This looks like the more protected game of all, it uses lots of macro commands unused by anything else. It has collision detection (the only macro command used there, shrug) DMA timing problems (game flickers a lot) and a weird one-shot kill possible bug or design choice that happens from time to time. Guru redumped the sprite roms, so the game looks a lot nicer now. Also, first stage boss is really weird, it starts with a damaged energy bar AND nothing actually hurts him … and NO macro command is called … unless this is just a design choice, if anybody knows let me know. It has the same collision problems as Heated Barrel, plus various sprite gfx glitches here and there due of the imperfect sprite DMA emulation (check pic 2).Īmusingly, this is the only game that the DMA brightness gives problems, there should be a per-layer dim effects but palette table almost surely contains invalid data.Ĭollision detections are a pain even more there, it seems that we are missing a Z-value in addition to all the other flaws described in Heated Barrel, so right now you can flying kick in the air and hit 99% of the times. Also I’ve implemented a preliminary 0圆200 macro command, it’s used for homing missiles weapon there and (unsurprisingly) for the purple ray weapon in Raiden 2 (pic 1). Recently reimplemented the sprite DMA and improved it, and while at it, I’ve also fixed various implementation bugs in there (stage 2 boss correctly shoots in the right direction now). Right now the game is somehow playable until stage 4 boss, then the boss is blocked by something non-macro related that I haven’t yet checked so far. That doesn’t make any sense bit-wise so it seems related to a table, but this table is nowhere to be found in ROM/RAM … For a quick example, player-1 and player-2 have DIFFERENT hit-box parameters (+0x40 for p2). ![]() The collision is the major blocker of almost all of these games, the macro command used are more or less worked out but the extra hit-box parameters have basically no sense. You can try it in MAME 0.141 if you didn’t already.Īlmost there, minus the collision detection, random 68k crashes and shot speeds needs tweaking. It has minor gfx glitches (wrong backplane color in later levels, shown in pic) plus uses an unemulated DMA brightness mode so no fade in/out effects for this at the moment. The only fully working game so far, mainly because it doesn’t call any macro command. ![]() I’ll do a recap now for every single game for both drivers. Ok, guess that at this point people is interested in knowing what’s the current state of the Legionnaire / Raiden 2 driver.
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