Welcome!
Final Burn Neo => FBN Development => Topic started by: iq_132 on December 22, 2008, 03:57:00 AM
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Since I got bored...
It's as far as it gets though. I need some help to get things behaving properly, I think.
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Wow IQ! That's freakin' cool!! :biggrin:
Hope to see more snaps of that one running on FBA!
SeeYaa!
:biggrin:
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Can't wait to see that iq :biggrin:
BTW, Captain CPSX, can you check your PM box please? Thanks ;p
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Can't wait to see that iq :biggrin:
BTW, Captain CPSX, can you check your PM box please? Thanks ;p
Hi there kenshiro! ^^ I have read your PM and some others too, sorry if I haven't replied, I was in my last University tests these days but I finished recently so I have more time now ^^, oh btw, I have been taking all my free time to work on the upcoming surprise dedicated to FB Alpha and the loyal users (I have done a LOT but there still much I wanna do) ^^ so I recommend to keep the eye open because it may be ready before 2009 or if not before it will be ready very soon :biggrin:
Take Care everyone! and Have a nice Christmas day!
SeeYaa!
:biggrin:
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These two games are already in fba iirc (with imperfect GFXs).
They're set (BurnDriverD) to be in debug builds only. ^^
Then where DO I ask?
http://neo-source.com/index.php?topic=897.0
*edit*
Also, I fixed the irq handling in my port of MAME's arm7 core. Martial Masters now gets in-game. :)
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wow.. Martial Masters!
will have a blast with this online.. thanks
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Ugh... annoying. I finally got kov2 to work (and it runs pretty well aside from some sound issues) and it breaks martmast completely. :(
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That's a big surprise and very amazing to see kov2 screenshots taken from FBA :smilie:
Thanks again iq_132, you rocks !!!
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Ok, i've got good news and bad news.
The good news is that I've got Martial Masters working perfectly (good sound, very minor gfx issues). The bad news is that this breaks kov2 lol. Luckily, I've got the version of the code that runs kov2 saved, so I just need to find a way to combine them and have both of them run. ^^
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Nice work iq.
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Here's a test build if anyone feels like messing with it:
http://www.fbadev.info/iq_132/fba_029702_pgm.zip
And here's what's different from the 0.2.97.02 vanilla build:
* 02-21-2009
* Added Arm7 cpu support
* Added color independant transfer (high color support)
* Rewrote background drawing routine
* - Slightly faster
* - Fixed scrolling in kov2
* - Added line scrolling
* Fixed rom loading for kov2
* Added Martial Masters (China)
No sources atm, I'll have to clean them up a bit, add save state support to the arm core, and a few other misc things before I send them to Barry. ^^
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Nice again iq.
I should be back up and running before too long hopefully. I won an Athlon 64 X2 4200+ with 2GB RAM and Motherboard on E-Bay yesterday for less than £100. Once that comes I can get up and running with a view to getting a graphics card to replace the on-board in the future. :)
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Nice iq_132. It works fine :biggrin:
Do you think you can also add kov2 clones (kov2nd and kov2p)?
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Nice again iq.
I should be back up and running before too long hopefully. I won an Athlon 64 X2 4200+ with 2GB RAM and Motherboard on E-Bay yesterday for less than £100. Once that comes I can get up and running with a view to getting a graphics card to replace the on-board in the future. :)
Excellent. :D I'm glad your hdd didn't crash & burn. :D
Nice iq_132. It works fine :biggrin:
Do you think you can also add kov2 clones (kov2nd and kov2p)?
lol, kov2nd and kov2p are the same set. However... kov2p doesn't work in MAME (as the arm7 dump is wrong for that set). And atm, the other clone of kov2 (kov2106) [kov 2 version 1.06], isn't working with the sync I'm using.
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Ok made some tests for set martmast and martmasc...Here the results :
Martial Masters (USA, v104) [martmast]
Minor graphic glitches (Life and Power bar for player 1, also some glitches on background for some stages - See attached pictures)
Perfect sound
Martial Masters (China, v101) [martmasc]
Minor graphic glitches (Life and Power bar for player 1, also some glitches on background for some stages - See attached pictures)
Perfect sound
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Excellent. :D I'm glad your hdd didn't crash & burn. :D
I'm assuming the hard drives are ok. Can't be sure until I get the new equipment though.
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Ok made some tests for set martmast and martmasc...Here the results :
Martial Masters (USA, v104) [martmast]
Minor graphic glitches (Life and Power bar for player 1, also some glitches on background for some stages - See attached pictures)
Perfect sound
Martial Masters (China, v101) [martmasc]
Minor graphic glitches (Life and Power bar for player 1, also some glitches on background for some stages - See attached pictures)
Perfect sound
I didn't know about the power bar thing, but the palette issue (see the ivy on the tree in your last pic) I did know about... not that I have any idea why it's doing that...
I'm assuming the hard drives are ok. Can't be sure until I get the new equipment though.
Well, I'll keep my fingers crossed for you. ^^
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a little background bug when characters are moving on screen:
http://img26.imageshack.us/img26/7135/pgmbug.jpg
update: this happens when loading a savestate
http://img502.imageshack.us/img502/2950/fbammwtf.jpg
thanks a lot for this game.. it is one of the overlooked fighting games out there :)
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a little background bug when characters are moving on screen:
http://img26.imageshack.us/img26/7135/pgmbug.jpg
That's the same bug JackC posted about. ^^
update: this happens when loading a savestate
http://img502.imageshack.us/img502/2950/fbammwtf.jpg
thanks a lot for this game.. it is one of the overlooked fighting games out there :)
Yeah, like I said in the post that I linked the binary in, the arm7 isn't hooked up to save states at all.
btw, no one has tested kov2? or there's just no bugs?
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kov2 is on test...post results soon.
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Ok, fixed the power/life bar issue. Apparently tile flipping (x or y) was never implemented. ^^
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After more than one hour of tests made with kov2 on FBA /Nebula 2.25B /Mame, finally here's the results !
Knights Of Valour 2 (Rev 100) [kov2]
Minor graphic issues :
- Window dialog box has wrong size (only FBA)(see attached pictures - when 1 is for first attached snap, 2 for the second, etc...)
1) Nebula 2.25B
2) Mame
3) FBA PGM
- Background Graphical glitches in Stage 2 (Mame and FBA)
4) Nebula 2.25B
5) Mame
6) FBA PGM
- Perfect Sound
- Animation is not accurate as Nebula 2.25b (seems to be a little slow)
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Ah, cool! The first one is related to the fact that sprite zooming isn't added to fba yet...
The second seems to be a priority issue?
*edit*
confirmed the first one is a sprite layer. I'll have to look into adding sprite zooming... that should slow things down quite a bit more...
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more reports for martmast...I've noticed that the palette issue bug doesn't occurs when image is static...also the character's shadow is not emulated as the same way in some stage :S
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Hmm... I have no idea about that one, but I did fix that background color issue -- what it was is that the sprites on the pgm are buffered (the sprites that are prepared are drawn on a 1 frame delay). And since the backgrounds are made up of sprites & background tiles (I'm assuming to increase the amount of colors available), the alignment was off when you moved and the background scrolled left or right.
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Here's an update:
http://www.fbadev.info/iq_132/fba_029702_pgm2.zip
Here's what changed:
* 02-22-2009
* Added sprite zooming - slow!!
* Added sprite buffering
* Rewrote text drawing routine
* - Slightly faster
* - Supports X & Y flipping
* Added layer disabling (shots factory)
* Hooked up ARM7 to save save state
Some known bugs:
Kov (not kov2) has some graphics issues
Sound is broken after save state load
Kov2 has a priority issue in level 2 (tall grass is over short grass)
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Just fixed sound after save states. Oddly enough, i had to remove the save state call for the ics2115 chip. ^^
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wow
pgm support Good!
one question!
region select possible? just like nebula's cheat or mame's dip switch
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Sure. I've added a small hack + fake dips to set the region.
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Thanks iq_132 for this update...I've made some tests and except the know bugs (Martial Masters now works perfectly, kov2 has only the priority issue in level 2 (tall grass is over short grass) and kov as some graphics issue that was not in previous FBA PGM version), i've not encounter any others bugs...
So i've decided to make some experiments and look the old PGM driver, the set kovsh, and compare him to the Nebula' set. Of course set kovsh in Nebula is bigger than in Mame, so i've mixed up the two sets. Then i've added the kovsh driver (from FBA Shuffle) and modified the static struct BurnRomInfo (add the extra roms files from Nebula).
Here the results :
- Game pass the "Calendar screen"
- major graphical glitches
- The game freezes at character selection screen...
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Kovsh in nebula is different? hmm... as for kovsh in mame, it's not emulated (the arm7 isn't hooked up, causing graphics issues).
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Yes...here info from the kovsh set i've used....
p0600.322 crc 7c78e5f3 size 4 194 304
kovsh_v100_china.asic crc f09a5c1 size 16 384
t0600.320 crc 164b3c94 size 4 194 304
a0604.rom crc 26b59fd3 size 4 194 304
b0602.rom crc c3e0b454 size 4 194 304
b0602.v200 crc 9df77934 size 1 048 576
I've noticed also that in Nebula, Elsemi has used the same kov2 ARM Asic protection rom for kov2nd and kof2106 (known as sango2.rom crc e0d7679f) and added the PGM BIOS in set kov2106 and kov2nd to get them work...
Now have tested a new kov2p set known as kov2p205 set (not the same as kov2p/kov2nd in Nebula) and works fine !!!
[see attached files]
1) kov2nd Nebula 2.25b
2 to 6) kov2p205 Nebula 2.25b
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Hmm... I'll take a look at that when I get home, I'm visiting my sister for the next day or two.
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Jackc...
the correct extra rom set of kovsh in nebula 2.25b is
p0600.322 crc 7c78e5f3 size 4 194 304
kovsh_v100_china.asic crc f09a5c1 size 16 384
t0600.320 crc 164b3c94 size 4 194 304
a0604.v200 crc 26b59fd3 size 4 194 304
b0602.v200 crc 9df77934 size 1 048 576
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Jackc...
the correct extra rom set of kovsh in nebula 2.25b is
p0600.322 crc 7c78e5f3 size 4 194 304
kovsh_v100_china.asic crc f09a5c1 size 16 384
t0600.320 crc 164b3c94 size 4 194 304
a0604.v200 crc 26b59fd3 size 4 194 304
b0602.v200 crc 9df77934 size 1 048 576
Yes...This is the correct set...But used this set + extra ROm a0602.rom (not included in set nebula) :cool: ... And if you look, a0604.v200 and a0604.rom are the same rom (just different name but same crc and same size)
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In case anyone was wondering, kov2p is not encrypted the same way as kov2. Actually, the code to decrypt it isn't even in MAME.
Anyway...
static const unsigned char kov2p_tab[256] = {
0x44, 0x47, 0xB8, 0x28, 0x03, 0xA2, 0x21, 0xBC, 0x17, 0x32, 0x4E, 0xE2, 0xDF, 0x69, 0x35, 0xC7,
0xA2, 0x06, 0xEC, 0x36, 0xD2, 0x44, 0x12, 0x6A, 0x8D, 0x51, 0x6B, 0x20, 0x69, 0x01, 0xCA, 0xF0,
0x71, 0xC4, 0x34, 0xDC, 0x6B, 0xD6, 0x42, 0x2A, 0x5D, 0xB5, 0xC7, 0x6F, 0x4F, 0xD8, 0xB3, 0xED,
0x51, 0x9E, 0x37, 0x1E, 0xC0, 0x85, 0x2A, 0x91, 0xC6, 0x9C, 0xAC, 0xF5, 0x20, 0x3B, 0x09, 0x74,
0x24, 0xF1, 0xE0, 0x42, 0x02, 0xBE, 0x84, 0x75, 0x4A, 0x82, 0xA2, 0x17, 0xAE, 0xB6, 0x24, 0x79,
0x0A, 0x5A, 0x56, 0xCB, 0xA1, 0x2E, 0x47, 0xEA, 0xA9, 0x25, 0x73, 0x79, 0x0B, 0x17, 0x9E, 0x33,
0x64, 0xB6, 0x03, 0x7F, 0x4F, 0xC3, 0xAE, 0x45, 0xE6, 0x82, 0x27, 0x01, 0x86, 0x6B, 0x50, 0x16,
0xD3, 0x22, 0x90, 0x64, 0xFC, 0xA9, 0x31, 0x1C, 0x41, 0xD5, 0x07, 0xD3, 0xB2, 0xFE, 0x53, 0xD6,
0x39, 0xFB, 0xE6, 0xBE, 0xDA, 0x4D, 0x8A, 0x44, 0x3A, 0x9B, 0x9D, 0x56, 0x5E, 0x5F, 0xFF, 0x6A,
0xB6, 0xDE, 0x2F, 0x12, 0x5A, 0x5D, 0xB0, 0xD0, 0x93, 0x92, 0xB2, 0x2C, 0x9D, 0x59, 0xEE, 0x05,
0xAB, 0xA8, 0xD2, 0x25, 0x2C, 0xC5, 0xDE, 0x18, 0x4D, 0xB6, 0x4E, 0x3D, 0xBF, 0xFA, 0xF9, 0x1D,
0xBA, 0x76, 0x79, 0xFC, 0x42, 0xB2, 0x8C, 0xAE, 0xA9, 0x45, 0xBA, 0xAC, 0x55, 0x8E, 0x38, 0x67,
0xC3, 0xA5, 0x0D, 0xDC, 0xCC, 0x91, 0x73, 0x69, 0x27, 0xBC, 0x80, 0xDF, 0x30, 0xA4, 0x05, 0xD8,
0xE7, 0xD2, 0xB7, 0x4B, 0x3C, 0x10, 0x8C, 0x5D, 0x8A, 0xD7, 0x68, 0x7A, 0x61, 0x07, 0xF9, 0xA5,
0x88, 0xDA, 0xDF, 0x0C, 0x42, 0x1B, 0x11, 0xE0, 0xD1, 0x93, 0x7C, 0x63, 0x39, 0xC5, 0xED, 0x43,
0x46, 0xDB, 0x30, 0x26, 0xD0, 0xDF, 0x7A, 0x86, 0x3E, 0x2E, 0x04, 0xBF, 0x49, 0x2A, 0xF9, 0x66
};
void pgm_kov2p_decrypt()
{
unsigned short *rom = (unsigned short*)USER0;
for (int i = 0; i < 0x200000 / 2; i++) {
int x = kov2p_tab[(i >> 1) & 0xff] << 8;
if ((i & 0x040080) != 0x000080) x |= 0x0001;
if ((i & 0x004008) == 0x004008) x |= 0x0002;
if ((i & 0x080030) == 0x080010) x |= 0x0004;
if ((i & 0x000242) != 0x000042) x |= 0x0008;
if ((i & 0x008100) == 0x008000) x |= 0x0010;
if ((i & 0x002004) != 0x000004) x |= 0x0020;
if ((i & 0x011800) != 0x010000) x |= 0x0040;
if ((i & 0x000820) == 0x000820) x |= 0x0080;
rom[i] ^= x;
}
}
Nebula also patches the external arm7 rom with these:
static void kov2pHack()
{
unsigned char *src = USER0;
src[0x4ED8] = 0xA8;// B0
src[0x4EDC] = 0x9C;// A4
src[0x4EE0] = 0x5C;// 64
src[0x4EE4] = 0x94;// 9C
src[0x4EE8] = 0xE8;// F0
src[0x4EEC] = 0x6C;// 74
src[0x4EF0] = 0xD4;// DC
src[0x4EF4] = 0x50;// 58
src[0x4EF8] = 0x80;// 88
src[0x4EFC] = 0x9C;// A4
src[0x4F00] = 0x28;// 30
src[0x4F04] = 0x30;// 38
src[0x4F08] = 0x34;// 3C
src[0x4F0C] = 0x1C;// 24
}
Still doesn't mean it works in FBA or MAME though...
