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Tenth Degree (prototype)

  1. Game infos
  2. Sound
  3. Driver
  4. Inputs
  5. Controls
  6. Display
  7. Dipswitchs
  8. Roms list
  9. Chips list
  10. Disks list
  11. Categories
  12. MAMEinfo
  13. History
Download tenthdeg.zip (544 KB)
Snapshot

Game infos

Description Tenth Degree (prototype)
Name tenthdeg
Manufacturer Atari Games
Year 1998
Runnable yes
System arcade /
Number of players 2P sim
Added to MAME .091u1
Romset size 544 KB
Romset file 2 files
Romset zip 288 B
Language English
Evaluation 70 to 80 (Good)
Genre Fighter

Sound infos

Sound_channels 2

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 yes
Input tilt yes
Input players 2
Input buttons
Input coins 4

Controls infos

type ways minimum maximum sensitivity keydelta reverse
joy 8 no

Display infos

type rotate flipx width height refresh pixclock htotal hbend hbstart vtotal vbend vbstart
raster 0 no 640 480 57 17510400 640 0 640 480 0 480

Dipswitchs

Roms list

console name bios size crc md5 merge sha1 region offset status optional
arcade tenthdeg.bio 524288 1cd2191b a40c48f3d6a9e2760cec809a79a35abe762da9ce user1 0 good no
arcade tenthdeg.snd 32768 1c75c1c1 02ac1419b0fd4acc3f39676e7dce879e926d998b dcs 0 good no

Chips list

name tag type clock
ADSP-2104 dcs:dcs2 cpu 16000000
DMA-driven DAC dcs:dac2 audio
R5000 (little) maincpu cpu 200000000
Speaker dcs:rspeaker audio

Disks list

name md5 sha1 merge region index status optional
tenthdeg 41a1a045a2d118cf6235be2cc40bf16dbb8be5d1 ide:0:hdd:image 0 good no

Categories

MAMEinfo

0.91u1 [Aaron Giles]


HardDisk required


WIP:

- 0.119u4: Changed description to 'Tenth Degree (prototype)'.

- 0.102u5: Aaron Giles fixed subtle bug in the MIPS3 recompiler that prevented Tenth Degree from working.

- 21st December 2005: Aaron Giles - Figure out why Tenth Degree no longer worked. It used to, and I was sure it was due to the Voodoo rewrite. I spent quite a bit of time looking into that, assuming I was returning an incorrect value from the status register or something. Turns out I was completely wrong. Instead, an "optimization" I had made to the MIPS dynarec core a while back had a subtle side effect. The problem was literally with the particular opcode: slti r2,r3,$1. In the old dynarec core, that was translated as: mov eax,[r3.lo]; mov edx,[r3.hi]; sub eax,1; sbb edx,0; shr edx,31; mov [r2.hi],0 and mov [r2.lo],edx. The optimization I added was to convert code that subtracted 1 from a register to use the dec opcode instead, since it is more compact. So the new code was: mov eax,[r3.lo]; mov edx,[r3.hi]; dec eax; sbb edx,0; shr edx,31; mov [r2.hi],0 and mov [r2.lo],edx. Which is 4 bytes smaller, taking up less instruction/trace cache space. Multiply this over a lot of generated code and it has an impact. The problem is that dec eax is not quite the same as sub eax,1. Specifically, dec does not set the carry flag, meaning that the sbb instruction that followed would never "borrow" from the high word, messing up the math. So with that, Tenth Degree is working again, and better than ever. One thing I discovered in my recent research is that if certain values (red, green, blue, alpha, Z, and W) overflow during triangle rasterization, they are allowed to wrap in a slightly odd fashion. For example, if the red component increases from $FF to $100 to $101 over the course of several pixels, you would expect it to wrap from $FF to $00 to $01. But the internal microcode in the Voodoo actually checks explicitly for $100 and clamps it to $FF, while allowing $101 to wrap to $01. So what you actually get is a transition from $FF to $FF to $01. Why is this important? Well, let's say you are drawing a triangle such that the leftmost pixel has a red value of 0.0 and the rightmost pixel has a red value of 1.0. Converting these values to integers between 0-255 means the left value is $00 and the right value is $100. If the Voodoo allowed simple wrapping, that last pixel would be drawn as $00, showing up as an ugly black pixel right next to a bright red one. The simple clamping logic allows for a bit of slop of 1 on either the high or low side without producing artifacts. The upshot is that if you run an old build of MAME and look at Tenth Degree, you'll see lots of artifacts - unsightly black or white pixels that shouldn't be there. Implementing this clamping logic turns out to fix these problems. Mace: The Dark Age also suffered from the same problem to a lesser degree. I bet the Tenth Degree engine was based off of the Mace engine.

- 0.91u1: Aaron Giles added 'Tenth Degree' (Atari 1998).


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Harddisk: 3.01 GB (CYLS: 392, HEADS: 255, SECS: 63 - Compressed: 735.8)

History


Arcade Video game published 21 years ago:

Tenth Degree (c) 1998 Atari Games Corporation.

Atari's Tenth Degree was to combine the elements of the Tekken and Street Fighter style fighting games with an emphasis on speed. Videogames.com got a chance to see Tenth Degree in its early stages, and even played a few rounds on the arcade machine. The characters were designed in a 3D anime style, with both male and female fighters available. In the early stages, developers were discussing having a super deform mode and some other surprises as well. The characters would have had a variety of fighting styles.

- TECHNICAL -

Runs on the "Atari Vegas" hardware.

Players : 2
Control : 8-way Joystick
Buttons : 6

- TRIVIA -

Tenth Degree (originally to be called "Juko Threat") was to be Atari's apparently failed attempt to join the great 3-D fighter genre. Unfortunately for Atari by 1998 Namco had released "Tekken 3" and "Soul Calibur" and Sega were onto "Virtua Fighter 3" and "Fighting Vipers 2", meaning that unless a 3D fighter really stood out it wasn't going to make an impact at all... It was dropped from production as it just didn't take any money during testing, it had nothing that hadn't been seen before, and the competition was just too advanced by the time it would reach full production.

- STAFF -

Game Director: James Goddard (DJames.)
Lead Combat Designer: James Goddard (DJames.)

- CONTRIBUTE -

Edit this entry: https://www.arcade-history.com/?&page=detail&id=3780&o=2