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Final Burn Neo => FBN Development => Topic started by: iq_132 on December 22, 2008, 03:57:00 AM

Title: IQ's PGM WIP
Post by: iq_132 on December 22, 2008, 03:57:00 AM
Since I got bored...
It's as far as it gets though.  I need some help to get things behaving properly, I think.
Title: IQ
Post by: CaptainCPS on December 22, 2008, 05:21:08 AM
Wow IQ! That's freakin' cool!!  :biggrin:

Hope to see more snaps of that one running on FBA!

SeeYaa!
 :biggrin:
Title: IQ
Post by: kenshiro on December 24, 2008, 05:25:02 AM
Can't wait to see that iq :biggrin:

BTW, Captain CPSX, can you check your PM box please? Thanks ;p
Title: IQ
Post by: CaptainCPS on December 25, 2008, 01:00:59 AM
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:
Title: IQ
Post by: iq_132 on February 19, 2009, 09:43:32 AM
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. :)
Title: IQ
Post by: Aquashark on February 19, 2009, 03:15:40 PM
wow.. Martial Masters!
will have a blast with this online.. thanks
Title: IQ
Post by: iq_132 on February 20, 2009, 12:09:39 AM
Ugh... annoying.  I finally got kov2 to work (and it runs pretty well aside from some sound issues) and it breaks martmast completely. :(
Title: IQ
Post by: JacKc on February 20, 2009, 04:41:30 AM
That's a big surprise and very amazing to see kov2 screenshots taken from FBA :smilie:

Thanks again iq_132, you rocks !!!
Title: IQ
Post by: iq_132 on February 20, 2009, 04:29:42 PM
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. ^^
Title: IQ
Post by: Barry Harris on February 20, 2009, 04:31:36 PM
Nice work iq.
Title: IQ
Post by: iq_132 on February 21, 2009, 04:18:30 AM
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:

Code: [Select]
* 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. ^^
Title: IQ
Post by: Barry Harris on February 21, 2009, 05:15:21 AM
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. :)
Title: IQ
Post by: JacKc on February 21, 2009, 09:13:34 AM
Nice iq_132. It works fine  :biggrin:

Do you think you can also add kov2 clones (kov2nd and kov2p)?
Title: IQ
Post by: iq_132 on February 21, 2009, 10:05:29 AM
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. 
Title: IQ
Post by: JacKc on February 21, 2009, 12:24:38 PM
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
Title: IQ
Post by: Barry Harris on February 21, 2009, 12:35:10 PM
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.
Title: IQ
Post by: iq_132 on February 21, 2009, 12:58:41 PM
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. ^^
Title: IQ
Post by: Aquashark on February 21, 2009, 01:46:38 PM
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 :)
Title: IQ
Post by: iq_132 on February 21, 2009, 02:55:58 PM
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. ^^

Quote
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?

Title: IQ
Post by: JacKc on February 21, 2009, 04:16:21 PM
kov2 is on test...post results soon.
Title: IQ
Post by: iq_132 on February 21, 2009, 05:30:51 PM
Ok, fixed the power/life bar issue.  Apparently tile flipping (x or y) was never implemented. ^^
Title: IQ
Post by: JacKc on February 21, 2009, 06:43:14 PM
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)
Title: IQ
Post by: iq_132 on February 21, 2009, 08:14:07 PM
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...
Title: IQ
Post by: JacKc on February 21, 2009, 09:15:41 PM
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
Title: IQ
Post by: iq_132 on February 22, 2009, 01:11:58 PM
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.
Title: IQ
Post by: iq_132 on February 22, 2009, 09:04:12 PM
Here's an update:

http://www.fbadev.info/iq_132/fba_029702_pgm2.zip

Here's what changed:
Code: [Select]
* 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:
Code: [Select]
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)
Title: IQ
Post by: iq_132 on February 23, 2009, 01:34:11 AM
Just fixed sound after save states.  Oddly enough, i had to remove the save state call for the ics2115 chip. ^^
Title: IQ
Post by: dante999 on February 23, 2009, 09:03:30 AM
wow
pgm support Good!

one question!
region select possible? just like nebula's cheat or mame's dip switch


Title: IQ
Post by: iq_132 on February 23, 2009, 09:51:53 AM
Sure. I've added a small hack + fake dips to set the region.
Title: IQ
Post by: JacKc on February 23, 2009, 01:40:38 PM
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...
Title: IQ
Post by: iq_132 on February 23, 2009, 05:57:53 PM
Kovsh in nebula is different? hmm... as for kovsh in mame, it's not emulated (the arm7 isn't hooked up, causing graphics issues).
Title: IQ
Post by: JacKc on February 23, 2009, 07:17:11 PM
Yes...here info from the kovsh set i've used....

Code: [Select]
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
Title: IQ's PGM WIP
Post by: iq_132 on February 24, 2009, 01:26:00 AM
Hmm... I'll take a look at that when I get home, I'm visiting my sister for the next day or two.
Title: Re: IQ's PGM WIP
Post by: narcissus on February 25, 2009, 06:01:09 PM
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
Title: Re: IQ's PGM WIP
Post by: JacKc on February 25, 2009, 07:42:30 PM
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)
Title: Re: IQ's PGM WIP
Post by: iq_132 on February 26, 2009, 01:19:37 AM
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...

Code: [Select]
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:
Code: [Select]
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...
Title: Re: IQ's PGM WIP
Post by: Haze on February 27, 2009, 04:07:00 AM
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...
Title: Re: IQ's PGM WIP
Post by: JacKc on February 27, 2009, 09:36:22 AM
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
Title: Re: IQ's PGM WIP
Post by: JacKc on February 27, 2009, 12:42:21 PM
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
Title: Re: IQ's PGM WIP
Post by: iq_132 on February 27, 2009, 12:48:45 PM
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
Quote
   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. :)
Title: Re: IQ's PGM WIP
Post by: JacKc on February 27, 2009, 12:52:42 PM
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)
Title: Re: IQ's PGM WIP
Post by: iq_132 on February 27, 2009, 01:01:55 PM
No worries. :)

Btw, I've just fixed the graphics glitches in kov (117).
Title: Re: IQ's PGM WIP
Post by: JacKc on February 27, 2009, 02:11:19 PM
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)

Title: Re: IQ's PGM WIP
Post by: narcissus on February 27, 2009, 03:56:00 PM
There is also a hack patch for kovsh in Nebula
and the MAME which supported olds100a also fixed sprite priorities handling in kov2 series
Title: Re: IQ's PGM WIP
Post by: iq_132 on February 27, 2009, 04:29:20 PM
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...