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the internal rom returns the wrong ID for kov2p, so the game doesn't boot.
you can hack it to boot, but the fact remains, it's the wrong internal rom, so MAME won't do that.
there are also some hacked sets made for emus floating about...
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Subject : background graphical Glitches in stage 2 for kov2.
Does the backround in stage 2 for kov2 is emulated as same way as Martial Masters? I'll take some snapshots and it's very strange...Maybe this background part is emulated as a sprite?
Sure this part is like a mask which as been applied to the "Real background"
1) Background graphical bug
2) Background graphical bug as disapeared for few seconds
3 to 6) no graphical glitches for background
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Sorry for double post...I've tested all PGM Games supported by fba_029702_pgm2.
Here's the results :
* Chaos (PGM DEMO) [pgmdemo]
- Perfect graphics
Note : i was enable to "play" this demo (in the case it's playable)
- No sound (as i can't play this demo)
* Dragon World II (V110x, export) [drgw2]
- No graphical bugs
- Sounds seems to be well emulated
* Chuugokuryuu II (V110J, Japan) [drgw2j]
- No graphical bugs
- Sounds seems to be well emulated
* Zhong Guo Long II (V110C, China) [drgw2c]
- No graphical bugs
- Sounds seems to be well emulated
* Frog Feast (PGM) [pgmforg]
- No graphical bugs
- Sounds seems to be well emulated
* Knights of Valor - Sangoku Sanki (V117) [kov]
- Minor Graphical glitches (in Warning Screen and Title screen - See snaps 1 & 2)
Thoses bugs are already known by iq_132
- Sounds seems to be well emulated
* Knights of Valor - Sangoku Sanki (V100, Japenese Board) [kovj]
- No graphical bugs
- Sounds seems to be well emulated
* Knights of Valor - Sangoku Sanki (V115) [kov115]
- Minor Graphical glitches (in Warning Screen and Title screen - See snaps 3 & 4)
Same bugs as kov
- Sounds seems to be well emulated
* Knights of Valor Plus - Sangoku Sanki Plus (V119, alt) [kovplusa]
- No graphical bugs
- Sounds seems to be well emulated
* Knights of Valor Plus - Sangoku Sanki Plus (V119) [kovplus]
- No graphical bugs
- Sounds seems to be well emulated
* Knights of Valor 2 (V100) [kov2]
- Graphical bug in stage 2 (already known by iq_132)
- Sounds seems to be well emulated
Note: Maybe need to add the extra info V100 (see attached files)
* Knights of Valor 2 (V106) [kov2106]
- Game not working as second ARM7 CPU is not emulated (see attached snap)
* Martial Masters (USA, V104) [martmast]
- No graphical bugs (all previous graphical bugs have been solved by iq_132)
- Sounds seems to be well emulated
* Martial Masters (China, V101) [martmasc]
- No graphical bugs (all previous graphical bugs have been solved by iq_132)
- Sounds seems to be well emulated
* Oriental Legend - Xi Yo Gi Shi Re Zuang (V106) [orlegend]
- No graphical bugs
- Sounds seems to be well emulated
* Oriental Legend - Xi Yo Gi Shi Re Zuang (V111, Chinese Board) [orld111c]
- No graphical bugs
- Sounds seems to be well emulated
* Oriental Legend - Xi Yo Gi Shi Re Zuang (V112) [orlegnde]
- No graphical bugs
- Sounds seems to be well emulated
* Oriental Legend - Xi Yo Gi Shi Re Zuang (V112, Chinese Board) [orlegndc]
- No graphical bugs
- Sounds seems to be well emulated
* Oriental Legend - Xi Yo Gi Shi Re Zuang (V105, Korean Board) [orlegndc]
- No graphical bugs
- Sounds seems to be well emulated
* P-GeMeni (060123) [pgemeni]
- Perfect graphics
Note : i was enable to "play" this demo (in the case it's playable)
- No sound (as i can't play this demo)
* Photo Y2K - Real and Fake (V104) [photo2yk]
- No graphical bugs
- Sounds seems to be well emulated
* Real and Fake - Photo Y2K (V102, Japenese Board) [raf102j]
- No graphical bugs
- Sounds seems to be well emulated
* Puzzle Star (v100MG) [puzlstar]
- No graphical bugs
- Sounds seems to be well emulated
* The Killing Blade (v104) [killbld]
- Not Working
* The Killing Blade (v109, Chinese Board) [killbldt]
- No graphical bugs
- Sounds seems to be well emulated
Notes : Unemulated protection
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the internal rom returns the wrong ID for kov2p, so the game doesn't boot.
you can hack it to boot, but the fact remains, it's the wrong internal rom, so MAME won't do that.
there are also some hacked sets made for emus floating about...
Hacking a game to work isn't really a problem for me. My philosophy has always been playability first. However, I haven't managed to get kov2p to boot (in fba or MAME), with or without the patches that are applied by nebula. (Maybe I'm missing something. ^^) Btw, thank you for your input Haze. I always appreciate it greatly. :)
Subject : background graphical Glitches in stage 2 for kov2.
Does the backround in stage 2 for kov2 is emulated as same way as Martial Masters? I'll take some snapshots and it's very strange...Maybe this background part is emulated as a sprite?
Sure this part is like a mask which as been applied to the "Real background"
1) Background graphical bug
2) Background graphical bug as disapeared for few seconds
3 to 6) no graphical glitches for background
That background glitch is directly related to priorities. The layer of grass is actually a sprite and is drawn above the short layer of grass/ground (which is actually the background layer). Atm, there are only two sprite priorities, above and below the background layer -- I'm not sure if there should be more, or if there is a switch for the position of that back sprite layer.
In the changelog for Nebula 2.25, you see this:
2.25
Fixed sprite priorities handling (required for kov2 & kof2nd)
Sorry for double post...I've tested all PGM Games supported by fba_029702_pgm2.
Here's the results :
* Chaos (PGM DEMO) [pgmdemo]
- Perfect graphics
Note : i was enable to "play" this demo (in the case it's playable)
- No sound (as i can't play this demo)
* Dragon World II (V110x, export) [drgw2]
- No graphical bugs
- Sounds seems to be well emulated
* Chuugokuryuu II (V110J, Japan) [drgw2j]
- No graphical bugs
- Sounds seems to be well emulated
* Zhong Guo Long II (V110C, China) [drgw2c]
- No graphical bugs
- Sounds seems to be well emulated
* Frog Feast (PGM) [pgmforg]
- No graphical bugs
- Sounds seems to be well emulated
Cool. :)
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Sorry iq_132, i've not finish to edit my previous post :p
Check it in few minutes (i will add also a gift for all your works ;p)
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No worries. :)
Btw, I've just fixed the graphics glitches in kov (117).
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previous post has been Fully edited with all my tests results...Now here the gift for Neosource :biggrin:
fba_029702_pgm2_previews.rar (http://www.savefile.com/files/2019665)
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There is also a hack patch for kovsh in Nebula
and the MAME which supported olds100a also fixed sprite priorities handling in kov2 series
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Yeah, I knew about the kovsh hack patch. Still doesn't run in FBA though. I'm fairly certain how I'm syncing the two cpus is horrible...
PGMARMROM[0x1B0] = 0x00;// 68
PGMARMROM[0x1B1] = 0x00;// 04
PGMARMROM[0x1B2] = 0xA0;// 00
PGMARMROM[0x1B3] = 0xE1;// EB
PGMARMROM[0x1CC] = 0x00;// 99
PGMARMROM[0x1CD] = 0x00;// 04
PGMARMROM[0x1CE] = 0xA0;// 00
PGMARMROM[0x1CF] = 0xE1;// EB
As for that version of MAME, happen to have a version number/source?
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savestates for Martial Masters work well in the session you saved them
if you close the emulator, start it again and load the same savestates.. they won't work well. either the game freezes or sound is absent
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Here's an updated version. Lots of changes. :S
Please test savestates for all games. Also, a speed comparison (against official 97.02 release) would be cool. :)
http://www.fbadev.info/iq_132/fba_029702_pgm3.zip
Here's what changed:
* 02-28-2009
* Improved sprite drawing routine, should be much faster
* - Non-zoomed sprites drawn by seperate routine
* - Still very slow...
* Cleaned up pgm_run.cpp, removed all protection read/writes
* - Moved protection read/writes to pgm_prot.cpp
* - Added callback for resetting protection routines
* - Removed file writes from killbldt protection routine
* Sped up Arm7/68k syncing slightly
* - Only sync on 68k reads
* Reduced memory allocated for 8x8 tiles (only actually need 4mb)
*
* 02-26-2009
* Added decryption for kov2p
* Added kov2p205 (seems to be a valid dump)
* Cleaned up d_pgm.cpp
* Added region switch for asic27a games
Known bugs:
1 pixel line in oriental legends background
Killing Blade's protection routine is buggy (always has been...)
If everything's all good (I'll fix the olegends bug later), I should be sending this to Barry soon. :)
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same thing happens for Martial Masters as previous mentioned
with a little note: after loading the savestate (which is at the start of a Versus mode round), now the intro music can still be heard playing
also i set Region to World from dipswitches.. if that matters
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* Added decryption for kov2p
* Added kov2p205 (seems to be a valid dump)
Not in Games List
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Tests made with fba 029702 pgm3.
* Dragon World II (V110x, export) [drgw2]
- Save states works perfectly
- speed is a little bit slower than in official 97.02 release
* Chuugokuryuu II (V110J, Japan) [drgw2j]
- Save states works perfectly
- speed is a little bit slower than in official 97.02 release
* Zhong Guo Long II (V110C, China) [drgw2c]
- Save states works perfectly
- speed is a little bit slower than in official 97.02 release
* Frog Feast (PGM) [pgmforg]
- Save states works perfectly
- speed is a little bit slower than in official 97.02 release
-
same thing happens for Martial Masters as previous mentioned
with a little note: after loading the savestate (which is at the start of a Versus mode round), now the intro music can still be heard playing
also i set Region to World from dipswitches.. if that matters
Exit the game first, then load your savestate through the file menu. That works...
Afaict, most of the issues with savestates are due to the sound hardware.
Not in Games List
Because it isn't working. I've just set kov2106 to BurnDriverD as well (disabling it in non-debug builds).
@JackC -- Thanks, as always. :)
*edit*
Fixed the line in the background of olegend. :) Graphics should be nearly perfect except for that priority issue in kov2. ^^
-
* Knights of Valor - Sangoku Sanki (V117) [kov]
- Save states works perfectly
- speed seems to be the same as in official 97.02 release
- Now no graphical glitches (solved in this version by iq_132)
BUG: Can use only one time a weapons (with P1 button 4), then it likes if this button has been disable (can't use during the rest of the game)
* Knights of Valor - Sangoku Sanki (V100, Japenese Board) [kovj]
- Save states works perfectly
- speed seems to be the same as in official 97.02 release
BUG: Can use only one time a weapons (with P1 button 4), then it likes if this button has been disable (can't use during the rest of the game)
* Knights of Valor - Sangoku Sanki (V115) [kov115]
- Save states works perfectly
- speed seems to be the same as in official 97.02 release
- Now no graphical glitches (solved in this version by iq_132)
BUG: Can use only one time a weapons (with P1 button 4), then it likes if this button has been disable (can't use during the rest of the game)
* Knights of Valor Plus - Sangoku Sanki Plus (V119, alt) [kovplusa]
- Save states works perfectly
- speed seems to be the same as in official 97.02 release
BUG: Can't use weapons (with P1 button 4), it likes if this button has been disable (can't use during the rest of the game)
* Knights of Valor Plus - Sangoku Sanki Plus (V119) [kovplus]
- Save states works perfectly
- speed seems to be the same as in official 97.02 release
BUG: Can't use weapons (with p1 button 4), it likes if this button has been disable (can't use during the rest of the game)
* Knights of Valor 2 (V100) [kov2]
- Graphical bug in stage 2 (already known by iq_132)
- Save states works perfectly
- Speed comparison can't be tested 'as kov2 not working in official 97.02 release
BUG: Can't use weapons (with P1 button 4), it likes if this button has been disable (can't use during the rest of the game)
* Knights of Valor 2 (V106) [kov2106]
- Game not working as second ARM7 CPU is not emulated
* Martial Masters (USA, V104 V102 V102) [martmast]
- No graphical bugs (all previous graphical bugs have been solved by iq_132)
- Save states works perfectly
- Speed comparison can't be tested 'as martmast not supported in official 97.02 release
BUG: P1 button 4 is broken (it likes if this button has been disable - can't use during play)
Note : martmast should be labelled as V104 V102 V102
snap #1 : fba 029702 pgm3
snap #3 : fba 029702 pgm2
* Martial Masters (China, V104 V102 V101) [martmasc]
- No graphical bugs (all previous graphical bugs have been solved by iq_132)
- Save states works perfectly
- Speed comparison can't be tested 'as martmast not supported in official 97.02 release
BUG: P1 button 4 is broken (it likes if this button has been disable - can't use during play)
Note : martmasc should be labelled as V104 V102 V101
snap #2 : fba 029702 pgm3
snap #4 : fba 029702 pgm2
* Oriental Legend - Xi Yo Gi Shi Re Zuang (V106) [orlegend]
- Save states works perfectly
- speed seems to be the same as in official 97.02 release
BUG: P1 button 4 is broken (it likes if this button has been disable - can't use during play)
* Oriental Legend - Xi Yo Gi Shi Re Zuang (V111, Chinese Board) [orld111c]
- Save states works perfectly
- speed seems to be the same as in official 97.02 release
BUG: P1 button 4 is broken (it likes if this button has been disable - can't use during play)
* Oriental Legend - Xi Yo Gi Shi Re Zuang (V112) [orlegnde]
- Save states works perfectly
- speed seems to be the same as in official 97.02 release
BUG: P1 button 4 is broken (it likes if this button has been disable - can't use during play)
* Oriental Legend - Xi Yo Gi Shi Re Zuang (V112, Chinese Board) [orlegndc]
- Save states works perfectly
- speed seems to be the same as in official 97.02 release
BUG: P1 button 4 is broken (it likes if this button has been disable - can't use during play)
* Oriental Legend - Xi Yo Gi Shi Re Zuang (V105, Korean Board) [orlegndc]
- Save states works perfectly
- speed seems to be the same as in official 97.02 release
BUG: P1 button 4 is broken (it likes if this button has been disable - can't use during play)
* P-GeMeni (060123) [pgemeni]
- Perfect graphics
Note : i was enable to "play" this demo (in the case it's playable)
- No sound (as i can't play this demo)
* Photo Y2K - Real and Fake (V104) [photo2yk]
- Save states works perfectly
- speed seems to be the same as in official 97.02 release
NOTE: P1 button 4 not used in this game
* Real and Fake - Photo Y2K (V102, Japenese Board) [raf102j]
- Save states works perfectly
- speed seems to be the same as in official 97.02 release
NOTE: P1 button 4 not used in this game
* Puzzle Star (v100MG) [puzlstar]
- Save states works perfectly
- speed seems to be the same as in official 97.02 release
NOTE: P1 button 4 not used in this game
* The Killing Blade (v104) [killbld]
- Not Working
* The Killing Blade (v109, Chinese Board) [killbldt]
- Save states works perfectly
- speed seems to be the same as in official 97.02 release
BUG: P1 button 4 is broken (it likes if this button has been disable - can't use during play)
NOTE: Seems in this version, the P1 Button 4 not works and has been disabled (maybe pb in dipswitches?)
