Author Topic: King of the Monsters 2 and Sengoku 2  (Read 6157 times)

Offline Death Metal

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King of the Monsters 2 and Sengoku 2
« on: November 20, 2004, 03:33:18 PM »
While I was converting my d_neogeo.cpp to the latest standards, I noticed a lot of games needed the flags SWAPC and SWAPP removed (or added), such as Kabuki Klash for instance, but I can't seem to find a proper setup for King of the Monsters 2 and Sengoku 2. Their new dumps don't tolerate SWAPC, and regardless if you use SWAPP or not, the graphics appear all messed up. So, has anyone figured working drivers for these 2 games yet?

Thanks. :)

Offline iq_132

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King of the Monsters 2 and Sengoku 2
« Reply #1 on: November 20, 2004, 03:38:34 PM »
For those two games, just load that last C rom again and use the swapc flag.

Code: [Select]
// King of the Monsters 2

static struct BurnRomInfo kotm2RomDesc[] = {
{"039-p1.bin"   , 0x080000, 0xb372d54c, 0x10}, //  0 68K code
{"039-p2.bin"   , 0x080000, 0x28661afe, 0x10}, //  1

{"039-s1.bin"   , 0x020000, 0x63ee053a,    1}, //  2 Text layer tiles

{"039-c1.bin"   , 0x200000, 0x6d1c4aa9,    1}, //  3 Sprite data
{"039-c2.bin"   , 0x200000, 0xf7b75337,    1}, //  4
{"039-c3.bin"   , 0x080000, 0xbfc4f0b2,    1}, //  5
{"039-c4.bin"   , 0x080000, 0x81c9c250,    1}, //  6
{"039-c4.bin"   , 0x080000, 0x81c9c250,    1}, //  6

{"039-m1.bin"   , 0x020000, 0x0c5b2ad5, 0x10}, //  7 Z80 code

{"039-v1.bin"   , 0x200000, 0x86d34b25,    2}, //  8 Sound data
{"039-v2.bin"   , 0x100000, 0x8fa62a0b,    2}, //  9
};

STDROMPICKEXT(kotm2, kotm2, neogeo);
STD_ROM_FN(kotm2);

struct BurnDriver BurnDrvKotm2 = {
{"kotm2", "King of the Monsters 2: The Next Thing", NULL, "SNK", "Neo Geo", "1992", NULL, "neogeo"},
BDF_GAME_WORKING, 2, HARDWARE_SNK_NEOGEO | HARDWARE_SNK_SWAPC,
NULL, kotm2RomInfo, kotm2RomName, neogeoInputInfo, neogeoDIPInfo,
NeoInit, NeoExit, NeoFrame, NeoRender, NeoScan, &NeoRecalcPalette,
nNeoScreenWidth, 224, 4, 3
};

Code: [Select]
// Sengoku 2

static struct BurnRomInfo sengoku2RomDesc[] = {
{"040-p1.bin"   , 0x100000, 0x6dde02c2, 0x10}, //  0 68K code

{"040-s1.bin"   , 0x020000, 0xcd9802a3,    1}, //  2 Text layer tiles

{"040-c1.bin"   , 0x200000, 0xfaa8ea99,    1}, //  3 Sprite data
{"040-c2.bin"   , 0x200000, 0x87d0ec65,    1}, //  4
{"040-c3.bin"   , 0x080000, 0x24b5ba80,    1}, //  5
{"040-c4.bin"   , 0x080000, 0x1c9e9930,    1}, //  6
{"040-c4.bin"   , 0x080000, 0x1c9e9930,    1}, //  6

{"040-m1.bin"   , 0x020000, 0xd4de4bca, 0x10}, //  7 Z80 code

{"040-v1.bin"   , 0x200000, 0x71cb4b5d,    2}, //  8 Sound data
{"040-v2.bin"   , 0x100000, 0xc5cece01,    2}, //  9
};

STDROMPICKEXT(sengoku2, sengoku2, neogeo);
STD_ROM_FN(sengoku2);

struct BurnDriver BurnDrvSengoku2 = {
{"sengoku2", "Sengoku 2", "Japanese title is Sengoku Denshou 2", "SNK", "Neo Geo", "1993", NULL, "neogeo"},
BDF_GAME_WORKING, 2, HARDWARE_SNK_NEOGEO | HARDWARE_SNK_SWAPC | HARDWARE_SNK_SWAPP | HARDWARE_SNK_NEOGEO,
NULL, sengoku2RomInfo, sengoku2RomName, neogeoInputInfo, neogeoDIPInfo,
NeoInit, NeoExit, NeoFrame, NeoRender, NeoScan, &NeoRecalcPalette,
nNeoScreenWidth, 224, 4, 3
};
« Last Edit: May 08, 2005, 04:18:48 AM by iq_132 »


Offline Death Metal

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King of the Monsters 2 and Sengoku 2
« Reply #2 on: November 20, 2004, 06:06:11 PM »
Great. Thanks for that, IQ.