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Ming Xing 100 (Star 100)

  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 star100.zip (320 KB)
Snapshot

Game infos

Description Ming Xing 100 (Star 100)
Name star100
Manufacturer Sang Ho
Year 199?
Runnable yes
System arcade /
Number of players 1P
Added to MAME .154
Romset size 320 KB
Romset file 3 files
Romset zip 67 B
Language English
Mature This game is for adults only
Genre Casino

Sound infos

Sound_channels 1

Driver infos

Driver status imperfect
Driver emulation good
Driver color imperfect
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 3

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 512 224 60

Dipswitchs

Roms list

console name bios size crc md5 merge sha1 region offset status optional
arcade 27c020.bin 131072 oki 0 nodump no
arcade str-100_051212__27c512.1e 65536 6c73ae4e 8476b77a190a653b2a47682072bc9b4db594c02e maincpu 0 good no
arcade str_l3__flash29c011a-15.3l 131072 89bf5935 f8af107e21a9157ea5056eedbda36a1b99c5df5b gfx1 0 good no
arcade str_m3__flash29c011a-15.3m 131072 fff9ea0e 6125c99e684ac639a0f85cbb00c26131a23324aa gfx2 0 good no

Chips list

name tag type clock
AY-3-8910A aysnd audio 1500000
OKI6295 oki audio 1056000
Speaker mono audio
Z80 maincpu cpu 3000000

Categories

MAMEinfo

0.154 [Roberto Fresca]


WIP:

- 0.154: Roberto Fresca added 'Ming Xing 100 (Star 100)' (Sang Ho 199?). Mostly fixed Star 100 colors (fg tiles are 4bpp, not 3bpp) and improved bg color. Fixed rightmost reels being cut off [Alex Jackson]. Use a Chinese title for Star 100 since that is all it shows on the title screen [Justin Kerk].

- 3rd June 2014: Roberto Fresca - Finaly found the attributes RAM for each reel and worked it to get perfect graphics. So the video circuitry finally has 5 (FIVE) layers! About the 1Ch-1Dh commands, I was right. They are just part of a RAMDAC initialization (thanks Angelo for the tip!), creating and dinamically modifying a 256-entries 6-6-6 RGB palette. Even when through attr RAM the tiles use bits 4-5-6-7 for colors, I can't find a proper way to map the color codes. Just displaced the color codes in the gfxdecode start to get the title girl ok, and most of the 1st gfx bank colors ok (it's a temporary hack till can understand the palette format/bank/access). BTW, the game is working properly. The only issue is the lack of accurate colors.

- 24th May 2014: Roberto Fresca - Here is another dark hardware manufactured by Sang Ho (bankrupt approx in 2010), silkscreened 'SANGHO PM-003 (VER-B2)'. It's a Z80 based system, with 1x KC89C72 (AY-3-8910 compatible), a couple of Altera CPLD's (one identified as EPM7032LC44-15), 1x unknown custom IC marked 0453LK003, and 1x (unused) OKI 6295 for ADPCM samples system. I spent some hours on it, and got some preliminary response. Seems that the system has at least two video RAMs that should render to different tilemaps, and finally merge for the final output. EDIT #1: Just identify the whole second video RAM, hooked it to a new tilemap, and cooked all together. Also adjusted the 1st graphics bank and tile codes accordingly. Still preliminary, but at least now we know for sure the game involved *IS* 'Star 100'. EDIT #2: The girls appeared (also the reel symbols), but obviously with 8 pixel lines instead of 32. The second tilemap is not accurate, since is supporting 8x8 pixels tiles, when the second graphics bank (that contains the girls and reels symbols) has tiles with a size of 8x32 pixels. This is why you can see the tiles lines 'clipped'. Even when this is an improvement, I'm forced to break the second tilemap in different pieces, giving 8x32 pixels support. I'm strongly think that this video circuitry starts to looks close to the Golden Star video hardware. EDIT #3: Tried setting an accurate second tilemap for these 8x32 tiles. Still misaligned, but it's a start. Palette seems to be RAM based, placed at 0xF300, but I couldn't find an accurate way to decode it, yet. Also the program sets a sort of initialization through commands using ports 0x1C-0x1D, writting the index or address through port 0x1C, and then writting 3 consecutive values to 0x1D. The range starts with index 0x00 and ends with 0xFF, what made me think that maybe the program is writting a 256 colors palette based on RGB values. Need more investigation.

History


Ming Xing 100 (c) 199? Sang Ho Software.

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Edit this entry: https://www.arcade-history.com/?&page=detail&id=82202&o=2