-
Ok, fixed the button 4 issue, that was pretty stupid lol just forgot to clear the inputs from the frame before, leaving the button "on" always after that.
* Martial Masters (USA, V104 V102 V102) [martmast]
Note : martmast should be labelled as V104 V102 V102
snap #1 : fba 029702 pgm3
snap #3 : fba 029702 pgm2
* Martial Masters (China, V104 V102 V101) [martmasc]
Note : martmasc should be labelled as V104 V102 V101
snap #2 : fba 029702 pgm3
snap #4 : fba 029702 pgm2
As far as I can tell, the V104 is the version of the 68K rom, the V102 is the version of the external (large) ARM7 rom, and the v100/v101 is the version of the internal ARM7 rom. Not sure if I should add this info or not. ^^
At this point, there's really only a single issue that I want to clear up before I submit this -- I managed to break puzzle stars lol.
*edit*
Fixed. :) Going to look at some hacks JackC sent me though.
Btw, can anyone send me the unicode title stuff for kov2? I'd love to have that added as well. ^^
-
...
Btw, can anyone send me the unicode title stuff for kov2? I'd love to have that added as well. ^^
Hi iq_132,
i've found this site : http://www.chinese-tools.com/tools/converter-unicode.html (http://www.chinese-tools.com/tools/converter-unicode.html)
Also here's Chinese translation from happyasr
Gamecode
01 : Oriental Legend - 西游释厄传
02 : Dragon World 2 - 中国龙2
03: The Killing Blade - 傲剑狂刀
04 : Dragon World 3 - 中国龙3
05 : Oriental Legend Super - 西游释厄传SUPER
06 : Knights of Valor / Plus - 三国战纪/三国战纪正宗Plus
?? : Knights of Valor Super Heroes - 三国战纪-风云再起
07 : Photo Y2k - 大家来找茬
08 : Puzzle Star - 魔幻星座
09 : Puzzli II - ??
10 : Martial Masters - 形意拳
12 : Knights of Valor 2 - 三国战纪2
?? : Knights of Valor 2 Plus - 三国战纪2-群雄争霸
13 : DoDonpachi II - 怒首领蜂-蜂暴
45 : Demon Front - 魔域战线
46 : The Gladiator - 神剑风云
53 : Oriental Legend Ex - 西游释厄传-群魔乱舞
54 : Knights of Valor Heroes - 三国战纪-乱世枭雄
56 : Spectral Vs Generation - 圣魔世纪
57 : The Killing Blade Plus - 傲剑狂刀加强版
-
WOW .... the only word i can say .... :eek:
-
WOW .... the only word i can say .... :eek:
I'm glad you approve. :) :)
On that note, I've submitted my sources to Barry. With some luck, they'll be in the next FBA release. ^^
-
Fixed the priority issues with kov2. :)
Apparently, it is suppose to draw from sprite 0 until it reaches the last low (background) priority sprite behind the background layer, and then draw from that sprite to the end above the background. ^^ In the current implementation in MAME/FBA, it draws background priority until it reaches a foreground priority sprite.
-
WOW...Finally, you've fixed this priority issue :biggrin:
Great job iq_132 !!!
-
shouldn't those characters have a shadow?
btw: Great job :)
-
@ kaNyErO : Thoses characters must have shadows...But for Nebula, and FBA (after priority issue has been fixed), in stage 2, there is no shadow for characters...As in Mame, shadows are emulated but there is also the Background graphical bug with the grass
1) Nebula
2) Mame
3) FBA after Priority issue for kov2 in stage 2 has been Fixed
4) FBA before Priority issue for kov2 in stage 2 has been Fixed
5) FBA before Priority issue for kov2 in stage 2 has been Fixed
Something interesting in snap 4 and 5 :
- In snap 4 the grass doesn't appear and character shadow is here
- In snap 5 the grass appears but no shadow for character
-
*sigh*
I didn't even notice the shadows. Oh well. It's still better than it was and I'd like to see captures from real hardware if anyone happens to own a kov2/kov2p cart. ^^
*edit*
JackC found some actual captures from the hardware:
-
http://neo-source.com/index.php?topic=888.msg9430#msg9430
kov2p && kov2p205 now work. :)
*edit*
It should work in MAME with the same patches. :)
*edit2*
Sure does. ^^
-
Yes i can confirm that now kov2p and kov2p205 works...
Here's Previews and Titles for thoses games for next FBA release :cool:
-
Thanks to XingXing (and to Leaf (http://neo-source.com/index.php?action=profile;u=130) for being the middle-man), Oriental Legends Special (100 alt) now works. :)
I've also added opposite clearing for the inputs (right/left up/down can not both be pressed now [thanks again to Leaf (http://neo-source.com/index.php?action=profile;u=130) for pointing this out]), fixed a bug that would crash the ics2115 hardware, and fixed another bug that would cause the drawing routine to crash if the tile that was being drawn was outside the actual number of tiles available.
-
Great...For the first time i can see screenshots for Oriental Legends Special :cool:
Thanks to XingXing, Leaf and of course Iq_132 for the infos !!!
-
Thanks to XingXing (and to Leaf (http://neo-source.com/index.php?action=profile;u=130) for being the middle-man), Oriental Legends Special (100 alt) now works. :)
I've also added opposite clearing for the inputs (right/left up/down can not both be pressed now [thanks again to Leaf (http://neo-source.com/index.php?action=profile;u=130) for pointing this out]), fixed a bug that would crash the ics2115 hardware, and fixed another bug that would cause the drawing routine to crash if the tile that was being drawn was outside the actual number of tiles available.
:eek: :eek: :eek: Oh my God!!! :eek: :eek: :eek:
Fantastic work. :biggrin:
-
I found clear screen bug in martmast:
(http://img13.imageshack.us/img13/9278/martmast0308123453.png)
(http://img12.imageshack.us/img12/2053/martmast0308154622.png)
(http://img23.imageshack.us/img23/4314/martmast0308062951.png)
Bug in versions fba_029703 and fba_029704
In fba_029702_pgm3 martmast work fine.
-
I've fixed that bug too. However, it required reverting back to the old style of priority (which means that the tall grass in level 2 of kov2 is drawn over the short grass again. :().
-
thanks iq_132 hope KOVSH work
-
thanks iq_132 hope KOVSH work
It doesn't.
-
It doesn't.
very thx!
-
I've modified the drawing routines to speed up PGM.
Atm, kov, orlegend, olds, etc are ~50% faster. Kov2 & martmast are ~25% faster. ^^ I'm not sure if I can squeeze more speed out of them or not at this point.
-
Hello I am wondering if you are keeping an eye on the FBA on PSP, would you like to make a modification on the speed of PGM Games? thanks.
-
Hello I am wondering if you are keeping an eye on the FBA on PSP, would you like to make a modification on the speed of PGM Games? thanks.
Feel free to send me a psp so that I can focus my development on it. J/K. ;) If lbicelyne needs or wants my help, I'm sure he'll ask.
Btw, anyone mind testing this pgm build?
* Changes
*
* 03-10-2009
* Added another speed hack
* - detects idle loops (cpu loops, waiting for something to do) and skips them
* - Massive speedup! Helps kov2 (and clones) more than martmast though...
* Added a function to the arm7 core to enable idle loop skip
* - Must manually find address where loop starts
* Added region hack for kov2p & kov2p205
*
* 03-09-2009
* Reduced amount of ram used by tiles
* - Also a tiny speedup for background tile drawing
* Added speed hack (not a lot faster)
* - burns 66 cycles from 68k or arm7 whenever triggered
* Greatly sped up the sprite drawing routine
* - cpu usage drops 20-40% depending on the game
* Added transparency table for background tiles
* - Small speedup for background drawing
* Added different routine for drawing background tiles without row scroll
* - Small speedup for background drawing
* Added transparency table for text tiles
* - Small speedup
*
* 03-08-2009
* Added XingXing's Oriental Legends Special/Super protection simulation
* Fixed a crash if tile accessed is outside available tiles
* Fixed a crash if sample is accessed outside of available
* Added input opposite clearing
* Cleaned pgm_run.cpp a bit
* Renamed protection & reset routines
http://www.fbadev.info/iq_132/fba_029704_pgm4.zip
-
I've modified the way the PGM priority works for Mame 0.130u1 to hopefully fix the bugs shown here in MAME (there is a bit of a speed hit as a result right now, but I haven't tired optimizing it) I'd appreciate it if people could run through the (working) games after the next release.
As for XingXings kov2p hacks, sorry, they're not acceptable in MAME. The real ARM rom should be dumped instead, hacking another one isn't a valid solution from our point of view.
-
Ok iq_132,
I will made some tests about this new PGM Build version :cool:
-
thx
-
Ok iq_132,
I will made some tests about this new PGM Build version :cool:
Thank you. :)
I've modified the way the PGM priority works for Mame 0.130u1 to hopefully fix the bugs shown here in MAME (there is a bit of a speed hit as a result right now, but I haven't tired optimizing it) I'd appreciate it if people could run through the (working) games after the next release.
Great! I'm looking forward to seeing that. :)
As for XingXings kov2p hacks, sorry, they're not acceptable in MAME. The real ARM rom should be dumped instead, hacking another one isn't a valid solution from our point of view.
Not unexpected. However, you should take a look at kov2p205 it seems to be a valid dump (as best I can tell). ^^
-
Ok...some results about FBA PGM4 build.
- Sounds in kov2 and generally PGM games need to be improved
- Set olds100a works but not fully works (in fact it crashes in the end of stage 3 when fighting the Boss - bug also in FBA Shuffle - See snap 1)
- Graphical bug in Ranking Screen (bug already known by iq_132 - See snap 2)
-
stage 3 crash has been fixed, also fix the controller problem. (by Creamymami)
-
Ah, I was wondering what that code was in xingxing's source for the ram patch (0xffff-i). ^^
Still doesn't fix the problem with the intro though...
-
Mame PLus 0.130 r4111 released:
PGM Update:
- PGM fix [katana]
- fixed gfx priority in kov2p [XingXing]
- fixed freeze problem in olds100a, added region dips for several PGM games [Creamymami]
- updated PGM driver, kov2p and olds100a is working [XingXing, Creamymami]
interesting for fba ?
-
Mame PLus 0.130 r4111 released:
PGM Update:
- PGM fix [katana]
Not sure what that entails...
- fixed gfx priority in kov2p [XingXing]
It's still not right. The characters are still missing shadows in level 2.
I'm going to wait and see what Haze has come up with.
- fixed freeze problem in olds100a
Already added.
added region dips for several PGM games [Creamymami]
Based on my sources
- updated PGM driver, kov2p and olds100a is working [XingXing, Creamymami]
Added a few days ago.
-
A off topic post but found a interesting kovsh set...It's Knights of Valour Superheroes \ Sangoku Senki Superheroes (v106) (surely a hack but need to be confirmed)
Unicode
L"Knights of Valour Superheroes\0\u4E09\u56FD\u6218\u7EAA\u98CE\u4E91\u518D\u8D77 (V106)\0"
- Some real hardware screenshots for Knights of Valour Super Heroes (not V106)
(http://pagesperso-orange.fr/pgm-igs/kov/kovsuperheroes/kovsh6.jpg)(http://pagesperso-orange.fr/pgm-igs/kov/kovsuperheroes/kovsh7.jpg)
kovsh106 ROMset :
p0600.322 crc c48df7de size 4 194 304
t0600.320 crc 164b3c94 size 4 194 304
a0604.v200 crc 26b59fd3 size 4 194 304
b0602.v200 crc 9df77934 size 1 048 576
kovsharm.bin crc 9d8ecc0c size 16 384
some snaps from Nebula (not works on Mame and FBA - See Attached Files)
Note : To enable Hidden Character XuZhu, at character selection screen :
* B, B, B, Left, C, C, C, Up, D, D, D, Right, B, C, D, Right, D, C, B.
-
- PGM fix [katana]
only the Chinese lst... not src
Knights of Valour Superheroes \ Sangoku Senki Superheroes (v106)
it's a Chinese hack, and there're about 4,5 versions...
-
Not sure what that entails...
It's still not right. The characters are still missing shadows in level 2.
I'm going to wait and see what Haze has come up with.
Already added.
Based on my sources and no credit given
Added a few days ago.
What I've done for PGM in MAME is convert the rendering of the sprites to be a single pass (rather than the kludgy finding start and end marker stuff), marking the priority bit into a priority buffer (actually a high bit in the temp render buffer) for each pixel drawn.
I then copy the bitmap once before the tilemap, only copying low priority pixels, and then once after the tilemap, only copying high priority pixels.
This means that sprite-sprite priority remains intact (as the original render to buffer is done in one pass) and the sprite-tilemap priority is correct (because it determines if a pixel is shown above / below the tilemap based on the priority value in the render buffer)
As for misplaced credit, it happens, and anybody who is doing emulation stuff purely for credit should probably just find something else to do instead. Credit is unimportant, achieving progress and knowing you've achieved something is much more important, I don't care if I get credited for things or not.
-
What I've done for PGM in MAME is convert the rendering of the sprites to be a single pass (rather than the kludgy finding start and end marker stuff), marking the priority bit into a priority buffer (actually a high bit in the temp render buffer) for each pixel drawn.
