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Ghosts'n Goblins (World? set 1)

0.22 [Mirko Buffoni, Roberto Ventura, Nicola Salmoria]


NOTE:

- To continue a game, insert a coin and keep fire pressed while pressing 1 or 2.

- This one happens only in mame (see screenshot). A part of ghouls097u4yel, Kold666 It happens on both the PCB and mame: you jump at the top of the ladder and move up while landing on the same place. MKL

- I don't think that this pic is OK. The monster on the upper right is not on the right place. RockyMM. (see sreenshot). This happen on real pcb too. Roberto Fresca


WIP:

- 0.112u1: Vas Crabb added save state support to Ghosts'n Goblins.

- 0.106u12: MASH added pld ($0 - gg-pal10l8.bin) to Ghosts'n Goblins.

- 0.99u3: Pierpaolo Prazzoli increased REGION_GFX3 to address 0x400 sprites, to avoid Ghosts'n Goblins from drawing a bad sprite.

- 0.37b7: Changed palettesize from 192 to 256 colors.

- 28th August 2000: Zsolt Vasvari added cocktail mode and fixed sprite lag in Legendary Wings / Trojan and Ghosts'n Goblins.

- 0.37b6: Added proms ($0, $100 - video timing and priority).

- 6th August 2000: Nicola Salmoria implemented correct tile/sprite priority system in Bionic Commando, Exed Exes, Ghosts 'n Goblins and Last Duel.

- 0.35RC2: Yasuhiro Ogawa added clones Makai-Mura (Revision C) and Makai-Mura (Revision G). Renamed (gngcross) to (gnga) and (gngjap) to (makaimur).

- 20th June 1999: Yasuhiro Ogawa added some new romsets for Ghosts'n'Goblins.

- 0.35b5: The TileMap code is now mature enough to be used in new drivers. For examples, look into gng, gaiden and travrusa [Phil Stroffolino].

- 5th March 1999: Phil Stroffolino has continued his work on tilemaps, added support for Ghosts'n'Goblins cocktail mode and Gaiden video driver has some fixes.

- 0.35b3: Phil Stroffolino added a new experimental TileMap code, used by Ninja Gaiden and Ghosts and Goblins. This makes the driver code cleaner and gives a major performance boost in the video rendering.

- 0.34b8: Zsolt Vasvari replaced Ghosts'n Goblins (Cross) with a new set. Changed description of Makai-mura (Japan) to Makai-Mura.

- 0.34b4: Nicola Salmoria added clone Ghosts'n Goblins (US).

- 0.33b7: Changed description of Ghosts'n Goblins (Japan) to Makai-mura (Japan).

- 0.31: mbeighau@iies.es added Invulnerability dip switch to Japan Ghosts'n Goblins.

- 0.30: Nicola Salmoria added clone Ghosts'n Goblins (Japanese) / Makai-mura.

- 0.29: Aaron Giles did some optimizations to the 6809, and modified it to always fetch opcodes directly from RAM (much faster). The Ghosts 'n Goblins, Star Wars and Williams drivers needed reworking to support that.

- 0.28: John Butler added optimizations to GnG.

- 0.27: Added clone Ghosts'n Goblins (Cross). Alternate version with different graphics (the last weapon is a cross instead of a shield).

- 0.26a: Fixed a bug in Ghosts 'n Goblins hiscore saving. Now GnG does the self test too.

- 0.26: Morten Eriksen added hiscore save in Ghosts 'n Goblins.

- 0.23: Gabrio Secco provided the complete colors LOG file for Ghosts 'n Goblins (100% correct). Ghosts 'n Goblins doesn't have a color PROM, it uses a RAM to generate colors and change them during the game. "And there was MUSIC!". Thanks to Ishmair's YM-2203 FM engine, music is supported in Commando, Ghosts 'n Goblins, Diamonds. Since the synthesis is based on FM generation via OPL, you must have a SoundBlaster, Adlib, or compatible to get the music. However Mirko Buffoni heavily dislike this approach and he is looking for documentation on FM generation.

- 0.22: Mirko Buffoni added Ghosts'n Goblins (Capcom 1985), thanks to Roberto Ventura's superdetailed documentation. Mirko lost one week because of a bug in the new 6809 emulator, so he switch back to the previous one. Big thanks to Nicola that fixed some stupid bugs in color palette generation. Issues: To continue a game, insert a coin and keep CTRL pressed while pressing 1 (or 2). Music is missing. Maybe the original arcade uses YM2203 sound chips. Original machine has 4096 colors. We now simulate them with a palette of 256. We need a skilled player, with a powerful machine (Pentium 133 or better, so he doesn't have to skip frames), that can finish the game with the -log option and send us the log file so we can implement 100% correct colors.


LEVELS: 6


Category: Knights


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Romset: 321 kb / 20 files / 151.8 zip