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Starblade (World)

  1. Game infos
  2. Parent and Clones
  3. Sound
  4. Driver
  5. Inputs
  6. Controls
  7. Display
  8. Dipswitchs
  9. Roms list
  10. Chips list
  11. Categories
  12. MAMEinfo
  13. History
  14. High scores
Download starblad.zip (8.93 MB)
Snapshot

Game infos

Description Starblade (World)
Name starblad
Manufacturer Namco
Year 1991
Runnable yes
System arcade /
Number of players 1P
Added to MAME .148u2
Romset size 8.93 MB
Romset file 25 files
Romset zip 2 B
Language English
Genre Shooter

Parent and clones

Parent This game is the parent

Sound infos

Sound_channels 2

Driver infos

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

Inputs infos

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

Controls infos

type ways minimum maximum sensitivity keydelta reverse
stick 96 159 20 10 no

Display infos

type rotate flipx width height refresh pixclock htotal hbend hbstart vtotal vbend vbstart
raster 0 no 496 480 60.606061 24576000 768 0 496 528 0 480

Dipswitchs

Roms list

console name bios size crc md5 merge sha1 region offset status optional
arcade c67.bin 8192 6bd8988e c9ec18d5f88d53976b94444eedc64d5568155958 dspslave 0 good no
arcade st1-data-l.bin 131072 4a2cc252 d9da9992bac878f8a1f5e84cc3c6d457b4705e8f data 1 good no
arcade st1-data-u.bin 131072 2433e911 95f5f00d3bacda4996e055a443311fb9f9a5fe2f data 0 good no
arcade st1-obj0.bin 524288 5d42c71e f1aa2bb31bbbcdcac8e94334b1c78238cac1a0e7 gfx1 0 good no
arcade st1-obj1.bin 524288 c98011ad bc34c21428e0ef5887051c0eb0fdef5397823a82 gfx1 80000 good no
arcade st1-obj2.bin 524288 6cf5b608 c8537fbe97677c4c8a365b1cf86c4645db7a7d6b gfx1 100000 good no
arcade st1-obj3.bin 524288 cdc195bb 91443917a6982c286b6f15381d441d061aefb138 gfx1 180000 good no
arcade st1-pt0-h.bin 524288 84eb355f 89a248b8be2e0afcee29ba4c4c9cca65d5fb246a point24 1 good no
arcade st1-pt0-l.bin 524288 ff577049 1e1595174094e88d5788753d05ce296c1f7eca75 point24 3 good no
arcade st1-pt0-u.bin 524288 1956cd0a 7d21b3a59f742694de472c545a1f30c3d92e3390 point24 2 good no
arcade st1-pt1-h.bin 524288 96b1bd7d 55da7896dda2aa4c35501a55c8605a065b02aa17 point24 200001 good no
arcade st1-pt1-l.bin 524288 01cb0407 4b58860bbc353de8b4b8e83d12b919d9386846e8 point24 200003 good no
arcade st1-pt1-u.bin 524288 ecf21047 ddb13f5a2e7d192f0662fa420b49f89e1e991e66 point24 200002 good no
arcade st1-snd0.bin 131072 c0e934a3 678ed6705c6f494d7ecb801a4ef1b123b80979a5 audiocpu c000 good no
arcade st1-sp-l.bin 262144 acbe39c7 ca48b7ea619b1caaf590eed33001826ce7ef36d8 slave 1 good no
arcade st1-sp-u.bin 262144 9f9a55db 72bf5d6908cc57cc490fa2292b4993d796b2974d slave 0 good no
arcade st1-voi0.bin 524288 5b3d43a9 cdc04f19dc91dca9fa88ba0c2fca72aa195a3694 c140 0 good no
arcade st1-voi1.bin 524288 413e6181 e827ec11f5755606affd2635718512aeac9354da c140 80000 good no
arcade st1-voi2.bin 524288 067d0720 a853b2d43027a46c5e707fc677afdaae00f450c7 c140 100000 good no
arcade st1-voi3.bin 524288 8b5aa45f e1214e639200758ad2045bde0368a2d500c1b84a c140 180000 good no
arcade st2_mpl.mprl 524288 193e641b fed803167c5b0bba5b8381c26c909b7380d57efd maincpu 1 good no
arcade st2_mpu.mpru 524288 35bc9e4a 03401fb846c1b2aee775071a554654e49fe5c47c maincpu 0 good no
arcade sys2c65c.bin 32768 a5b2a4ff 068bdfcc71a5e83706e8b23330691973c1c214dc mcu 8000 good no
arcade sys2mcpu.bin 8192 a342a97e 2c420d34dba21e409bf78ddca710fc7de65a6642 mcu 0 good no

Chips list

name tag type clock
C140 c140 audio 21390
HD63705 mcu cpu 2048000
M68000 slave cpu 12288000
M6809 audiocpu cpu 3072000
Speaker rspeaker audio
TMS32025 dspslave cpu 96000000
YM2151 ymsnd audio 3579580

Categories

MAMEinfo

0.148u2 [ShouTime, The Dumping Union]

0.62 [Phil Stroffolino]

0.55 [Testdriver]


NOTE:

- Starblade is available on the Playstation as Starblade Alpha, with the option to play in the original setting or an update with texture mapping on the polygons.