I then copy the bitmap once before the tilemap, only copying low priority pixels, and then once after the tilemap, only copying high priority pixels.
This means that sprite-sprite priority remains intact (as the original render to buffer is done in one pass) and the sprite-tilemap priority is correct (because it determines if a pixel is shown above / below the tilemap based on the priority value in the render buffer)
Sweet! I've implemented this in FBA. Thanks for the explanation Haze. :)
-
Wow...Now thoses Shadows in stage 2 for kov2 have been fixed :eek:
Thanks Haze and iq_132 for all your works !!!
-
I got bored and started looking at olds/olds100/olds100a and managed to get them all to run. ^^
Olds100 was easily fixable, since it is exactly the same data as olds100a, just with a different rom set. The problem is that it was missing a rom. ^^
If you look at olds, it has 5x512kb program roms, and olds100 only has 4. Given that the data from olds100a is the same, just merged into a single 4mb rom, it was easy enough to figure out what the data should be.
{ "v100-u1.040", 0x080000, 0x37ea4e75, 1 | BRF_ESS | BRF_PRG },
You can get this rom by splitting olds100a's p0500.v10 into 512kb chunks -- it should be chunk #5.
Olds only needed the ram_dump added and the protection hooked up. ^^ Nothing terribly difficult there.
-
:eek: :eek: :eek: WOW :eek: :eek: :eek:
Excellent works iq_132 (as always ;p)
-
Time to make some reports about PGM progress on FBA.
Bee Storm - DoDonPachi II (V100) - [ddp2]
- Not working until IGS ASIC27 protection Rom not dumped
Chaos (PGM Demo) - [pgmdemo]
- A demo. Nothing more to say...
Demon Front (V102) - [dmnfrnt]
- Not working until IGS ASIC27 protection Rom not dumped
Demon Front (V105) - [dmnfrnta]
- Not working until IGS ASIC27 protection Rom not dumped
Dragon World 3 (V100J) - [drgw3]
- Not working until protection is unemulated
Dragon World 3 (V106, Korean Board) - [drgw3k]
- Not working until protection is unemulated
Note : Taiwan in Test Mode. Really Korean? (see attached snap)
Dragon World II (V110X, Export) - [drgw2]
- works properly
- sound emulation not 100%
Zhong Guo Long II (V100C, China) - [drgw2c]
- works properly
- sound emulation not 100%
Chuugokuryuu II (V100J, Japan) - [drgw2j]
- works properly
- sound emulation not 100%
The Killing Blade (V104) - [killbld]
- Not working until DMA protection is unemulated
The Killing Blade (V109, Chinese Board) - [killbldt]
- works properly
- sound emulation not 100%
Knights of Valour / Sangoku Senki (V117) - [kov]
- works properly
- sound emulation not 100%
Knights of Valour / Sangoku Senki (V115) - [kov115]
- works properly
- sound emulation not 100%
Knights of Valour Plus / Sangoku Senki (V100, Japanese Board) - [kovj]
- works properly
- sound emulation not 100%
Note : IGS - Alta Co. , LTD (see attached snap)
Knights of Valour Plus / Sangoku Senki Plus (V119) - [kovplus]
- works properly
- sound emulation not 100%
Knights of Valour Plus / Sangoku Senki Plus (V119 alt) - [kovplusa]
- works properly
- sound emulation not 100%
Knights of Valour Superheroes / Sangoku Senki Superheroes (ver. 322) - [kovsh]
- Not working until ARM protection ASIC internal rom is unemulated
Note : V104, China (see attached snap)
Knights of Valour 2 (V100) - [kov2]
- works properly
- sound emulation not 100%
Note : All known previous bugs (shadow character, Grass GFx, etc...) are now fixed (Haze, Iq_132)
Knights of Valour 2 (V106) - [kov2106]
- Not working on FBA
Knights of Valour 2 Plus - Nine Dragons (VM204XX) - [kov2p]
- works properly (XingXing, iq_132)
- sound emulation not 100%
Note : All known previous bugs (shadow character, Grass GFx, etc...) are now fixed (Haze, Iq_132)
Knights of Valour 2 Plus - Nine Dragons (VM205XX) - [kov2p205]
- works properly (XingXing, iq_132)
- sound emulation not 100%
Note :
- All known previous bugs (shadow character, Grass GFx, etc...) are now fixed (Haze, Iq_132)
- Valid dump. Added to MAME v0.130u1
Martial Masters / Xing Yi (V104, USA) [martmast]
- works properly
- sound emulation not 100%
Martial Masters / Xing Yi (V101, China)
- works properly
- sound emulation not 100%
Oriental Legend / Xi Yo Gi Shi Re Zuang (V126) [orlegend]
- works properly
- sound emulation not 100%
Oriental Legend / Xi Yo Gi Shi Re Zuang (V112) [orlegnde]
- works properly
- sound emulation not 100%
Oriental Legend / Xi Yo Gi Shi Re Zuang (V112, China) [orlegndc]
- works properly
- sound emulation not 100%
Oriental Legend / Xi Yo Gi Shi Re Zuang (V111, China) [orld111c]
- works properly
- sound emulation not 100%
Oriental Legend (V105, Korea) [orld105k]
- works properly
- sound emulation not 100%
-
P-GeMeni (060123) [pgemeni]
- works properly
Note : No sound in this Homebrew
Frog Feast (PGM) [pgmfrog]
- works properly
- sound emulation is correct
Photo Y2K / Real and Fake (V104) [photoy2k]
- works properly
- sound emulation not 100%
Real and Fake / Photo Y2K (V102, Japan) [raf102j]
- works properly
- sound emulation not 100%
Oriental Legend Super (V101, Korea) [olds]
- Now works (iq_132)
- sound emulation not 100%
Note :
- imperfect protection emulation (see attached snap)
- 1998, not 1999. Correct name is Oriental Legend Super, not Special (see attached snap)
Oriental Legend Special / Xi Yo Gi Shi Re Zuang Special (V100) [olds100]
- Now works (iq_132)
- sound emulation not 100%
Note :
- imperfect protection emulation
- V100, HongKong (see attached snap)
- 1998, not 1999. Correct name is Oriental Legend Special, not Super (see attached snap)
Oriental Legend Special / Xi Yo Gi Shi Re Zuang Special (V100 alt) [olds100a]
- Now works (XingXing, iq_132)
- sound emulation not 100%
Note :
- imperfect protection emulation
- 1998, not 1999. Correct name is Oriental Legend Special, not Super (see attached snap)
- V100 alt, HongKong (see attached snap)
Puzzle Star (V100MG) [puzlstar]
- works
- sound emulation not 100%
Note : Incomplete Protection Emulation
Puzzli 2 Super (V200, Taiwan) [puzzli2]
- Not working
The Gladiator / Shen Jian (V100) [theglad]
- Not working (incomplete dump)
- added decryption (iq_132)
-
P-GeMeni (060123) [pgemeni]
- works properly
Note : No sound in this Homebrew
Chaos (PGM Demo) [pgmdemo]
- A demo, nothing more to say
Frog Feast (PGM) [pgmfrog]
- works properly
- sound emulation is correct
Photo Y2K / Real and Fake (V104) [photoy2k]
- works properly
- sound emulation not 100%
Real and Fake / Photo Y2K (V102, Japan) [raf102j]
- works properly
- sound emulation not 100%
Oriental Legend Super (V101, Korea) [olds]
- Now works (XingXing, iq_132)
- sound emulation not 100%
Note :
- imperfect protection emulation (see attached snap)
- 1998, not 1999. Correct name is Oriental Legend Super, not Special (see attached snap)
Oriental Legend Special / Xi Yo Gi Shi Re Zuang Special (V100) [olds100]
- Now works (iq_132)
- sound emulation not 100%
Note :
- imperfect protection emulation
- V100, HongKong (see attached snap)
- 1998, not 1999. Correct name is Oriental Legend Special, not Super (see attached snap)
Oriental Legend Special / Xi Yo Gi Shi Re Zuang Special (V100 alt) [olds100a]
- Now works (iq_132)
- sound emulation not 100%
Note :
- imperfect protection emulation
- 1998, not 1999. Correct name is Oriental Legend Special, not Super (see attached snap)
- V100 alt, HongKong (see attached snap)
The region for the olds games is set by the protection device. There's no way of knowing the actual region from the dump itself unless the internal rom is dumped.
-
Correct name is Oriental Legend Special, not Super (see attached snap)
Different reign has different title, "Super" in china and "Special" in world. ;p
I think the reign for olds is correct in current mame.
-
Thanks Leaf for this info ;p
-
Someone very kindly sent me some pgm code. I ported it pretty quick, and got some good results. ^^
This also allows photoy2k/real&fake's protection to be emulated properly rather than through a simulation (that required a huge decryption table in the source).
-
oh!god KOVSH work?
PGM games using IGS027/IGS027A chips should work with this driver when asic roms are dumped, including kov, photoy2k, puzlstar, puzzli2, kovsh, kovh, oldss, kov2, kov2p, martmast, ddp2, theglad, svg, killbldp. per-game speed hack has been removed by xingxing
-
oh!god KOVSH work?
Yup.
PGM games using IGS027/IGS027A chips should work with this driver when asic roms are dumped, including kov, photoy2k, puzlstar, puzzli2, kovsh, kovh, oldss, kov2, kov2p, martmast, ddp2, theglad, svg, killbldp. per-game speed hack has been removed by xingxing
It's pretty much always been that way for those games. Just need proper sets.
-
made some tests with set kovsh :
Knights of Valour Superheroes / Sangoku Senki Superheroes (V104) [kovsh]
- works properly until the end of game. (snap 5 & 6)
- sound emulation not 100%
Note :
- Graphical background glitche in Intro (snap 1 & 2).
Same issue for Mame Plus (snap 3)
- Graphical background glitche in Stage 4. Part of background is up and not in the right place(snap 4)
-
According to the new MAME update, it's time to update the IGS PGM Database.
Note : Some infos in MAME v0.130u2 seems to be incomplete or incorrect...
- The Killing Blade EX / Plus (V300) [killbldp]
IGS - 2005
- Oriental Legend Special / Super Xi You Ji Shi E Zhuan (V101, Korean Board) [olds]
IGS - 1998
- Oriental Legend Special / Super Xi You Ji Shi E Zhuan (V100) [olds100]
IGS - 1998
- Oriental Legend Special / Super Xi You Ji Shi E Zhuan (V100, alt) [olds100a]
IGS - 1998
- Oriental Legend Super Super [oldss]
IGS - 2004
- Knights of Valour Hero / Sangoku Senki Hero (V101) [kovh]
IGS - 2004
- Knights of Valour 2 Plus - Nine Dragons (VM205XX, China) [kov2p205]
IGS - 2002
- Bee Storm - DoDonPachi II (V102, China) [ddp2]
IGS - 2001
- Bee Storm - DoDonPachi II (V100) [ddp2a]
IGS - 2001
- Demon Front (V102) [dmnfrnt]
IGS - 2002
- Demon Front (V105, China) [dmnfrnta]
IGS - 2002
- The Gladiator / Shen Jian (V100) [theglad]
IGS - 2003
- The Gladiator / Shen Jian (V101, Taiwan) [theglada]
IGS - 2003
- S.V.G. - Spectral vs Generation (V200, China) [svg]
IGS - 2005
- Dragon World 3 (V100J, Japan) [drgw3]
IGS - 1998
- Dragon World 3 (V106, Korea)[drgw3k]
IGS - 1998
- Photo Y2K / Real and Fake (V104) [photoy2k]
IGS - 1999
- Real and Fake / Photo Y2K (V102, Japan) [raf102j]
IGS - 1999
- Puzzle Star (V100MG) [puzlstar]
IGS - 1999
- Puzzli 2 Super (V200) [puzzli2]
IGS - 2001
PS: Thanks to iq_132
-
speed hack by xingxing Amended map error
-
speed hack by xingxing Amended map error
Uh what? Please try making sense.
-
In fact he just wants to say that xingxing added speed hack and fix map error for kovsh :p
-
by map error I guess he means the graphics 'tilemap' or the memory map.
anyway, yes, XingXing fixed that for MAME.
Basically the video RAM should be mirrored several times at the addresses above it. The game relies on a mirrored access to videoram to write that part of the tilemap.
-
by map error I guess he means the graphics 'tilemap' or the memory map.
anyway, yes, XingXing fixed that for MAME.
Basically the video RAM should be mirrored several times at the addresses above it. The game relies on a mirrored access to videoram to write that part of the tilemap.
Ah, ok. That explains the background issues in kovsh. :)
-
Too bad this is as far as it gets. :(
-
Too bad this is as far as it gets. :(
Not so bad...I'm sure you will be able to make it work ! :cool:
-
I was poking around and noticed that there's a partial dump of Espgaluda (just the 68k program rom and some pal dumps) floating around ^^
So I took some time and decrypted it (though I can't verify whether it's 100% or not...)