Code: [Select]
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?
Title: Re: IQ's PGM WIP
Post by: Aquashark on February 28, 2009, 01:51:48 AM
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
Title: Re: IQ's PGM WIP
Post by: iq_132 on February 28, 2009, 04:19:10 AM
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:
Code: [Select]
* 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:
Code: [Select]
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. :)
Title: Re: IQ's PGM WIP
Post by: Aquashark on February 28, 2009, 07:45:20 AM
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
Title: Re: IQ's PGM WIP
Post by: KOF2112 on February 28, 2009, 08:41:57 AM
Quote
*  Added decryption for kov2p
 *  Added kov2p205 (seems to be a valid dump)

Not in Games List
Title: Re: IQ's PGM WIP
Post by: JacKc on February 28, 2009, 11:57:57 AM
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
Title: Re: IQ's PGM WIP
Post by: iq_132 on February 28, 2009, 01:54:51 PM
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. ^^
Title: Re: IQ's PGM WIP
Post by: JacKc on March 01, 2009, 07:46:00 AM
* 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?)
Title: Re: IQ's PGM WIP
Post by: iq_132 on March 01, 2009, 03:45:09 PM
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. ^^
Title: Re: IQ's PGM WIP
Post by: JacKc on March 02, 2009, 05:55:36 AM
...

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
Title: Re: IQ's PGM WIP
Post by: OopsWare on March 03, 2009, 02:01:25 AM
WOW ....  the only word i can say ....  :eek:
Title: Re: IQ's PGM WIP
Post by: iq_132 on March 03, 2009, 05:36:39 PM
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. ^^
Title: Re: IQ's PGM WIP
Post by: iq_132 on March 03, 2009, 11:50:25 PM
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.
Title: Re: IQ's PGM WIP
Post by: JacKc on March 04, 2009, 07:05:16 AM
WOW...Finally, you've fixed this priority issue :biggrin:

Great job iq_132 !!!
Title: Re: IQ's PGM WIP
Post by: KaNyErO on March 04, 2009, 07:25:21 AM
shouldn't those characters have a shadow?

btw: Great job :)

Title: Re: IQ's PGM WIP
Post by: JacKc on March 04, 2009, 08:26:57 AM
@ 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
Title: Re: IQ's PGM WIP
Post by: iq_132 on March 04, 2009, 09:53:44 AM
*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:
Title: Re: IQ's PGM WIP
Post by: iq_132 on March 05, 2009, 05:12:38 AM
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. ^^
Title: Re: IQ's PGM WIP
Post by: JacKc on March 05, 2009, 08:57:01 AM
Yes i can confirm that now kov2p and kov2p205 works...

Here's Previews and Titles for thoses games for next FBA release :cool:
Title: Re: IQ's PGM WIP
Post by: iq_132 on March 08, 2009, 03:30:57 PM
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.
Title: Re: IQ's PGM WIP
Post by: JacKc on March 08, 2009, 05:56:34 PM
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  !!!
Title: Re: IQ's PGM WIP
Post by: BisonSAS on March 08, 2009, 06:56:12 PM
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:
Title: clear screen bug in martmast
Post by: BisonSAS on March 08, 2009, 08:34:55 PM
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.
Title: Re: IQ's PGM WIP
Post by: iq_132 on March 08, 2009, 08:48:55 PM
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. :().
Title: Re: IQ's PGM WIP
Post by: blueonhell on March 08, 2009, 11:53:54 PM
thanks iq_132 hope KOVSH work
Title: Re: IQ's PGM WIP
Post by: iq_132 on March 09, 2009, 12:14:56 AM
thanks iq_132 hope KOVSH work
It doesn't.
Title: Re: IQ's PGM WIP
Post by: blueonhell on March 09, 2009, 03:25:14 AM
It doesn't.
very thx!
Title: Re: IQ's PGM WIP
Post by: iq_132 on March 09, 2009, 06:34:17 PM
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.
Title: Re: IQ's PGM WIP
Post by: blueonhell on March 10, 2009, 05:41:46 AM
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.
Title: Re: IQ's PGM WIP
Post by: iq_132 on March 10, 2009, 06:07:11 AM
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?

Code: [Select]
* 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

Title: Re: IQ's PGM WIP
Post by: Haze on March 10, 2009, 06:22:19 AM
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.


Title: Re: IQ's PGM WIP
Post by: JacKc on March 10, 2009, 06:30:01 AM
Ok iq_132,

I will made some tests about this new PGM Build version :cool:
Title: Re: IQ's PGM WIP
Post by: blueonhell on March 10, 2009, 06:30:44 AM
thx
Title: Re: IQ's PGM WIP
Post by: iq_132 on March 10, 2009, 06:55:29 AM
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. :)

Quote
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). ^^
Title: Re: IQ's PGM WIP
Post by: JacKc on March 10, 2009, 03:04:45 PM
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)
Title: Re: IQ's PGM WIP
Post by: Leaf on March 10, 2009, 09:24:46 PM
stage 3 crash has been fixed, also fix the controller problem. (by Creamymami)
Title: Re: IQ's PGM WIP
Post by: iq_132 on March 10, 2009, 10:10:30 PM
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...
Title: Re: IQ's PGM WIP
Post by: pmc2 on March 11, 2009, 10:53:15 AM
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 ?
Title: Re: IQ's PGM WIP
Post by: iq_132 on March 11, 2009, 11:01:04 AM
Mame PLus 0.130 r4111 released:

PGM Update:

- PGM fix [katana]
Not sure what that entails...

Quote
- 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.

Quote
- fixed freeze problem in olds100a
Already added.

