaker mono audio
Z80 maincpu cpu 6000000

Categories

MAMEinfo

0.148u1 [Roberto Fresca, ANY, The Dumping Union]


WIP:

- 0.153: Small cleanup [Miodrag Milanovic].

- 0.148u1: Roberto Fresca, ANY and The Dumping Union added 'Number One' (San Remo Games 1996). Fixed gfx to help robbie. Hook up intensity [David Haywood]. Some cleanups, defined clocks and promoted to working [Roberto Fresca].

- 3rd February 2013: Roberto Fresca - Yesterday, David Haywood brought another idea. Latch the bank bits and store them when the tiles are written (like subsino system). Fortunately he was right and the graphics system started to work like a charm. He also hooked up the intensity layer, so now the graphics are accurate thanks to him. Also playing with numbers instead of cards.

- 2nd February 2013: Roberto Fresca - Some oddities... My guess about the 32 banks of 256 tiles each was totally accurate. Also the banking offsets and order are correct. The graphics banks scrambling issue happens when a block of code (as the background draw subroutine) is executed directly. Let me explain better. The disclaimer draw routine is located at $389F. This piece of code places chars on screen through an indexed loop, and involves 3 gfx banks (10h, 11h, and 12h). if I execute the whole routine, the bankswitching is not working properly, involving only the last graphics bank as you can see in the following pic. But... Executing the call step-by-step (instruction by instruction), the bankswitching is accurate, drawing the correct graphics. Now, the subroutine that draws the first card is located at $3707. Again, executing step by step I got a perfect ACE located in the first place. So, we need to see what's wrong. Kale told me that surely is matter of implement partial updates. Hope we can sort out this odd behaviour soon. BTW, executing step-by-step, got the following snaps.

- 21st January 2013: Roberto Fresca - More about Number On. A lot of improvements were made. Proper graphics decode, proper ROM load, accurate memory map, hooked CPU & interrupts, added CRTC support, AY-3-8910 sound, input ports, output-lamps port, button-lamps layout, complete lamps support, NVRAM support, etc. The game is emulated with bells and whistles, except for 2 things: (1) Need to add Intensity layer to the existent 3bpp graphics, and (2) The graphics banks seems to be insane. There is a selector that uses 5 bits to handle the banks, and has logical sense since there are 8192 tiles and the video RAM can address/index up to 256 different tiles by offset. A bit of maths gave me the conclusion that a 5 bits selector can cover the whole graphics tileset through 32 banks of 256 tiles each. A bit insane... Still can't get the logical order. Maybe I'm a bit wrong here, or just the PLDs are fuckrambling the banks in some way. The good news are that the remaining things are totally emulated and game is playable (except for the wrong graphics banking). And through the Test Mode, you can switch cards <--> numbers.

- 19th January 2013: Roberto Fresca - ANY dumped an old game from San Remo Games. Still unidentified, but the title seems to be 'Jacks Wild' after peek inside the game tiles. Emulation is still preliminary, but at least is showing something.

History


Arcade Video game published 23 years ago:

Number One (c) 1996 San Remo Games srl.

- CONTRIBUTE -

Edit this entry: https://www.arcade-history.com/?&page=detail&id=69777&o=2