Quite a lot of text and information there. ^^
PRODUCER Kenichi Takano DIRECTOR Tsuneki Ikeda CHIEF PROGRAMMER PROGRAMMER Takashi Ichimura Satoshi Kouyama CHIEF DESIGNER Akira Wakabayashi CHARACTER DESIGN Tomoharu Saito MECHANIC DESIGN Kengo Arai Hiroyuki Tanaka BACKGROUND DESIGN MUSIC PRODUCER MUSIC COMPOSER Manabu Namiki SUPER ADVISER Junya Inoue SPECIAL ASSIST Toshiaki Tomizawa SALE BY AMI 2003 DEVELOPER BY CAVE KING OF DEBUGGER Yasushi Imai Hideki Nomura AMI ALL STAFFS Kenichi Takano Tsuneki Ikeda ESPGALUDA STAFF WORLD & CHARACTER DESIGN Kado Tukasa DESIGNER VOICE ACTOR AGEHA MALE Yutaka Koizumi AGEHA FEMALE Iho Matsukubo TATEHA FEMALE Sakuri Nagayama TATEHA MALE Yuko Gibu SESERI Yoshimi Ninomiya JAKOU Hiroshi Yamasaki SYSTEM Ai Hiwasa AS KIKAKU SOUND CREATOR Neptune Reeb T-FORCE
THIS GAME IS FOR USE IN JAPAN ONLY. SALES, EXPORT, OR OPERATION OUTSIDE THIS COUNTRY MAY BE CONSTRUED AS COPYRIGHT AND TRADEMARK INFRINGEMENT. VIOLATORS ARE SUBJECT TO SEVERE PENALTIES AND WILL BE PROSECUTED TO THE FULL EXTENT OF THE LAW. 2003/10/15 MASTER VER
The header identifies it as "KETUI V001"
// Not verified
unsigned char espgal_tab[256] = { // IGS0007
0x49, 0x47, 0x53, 0x30, 0x30, 0x30, 0x37, 0x52, 0x44, 0x31, 0x30, 0x33, 0x30, 0x39, 0x30, 0x39,
0xa7, 0xf1, 0x0a, 0xca, 0x69, 0xb2, 0xce, 0x86, 0xec, 0x3d, 0xa2, 0x5a, 0x03, 0xe9, 0xbf, 0xba,
0xf7, 0xd5, 0xec, 0x68, 0x03, 0x90, 0x15, 0xcc, 0x0d, 0x08, 0x2d, 0x76, 0xa5, 0xb5, 0x41, 0xf1,
0x43, 0x06, 0xdd, 0xcb, 0xbd, 0x0c, 0xa4, 0xe2, 0x08, 0x65, 0x2a, 0xf0, 0x30, 0x6b, 0x15, 0x59,
0x99, 0x9e, 0x75, 0x35, 0x77, 0x4f, 0x60, 0x99, 0x8c, 0x8f, 0xd2, 0x2b, 0x21, 0x57, 0xc3, 0xe5,
0x48, 0xf9, 0x8a, 0x29, 0x50, 0xc6, 0x71, 0x06, 0x89, 0x01, 0x9a, 0xc9, 0x39, 0x04, 0x12, 0xc8,
0xdf, 0xb1, 0x33, 0x6b, 0xa7, 0x1c, 0x3f, 0x7b, 0x2d, 0x76, 0x3a, 0xaf, 0x76, 0x3d, 0x08, 0x74,
0x2c, 0xa2, 0xc8, 0xfd, 0x1a, 0x3a, 0x6f, 0x8b, 0xe8, 0xe9, 0xa9, 0xfe, 0x17, 0x0c, 0xed, 0x9d,
0x40, 0xe6, 0xdf, 0x22, 0x89, 0x4d, 0xea, 0x09, 0x68, 0x96, 0x1e, 0x1a, 0x9c, 0xbd, 0x47, 0x35,
0x68, 0xd9, 0x4f, 0x5e, 0x12, 0xbf, 0xd6, 0x09, 0x9d, 0xf6, 0x0f, 0xa7, 0xc2, 0xdb, 0xde, 0x70,
0x35, 0x15, 0x2f, 0x73, 0x16, 0x3c, 0x9a, 0xdc, 0xb5, 0xc5, 0x35, 0x86, 0x8a, 0x31, 0xb8, 0xc1,
0x74, 0x76, 0xd7, 0x65, 0x32, 0xad, 0xdc, 0x17, 0x1f, 0xfe, 0x85, 0xda, 0x32, 0xc9, 0x1d, 0xda,
0x36, 0x16, 0xde, 0x76, 0x45, 0x3f, 0x85, 0x8c, 0x8b, 0xdc, 0x37, 0x08, 0x39, 0xef, 0x94, 0xaf,
0xc8, 0x51, 0x19, 0x29, 0x70, 0x5d, 0xbb, 0x4e, 0xe8, 0xdb, 0xc2, 0xb2, 0x5f, 0x2e, 0xe3, 0x73,
0xba, 0xc2, 0xa1, 0x42, 0x10, 0xb0, 0xe5, 0xb0, 0x64, 0xb4, 0xdc, 0xbb, 0xa1, 0x51, 0x12, 0x98,
0xdc, 0x43, 0xcc, 0xc3, 0xc5, 0x25, 0xab, 0x45, 0x6e, 0x63, 0x7e, 0x45, 0x40, 0x63, 0x67, 0xd2
};
void pgm_decrypt_espgaluda()
{
unsigned short *src = (unsigned short *)PGM68KROM;
int i;
for(i = 0; i < nPGM68KROMLen/2; i++) {
unsigned short x = src[i];
if ((i & 0x040480) != 0x000080) x ^= 0x0001;
if ((i & 0x084008) == 0x084008) x ^= 0x0002;
if ((i & 0x000030) == 0x000010) x ^= 0x0004;
if ((i & 0x000042) != 0x000042) x ^= 0x0008;
if ((i & 0x048100) == 0x048000) x ^= 0x0010;
if ((i & 0x022004) != 0x000004) x ^= 0x0020;
if ((i & 0x011800) != 0x010000) x ^= 0x0040;
if ((i & 0x000820) == 0x000820) x ^= 0x0080;
x ^= espgal_tab[i & 0xff] << 8;
src[i] = x;
}
}
-
Hello all,
I have just one little question, kov2p not work in new mame 0.132? I want to know if it work on this or no?
Thanks for response
-
I imagine it will work just fine using the code here:
http://neo-source.com/index.php?topic=1170.0
-
Hmmm, i had tested it, but not work, maybe is a bug in mame plus 132 release?
-
I was poking around and noticed that there's a partial dump of Espgaluda (just the 68k program rom and some pal dumps) floating around ^^
According to Guru, this has been dumped, it's struck through on his list. Ketsui too.
-
I read somewhere that some of these that were dumped are the expensive, rare versions and are easily programmable into old, non-rare versions. That's one of the reasons these aren't released. Not only that, I'm sure the internal ARM7 roms aren't dumped for these, so even if they are released, the odds of them being in working order are very small. :(
-
I read somewhere that some of these that were dumped are the expensive, rare versions and are easily programmable into old, non-rare versions. That's one of the reasons these aren't released. Not only that, I'm sure the internal ARM7 roms aren't dumped for these, so even if they are released, the odds of them being in working order are very small. :(
there is not much scerets left on IGS027A...
it is easy to get most of them (games before theglad?) dumped via trojan
but the newer chips(theglad/svg/killbldp...) use an eXecutable Only Memory region at the start, ~0x200 bytes, varying from game to game. Even for these game we can get the internal rom dumped and patch it to get game boot and play, not so hard ...
(I dont have idea about those CAVE game as I dont have PCBs)
-
there is not much scerets left on IGS027A...
it is easy to get most of them (games before theglad?) dumped via trojan
but the newer chips(theglad/svg/killbldp...) use an eXecutable Only Memory region at the start, ~0x200 bytes, varying from game to game. Even for these game we can get the internal rom dumped and patch it to get game boot and play, not so hard ...
(I dont have idea about those CAVE game as I dont have PCBs)
I'll certainly be waiting for Killing Blade Plus' internal arm7 rom to be patched and it to be playable then. :)
-
Shame about the Cave games. They are some of the most under rated games out there IMO.
-
I'll certainly be waiting for Killing Blade Plus' internal arm7 rom to be patched and it to be playable then. :)
it is patched already, otherwise you cant see the TITLE ...
but the internal rom is a BADDUMP
it was dumped some years ago and i dont know any good way to verify it at that time.
-
Bee Storm - DoDonPachi II (V101, Korea)
seems to ba a valid dump...
v101_16m.u8 crc 5e5786fd size 2097152
-
Wow! Thats nice I been wanting to play Do Donpachi 2 for a long time! :biggrin:
SeeYaa!
:biggrin:
-
Works without problems? The bullet processor works without the ARM7?
-
Don't want to brake some hope but this set has been tested with MameUI 0.103 (which allows ddp2 to boot) and not in FBA...But maybe Iq_132 will take a look at mame source v103 to see how ddp2 boots?
-
Don't want to brake some hope but this set has been tested with MameUI 0.103 (which allows ddp2 to boot) and not in FBA...But maybe Iq_132 will take a look at mame source v103 to see how ddp2 boots?
It isn't terribly difficult. Here's a quick, lazy port. It doesn't make the game work fully (no enemy bullets, ship disappears after first level).
in pgm_run.cpp find this:
case 0xC00007:
return pgm_calendar_r();
Add this after:
case 0xC08007: // dipswitches
return ~(PgmInput[6]) | 0xe0;
use this driver in d_pgm.cpp
// Bee Storm - DoDonPachi II (V102)
static struct BurnRomInfo ddp2RomDesc[] = {
{ "v100.u8", 0x200000, 0x0c8aa8ea, 1 | BRF_PRG | BRF_ESS }, // 0 68K Code
{ "t1300.u21", 0x800000, 0xe748f0cb, 2 | BRF_GRA }, // 1 Tile data
{ "a1300.u1", 0x800000, 0xfc87a405, 3 | BRF_GRA }, // 2 Sprite Color Data
{ "a1301.u2", 0x800000, 0x0c8520da, 3 | BRF_GRA }, // 3
{ "b1300.u7", 0x800000, 0xef646604, 4 | BRF_GRA }, // 4 Sprite Masks & Color Indexes
{ "m1300.u5", 0x400000, 0x82d4015d, 5 | BRF_SND }, // 5 Samples
{ "ddp2_igs027a.bin", 0x004000, 0, 7 | BRF_PRG | BRF_NODUMP },// 6 Internal ARM7 Rom
{ "v100.u23", 0x020000, 0x06c3dd29, 8 | BRF_PRG | BRF_ESS }, // 7 External ARM7 Rom
};
STDROMPICKEXT(ddp2, ddp2, pgm)
STD_ROM_FN(ddp2)
static int ddp2_asic27_0xd10000 = 0;
void __fastcall Ddp2WriteByte(unsigned int address, unsigned char data)
{
if ((address & 0xffe000) == 0xd00000) {
PGMUSER0[(address & 0x1fff)^1] = data;
*((unsigned short*)(PGMUSER0 + 0x0010)) = 0;
*((unsigned short*)(PGMUSER0 + 0x0020)) = 1;
return;
}
if ((address & 0xffffffe) == 0xd10000) {
ddp2_asic27_0xd10000=data;
return;
}
}
void __fastcall Ddp2WriteWord(unsigned int address, unsigned short data)
{
if ((address & 0xffe000) == 0xd00000) {
*((unsigned short*)(PGMUSER0 + (address & 0x1ffe))) = data;
*((unsigned short*)(PGMUSER0 + 0x0010)) = 0;
*((unsigned short*)(PGMUSER0 + 0x0020)) = 1;
return;
}
if ((address & 0xffffffe) == 0xd10000) {
ddp2_asic27_0xd10000=data;
return;
}
}
unsigned char __fastcall Ddp2ReadByte(unsigned int address)
{
if ((address & 0xfffffe) == 0xd10000) {
ddp2_asic27_0xd10000++;
ddp2_asic27_0xd10000&=0x7f;
return ddp2_asic27_0xd10000;
}
if ((address & 0xffe000) == 0xd00000) {
*((unsigned short*)(PGMUSER0 + 0x0002)) = 0; // region
*((unsigned short*)(PGMUSER0 + 0x1f00)) = 0;
return PGMUSER0[(address & 0x1fff)^1];
}
return 0;
}
unsigned short __fastcall Ddp2ReadWord(unsigned int address)
{
if ((address & 0xfffffe) == 0xd10000) {
ddp2_asic27_0xd10000++;
ddp2_asic27_0xd10000&=0x7f;
return ddp2_asic27_0xd10000;
}
if ((address & 0xffe000) == 0xd00000) {
*((unsigned short*)(PGMUSER0 + 0x0002)) = 0; // region
*((unsigned short*)(PGMUSER0 + 0x1f00)) = 0;
return *((unsigned short*)(PGMUSER0 + (address & 0x1ffe)));
}
return 0;
}
int ddp2Init()
{
pPgmInitCallback = pgm_decrypt_ddp2;
int nRet;
nRet = pgmInit();
if (nRet == 0) {
memset (PGMUSER0, 0, 0x2000);
SekOpen(0);
SekMapHandler(4, 0xd00000, 0xd1ffff, SM_READ | SM_WRITE);
SekSetReadWordHandler(4, Ddp2ReadWord);
SekSetReadByteHandler(4, Ddp2ReadByte);
SekSetWriteWordHandler(4, Ddp2WriteWord);
SekSetWriteByteHandler(4, Ddp2WriteByte);
SekClose();
}
return nRet;
}
struct BurnDriver BurnDrvDdp2 = {
"ddp2", NULL, "pgm", "2001",
"Bee Storm - DoDonPachi II (V102)\0", "Incomplete Dump", "IGS", "PolyGameMaster",
L"Bee Storm - DoDonPatchi II\0\u6012\u9996\u9886\u8702\uff0d\u8702\u66b4 (V102)\0", NULL, NULL, NULL,
BDF_ORIENTATION_VERTICAL , 4, HARDWARE_IGS_PGM/* | HARDWARE_IGS_USE_ARM_CPU*/, GBF_VERSHOOT, 0,
NULL, ddp2RomInfo, ddp2RomName, pgmInputInfo, pgmDIPInfo,
ddp2Init, pgmExit, pgmFrame, pgmDraw, pgmScan, 0, NULL, NULL, NULL, &nPgmPalRecalc, 0x1200,
224,448,3,4
};
-
Nice iq_132...Now ddp2 boots on FBA (of course it doesn't solve the problem and doesn't make the game working fully as the igs027a.asic still needed).
-
So basically, are these games protection harder to emulate than protection of CPS2 ? :confused: It has been long time since they are still unplayable even on MAME.
SeeYaa!
:biggrin:
-
Photo Y2K / Real and Fake (V105)
static struct BurnRomInfo photoy2kRomDesc[] = {
{ "p0701_v105.u2", 0x200000, 0xfab142e0, 1 | BRF_PRG | BRF_ESS }, // 0 68K Code
{ "t0700.rom", 0x080000, 0x93943b4d, 2 | BRF_GRA }, // 1 Tile data
{ "a0700.l", 0x400000, 0x26a9ae9c, 3 | BRF_GRA }, // 2 Sprite Color Data
{ "a0700.h", 0x400000, 0x79bc1fc1, 3 | BRF_GRA }, // 3
{ "a0701.l", 0x400000, 0x23607f81, 3 | BRF_GRA }, // 4
{ "a0701.h", 0x400000, 0x5f2efd37, 3 | BRF_GRA }, // 5
{ "a0702.rom", 0x080000, 0x42239e1b, 3 | BRF_GRA }, // 6
{ "b0700.l", 0x400000, 0xaf096904, 4 | BRF_GRA }, // 7 Sprite Masks & Color Indexes
{ "b0700.h", 0x400000, 0x6d53de26, 4 | BRF_GRA }, // 8
{ "cgv101.rom", 0x020000, 0xda02ec3e, 4 | BRF_GRA }, // 9
{ "m0700.rom", 0x080000, 0xacc7afce, 5 | BRF_SND }, // 10 Samples
{ "igs027a_photoy2k_v100_china.asic", 0x004000, 0x1a0b68f6, 7 | BRF_PRG | BRF_ESS }, // 11 Internal ARM7 Rom
};
STDROMPICKEXT(photoy2k, photoy2k, pgm)
STD_ROM_FN(photoy2k)
int photoy2kInit()
{
pPgmInitCallback = pgm_decrypt_photoy2k;
Arm7SetIdleLoopAddress(0x000001f4);
int nRet = pgmInit();
if (nRet == 0) {
install_protection_kovsh();
}
return nRet;
}
struct BurnDriver BurnDrvPhotoy2k = {
"photoy2k", NULL, "pgm", "1999",
"Photo Y2K\0Real and Fake (V105)\0", NULL, "IGS", "PolyGameMaster",
L"Photo Y2K\0\u30EA\u30A2\u30EB\u30A2\u30F3\u30C9 \u30D5\u30A7\u30A4\u30AF\0\u5927\u5BB6\u6765 \u627E\u78B4\0\u8D85\u7EA7 \u6BD4\u4E00\u6BD4 (V105)\0", NULL, NULL, NULL,
BDF_GAME_WORKING, 4, HARDWARE_IGS_PGM | HARDWARE_IGS_USE_ARM_CPU, GBF_PUZZLE, 0,
NULL, photoy2kRomInfo, photoy2kRomName, pgmInputInfo, photoy2kDIPInfo,
photoy2kInit, pgmExit, pgmFrame, pgmDraw, pgmScan, 0, NULL, NULL, NULL, &nPgmPalRecalc, 0x1200,
448, 224, 4, 3
};
-
I always though that games were alredy playable... since Nebula released a binary with those games... I was wrong...