Quote
added region dips for several PGM games [Creamymami]
Based on my sources

Quote
- updated PGM driver, kov2p and olds100a is working [XingXing, Creamymami]
Added a few days ago.
Title: Re: IQ's PGM WIP
Post by: JacKc on March 12, 2009, 02:09:19 PM
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

Code: [Select]
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 :
Quote
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.

Title: Re: IQ's PGM WIP
Post by: narcissus on March 14, 2009, 02:06:28 AM
- 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...
Title: Re: IQ's PGM WIP
Post by: Haze on March 15, 2009, 10:37:40 AM
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.


Title: Re: IQ's PGM WIP
Post by: iq_132 on March 15, 2009, 06:23:06 PM
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. :)
Title: Re: IQ's PGM WIP
Post by: JacKc on March 15, 2009, 06:59:33 PM
Wow...Now thoses Shadows in stage 2 for kov2 have been fixed :eek:

Thanks Haze and iq_132 for all your works !!!
Title: Re: IQ's PGM WIP
Post by: iq_132 on March 16, 2009, 01:50:27 AM
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.
Title: Re: IQ's PGM WIP
Post by: JacKc on March 16, 2009, 12:24:18 PM
:eek: :eek: :eek: WOW  :eek: :eek: :eek:

Excellent works iq_132 (as always  ;p)
Title: Re: IQ's PGM WIP
Post by: JacKc on March 17, 2009, 06:25:51 PM
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%
Title: Re: IQ's PGM WIP
Post by: JacKc on March 23, 2009, 11:02:05 AM
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)
Title: Re: IQ's PGM WIP
Post by: iq_132 on March 23, 2009, 12:45:11 PM
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.
Title: Re: IQ's PGM WIP
Post by: Leaf on March 24, 2009, 09:05:20 AM
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.
Title: Re: IQ's PGM WIP
Post by: JacKc on March 24, 2009, 09:07:22 AM
Thanks Leaf for this info ;p
Title: Re: IQ's PGM WIP
Post by: iq_132 on March 26, 2009, 12:39:40 AM
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).
Title: Re: IQ's PGM WIP
Post by: blueonhell on March 26, 2009, 05:46:24 AM
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
Title: Re: IQ's PGM WIP
Post by: iq_132 on March 26, 2009, 06:31:28 AM
oh!god KOVSH work?
Yup. 

Quote
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.
Title: Re: IQ's PGM WIP
Post by: JacKc on March 27, 2009, 06:43:18 AM
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)
Title: Re: IQ's PGM WIP
Post by: JacKc on March 29, 2009, 01:57:35 PM
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
Title: Re: IQ's PGM WIP
Post by: blueonhell on March 30, 2009, 05:04:34 AM
speed hack by xingxing Amended map error
Title: Re: IQ's PGM WIP
Post by: iq_132 on March 30, 2009, 01:18:30 PM
speed hack by xingxing Amended map error
Uh what? Please try making sense.
Title: Re: IQ's PGM WIP
Post by: JacKc on March 30, 2009, 03:46:14 PM
In fact he just wants to say that xingxing added speed hack and fix map error for kovsh :p
Title: Re: IQ's PGM WIP
Post by: Haze on March 31, 2009, 12:12:25 PM
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.
Title: Re: IQ's PGM WIP
Post by: iq_132 on March 31, 2009, 02:11:05 PM
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. :)
Title: Re: IQ's PGM WIP
Post by: iq_132 on April 24, 2009, 04:03:43 AM
Too bad this is as far as it gets. :(
Title: Re: IQ's PGM WIP
Post by: JacKc on April 28, 2009, 05:16:27 AM
Too bad this is as far as it gets. :(

Not so bad...I'm sure you will be able to make it work ! :cool:
Title: Re: IQ's PGM WIP
Post by: iq_132 on May 23, 2009, 02:14:19 AM
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. ^^
Quote
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

Quote
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"


Code: [Select]

// 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;
}
}
Title: Re: IQ's PGM WIP
Post by: Multipass on June 12, 2009, 02:28:29 PM
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
Title: Re: IQ's PGM WIP
Post by: iq_132 on June 12, 2009, 02:54:35 PM
I imagine it will work just fine using the code here:

http://neo-source.com/index.php?topic=1170.0
Title: Re: IQ's PGM WIP
Post by: Multipass on June 12, 2009, 03:13:40 PM
Hmmm, i had tested it, but not work, maybe is a bug in mame plus 132 release?
Title: Re: IQ's PGM WIP
Post by: Xenepp on June 19, 2009, 07:02:16 PM
Quote
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.

Title: Re: IQ's PGM WIP
Post by: iq_132 on June 19, 2009, 09:39:05 PM
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. :(
Title: Re: IQ's PGM WIP
Post by: xingxing on June 20, 2009, 06:07:58 AM
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)
Title: Re: IQ's PGM WIP
Post by: iq_132 on June 23, 2009, 02:49:46 AM
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. :)
Title: Re: IQ's PGM WIP
Post by: Xenepp on June 23, 2009, 10:23:46 AM
Shame about the Cave games. They are some of the most under rated games out there IMO.
Title: Re: IQ's PGM WIP
Post by: xingxing on June 25, 2009, 02:46:00 AM
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.
Title: Re: IQ's PGM WIP
Post by: JacKc on October 25, 2010, 08:32:56 AM
Bee Storm - DoDonPachi II (V101, Korea)

seems to ba a valid dump...