WIP:

- 0.148u2: ShouTime and The Dumping Union added Starblade (World). Renamed (starblad) to (starbladj).

- 0.133u1: hap properly added support for Namco System 2 multiple posirq anyway, this fixes Starblade large polygons displayed.

- 0.130u1: Changed description to 'Starblade (Japan)'.

- 0.120u1: Phil Stroffolino added gradient colors in Starblade and fixed crash in 2nd stage.

- 4th October 2007: Phil Stroffolino - One more mystery solved - background colors for Starblade's animated high score presentation are now correct - see the screenshot below. An updated MAME driver will be submitted soon.

- 0.119u1: Changed TMS32025 CPU6 clock speed to 96MHz. Added 2x c76.rom's to cpu5 and 6. Fixed rom names.

- 5th September 2007: Phil Stroffolino - I'm wrapping up what should be the last few bits of DSP Integration. A few open issues remain, but the final driver should be ready to publish by this weekend.

- 27th August 2007: Phil Stroffolino - Trojan for Namco System21 DSP BIOS is essentially complete, and ready to test on real hardware, but I ran into a wrinkle. The original intention was to extract the BIOS code, export it to shared RAM, then write it to EPROM, where it could be extracted using an off-the shelf EPROM reader. As it happens, the (Namco) EPROM handling currently implemented in MAME is not at all accurate to real hardware. It basically treats the address range for the EPROM as if it were normal RAM, and always reports "not busy" when EPROM state is queried. This is enough to satisfy the typical emulated game's use of EPROM for saved settings, etc. However, it would be very easy to write code that works in MAME, but fails completely on real hardware. When using real EPROM, busy states are important, you must take care to only write single bytes (not whole words), and you must take special care to "reinitialize" chunks of EPROM before storing replacement values there. Even more troublesome is that there physically isn't enough EPROM space on the System21 boardset to store the entire DSP BIOS. In any event, I will be further studying the ues of EPROM to improve emulation accuracy and better smoke-test the trojan. I will also be adding code to the trojan to display the BIOS contents onscreen in ascii using System21's sprite system as a backup plan. I don't want to waste anyone's time running trojans that are flawed, or my time rewriting experimental trojans.

- 24th August 2007: Phil Stroffolino - Something interesting about Starblade - the extra graphics aren't just decorative, as I'd thought. The big "static" objects that are now appearing can hide enemy starships and block your shots, explaining why the collision detection seemed kludgy when those large objects are invisible. The extra objects also often contain shootable "weak point" targets that can be blasted, explaining why shots into thin air sometimes caused a firey (sprite-based) explosion to appear. While the game is still at its heart a simple rails shooter, the extra graphics do make the game considerably more interesting. A small puzzle - occasionally, the DSPs draw quads "directly" to the screen, without using the 3D models encoded in the Point ROMs. This is usually done only for simple backdrop graphics, i.e. a series of quads to simulate a sky-box gradient. The color references for these quads, however, are a complete mystery. They don't appear to be pen references, as they are clearly wrong for all of the selectable color banks. I suspect a color-lookup table specific to "directly-drawn-quads" that is initialized on startup. In any event, all due (Sys21) focus is now on completing my trojan for the System21 DSP BIOS.

- 22nd August 2007: Phil Stroffolino - Starblade! As I'd suspected, the missing graphics had nothing to do with DSP emulation or use of a fake BIOS, but rather bugs in the 68k emulation - specifically subtleties with interrupt handling. I still have some tidying up before it's ready to submit. Moreover, I'd like to complete a proper trojan to extract the real BIOS code, which will allow a number of kludges and hacks to be removed from the driver.

- 21st August 2007: Phil Stroffolino - I finally found the missing graphics in MAME's emulation of Starblade. The master 68k sends object descriptions for all "dynamic" 3D objects directly to the DSPs for rendering - these are the graphics that are drawn correctly by MAME even now. Specifications for the remaining "static" 3D objects are written by the slave 68k cpu to a block of shareram that is normally used only for communication between the master and slave 68k. All the missing object descriptors are there, and it would be easy enough to hack the starblade driver to draw them, but it's not yet clear how they end up being transfered to the DSPs for rendering. Should be untangled soon.

