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Wheels & Fire

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

Game infos

Description Wheels & Fire
Name wheelfir
Manufacturer TCH
Year 199?
Runnable yes
System arcade /
Number of players 1P
Added to MAME .101u4
Romset size 6 MB
Romset file 13 files
Romset zip 2 B
Language English
Genre Driving

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 2
Input buttons
Input coins 2

Controls infos

type ways minimum maximum sensitivity keydelta reverse
joy 8 no
paddle 0 255 100 10 yes
pedal 0 255 100 10 yes

Display infos

type rotate flipx width height refresh pixclock htotal hbend hbstart vtotal vbend vbstart
raster 0 no 336 248 60 5160960 336 0 336 256 0 248

Roms list

console name bios size crc md5 merge sha1 region offset status optional
arcade eeprom 128 961e4bc9 8944504bf56a272e9aa08185e73c6b4212d52383 eeprom 0 good no
arcade tch1.u19 524288 33bbbc67 c2ecc0ab522ee442076ea7b9536aee6e1fad0540 maincpu 1 good no
arcade tch10.u58 524288 2036ed80 910381e2ccdbc2d06f873021d8af02795d22f595 gfx1 300000 good no
arcade tch11.u65 524288 fc894b2e ebe6d1adf889731fb6f53b4ce5f09c60e2aefb97 subcpu 0 good no
arcade tch12.u59 524288 cce2e675 f3d8916077b2e057169d0f254005cd959789a3b3 gfx1 380000 good no
arcade tch2.u21 524288 ed6b9e8a 214c5aaf55963a219db33dd5d530492e09ad5e07 maincpu 0 good no
arcade tch3.u83 524288 43c014a6 6c01a08dda204f36e8768795dd5d405576a49140 subcpu 1 good no
arcade tch4.u52 524288 fe4bc2c7 33a2ef79cb13f9e7e7d513915c6e13c4e7fe0188 gfx1 0 good no
arcade tch5.u53 524288 a38b9ca5 083c9f700b9df1039fb553e918e205c6d32057ad gfx1 80000 good no
arcade tch6.u54 524288 2733ae6b ebd91e123b670159f79be19a552d1ae0c8a0faff gfx1 100000 good no
arcade tch7.u55 524288 6d98f27f d39f7f184abce645b9165b64e89e3b5354187eea gfx1 180000 good no
arcade tch8.u56 524288 22b661fe b6edf8e1e8b479ee8813502157615f54627dc7c1 gfx1 200000 good no
arcade tch9.u57 524288 83c66de3 50deaf3338d590340b928f891548c47ba8f3ca38 gfx1 280000 good no

Chips list

name tag type clock
10-Bit R-2R DAC rdac audio
M68000 subcpu cpu 16000000
Speaker rspeaker audio

Categories

MAMEinfo

0.101u4 [David Haywood, f205v]


WIP:

- 0.179: smf fixed sound, EEPROM & analogue steering wheel and brake pedal in Wheels & Fire. Added 128 bytes eeprom rom.

- 0.144u7: Move screen update to happen prior to calling the vblank callbacks [Aaron Giles]. Solves missing foreground layer in Wheels & Fire and probably a lot more issues. In fact, most of hap's recent changes to handling things on the falling edge are unnecessary now.

- 2nd January 2012: Tomasz Slanina - Not much about Wheels & Fire. I'm in the middle of MAME driver rewrite process (based on game sources i got from the author).

- 23rd May 2011: Tomasz Slanina - I have recently contacted Antonio 'Peluko' Carrillo - programmer and game designer of both Reality Tennis and Wheels & Fire. He has provided tons of usefull info about the W&F hardware and the game code. The first, big improvement is (a bit buggy) sound emulation. I'm going to rewrite the whole video hw emulation of W&F, and disable all hacks & precalculated zoom tables. Quite challenging, but worth the effort.

- 0.142u3: Angelo Salese removed deprecat.h dependancy and updated irqs accordingly for Wheels & Fire.

- 0.138u4: Rewrite of Wheels & Fire driver [Tomasz Slanina]: New rendering code. Preliminary zooming (based on lookup table). Preliminary communication between main and sound CPU. Scanline interrupts and scroll. Added 2x DAC sound. Changed 68000 CPU1 clock speed to 16MHz, visible area to 336x248 and palettesize to 256 colors.