Code: [Select]
v101_16m.u8 crc 5e5786fd size 2097152
Title: Re: IQ's PGM WIP
Post by: CaptainCPS on October 25, 2010, 09:16:48 AM
Wow! Thats nice I been wanting to play Do Donpachi 2 for a long time!  :biggrin:

SeeYaa!
 :biggrin:
Title: Re: IQ's PGM WIP
Post by: SuperPang on October 25, 2010, 01:53:54 PM
Works without problems? The bullet processor works without the ARM7?
Title: Re: IQ's PGM WIP
Post by: JacKc on October 25, 2010, 02:15:49 PM
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?
Title: Re: IQ's PGM WIP
Post by: iq_132 on October 25, 2010, 11:27:51 PM
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:
Code: [Select]
case 0xC00007:
return pgm_calendar_r();

Add this after:

Code: [Select]
case 0xC08007: // dipswitches
return ~(PgmInput[6]) | 0xe0;

use this driver in d_pgm.cpp

Code: [Select]
// 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
};
Title: Re: IQ's PGM WIP
Post by: JacKc on October 26, 2010, 12:47:52 PM
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).
Title: Re: IQ's PGM WIP
Post by: CaptainCPS on October 26, 2010, 01:48:13 PM
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:
Title: Re: IQ's PGM WIP
Post by: JacKc on October 26, 2010, 03:49:07 PM
Photo Y2K / Real and Fake (V105)

Code: [Select]
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
};
Title: Re: IQ's PGM WIP
Post by: FerchogtX on October 27, 2010, 01:25:14 AM
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
Title: Re: IQ's PGM WIP
Post by: iq_132 on October 27, 2010, 03:42:14 PM
This is still missing the asic, but some hacking (in large part thanks to XingXing) gets it to show a little bit of sexyness.
Title: Re: IQ's PGM WIP
Post by: 80GSM on October 27, 2010, 06:53:52 PM
Ooooo, Christmas has come early. In the form of some wonderful screenshots!
Thanks for the treat on the eyes iq_132.
Title: Re: IQ's PGM WIP
Post by: iq_132 on October 28, 2010, 01:46:20 AM
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.
Title: Re: IQ's PGM WIP
Post by: SuperPang on October 28, 2010, 06:12:05 AM
Sweet! Great Work IQ and XingXing  ;p
with more work the game may be playable without ARM7?
Title: Re: IQ's PGM WIP
Post by: 80GSM on October 28, 2010, 03:50:00 PM
I hope so! But on the subject of emulation. Not Ketsui specifically. Is this using an old ARM7 driver code with some hacks applied?
Title: Re: IQ's PGM WIP
Post by: iq_132 on October 28, 2010, 11:24:32 PM
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.
Title: Re: IQ's PGM WIP
Post by: 80GSM on October 29, 2010, 12:17:42 AM
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.
Title: Re: IQ's PGM WIP
Post by: iq_132 on October 29, 2010, 04:37:27 AM
I got a little further with the protection simulation.  It still needs a lot of work.
Title: Re: IQ's PGM WIP
Post by: iq_132 on October 29, 2010, 05:06:42 AM
And a little more.  Gets in-game now. Sprites are fairly glitchy and the game locks up after a while.
Title: Re: IQ's PGM WIP
Post by: SuperPang on October 29, 2010, 05:58:20 AM
Cool :D
if I'm not asking too much, it would be possible to see a video in game?
Title: Re: IQ's PGM WIP
Post by: Evrain on October 29, 2010, 07:35:13 AM
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.
Title: Re: IQ's PGM WIP
Post by: iq_132 on October 29, 2010, 11:35:00 PM
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.
Title: Re: IQ's PGM WIP
Post by: CaptainCPS on October 30, 2010, 02:45:32 AM
Hoooooly!!!! Amazing stuff IQ~!  :biggrin: Great progress!! and beautiful video! ^^ Thanks!

SeeYaa!
 :biggrin:
Title: Re: IQ's PGM WIP
Post by: Evrain on October 30, 2010, 04:12:15 AM
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 :)
Title: Re: IQ's PGM WIP
Post by: iq_132 on October 30, 2010, 09:19:53 AM
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
Title: Re: IQ's PGM WIP
Post by: Evrain on October 30, 2010, 10:52:57 AM
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
Title: Re: IQ's PGM WIP
Post by: iq_132 on November 01, 2010, 02:08:12 AM
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).
Title: Re: IQ's PGM WIP
Post by: Evrain on November 01, 2010, 05:28:48 AM
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
Title: Re: IQ's PGM WIP
Post by: iq_132 on November 01, 2010, 11:11:57 PM
Not much to look at, but here ya go.
Title: Re: IQ's PGM WIP
Post by: Huggybaby on November 02, 2010, 12:01:15 AM
I could swear I see one blob shooting at another. Why can't the blobs coexist peacefully? We may never know.
Title: Re: IQ's PGM WIP
Post by: iq_132 on November 06, 2010, 01:38:36 AM
Cracked the scrambling on kovassg
Code: [Select]
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);
}
Title: Re: IQ's PGM WIP
Post by: 80GSM on November 07, 2010, 09:39:50 AM
I'm damn impressed. Was expecting it to take a bit longer.
Title: Re: IQ's PGM WIP
Post by: iq_132 on November 07, 2010, 01:23:07 PM
I'm damn impressed. Was expecting it to take a bit longer.
Yeah, I'm pretty amazing. lol :p
Title: Re: IQ's PGM WIP
Post by: 80GSM on November 07, 2010, 08:47:53 PM
Are there any PCB's you require to speed up the work on Ketsui?
Title: Re: IQ's PGM WIP
Post by: iq_132 on November 07, 2010, 09:37:20 PM
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.
Title: Re: IQ's PGM WIP
Post by: Evrain on November 08, 2010, 10:14:39 AM
He could likely trojan either the internal arm7 out
I thought that was impossible on the "A" revision of the chip?
Title: Re: IQ's PGM WIP
Post by: iq_132 on November 08, 2010, 10:45:20 AM
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.
Title: Re: IQ's PGM WIP
Post by: Haze on November 08, 2010, 06:44:45 PM
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)

Title: Re: IQ's PGM WIP
Post by: xingxing on November 09, 2010, 07:20:06 AM
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
Title: Re: IQ's PGM WIP
Post by: iq_132 on November 17, 2010, 12:10:21 PM
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.
Title: Re: IQ's PGM WIP
Post by: iq_132 on November 17, 2010, 12:13:08 PM
More...
Title: Re: IQ's PGM WIP
Post by: iq_132 on November 17, 2010, 12:14:07 PM
Last ones for now...
Title: Re: IQ's PGM WIP
Post by: SuperPang on November 17, 2010, 12:22:31 PM
Great work as usual Iq  :smilie:
Title: Re: IQ's PGM WIP
Post by: Huggybaby on November 17, 2010, 02:21:44 PM
More Cave stuff is always welcome, thanks IQ.
Title: Re: IQ's PGM WIP
Post by: jsjyqz on November 17, 2010, 07:57:41 PM
great,IQ,thank you for your work,PGM driver has some sound problems,so can you fix them?
Title: Re: IQ's PGM WIP
Post by: sidnei55 on November 18, 2010, 10:30:48 AM
Hello Everyone
How is the situation of the DUMP Demon Front?