- 20th August 2007: Phil Stroffolino - I've made decent progress with Namco System21 hardware, particularly with the older titles. Findings include: Winning Run is the original prototype hardware, with significant differences from newer hardware (Starblade, Cybersled). Winning Run uses a single DSP, and has (apparently) no internal BIOS. The master 68k uploads 100% of the DSP code at boot time. Winning Run doesn't use sprite hardware, but rather has an additional 68k processor whose sole function is to manage a 256 color bitmap layer. The most interesting discovery is use of Point RAM. A table of quad attributes is stored there, explicitly by the master 68k, that provide color and vertex indices relative to {x,y,z} coordinates in the Point ROMs. This same table is also used by the newer System21 games - games that were "mostly working" did so only because there similar information happens to be redundantly encoded in the Point ROMs themselves. winrun.zip is actually "Winning Run: Suzuka Grand Prix" Driver's Eyes runs on transitional hardware - it replaces the bitmap layer and GPU with the more modern sprite hardware, but still uses the older DSP configuration. The point ram control registers have been more fully documented. No progress yet with Stadblade's missing graphics, but I hope to untangle that soon.

- 0.118u2: Atari Ace fixed MACHINE_RESET in the Namco System 21 driver, this fixed MAME crashes when you reset.

- 0.102: Aaron Giles fixed missing 3D graphics.

- 0.97u1: Phil Stroffolino updated the Namco System 21 driver. Starblade is working with emulated master/slave DSPs. Graphic updates are a bit choppy; I believe there are 4 slaves and one master on the real PCB, with work distributed across the slaves. Some background objects are still missing in Starblade - the giant "starships" in the background of the first stage, for example (sprites are present showing burning fires which are supposed to be superimposed on them). The "direct drawing" feature is used during the high score presentation; colors are likely wrong, and there are missing graphics there as well (hexagons).

- 0.86u3: Regression fixes and restored polygon drawing in Starblade [R. Belmont].

- 0.78u5: Phil Stroffolino hooked up the view transform, used in Starblade to tilt the screen when player is targeting the edges of the playfield.

- 0.62: Phil Stroffolino added Starblade (Namco 1991).

- 24th August 2002: Phil Stroffolino submitted the Namco System 21 and 22 drivers. Starblade and Solvalou are playable though missing some background graphics, the rest suffer from various problems.

- 23rd August 2002: Phil Stroffolino reported some progress with the Namco System 21 driver, which supports Starblade, Air Combat, Cyber Sled and Solvalou. All games have full sound support thanks to R. Belmont. Starblade is fully playable, but the other games are preliminary and suffer from various graphics glitches and lack of input ports.

- 0.55: Added (Testdriver) Starblade. Known issues: Some corrupt point data.


LEVELS: 2


Other Emulators:

* Mjolnir


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Star Wars

The Empire Strikes Back

Star Wars Arcade

Star Wars Trilogy

Star Wars Pod Racer

The Last Starfighter (prototype)

High Voltage

Vs. Star Luster

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History


Arcade Video game published 28 years ago:

Starblade (c) 1991 Namco.

A 3-D space shoot'em up featuring 2 separate missions; the first is to destroy the planet 'Red Eye' while the second is to wipe out the enemy fleet and their leader. The game's sit-down cabinet featured a seat that vibrated whenever the player was hit, either by incoming fire or by enemy objects such as ships, asteroids etc. The yoke joystick - which had a fire button situated at the top of the stick, underneath where the player's thumb sits - was very similar in appearance and feel to that used in Atari's 1983 wireframe classic, "Star Wars (Atari)".

- TECHNICAL -

Namco System 21 hardware
Game ID : ST

Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz), (2x) TMS32025 (@ 24 Mhz)
Sound Chips : C140 (@ 32 Khz), YM2151 (@ 3.57958 Mhz)

Players : 1
Control : stick
Buttons : 4

- TRIVIA -

Starblade was released in September 1991 in Japan.

Victor Entertainment released a limited-edition soundtrack album for this game (Starblade & Galaxian3 - Project Dragon : Namco Game Sound Express Vol.06 - VICL-15009) on 21/03/1992.

- SERIES -

1. Starblade (1991)
2. Star Blade - Operation Blue Planet (2001)

- STAFF -

Chief director : H. Nakatani
Assistant director : K. Kobayashi
Programmers : Norimasa Matsuura, Y. Saitoh, Y. Ohmori
Music and sound effects : Shinji Hosoe
Visual director : W. Yanagawa
Visual designers : N. Kumagai, M. Tejima, M. Kimura
Industrial designer : N. Yoshimatsu
Mechanical designers : S. Kanebako, H. Igarashi, T. Wakayama, J. Uchida
Electrical designers : M. Yamada, O. Morita, M. Ito
Producers : K. Sawano, M. Yamada

- PORTS -

* CONSOLES:
Sega Mega-CD (1994)
Panasonic 3DO [JP] (Dec. 16, 1994; "Starblade [Model FZ-SJ5351]")
Sony PlayStation (1995, "Starblade Alpha")
Sony PlayStation 2 (2005, as a bonus game in "Tekken 5")

- CONTRIBUTE -

Edit this entry: https://www.arcade-history.com/?&page=detail&id=2624&o=2

High scores

MAMESCORE records : 02/04/2017 13:01

neoeki________________________373.900
gerhard_schindler_____________142.300
olivier________________________99.900