- 23rd June 2010: Tomasz Slanina - After long break i'm looking again at Wheels & Fire from TCH. Game is running on custom, blitter based hardware (sprites + framebuffer layer with linescroll feature, and sprite-to-framebuffer rendering mode ). I have made a lot of changes/improvements lately, but there's still a lot to do: Proper image scaling - quite weird (close to hardware, i think) way to draw scaled images. Framebuffer (various problems). Sound - not emulated yet (2nd 68k + samples). W&F video hardware supports image scaling. For each image (sprite) to draw, there's a couple of parameters sent to the blitter: Screen cooridnates of image rectangle (top left and bottom right corners) _after_ scale transform applied. Source image cooridnates (only the upper-left corner, no info about the source dimensions). Two sets (for x and y scale) of magic parameters: data1 (5 bit), data2 (5 bit), four flags (double/half scale, zero/nonzero params (maybe they are just the MSB of the data1/data2)). Magic parameters are packed into 5 bytes. They are essential to understand how the hw works and how the scaling is done. So far it's just pure magic. Params are copied from a lookup table addressed by the scale factor (0-400%). Both (x and y) tables contians exactly the same data, just shuffled arround to easily pack (by OR-ing) into 5 bytes and send to blitter. For now i'm uisng lookup table to determine the scale factor (based on the above params). Works pretty well, but the goal is to underestand how the data is interpreted by video hw and emulate it properly. Ranges 25-50% and 50-100% (as well as 100-200% and 200-400%) contains very similiar data, and the first one has special ("half") bitflag set (same for 200-400% - there's another bitflag set("double")). Probably for change the video hw (fpga based) pixel counter/clock. Both data1 and data2 are mysterious for now. There's few ideas about them: Fixed point 5.5 (src pixel delta/step?). Pair of step + oveflow for src pixel "counter". Floating point num (5 bit mantissa, 5 bit exponent).

- 0.129u4: Brian Troha updated the Wheels & Fire driver with some additional information.

- 0.118u6: Some improvements to the Wheels & Fire driver. Still not right [David Haywood]. Changed 68000 CPU1 clock speed to 32MHz.

- 11th January 2007: Tomasz Slanina - Working on Wheels&Fire emulation. It's weird custom hardware based on gxf blitter. Req a lot of interrupts: 256 for raster ints, 400 (max) for blitter and 1 for vblank. So ~650 ints/frame. Interesting... I'm trying also to underestand how the raster effects works. Another task is to figure out how sprite zoom is done.

- 0.111u3: Tomasz Slanina added sprite X flip and removed unneeded hack in Wheels & Fire driver. Changed visible area to 336x256.

- 0.102u1: Improvements to Wheels & Fire, partial understanding of the blitter [David Haywood, Tomasz Slanina]. Changed visible area to 512x512. Changed input to 2 Players, 8-way Joystick with 3 buttons. Added dipswitches '0', '1', 'Test / Game?' and 14x 'Unknown'.

- 20th November 2005: David Haywood - Figured out the palette writes in Wheels & Fire which means the GFX pages have slightly better colours (at least for the gfx which should be on screen) the blitter format still doesn't make much sense yet tho. Update: Inputs have been mapped and Dox has managed to make some progress on the blitter format, allowing for some parts of the test mode font to show correctly. Update 2: Made some more sense of the blitter...

- 19th November 2005: David Haywood - Dox pointed me in the right direction to continue work on Wheels & Fire and patched up the code a bit so it boots further allowing work to be done on the video emulation. Unlike the usual TCH hardware this appears to use some kind of blitter device to show the graphics which are stored in the graphic roms as large 512x512 'sheets' rather than tiles. Emulating this will be something new for me if I actually get it going.

- 0.101u4: David Haywood added 'Wheels & Fire' (TCH 199?).

- 28th October 2005: f205v dumped Wheels & Fire.


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History


Wheels & Fire (c) 199? TCH.

- TECHNICAL -

Main CPU : (2x) Motorola 68000 (@ 16 Mhz)

Screen orientation : Horizontal
Video resolution : 512 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192

Players : 2
Control : 8-way Joystick
Buttons : 3

- STAFF -

Executive Producer: Francisco Chacon
Productive Adviser: Jose Sanchez
Hardware Design: David Sandoval
Programming: Antonio Carrillo
Auxiliar Programming: Fernando Jimenez
Graphics: Javier Martinez, Francisco Bocanegra, Joaquin Perez

- CONTRIBUTE -

Edit this entry: https://www.arcade-history.com/?&page=detail&id=4711&o=2