Thanks.   :smilie:
Title: Re: IQ's PGM WIP
Post by: iq_132 on November 19, 2010, 02:53:16 AM
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.
Title: Re: IQ's PGM WIP
Post by: iq_132 on November 20, 2010, 01:08:52 AM
This was passed along to me today. Pretty neat!
Title: Re: IQ's PGM WIP
Post by: SuperPang on November 20, 2010, 02:27:22 AM
Black Label?  :eek:
Title: Re: IQ's PGM WIP
Post by: moozooh on November 20, 2010, 03:43:57 AM
Whoa, both unexpected and awesome in its own right!
Title: Re: IQ's PGM WIP
Post by: JacKc on November 20, 2010, 04:46:04 AM
Excellent !!! Nice job and nice shots iq_132 !!!
Title: Re: IQ's PGM WIP
Post by: RetroRepair on November 20, 2010, 06:29:51 AM
Like waiting for a bus isn't it?  :wink:

Great shots, odd how BL seems to get further.
Title: Re: IQ's PGM WIP
Post by: CaptainCPS on November 20, 2010, 07:24:28 AM
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:
Title: Re: IQ's PGM WIP
Post by: FerchogtX on November 21, 2010, 12:10:36 AM
Great advance here!!! seems that PGM stuff is going smoothly ;)

See ya!!! :D
Title: Re: IQ's PGM WIP
Post by: Xeno882 on November 26, 2010, 01:50:05 PM
Would a little sneak peak video at Dai Ou Jou emulation be too much to ask for?   :biggrin:
Title: Re: IQ's PGM WIP
Post by: iq_132 on December 10, 2010, 11:57:10 PM
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
Title: Re: IQ's PGM WIP
Post by: Bonky0013 on December 11, 2010, 01:16:26 AM
Very good job Haze and thanks for the info  :biggrin:

Cave it's the live  :biggrin:

Love bullet  :wink:
Title: Re: IQ's PGM WIP
Post by: austere on December 11, 2010, 04:44:07 AM
The propeller and thrust have been fixed as well. There's just the audio left.
Title: Re: IQ's PGM WIP
Post by: Evrain on December 11, 2010, 07:26:38 AM
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
Title: Re: IQ's PGM WIP
Post by: Haze on December 11, 2010, 09:19:48 AM
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.
Title: Re: IQ's PGM WIP
Post by: Evrain on December 11, 2010, 09:29:48 AM
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?
Title: Re: IQ's PGM WIP
Post by: Haze on December 11, 2010, 09:56:11 AM
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.
Title: Re: IQ's PGM WIP
Post by: Huggybaby on December 11, 2010, 03:13:16 PM
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".
Title: Re: IQ's PGM WIP
Post by: jsjyqz on December 11, 2010, 10:08:03 PM
Good job,thanks Haze and iq_132,next task is fix the BGM
Title: Re: IQ's PGM WIP
Post by: moozooh on December 11, 2010, 10:36:58 PM
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?
Title: Re: IQ's PGM WIP
Post by: iq_132 on December 12, 2010, 08:35:17 AM
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.
Title: Re: IQ's PGM WIP
Post by: lantus on December 13, 2010, 01:36:24 PM
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
Title: Re: IQ's PGM WIP
Post by: lantus on December 13, 2010, 02:04:51 PM
fixed it

in pgm_prot.cpp use this code
Code: [Select]
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;
}
}
Title: Re: IQ's PGM WIP
Post by: JacKc on December 13, 2010, 04:49:11 PM
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).
Title: Re: IQ's PGM WIP
Post by: CaptainCPS on December 13, 2010, 05:50:06 PM

@Lantus, thanks for sharing the KOV fix  :wink: I appreciate it! ^^

SeeYaa!
 :biggrin:
Title: Re: IQ's PGM WIP
Post by: Shin on December 15, 2010, 08:50:57 AM
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?
Title: Re: IQ's PGM WIP
Post by: iq_132 on December 15, 2010, 02:59:14 PM
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)
Code: [Select]
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:

Code: [Select]
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];
Title: Re: IQ's PGM WIP
Post by: lantus on December 15, 2010, 08:10:18 PM
thanks iq :)

fix works great. Did you take a look at kov2p yet? Its stuck on the calender screen on bootup
Title: Re: IQ's PGM WIP
Post by: iq_132 on December 16, 2010, 01:28:58 AM
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
Title: Re: IQ's PGM WIP
Post by: iq_132 on December 16, 2010, 11:23:43 PM
Here's a little video of Espgaluda. Thanks to Haze for sharing the dump with me. :)

http://www.youtube.com/watch?v=IpkxVXAF7WQ
Title: Re: IQ's PGM WIP
Post by: RetroRepair on December 17, 2010, 12:21:33 AM
Now we're talkin'  :cool:

Shame it was a bad dump, but much nicer than ESPKetsuda: http://www.youtube.com/watch?v=BtZT4Do00wI

:D
Title: Re: IQ's PGM WIP
Post by: CaptainCPS on December 17, 2010, 12:49:36 AM
Great stuff IQ! ^^ I love the video! BGM of the game is cool too! :D

SeeYaa!
 :biggrin:
Title: Re: IQ's PGM WIP
Post by: JacKc on December 17, 2010, 05:34:00 AM
Wow...Very good news. Shame the graphic roms were bad dumps...Hope someone could redump them !
Title: Re: IQ's PGM WIP
Post by: lantus on December 17, 2010, 11:30:32 AM
ah very cool stuff iq :)
Title: Re: IQ's PGM WIP
Post by: lantus on December 23, 2010, 03:48:48 PM
Wow...Very good news. Shame the graphic roms were bad dumps...Hope someone could redump them !