Is always exciting to see new proteccions waiting to be broken XD
See ya!!! :D
-
This is still missing the asic, but some hacking (in large part thanks to XingXing) gets it to show a little bit of sexyness.
-
Ooooo, Christmas has come early. In the form of some wonderful screenshots!
Thanks for the treat on the eyes iq_132.
-
Ooooo, Christmas has come early. In the form of some wonderful screenshots!
Thanks for the treat on the eyes iq_132.
lol have a couple more. This is absolutely as far as it gets though.
-
Sweet! Great Work IQ and XingXing ;p
with more work the game may be playable without ARM7?
-
I hope so! But on the subject of emulation. Not Ketsui specifically. Is this using an old ARM7 driver code with some hacks applied?
-
I hope so! But on the subject of emulation. Not Ketsui specifically. Is this using an old ARM7 driver code with some hacks applied?
It's pretty much the standard pgm memory map, just that there's no 68k bios, just the 68k rom. Other than that there are reads/writes to 400000-400005 for the protection unit.
XingXing had patched the 68k code to get the game to boot, I wrote a really stupid sim that gets the game to boot without the patches.
-
Ahh, I understand it a bit more now. I can see where the ASIC comes in.
Pretty amazing how they have so many sprites and animations on screen, running on a Motorola 68000 @ 20 MHz, and the ASIC.
-
I got a little further with the protection simulation. It still needs a lot of work.
-
And a little more. Gets in-game now. Sprites are fairly glitchy and the game locks up after a while.
-
Cool :D
if I'm not asking too much, it would be possible to see a video in game?
-
Ahh, I understand it a bit more now. I can see where the ASIC comes in.
Pretty amazing how they have so many sprites and animations on screen, running on a Motorola 68000 @ 20 MHz, and the ASIC.
And you should see the DS version: each and every larger enemy is composed of little less than ten different sprites, drawn on top of the "damaged" form of the vehicle; when you damage it enough, the "top" layer is removed and the "damaged" layer is shown. Pretty insane, they really took advantage of the DS, and the audio compartment is even more refined.
Oh, and splendid example of programming from both you and XingXing, IQ :) There was no doubt about how the game would not stand a chance. I will eagerly await for "complete" simulation, I'm eager to know exactly how Cave took advantage of the 027A, both protection and game-wise.
-
Cool :D
if I'm not asking too much, it would be possible to see a video in game?
http://www.youtube.com/watch?v=9YqtLgfQxSU
Oh, and splendid example of programming from both you and XingXing, IQ :) There was no doubt about how the game would not stand a chance. I will eagerly await for "complete" simulation, I'm eager to know exactly how Cave took advantage of the 027A, both protection and game-wise.
Honestly, from what i can tell, the asic doesn't do much in the way of providing anything except protection to the game. On boot, the game expects 3 values supplied from the asic (and is easy to bypass). In game, it reads 2 more values (frequently) that are calculated in the 68k and the asic and compared (it is easy to bypass this as well). Lastly, the 68k will read 2 values from the asic, these values are scrambled around a bit by the 68k and used as addresses to read/write to (I'm fairly certain this is related to the sprite issues in the game). I have dumps of 3 revisions of the program rom, only the oldest one gets far, as the newer ones seem to actually check the values I'm using for the last bit of the protection (I think).
As for the status of the game, I think it is as far as I can get it. I'm going to pass it back off to XingXing and see if he has any more luck.
Right now, it is fairly playable, but there are random freezes, some sprite issues (positioning mostly), and the coin input is not read, so coins have to be inserted via the test button.
-
Hoooooly!!!! Amazing stuff IQ~! :biggrin: Great progress!! and beautiful video! ^^ Thanks!
SeeYaa!
:biggrin:
-
http://www.youtube.com/watch?v=9YqtLgfQxSU
Honestly, from what i can tell, the asic doesn't do much in the way of providing anything except protection to the game. On boot, the game expects 3 values supplied from the asic (and is easy to bypass). In game, it reads 2 more values (frequently) that are calculated in the 68k and the asic and compared (it is easy to bypass this as well). Lastly, the 68k will read 2 values from the asic, these values are scrambled around a bit by the 68k and used as addresses to read/write to (I'm fairly certain this is related to the sprite issues in the game). I have dumps of 3 revisions of the program rom, only the oldest one gets far, as the newer ones seem to actually check the values I'm using for the last bit of the protection (I think).
As for the status of the game, I think it is as far as I can get it. I'm going to pass it back off to XingXing and see if he has any more luck.
Right now, it is fairly playable, but there are random freezes, some sprite issues (positioning mostly), and the coin input is not read, so coins have to be inserted via the test button.
So, if I can assume correctly:
- step 1 is "checking for authorized hardware components"
- step 2 is the usual "kicking the dog" as seen in TV... err Knights of Valor and the onset of PGM emulation, if I can recall correctly?
- step 3 is the infamous decryption of sprite and bullet display/movement routines
Quite interesting, a protection that breaks exactly the game's finest programming point. As for the newer revisions (I thought there were only 2 total released by Cave?) you say they hang up in step 2?
As I said, flawless work :)
-
So, if I can assume correctly:
- step 1 is "checking for authorized hardware components"
- step 2 is the usual "kicking the dog" as seen in TV... err Knights of Valor and the onset of PGM emulation, if I can recall correctly?
- step 3 is the infamous decryption of sprite and bullet display/movement routines
Quite interesting, a protection that breaks exactly the game's finest programming point. As for the newer revisions (I thought there were only 2 total released by Cave?) you say they hang up in step 2?
As I said, flawless work :)
They hang on step 3. ^^ Basically they all work until in-game. After that, only the oldest revision works. On that note...
XingXing pointed out that the way to tell revisions apart is through the periods in the version number at the bottom of the boot screen.
The oldest has none, the first revision has 1, and the second has 2. lol
-
They hang on step 3. ^^ Basically they all work until in-game. After that, only the oldest revision works. On that note...
XingXing pointed out that the way to tell revisions apart is through the periods in the version number at the bottom of the boot screen.
The oldest has none, the first revision has 1, and the second has 2. lol
That's some hawk eye XingXing has! I would've never guessed the entire "dots business" :D
-
I got a little bored with looking at ketsui today, so I took a little look at ddpdoj and espgaluda (both of which only have the program roms dumped for them). I decrypted both of them and hooked them up to the PGM driver in FBA. It pretty quickly became apparent that the protection in all three Cave games is almost identical in function (at least the parts that I've got figured out). ^^ So at this point, I've got the other two games running, but with completely borked graphics (I'm using the ketsui gfx roms lol).
-
but with completely borked graphics (I'm using the ketsui gfx roms lol).
Care to share a screen? I haven't seen such a thing since the "let's run Progear without graphics ROMs at all" era - those purple blocks were sexy, if you ask me :D
-
Not much to look at, but here ya go.
-
I could swear I see one blob shooting at another. Why can't the blobs coexist peacefully? We may never know.
-
Cracked the scrambling on kovassg
static void pgm_decode_kovassg_program()
{
int i, j;
unsigned short *rom = (unsigned short *)PGM68KROM;
unsigned short *tmp = (unsigned short *)malloc(0x400000);
for (i = 0; i < 0x400000/2; i++)
{
j = (i & ~0xffff) | (BITSWAP16(i, 15, 14, 13, 12, 11, 10, 7, 3, 1, 9, 4, 8, 6, 0, 2, 5) ^ 0x019c);
tmp[i] = BITSWAP16(rom[j], 13, 9, 10, 11, 2, 0, 12 ,5, 4, 1, 14, 8, 15, 6, 3, 7) ^ 0x9d05;
}
memcpy (rom, tmp, 0x400000);
free (tmp);
}
-
I'm damn impressed. Was expecting it to take a bit longer.
-
I'm damn impressed. Was expecting it to take a bit longer.
Yeah, I'm pretty amazing. lol :p
-
Are there any PCB's you require to speed up the work on Ketsui?
-
Are there any PCB's you require to speed up the work on Ketsui?
Getting a Ketsui pcb to XingXing would really be best. He could likely trojan either the internal arm7 out or at the very least blackbox the reads/writes from the asic enough to get it going nearly perfectly. ^^ I don't have the equipment to do any of that.
-
He could likely trojan either the internal arm7 out
I thought that was impossible on the "A" revision of the chip?
-
I thought that was impossible on the "A" revision of the chip?
Most games use Asic27a chips. Martial Masters, Kov2, photoy2k, kovsh, puzzli2, puzlstar, oldsplus, kovshp. There are different revisions of the Asic27a (55857E,55857F,55857G). Afaik, only the ones used in games like killbldp, svg, theglad,and dmnfrnt are at this point undumpable (well... mostly undumpable), but I could be wrong. The whole dumping/trojaning thing is XingXing's specialty, he is really the person to ask.
-
Most games use Asic27a chips. Martial Masters, Kov2, photoy2k, kovsh, puzzli2, puzlstar, oldsplus, kovshp. There are different revisions of the Asic27a (55857E,55857F,55857G). Afaik, only the ones used in games like killbldp, svg, theglad,and dmnfrnt are at this point undumpable (well... mostly undumpable), but I could be wrong. The whole dumping/trojaning thing is XingXing's specialty, he is really the person to ask.
In the 'no external rom' cases like these it's still only possible if they have internal code which does table lookups, and has none-buffer checked parameters.
It's entirely possible to have a secure MCU program, in which case decapping (and thus the destruction of the board) is the only proper option, and even then these chips are generally too modern for that to be effective (they're likely protected against such attacks, and they're custom non-mask parts.. which might not even have a read-out mechanism)
-
In the 'no external rom' cases like these it's still only possible if they have internal code which does table lookups, and has none-buffer checked parameters.
It's entirely possible to have a secure MCU program, in which case decapping (and thus the destruction of the board) is the only proper option, and even then these chips are generally too modern for that to be effective (they're likely protected against such attacks, and they're custom non-mask parts.. which might not even have a read-out mechanism)
agree!
i hope decapping can give us more infomation of this asic
-
My friend RetroRepair dumped the graphics/sound roms for these. It doesn't get as far as ketsui, but I'll keep working on it.
-
More...
-
Last ones for now...
-
Great work as usual Iq :smilie:
-
More Cave stuff is always welcome, thanks IQ.
-
great,IQ,thank you for your work,PGM driver has some sound problems,so can you fix them?
-
Hello Everyone
How is the situation of the DUMP Demon Front?
Thanks. :smilie:
-
Hello Everyone
How is the situation of the DUMP Demon Front?
Thanks. :smilie:
It is only missing the protection rom -- which is nearly impossible to dump.
-
This was passed along to me today. Pretty neat!
-
Black Label? :eek:
-
Whoa, both unexpected and awesome in its own right!
-
Excellent !!! Nice job and nice shots iq_132 !!!
-
Like waiting for a bus isn't it? :wink:
Great shots, odd how BL seems to get further.
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Beautiful progress IQ! ^^ it can be my perfect birthday present for the 28th xD LMAO (joking hehe :p)
Keep it up man and take care!
SeeYaa!
:biggrin:
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Great advance here!!! seems that PGM stuff is going smoothly ;)
See ya!!! :D
-
Would a little sneak peak video at Dai Ou Jou emulation be too much to ask for? :biggrin:
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So... Mr David Haywood (Haze) managed to figure out enough of the protection scheme used by ketsui/ddp3/espgal to get them all working (for the most part) quite well. :)
Anywho, here's a video of ketsui's first level (and yes, I suck, I know).
http://www.youtube.com/watch?v=IuTQiUO-gbk
And one of ddpdoj black label
http://www.youtube.com/watch?v=QBjab3TBf9M
-
Very good job Haze and thanks for the info :biggrin:
Cave it's the live :biggrin:
Love bullet :wink:
-
The propeller and thrust have been fixed as well. There's just the audio left.
-
So... Mr David Haywood (Haze) managed to figure out enough of the protection scheme used by ketsui/ddp3/espgal to get them all working (for the most part) quite well. :)
Anywho, here's a video of ketsui's first level (and yes, I suck, I know).
http://www.youtube.com/watch?v=IuTQiUO-gbk
And one of ddpdoj black label
http://www.youtube.com/watch?v=QBjab3TBf9M
Sweet! Oh, and congratulations on the remarkable feat, having emulated the "inemulable", now bring on The Gladiator! :) Any technical detail on the actual protection scheme used?
Oh, and nice run there :p
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Sweet! Oh, and congratulations on the remarkable feat, having emulated the "inemulable", now bring on The Gladiator! :) Any technical detail on the actual protection scheme used?
Oh, and nice run there :p
The Gladiator runs the entire game on the ARM.
The ARM has internal ROM containing important code
The internal ROM needs dumping, but it is read protected, even against native code.
As I've said on my site, all the IGS produced games are protected *properly*
You got lucky with the Cave titles, they barely even touch the protection, even the weakest protection IGS did on their own games is stronger.
Oh, and for PGM2 there is no 68k (or any CPUs on the motherboard) the CPU is on the ROM board, and again is probably some kind of ARM with internal rom, because the games boot with 'program error' if you remove the program roms. The chance of those being emulated soon is pretty much 0.
-
The Gladiator runs the entire game on the ARM.
As in switching roles between the 68k and the ARM7 or using the latter for every task?
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As in switching roles between the 68k and the ARM7 or using the latter for every task?
From what I can see the 68k does very little apart from send the sprites / tiles to the screen, the main game loop / code runs on the ARM. That's why the main CPU rom is only 512kb, much smaller than most of the other games.
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Thanks Haze and IQ. Thanks for the latest blog post too Haze, that's fascinating stuff and I can hardly wait for the next installment. You should write a book on the history of mame from "the inside".