0.140u3 dump plays it nicely now
Title: Re: IQ's PGM WIP
Post by: JacKc on December 23, 2010, 03:54:55 PM
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 !
Title: Re: IQ's PGM WIP
Post by: BritneysPAIRS on January 04, 2011, 09:34:16 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
Title: Re: IQ's PGM WIP
Post by: iq_132 on February 26, 2011, 11:04:45 AM
Retrorepair redumped a couple of the bad graphics roms in ddp3. There's only one bad one now. ^^
Title: Re: IQ's PGM WIP
Post by: CaptainCPS on February 26, 2011, 12:20:13 PM
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
Title: Re: IQ's PGM WIP
Post by: iq_132 on February 26, 2011, 12:59:41 PM
If you're handy with a hex editor:

Fix for a04402w064.u8
->581f7b = eb
Fix for m04401b032.u17
->18499E = E4
->2AED26 = F4
Title: Re: IQ's PGM WIP
Post by: JacKc on March 01, 2011, 05:05:18 AM
Latest bad rom for ddp3 has been redumped ;p

With a hex editor:

Fix for b04401w064.u1
->440D9E = 0F
Title: Re: IQ's PGM WIP
Post by: iq_132 on June 13, 2011, 04:36:44 PM
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.
Title: Re: IQ's PGM WIP
Post by: Bonky0013 on June 13, 2011, 07:22:07 PM
Thanks for the news ^^
Title: Re: IQ's PGM WIP
Post by: C.Y on June 14, 2011, 05:21:58 AM
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?

Title: Re: IQ's PGM WIP
Post by: iq_132 on June 14, 2011, 02:01:20 PM

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?
Title: Re: IQ's PGM WIP
Post by: C.Y on June 14, 2011, 10:26:17 PM
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
- -!!!!
Title: Re: IQ's PGM WIP
Post by: lantus on June 15, 2011, 04:04:02 PM
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!
Title: Re: IQ's PGM WIP
Post by: JacKc on November 03, 2011, 12:49:51 PM
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.
Title: Re: IQ's PGM WIP
Post by: JacKc on December 14, 2011, 11:31:20 AM
Thanks to an anonymous source, finally we got correct ROMs for kovsgqyz and kovsgqyza + a third set as a bonus :biggrin:

Code: [Select]
// 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]
Title: Re: IQ's PGM WIP
Post by: iq_132 on December 14, 2011, 03:45:43 PM
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. :)
Title: Re: IQ's PGM WIP
Post by: Barry Harris on December 14, 2011, 04:01:30 PM
Are the roms publically available or still hoarded? :)
Title: Re: IQ's PGM WIP
Post by: iq_132 on December 14, 2011, 04:08:11 PM
Hoarded, but I'll send you a pm.  They should be out and about by the next fba release.
Title: Re: IQ's PGM WIP
Post by: Barry Harris on December 14, 2011, 04:13:46 PM
Cool. :)
Title: Re: IQ's PGM WIP
Post by: JacKc on December 14, 2011, 05:26:04 PM
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)
Title: Re: IQ's PGM WIP
Post by: iq_132 on December 24, 2011, 01:11:04 AM
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.
Title: Re: IQ's PGM WIP
Post by: iq_132 on December 24, 2011, 01:12:00 AM
More.
Title: Re: IQ's PGM WIP
Post by: Arcadez on January 07, 2012, 05:52:37 PM
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
Title: Re: IQ's PGM WIP
Post by: iq_132 on January 08, 2012, 01:26:18 AM
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.

Quote
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.
Title: Re: IQ's PGM WIP
Post by: Arcadez on January 08, 2012, 04:07:45 PM
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!!!
Title: Re: IQ's PGM WIP
Post by: Haze on January 08, 2012, 07:11:16 PM
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.
Title: Re: IQ's PGM WIP
Post by: Arcadez on January 08, 2012, 10:59:59 PM
thx for the info haze maybe one day demon front will work in mame fingers crossed
cheers!!!
Title: Re: IQ's PGM WIP
Post by: Count Monte on January 25, 2012, 03:31:45 AM
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?
Title: Re: IQ's PGM WIP
Post by: Haze on January 25, 2012, 03:48:52 AM
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.
Title: Re: IQ's PGM WIP
Post by: Count Monte on January 25, 2012, 03:50:44 AM
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?
Title: Re: IQ's PGM WIP
Post by: Count Monte on January 26, 2012, 03:28:48 AM
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?
Title: Re: IQ's PGM WIP
Post by: JacKc on January 26, 2012, 08:19:27 AM
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...
Title: Re: IQ's PGM WIP
Post by: C.Y on January 26, 2012, 12:49:58 PM
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 ~
Title: Re: IQ's PGM WIP
Post by: Count Monte on January 26, 2012, 01:18:41 PM
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?
Title: Re: IQ's PGM WIP
Post by: iq_132 on January 29, 2012, 11:31:33 AM
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.
Title: Re: IQ's PGM WIP
Post by: Count Monte on January 29, 2012, 12:44:20 PM
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.
Title: Re: IQ's PGM WIP
Post by: Arcadez on January 29, 2012, 02:55:21 PM
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
Title: Re: IQ's PGM WIP
Post by: Count Monte on January 29, 2012, 09:11:02 PM
I was trying Martial Masters.  Isn't it just martmast.zip?
Title: Re: IQ's PGM WIP
Post by: weatik on January 30, 2012, 05:09:50 AM
Guys, where to get "bios.42" ???!!!!
Title: Re: IQ's PGM WIP
Post by: Arcadez on January 30, 2012, 10:02:16 AM
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
Title: Re: IQ's PGM WIP
Post by: Count Monte on January 30, 2012, 02:18:06 PM
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...
Title: Re: IQ's PGM WIP
Post by: iq_132 on January 30, 2012, 02:54:29 PM
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).
Title: Re: IQ's PGM WIP
Post by: Count Monte on January 30, 2012, 04:04:52 PM
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.
Title: Re: IQ's PGM WIP
Post by: Arcadez on January 30, 2012, 07:14:48 PM
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
Title: Re: IQ's PGM WIP
Post by: iq_132 on January 30, 2012, 09:06:36 PM
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.
Title: Re: IQ's PGM WIP
Post by: Arcadez on January 30, 2012, 10:32:56 PM
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
Title: Re: IQ's PGM WIP
Post by: Count Monte on January 31, 2012, 12:58:36 AM
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)
Title: Re: IQ's PGM WIP
Post by: iq_132 on January 31, 2012, 03:55:38 AM
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?
Title: Re: IQ's PGM WIP
Post by: Count Monte on January 31, 2012, 09:25:46 AM
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)
Title: Re: IQ's PGM WIP
Post by: JacKc on February 03, 2012, 07:13:27 PM
Hi weatik

Bios and/or ROMs are not allowed here (in form of links and/or attached files)...So please read the rules.

Thanks.
Title: Re: IQ's PGM WIP
Post by: weatik on February 04, 2012, 04:34:17 AM
Sorry, JacKc. I was not attentive. But how to help people with finding bios.42?
Title: Re: IQ's PGM WIP
Post by: iq_132 on February 04, 2012, 02:15:20 PM
It is nice of you to try and help weatik, but use the private messaging system when dealing with roms. :)
Title: Re: IQ's PGM WIP
Post by: C.Y on February 22, 2012, 05:14:41 AM
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?
Title: Re: IQ's PGM WIP
Post by: iq_132 on February 22, 2012, 09:06:23 AM
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.
Title: Re: IQ's PGM WIP
Post by: C.Y on February 23, 2012, 12:21:33 PM
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:
Title: Re: IQ's PGM WIP
Post by: iq_132 on February 23, 2012, 12:24:19 PM
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.
Title: Re: IQ's PGM WIP
Post by: iq_132 on March 21, 2012, 09:39:09 AM
So... not exactly my PGM wip, but you should check out Haze's site.

http://mamedev.emulab.it/haze/2012/03/21/stalactites-stalagmites/
Title: Re: IQ's PGM WIP
Post by: Arcadez on March 21, 2012, 10:14:59 AM
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
Title: Re: IQ's PGM WIP
Post by: iq_132 on March 21, 2012, 11:17:47 PM
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
Title: Re: IQ's PGM WIP
Post by: Arcadez on March 22, 2012, 10:57:50 AM
in the space of just 2 days a couple of games ive always wanted are now playable great work guys :)
Title: Re: IQ's PGM WIP
Post by: C.Y on March 24, 2012, 10:42:48 AM
As soon as possible to transplant MAME drive to FBA~
Haze has joined the drive to mess~
Title: Re: IQ's PGM WIP
Post by: iq_132 on March 24, 2012, 11:48:05 AM
It is already in the fba svn. We just need to release a binary.
Title: Re: IQ's PGM WIP
Post by: iq_132 on April 06, 2012, 12:48:03 AM
So XingXing very kindly sent me some code to get kovshp working. :)
Title: Re: IQ's PGM WIP
Post by: JacKc on April 06, 2012, 06:02:21 AM
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:
Title: Re: IQ's PGM WIP
Post by: iq_132 on April 06, 2012, 06:31:05 AM
It doesn't work atm, but I think with a bit of hacking/ tweaking I should be able to get it going.
Title: Re: IQ's PGM WIP
Post by: C.Y on April 06, 2012, 06:47:01 AM
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 ~