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Good job,thanks Haze and iq_132,next task is fix the BGM
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Thanks a lot for the releases! They surely were unexpected considering the earlier debate.
Btw, what made you decide in favor of doing so? I thought there were some legal worries in that regard, so did they go away or something?
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Thanks a lot for the releases! They surely were unexpected considering the earlier debate.
Btw, what made you decide in favor of doing so? I thought there were some legal worries in that regard, so did they go away or something?
Well, at this point Cave has ignored the roms being added to MAME (and being somewhat playable). The assumption is that they don't care. If they/we get a c&d or a complaint we will remove the drivers from the official builds.
-
Found a bug on the current PGM WIP code. KOV will keep looping over and over after the character has been selected. Confirmed on a windows build too
-
fixed it
in pgm_prot.cpp use this code
static void pgm_kov_asic27_w(unsigned short offset, unsigned short data)
{
if(offset==0) {
unsigned short realkey;
realkey=ASIC27KEY>>8;
realkey|=ASIC27KEY;
data^=realkey;
ASIC27REGS[0]=data;
return;
}
if(offset==2) {
unsigned short realkey;
ASIC27KEY=data&0xff00;
realkey=ASIC27KEY>>8;
realkey|=ASIC27KEY;
data^=realkey;
ASIC27REGS[1]=data;
ASICPARAMS[ASIC27REGS[1]&0xff]=ASIC27REGS[0];
if(ASIC27REGS[1]==0xE7) {
unsigned int E0R=(ASICPARAMS[0xE7]>>12)&0xf;
E0REGS[E0R]&=0xffff;
E0REGS[E0R]|=ASIC27REGS[0]<<16;
}
if(ASIC27REGS[1]==0xE5) {
unsigned int E0R=(ASICPARAMS[0xE7]>>12)&0xf;
E0REGS[E0R]&=0xff0000;
E0REGS[E0R]|=ASIC27REGS[0];
}
ASIC27RCNT=0;
}
}
-
Thanks Lantus for the fix...Iv'e noticed also in the current PGM WIP code that olds, olds100 and olds100a are stuck at the calendar screen and a minor graphical bug on drgw2 and clones. Also some problem with latest ics2115.h sent by iq_132 (sounds and BGM for some games are too high, crackles and very distorded).
-
@Lantus, thanks for sharing the KOV fix :wink: I appreciate it! ^^
SeeYaa!
:biggrin:
-
Amazing work you guys ! and thanks a lot for porting it that fast into FBANext ^^
from what I gather, DDP2 - BeeStrom won't be playable untile the protection scheme is known or bypassed ?
Any progress on dumping gfx&snd from EspGaluda?
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Thanks Lantus for the fix...Iv'e noticed also in the current PGM WIP code that olds, olds100 and olds100a are stuck at the calendar screen and a minor graphical bug on drgw2 and clones. Also some problem with latest ics2115.h sent by iq_132 (sounds and BGM for some games are too high, crackles and very distorded).
Drgw2 fix:
Find this (in pgm_draw.cpp)
if (xgrow) xzom = (0x10 - xzom) * 2;
if (ygrow) yzom = (0x10 - yzom) * 2;
unsigned int xzoom = (zoomtable[xzom] << 16) | zoomtable[xzom + 1];
unsigned int yzoom = (zoomtable[yzom] << 16) | zoomtable[yzom + 1];
Replace with:
if (xgrow) xzom = 0x10 - xzom;
if (ygrow) yzom = 0x10 - yzom;
unsigned int xzoom = (zoomtable[xzom*2] << 16) | zoomtable[xzom*2 + 1];
unsigned int yzoom = (zoomtable[yzom*2] << 16) | zoomtable[yzom*2 + 1];
-
thanks iq :)
fix works great. Did you take a look at kov2p yet? Its stuck on the calender screen on bootup
-
thanks iq :)
fix works great. Did you take a look at kov2p yet? Its stuck on the calender screen on bootup
Might be an endian-related issue. Try the init from the previous sources (with the different patches). I can't reproduce it on pc. :S
-
Here's a little video of Espgaluda. Thanks to Haze for sharing the dump with me. :)
http://www.youtube.com/watch?v=IpkxVXAF7WQ
-
Now we're talkin' :cool:
Shame it was a bad dump, but much nicer than ESPKetsuda: http://www.youtube.com/watch?v=BtZT4Do00wI
:D
-
Great stuff IQ! ^^ I love the video! BGM of the game is cool too! :D
SeeYaa!
:biggrin:
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Wow...Very good news. Shame the graphic roms were bad dumps...Hope someone could redump them !
-
ah very cool stuff iq :)
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Wow...Very good news. Shame the graphic roms were bad dumps...Hope someone could redump them !
0.140u3 dump plays it nicely now
-
Yes...but ddp3 needs some redumps (even if the checksums are close, still remains single bit errors and some actual rom dumps are wrong...Dixit Haze !)
Anyway check your PM !
-
I would love for this to make it to the XBOX (and im sure many more would)....as the last thing the Xbox will probably ever see now :( if anyone can help me out I can supply alot of help and sources and have successfully placed in the latest FBA into CoinOPS...but the driver for mame has changed alot from the one now....im wondering how much slower the new one would run and the work required to convert it....dave has souces for CoinOPS drivers on the PC......its just a dream and if someone would help ill give them all the credit they want in any form they want and all sources will be released and they can release them if they wish....
Peace all and Happy New Years
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Retrorepair redumped a couple of the bad graphics roms in ddp3. There's only one bad one now. ^^
-
Retrorepair redumped a couple of the bad graphics roms in ddp3. There's only one bad one now. ^^
Woot! That's just great!! :D
Thanks for the info IQ!
SeeYaa!
:D
-
If you're handy with a hex editor:
Fix for a04402w064.u8
->581f7b = eb
Fix for m04401b032.u17
->18499E = E4
->2AED26 = F4
-
Latest bad rom for ddp3 has been redumped ;p
With a hex editor:
Fix for b04401w064.u1
->440D9E = 0F
-
Thanks to Creamy Mami (http://cid-69affddee0625290.skydrive.live.com/browse.aspx/.Public) for very kindly posting some of his MAME sources, Oriental Legends Special Plus is now playable in FBA and MAME! :)
I've attached my quick and lazy FBA port.
-
Thanks for the news ^^
-
Thanks to Creamy Mami (http://cid-69affddee0625290.skydrive.live.com/browse.aspx/.Public) for very kindly posting some of his MAME sources, Oriental Legends Special Plus is now playable in FBA and MAME! :)
I've attached my quick and lazy FBA port.
Hello, oldsplus, regional change in China, everything is normal, restart the game has changed again, back to Taiwan region, there is a solution it?
-
Hello, oldsplus, regional change in China, everything is normal, restart the game has changed again, back to Taiwan region, there is a solution it?
Are you talking about FBA, FBA Shuffle, or MAME?
-
Are you talking about FBA, FBA Shuffle, or MAME?
FBAS, has been fixed! Thx~
static int oldsplusInit()
{
pPgmInitCallback = pgm_decrypt_oldsplus;
pPgmResetCallback = reset_oldsplus;
int ret = pgmInit();
if (ret == 0) {
install_protection_oldsplus();
}
return ret;
}
"pPgmResetCallback = reset_oldsplus;"
No write
- -!!!!
-
Thanks to Creamy Mami (http://cid-69affddee0625290.skydrive.live.com/browse.aspx/.Public) for very kindly posting some of his MAME sources, Oriental Legends Special Plus is now playable in FBA and MAME! :)
I've attached my quick and lazy FBA port.
added this to FBANext. thanks iq!
-
Thanks to iq_132, Knights of Valour: SanGuo QunYingZhuan / Sangoku Senki: SanGuo QunYingZhuan (set 1 and set 2) is now playable in FBA ! :)
I've attached the PGM updated FBA driver.
NOTE : as "qyza0603.rom" and "qyzb0601.rom" are not released to public, we used instead "a0603.rom" and "b0601.rom" from kov.zip so it remains some graphical glitches in characters select screen and in Tilte screen when Region is set to CHINA.
-
Thanks to an anonymous source, finally we got correct ROMs for kovsgqyz and kovsgqyza + a third set as a bonus :biggrin:
// Knights of Valour: SanGuo QunYingZhuan / Sangoku Senki: SanGuo QunYingZhuan (set 3)
static struct BurnRomInfo kovsgqyzbRomDesc[] = {
{ "p0600qyz.119", 0x400000, 0x18b8b9c0, 1 | BRF_PRG | BRF_ESS }, // 0 68K Code
{ "t0600.rom", 0x800000, 0x4acc1ad6, 2 | BRF_GRA }, // 1 Tile data
{ "a0600.rom", 0x800000, 0xd8167834, 3 | BRF_GRA }, // 2 Sprite Color Data
{ "a0601.rom", 0x800000, 0xff7a4373, 3 | BRF_GRA }, // 3
{ "a0602.rom", 0x800000, 0xe7a32959, 3 | BRF_GRA }, // 4
{ "qyza0603.rom", 0x800000, 0xc8b92220, 3 | BRF_GRA }, // 5
{ "b0600.rom", 0x800000, 0x7d3cd059, 4 | BRF_GRA }, // 10 Sprite Masks & Color Indexes
{ "qyzb0601.rom", 0x800000, 0x64f55882, 4 | BRF_GRA }, // 11
{ "m0600.rom", 0x400000, 0x3ada4fd6, 5 | BRF_SND }, // 12 Samples
{ "kov_igs027a.bin", 0x004000, 0x00000000, 7 | BRF_PRG | BRF_NODUMP }, // 13 Internal ARM7 Rom
};
STDROMPICKEXT(kovsgqyzb, kovsgqyzb, pgm)
STD_ROM_FN(kovsgqyzb)
struct BurnDriver BurnDrvKovsgqyzb = {
"kovsgqyzb", "kovplus", "pgm", NULL, "1999",
"Knights of Valour: SanGuo QunYingZhuan / Sangoku Senki: SanGuo QunYingZhuan (set 3)\0", NULL, "IGS", "PolyGameMaster",
NULL, NULL, NULL, NULL,
BDF_GAME_WORKING | BDF_CLONE, 4, HARDWARE_IGS_PGM/* | HARDWARE_IGS_USE_ARM_CPU*/, GBF_SCRFIGHT, 0,
NULL, kovsgqyzbRomInfo, kovsgqyzbRomName, NULL, NULL, pgmInputInfo, sangoDIPInfo,
kovsgqyzInit, pgmExit, pgmFrame, pgmDraw, pgmScan, &nPgmPalRecalc, 0x600,
448, 224, 4, 3
};
Now the Chinese title for these sets is correctly shown but remains it remains some problem in character' selection screen [see attached snaps]
-
Fixed the character select (I figured out how to get all the commands for the asic27 and compare the changes).
deaf80e03c32xx <-- xx is the command. :)
-
Are the roms publically available or still hoarded? :)
-
Hoarded, but I'll send you a pm. They should be out and about by the next fba release.
-
Cool. :)
-
Are the roms publically available or still hoarded? :)
ROMs have been sent to iq_132 and i think it will be good to release them with next FBA version as now the few graphical glitches have been fixed...
(http://www.gametronik.com/DataPage/News/dec11/kovsgqyz.gif)
-
I had a little time and decided to take a look at Puzzli 2 Super's protection, which is currently unemulated and being somewhat bypassed by some patches.
I've got it going further in-game than before. At this point it needs to be handed off to someone smarter than I.
-
More.
-
more than likely a real silly question but.....
i was looking at the maws for demon front all roms are good in the set apart from dmnfrnt_igs027a.bin
could the same file be taken from say another pgm game and hacked to make demon front work in the pgm.c driver
only reason i ask is i took the ddp3_igs027a.bin file and renamed it to kov_igs027a.bin
and it worked for knights of valour and you seem to be using different roms from kov sets to get new games
working as mentioned a few posts above
-
more than likely a real silly question but.....
i was looking at the maws for demon front all roms are good in the set apart from dmnfrnt_igs027a.bin
could the same file be taken from say another pgm game and hacked to make demon front work in the pgm.c driver
No. Not at all. The arm7 roms are all different from game to game. They are not swappable.
only reason i ask is i took the ddp3_igs027a.bin file and renamed it to kov_igs027a.bin
and it worked for knights of valour and you seem to be using different roms from kov sets to get new games
working as mentioned a few posts above
There are not proper arm7 roms dumped for either of those games. They are both using simulated protection code rather than actually emulating the arm7.
-
ok shame really always hopeing to see demon front working but each new mame release it never seems to happen :(
thx IQ for taking the time to answer my question cheers!!!
-
ok shame really always hopeing to see demon front working but each new mame release it never seems to happen :(
thx IQ for taking the time to answer my question cheers!!!
Demon Front is the first of the 'later' group of PGM games.
For those we have no solution to read out the IGS027A rom (5585G type), there is hardware level protection against reading out the first part of the code it in the 'G' revision chips.
A significant part of the game code runs on the ARM, so simulating it is also not a realistic option.
This game is in the category of 'serious technical hurdle' which has prevented a number of games even from the early 90s being emulated. Don't expect it soon.
-
thx for the info haze maybe one day demon front will work in mame fingers crossed
cheers!!!
-
Does The Gladiator fall into that category as well? I know myself and many other people have been hoping and praying that you guys will solve that one.
How far can you get Gladiator to run at this point?
-
Does The Gladiator fall into that category as well? I know myself and many other people have been hoping and praying that you guys will solve that one.
How far can you get Gladiator to run at this point?
The Gladiator runs entirely on the protection ARM. The 68k code consists of little but copying video data from shared RAM to the actual video RAM.
It goes nowhere. It's not likely to go anywhere anytime soon, if ever.
-
Thanks for the quick reply. That's a bummer! I got a consolized PGM and imported the game from the UK so I could play it, it's such a great game.
Is there any way to get access to the sprites? Maybe recreate the game in a different emulator (I'm thinking of OpenBOR)?
Also, here's the email for IGS: sales@igs.com.tw
Maybe there's a way to contact them and get the necessary info you need? Or would they not take kindly to that due to copyright issues?
-
I have a layman's question about playing Oriental Legend Super/Plus on FBA.... I have FBA version 0.2.97.3
It runs Martial Masters, KOV, Killing Blade etc just fine. Oriental Legend Super won't run however.
I downloaded the oldsplus_source doc you posted in this thread -- but I have no clue what to do with it. Where are the CPP files located? I have the PGM BIOS in the ROM's folder, but I don't see anything inside it that is a CPP file. Please help!
EDIT: NM, I downloaded FBA 0.2.97.5 and it runs. Will Knights of Valour Super Heroes run on that version?
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Why not download latest FBA version (the 0.2.97.20) which gots the latest updated PGM driver and can run games like Knights of Valor Super Heroes, Oriental Legend Super Plus, Espgaluda, etc...
The CPP Files are in fact drivers but can only be "used" with FB Alpha source and if you compile your own debug build...
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Why not download latest FBA version (the 0.2.97.20) which gots the latest updated PGM driver and can run games like Knights of Valor Super Heroes, Oriental Legend Super Plus, Espgaluda, etc...
The CPP Files are in fact drivers but can only be "used" with FB Alpha source and if you compile your own debug build...
Download latest FBA Version ( the 0.2.97.20 )Latest updated PGM driver olds have problems, try to play the black screen,Especially the bat where a two swords the black screen can not see anything, oldsplus is estimated, the proposed repair ~
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Oh, I did download FBA 0.2.97.20, and none of my PGM games would run on it. They don't show up when I scan ROMs. Other than putting the PGM Bios in the ROMs folder, is there another step I'm missing?
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Have you checked the "pgm" box in the system select? If so, then the odds are that your roms or bios files are not correct. Try showing games that are unavailable and trying to load one of the pgm ones you've got. FBA should tell you what is missing/wrong.
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It says missing
ROM ddp3_bios.u37
ROM bios.u42
I downloaded PGM BIOS v.2. If I scan the ROM's they don't show up. If I try and load it anyway, as you suggested I get that error message (and then the ROM loads and I can play). But after I play then it still won't show up in the menu, even if I rescan.
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sometimes the rom names change between releases for example ddp3blk becomes ddpdojblk maybe thats why their not showing they must be named correctly for the FBA version your using
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I was trying Martial Masters. Isn't it just martmast.zip?
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Guys, where to get "bios.42" ???!!!!
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I was trying Martial Masters. Isn't it just martmast.zip?
yes martmast is correct was thinkin why your roms wouldnt show only reason i could think of anyway hope you find a way to get it all sorted good luck
Guys, where to get "bios.42" ???!!!!
a bang upto date pgm bios file should have bios.42 inside google should help you track it down best of luck
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I think because I'm also missing bios u42 is why the ROM's won't show up in the newer FBAs. I tried Googling but haven't found a PGM bios that has it yet...
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Those are extra bios roms from some pcb games (DDPDOJ and thegladpcb). They aren't really needed. Try running martmast even though it shows it as unavailable. Make sure your bios is set Older or Newer (not the ones with no intro).
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Martmast does run if I search through all the ROMs. Is there any way to find the extra bios so that I can get it to show as available? What's confusing is that it shows as available on the older FBA, but not the new versions.
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i really dont think that not having the bios.u42 file would make your roms not show it would more likely make your roms not work
but anyway check your PM's
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i really dont think that not having the bios.u42 file would make your roms not show it would more likely make your roms not work
but anyway check your PM's
Missing a bios rom makes all of the clones not show. PGM games for sure will work without all of the bios roms.
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Missing a bios rom makes all of the clones now show. PGM games for sure will work without all of the bios roms.
wrong on both counts :) i guess ive alot to learn about FBA it seems a good bit different from FBL my PGM roms seemed to be the opposite they needed the bios or would not load anyway hooked the count up with the bios file and it seems his games are sorted now
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The help was much, much appreciated!!!
I'm a huge PGM/IGS fan. I wish more people knew about these games.
I'm so desperate to see GLADIATOR working, I'm making a Martial Masters sidescroller for fun that tries to emulate the style. I just started, but here's a sneak peek.
http://www.youtube.com/watch?v=9yioM5-9uBg (http://www.youtube.com/watch?v=9yioM5-9uBg)
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The help was much, much appreciated!!!
I'm a huge PGM/IGS fan. I wish more people knew about these games.
I'm so desperate to see GLADIATOR working, I'm making a Martial Masters sidescroller for fun that tries to emulate the style. I just started, but here's a sneak peek.
http://www.youtube.com/watch?v=9yioM5-9uBg (http://www.youtube.com/watch?v=9yioM5-9uBg)
Bor Engine?
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Yes, OpenBOR (you can DL at Lavalit website)
Here's another update on it:
http://www.youtube.com/watch?v=TFZGB088-CY (http://www.youtube.com/watch?v=TFZGB088-CY)
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Hi weatik
Bios and/or ROMs are not allowed here (in form of links and/or attached files)...So please read the rules.
Thanks.
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Sorry, JacKc. I was not attentive. But how to help people with finding bios.42?
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It is nice of you to try and help weatik, but use the private messaging system when dealing with roms. :)
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Knights of Valour Super Heroes Plus / Sangoku Senki Super Heroes Plus (ver. 100)
Here the results :
- Game pass the "Calendar screen"
- major graphical glitches
- The game freezes at character selection screen...
I used the pgm_kov_asic27_r
Don't know whether to break ARM7?
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The asic for this game is undumped and the source for the simulation used by a certain MAME build remains unreleased.
So this game is currently unemulated in FBA and MAME. If someone were to release the code I could port it in a few minutes.
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Kovshp and kovsh arm7 should be the same, that is can use kovsh arm7 to run kovshp, just some different program just, a layer of paper, the rub can run, the rub is always a secret ~
I had been working to find out, I hope one day I can find out the operation method ~
:redface:
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Kovshp and kovsh arm7 should be the same, that is can use kovsh arm7 to run kovshp, just some different program just, a layer of paper, the rub can run, the rub is always a secret ~
If you're using a stock fba build, kovshp runs because it is using the kov protection simulation and it will run with only the "reset" (99) command simulated. It will be buggy and ugly and not get in-game.
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So... not exactly my PGM wip, but you should check out Haze's site.
http://mamedev.emulab.it/haze/2012/03/21/stalactites-stalagmites/
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thx for the link a real interesting read i must admit i do checkout Haze's blog every month
great news regarding dodon pachi 2 it is a cool game really doesnt deserve the stick it gets
and whoever was playin that was pretty good certainly aint newbee :) at beestrorm
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So while doing some PGM stuff Haze (http://mamedev.emulab.it/haze/) noticed a small hack can get this up and going. ^^
It is fairly playable, but the difficulty level seems to be stuck on easy. Or maybe it is just an easy game. :p
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in the space of just 2 days a couple of games ive always wanted are now playable great work guys :)
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As soon as possible to transplant MAME drive to FBA~
Haze has joined the drive to mess~
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It is already in the fba svn. We just need to release a binary.
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So XingXing very kindly sent me some code to get kovshp working. :)
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So XingXing very kindly sent me some code to get kovshp working. :)
What a good news !!! Hope it will help also to make kovshxas work :smilie:
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It doesn't work atm, but I think with a bit of hacking/ tweaking I should be able to get it going.
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It will not be able to run the kovshxas ~ specific may because the internal code issues.
But through the kovshp file to kovshxas game up ~
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Really isn't a big deal to get kovshxas working. The other kovshp boots will take a bit more work...
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I feel as you this method may make more PGM games run?
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Little wip. JackC noticed that "other" emulators patch the arm7 for kovshp. This fixes background music. :)
And additionally, Lantus noticed that some code I added to the ICS2115 a long time ago actually causes demon front to have bad sound.
So the sounds in the next release should be quite a bit better. :)
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:confused: More than repair the background music, and Lu Xun, Xu Zhu power damage, they release. Ha-ha.
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So I did a little work on this. Still need to fix a few asic commands and remove a few patches, but a good start none-the-less.
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Specifically I do not is very clear, I hope to continue their efforts ~ fight for the pgm roms run ~
But I always thought the decryption of these games have a problem ~
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The decryption for the other kovshp bootlegs is fine. There is a chunk of the rom from ~a0000-140000 that is offset by 12 (0x0c) bytes.
Other than that, it makes use of a lot of non-hardcoded commands, so it is difficult to figure out exactly what it wants.
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Although I haven't played it this game, but now that is lsqh2, so there should be a kof characters in it to ~ and I decrypt the game ROM, found that choose the address of the characters is a ~ to I feel as if the problem is decryption ~
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~ to I feel as if the problem is decryption ~
Your feeling is wrong.
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三国战纪 ◦ 一统中原 (ver. 201, China)
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.
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.
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Puzzli 2 cool looking cutesy puzzler another problamatic IGS/PGM cracked good stuff
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Small status update -- I was sent some code via JackC, via XingXing, via Creamy Mami, that was apparently written by rockywall. This simulates (and documents) the weird register writes that Oriental Legends Super uses.
This fixes the crash on the high score screen and probably, knowing IGS, affects the game in other, subtle ways.
The only thing missing that I can't mark the protection emulation as good is a single DMA mode not being understood.
My other project has been to figure out the asic remapping and additions used by the kovshp bootlegs. This is a pretty obnoxious job, honestly, but I am getting fairly good results.
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What romset is FBA currently using as im having difficulty getting PGM games to run in aFBA ihave the PGM bios and Roms from MAME's latest set are these named differently
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Here be dragons... :)
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looking good :-)
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Ex-tra Dragons
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Nice job iq_132 :smilie:
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Always cool to see more PGM in FBA Nice work
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.
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..
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(http://mamedev.emulab.it/haze/pics2012/theglad.png)
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Hmmm i wonder what game that is :biggrin: lets just say i'll be so "glad" to hopefully play it one day
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Hmmm i wonder what game that is :biggrin: lets just say i'll be so "glad" to hopefully play it one day
If things work out, that may be sooner than you think. :)
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unfortunately even with the entire internal rom dumped apart from the 0x188 execute only area at the start that's all it does (but now on a white bg playing the game music)
not sure it's going to go much further..
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unfortunately even with the entire internal rom dumped apart from the 0x188 execute only area at the start that's all it does (but now on a white bg playing the game music)
not sure it's going to go much further..
Ah Shame hopefully some progress can still be made fingers crossed
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If things work out, that may be sooner than you think. :)
Seems you were Right i never doubted excellent News that the gladiator is now playable :biggrin:
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..
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...
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So thrilled this is finally playable!! Christmas came early this year!
Now for a layman's question: I have it running on MAME, but I'd love to get it to work on FBA.
Is it possible yet?
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those snaps have been taken with FBA 0.2.97.30 WIP...
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:biggrin: :biggrin: :biggrin: :biggrin:
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I found FBA 0.2.97.30 only for FBANext on the 360, when is the official release for Windows?
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when is the official release for Windows?
Maybe around Santa time?? :smilie:
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Seems Santas Arrived early for fighter fans
(http://mamedev.emulab.it/haze/pics2013/svgnew_11.png)
(http://mamedev.emulab.it/haze/pics2013/svgnew_13.png)
(http://mamedev.emulab.it/haze/pics2013/svgnew_27.png)
Great Work guys Another often requested PGM/IGS game Now Playable
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:cool: well done , i can't wait for a new release.
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..
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...
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S.V.G Now playable in FBA i assume Nice Work Fellas!!!
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S.V.G Now playable in FBA i assume Nice Work Fellas!!!
Correct assumption. :) Just had to implement the decrypt fixes Haze and I did, fix the rom loading the for second external arm7 rom, and then just add in the info for the internal rom. :)
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Just had to implement the decrypt fixes Haze and I did, fix the rom loading the for second external arm7 rom, and then just add in the info for the internal rom. :)
So not much work required then :wink: i jest i joke but thanks for taking the time to get this game working in FBA
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It's a pity we don't have new neogeo romz, so you must spend your time with another systems :p
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That's true, but still...
That XBOX's Samurai Shodown 5 on FBA looked pretty good!!! :rolleyes:
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It's a pity we don't have new neogeo romz, so you must spend your time with another systems :p
That's true, but still...
That XBOX's Samurai Shodown 5 on FBA looked pretty good!!! :rolleyes:
?
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That's true, but still...
That XBOX's Samurai Shodown 5 on FBA looked pretty good!!! :rolleyes:
I'll have to dig out this and take a look...
*edit*
Found it. going to do some hacking to get it working without a special init.
*edit2*
Got it all hacked together. Going to test a bit.
*edit3*
Ha. Neat. It works in Neorage.
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Nice! an .ips patch would be welcome :D
What are the differences between this version and the original?
Btw... would it be possible to do the opposite: play a modified neogeo rom as if it were the original xbox game? or add bosses or other hacks to the xbox version?
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Xbox has this now for Samurai showdowns and sf cps2 games....
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Nice! an .ips patch would be welcome :D
What are the differences between this version and the original?
Btw... would it be possible to do the opposite: play a modified neogeo rom as if it were the original xbox game? or add bosses or other hacks to the xbox version?
Anything is possible with enough patience and skill. This game has bosses, iirc.
Getting this game working on PC required -
1. Reverse engineering how the game loads Sprite data (it uses an index file, this logs whether or not the tile is flipped or not
as well as which blob of sprite data to use)
2. Reassembling the sprites based on this info
3. Re-scrambling the sprite data (on the xbox it is descrambled)
4. Re-scrambling the text data (on the xbox it is descrambled)
5. Reassembling the program data, it is split into 3 pieces
6. Hacking the palette data (in the third program rom) to be located in an empty space in the main rom space rather than
in an area that is normally reserved for ram (on real hardware)
Here are a couple of shots.
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Sources for lots of boss hacks for
Cps2
Cps3
Neogeo
Cps1
Cave
And more
Are in neo-nebuwaks there blog has a lot of info also a lot cps2 allows playing a lot of hidden characters....
Please remove this iq if you think it's not info for here....have you thought about adding these to fba?
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i wonder if samsho5 is the only xbox or ps2 port of a neogeo game that could be patched to work in a neogeo emulator... :S
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S.V.G. - Spectral vs Generation (V200, China)
On a side note sound for dw2001 & dwpc has been fixed [iq_132]
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三国战纪 ◦ 乱世拳皇 (ver. 203CN)
Need proper asic command patches to work...
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.
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add proper internal rom to 'svg' parent set [rtw, iq_132, David Haywood]
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Did vanilla SS5 really have an english storyline built into the rom already but never gave us access to it? Strange thing indeed.
Also, there are fatality animations that are used in SS5 Special, but fatalities weren't present in vanilla SS5 at all. I wonder if these can be accessed with a simple hack like English story mode might be?
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Did vanilla SS5 really have an english storyline built into the rom already but never gave us access to it? Strange thing indeed.
Nope. Custom-built rom specifically for the xbox.
Also, there are fatality animations that are used in SS5 Special, but fatalities weren't present in vanilla SS5 at all. I wonder if these can be accessed with a simple hack like English story mode might be?
It's possible. The first version of samurai shodown 5 special had the fatalities locked out. A simple hack unlocked them. I'm going to investigate them later on.
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Yeah, Razoola's universe bios unlocked the SS5 Special fatalities, but the original SS5 didn't have them at all, although the graphics for them are in.
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Yeah, Razoola's universe bios unlocked the SS5 Special fatalities, but the original SS5 didn't have them at all, although the graphics for them are in.
I'm curious if the code is present though. Probably not though. It's at least worth looking, I suppose.
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Joerg Hartenberger dumped a v100 of kovsh. The oldest we've seen yet!