Title: Re: IQ's PGM WIP
Post by: iq_132 on April 06, 2012, 10:00:56 PM
Really isn't a big deal to get kovshxas working. The other kovshp boots will take a bit more work...
Title: Re: IQ's PGM WIP
Post by: C.Y on April 06, 2012, 10:14:56 PM
I feel as you this method may make more PGM games run?
Title: Re: IQ's PGM WIP
Post by: iq_132 on April 18, 2012, 10:53:43 PM
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. :)
Title: Re: IQ's PGM WIP
Post by: C.Y on April 18, 2012, 11:04:34 PM
 :confused:  More than repair the background music, and Lu Xun, Xu Zhu power damage, they release. Ha-ha.
Title: Re: IQ's PGM WIP
Post by: iq_132 on April 19, 2012, 05:00:47 AM
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.
Title: Re: IQ's PGM WIP
Post by: C.Y on April 19, 2012, 07:42:43 AM
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 ~
Title: Re: IQ's PGM WIP
Post by: iq_132 on April 19, 2012, 02:13:58 PM
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.
Title: Re: IQ's PGM WIP
Post by: C.Y on April 19, 2012, 06:59:50 PM
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 ~
Title: Re: IQ's PGM WIP
Post by: iq_132 on April 19, 2012, 10:14:37 PM
~ to I feel as if the problem is decryption ~
Your feeling is wrong.
Title: Re: IQ's PGM WIP
Post by: JacKc on January 21, 2013, 04:48:25 PM
三国战纪 ◦ 一统中原 (ver. 201, China)
Title: Re: IQ's PGM WIP
Post by: JacKc on August 12, 2013, 09:30:21 AM
.
Title: Re: IQ's PGM WIP
Post by: JacKc on August 12, 2013, 09:32:52 AM
.
Title: Re: IQ's PGM WIP
Post by: Arcadez on August 12, 2013, 09:36:40 AM
Puzzli 2 cool looking cutesy puzzler another problamatic IGS/PGM cracked good stuff
Title: Re: IQ's PGM WIP
Post by: iq_132 on August 20, 2013, 10:19:21 AM
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.
Title: Re: IQ's PGM WIP
Post by: cazmiester on September 07, 2013, 09:05:15 AM
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
Title: Re: IQ's PGM WIP
Post by: iq_132 on October 01, 2013, 12:16:18 AM
Here be dragons... :)
Title: Re: IQ's PGM WIP
Post by: Haze on October 01, 2013, 12:52:01 AM
looking good :-)
Title: Re: IQ's PGM WIP
Post by: iq_132 on October 01, 2013, 02:50:25 AM
Ex-tra Dragons
Title: Re: IQ's PGM WIP
Post by: JacKc on October 01, 2013, 11:20:45 AM
Nice job iq_132  :smilie:
Title: Re: IQ's PGM WIP
Post by: Arcadez on October 01, 2013, 06:42:56 PM
Always cool to see more PGM in FBA Nice work
Title: Re: IQ's PGM WIP
Post by: JacKc on November 04, 2013, 05:38:23 AM
.
Title: Re: IQ's PGM WIP
Post by: JacKc on November 04, 2013, 05:45:55 AM
..
Title: Re: IQ's PGM WIP
Post by: Haze on November 11, 2013, 01:56:22 PM
(http://mamedev.emulab.it/haze/pics2012/theglad.png)
Title: Re: IQ's PGM WIP
Post by: Arcadez on November 11, 2013, 05:41:10 PM
Hmmm i wonder what game that is  :biggrin: lets just say i'll be so "glad" to hopefully play it one day
Title: Re: IQ's PGM WIP
Post by: iq_132 on November 11, 2013, 06:48:21 PM
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. :)
Title: Re: IQ's PGM WIP
Post by: Haze on November 11, 2013, 06:52:43 PM
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..
Title: Re: IQ's PGM WIP
Post by: Arcadez on November 11, 2013, 07:29:31 PM
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
Title: Re: IQ's PGM WIP
Post by: Arcadez on November 14, 2013, 09:00:20 PM
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:
Title: Re: IQ's PGM WIP
Post by: JacKc on November 15, 2013, 05:21:12 AM
..
Title: Re: IQ's PGM WIP
Post by: JacKc on November 15, 2013, 07:27:10 AM
...
Title: Re: IQ's PGM WIP
Post by: Count Monte on November 30, 2013, 02:22:20 PM
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?
Title: Re: IQ's PGM WIP
Post by: JacKc on November 30, 2013, 02:45:15 PM
those snaps have been taken with FBA 0.2.97.30 WIP...
Title: Re: IQ's PGM WIP
Post by: Count Monte on November 30, 2013, 02:56:20 PM
 :biggrin: :biggrin: :biggrin: :biggrin:
Title: Re: IQ's PGM WIP
Post by: Count Monte on November 30, 2013, 03:08:33 PM
I found FBA 0.2.97.30 only for FBANext on the 360, when is the official release for Windows?
Title: Re: IQ's PGM WIP
Post by: Arcadez on November 30, 2013, 03:54:14 PM
when is the official release for Windows?
Maybe around Santa time??  :smilie:
Title: Re: IQ's PGM WIP
Post by: Arcadez on December 09, 2013, 10:25:51 AM
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
Title: Re: IQ's PGM WIP
Post by: vbt on December 09, 2013, 07:35:42 PM
 :cool: well done , i can't wait for a new release.
Title: Re: IQ's PGM WIP
Post by: JacKc on December 10, 2013, 06:14:27 AM
..
Title: Re: IQ's PGM WIP
Post by: JacKc on December 10, 2013, 06:22:04 AM
...
Title: Re: IQ's PGM WIP
Post by: Arcadez on December 10, 2013, 10:30:35 AM
S.V.G Now playable in FBA i assume Nice Work Fellas!!!
Title: Re: IQ's PGM WIP
Post by: iq_132 on December 11, 2013, 02:09:12 PM
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. :)
Title: Re: IQ's PGM WIP
Post by: Arcadez on December 11, 2013, 04:58:42 PM
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
Title: Re: IQ's PGM WIP
Post by: KaNyErO on December 11, 2013, 08:32:18 PM
It's a pity we don't have new neogeo romz, so you must spend your time with another systems  :p
Title: Re: IQ's PGM WIP
Post by: KaaMoS on December 23, 2013, 08:32:06 AM
That's true, but still...
That XBOX's Samurai Shodown 5 on FBA looked pretty good!!!  :rolleyes:
Title: Re: IQ's PGM WIP
Post by: destronger on December 28, 2013, 12:46:29 PM
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:

?
Title: Re: IQ's PGM WIP
Post by: iq_132 on December 28, 2013, 05:53:19 PM
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.
Title: Re: IQ's PGM WIP
Post by: KaNyErO on December 29, 2013, 09:45:21 AM
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?
Title: Re: IQ's PGM WIP
Post by: BritneysPAIRS on December 29, 2013, 12:46:42 PM
Xbox has this now for Samurai showdowns and sf cps2 games....
Title: Re: IQ's PGM WIP
Post by: iq_132 on December 29, 2013, 03:09:30 PM
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.
Title: Re: IQ's PGM WIP
Post by: BritneysPAIRS on December 29, 2013, 09:00:47 PM
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?
Title: Re: IQ's PGM WIP
Post by: KaNyErO on December 31, 2013, 10:49:24 PM
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


Title: Re: IQ's PGM WIP
Post by: JacKc on January 13, 2014, 07:15:44 AM
S.V.G. - Spectral vs Generation (V200, China)

On a side note sound for dw2001 & dwpc has been fixed [iq_132]
Title: Re: IQ's PGM WIP
Post by: JacKc on January 16, 2014, 05:46:25 AM
三国战纪 ◦ 乱世拳皇 (ver. 203CN)

Need proper asic command patches to work...
Title: Re: IQ's PGM WIP
Post by: JacKc on January 16, 2014, 10:24:13 PM
.
Title: Re: IQ's PGM WIP
Post by: JacKc on January 16, 2014, 10:44:24 PM
add proper internal rom to 'svg' parent set [rtw, iq_132, David Haywood]
Title: Re: IQ's PGM WIP
Post by: Abster on February 27, 2014, 12:20:35 AM
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?
Title: Re: IQ's PGM WIP
Post by: iq_132 on February 28, 2014, 11:00:09 AM
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.

Quote
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.
Title: Re: IQ's PGM WIP
Post by: Abster on March 01, 2014, 08:48:10 PM
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.
Title: Re: IQ's PGM WIP
Post by: iq_132 on March 04, 2014, 03:38:24 PM
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.
Title: Re: IQ's PGM WIP
Post by: iq_132 on June 07, 2014, 06:19:20 PM
Joerg Hartenberger dumped a v100 of kovsh. The oldest we've seen yet!