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Catalogue of Arcade Emulation Software - the Absolute Reference

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X-Arcade

X-Arcade

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leland.c

0.35b11 [Aaron Giles, Paul Leaman]

0.35b9 [Paul Leaman]


NOTES:

- To enter service mode in most games, press 1P start and then press the service switch (F2).

- wseries, basebal2, dblplay and strkzone: The controls for these 4 games, while admittedly hard to emulate properly, are either wrong or just confusing. Analog stick 1 does not seem to work when you have to fill out out your initials, or in the latter two, selecting the game mode, but analog stick 2 does, leading me to believe this is a 2 joystick game, and that one side hits and one side pitches. Also, on the batters side, I might be mistaken, but the controls are not read properly. Granted, emulating a spring loaded bat is not going to be simple, but in MAME, the motions of right and/or left (from what I've gathered) on Analog stick 1 does the job of hitting. On a real machine, I recall that you pulled the joystick down and released it to hit, and I don't recall having to load it to the side. This might cause problems with the height adjuster, but I'm sure that, in its most emulable form, you should be hitting while pressing down (or up if required). I rigged up the controls for these games to my computer in my MAME cab. With a little bit of control mapping the controls work perfectly. It will always be a bug if you are trying to use a regular joystick. The "batting" control is an analog joystick placed on it's side so if you used an ordinary PC joystick you would move "left/right" to aim "up/down" and "forward/back" to swing the bat. The other problem is that the joysticks are spring-loaded so that the resting position is forward instead of being centered like a PC joystick. So, I mean, you can play it with a PC joystick, but it's going to feel like the driver was written by a clown when in fact, it works like the original arcade machine. The only issue if you are using the original controls is that the directions need to be remapped. jerryjanis


SOUND HARDWARE NOTES:

- 1st generation sound hardware was controlled by the master Z80. It drove an AY-8910/AY-8912 pair for music. It also had two DACs that were driven by the video refresh. At the end of each scanline there are 8-bit DAC samples that can be enabled via the output ports on the AY-8910. The DACs run at a fixed frequency of 15.3kHz, since they are clocked once each scanline.

- 2nd generation sound hardware was used in Redline Racer. It consisted of an 80186 microcontroller driving 8 8-bit DACs. The frequency of the DACs were controlled by one of 3 Intel 8254 programmable interval timers (PITs). The clock outputs for each DAC can be read, and are polled to determine when data should be updated on the chips. The 80186's two DMA channels are generally used to drive the first two DACs, with the remaining 6 DACs being fed manually via polling.

- 3rd generation sound hardware appeared in the football games (Quarterback, AAFB) and the later games up through Pigout. This variant is closely based on the Redline Racer sound system, but they took out two of the DACs and replaced them with a higher resolution (10-bit) DAC. The driving clocks have been rearranged a bit, and the number of PITs reduced from 3 to 2. Like the 2nd generation board, the first two DACs are driven via the DMA channels, and the remaining 5 DACs are polled.

- 4th generation sound hardware showed up in Ataxx, Indy Heat, and World Soccer Finals. For this variant, they removed one more PIT and 3 of the 8-bit DACs, and added a YM2151 music chip and an externally-fed 8-bit DAC. The externally driven DACs have registers for a start/stop address and triggers to control the clocking.


WIP:

- 0.113u4: Zsolt Vasvari updated the Leland driver to the new video timing routines, as well as the remaining drivers.

- 14th September 2001: Aaron Giles fixed the Leland driver graphics which were broken due to the AY8910 changes.

- 13th April 2001: Aaron Giles added Power Play to the Leland driver.

- 20th November 2000: Aaron Giles cleaned up the Leland driver a bit.

- 26th July 2000: Aaron Giles added Brute Force to the Leland driver.

- 26th May 2000: Aaron Giles added two new Quarterback rom sets to the Leland driver.

- 24th May 2000: Aaron Giles sent in a minor Leland update, fixing Alley Master crash and adding some clone romsets.

- 19th May 2000: Aaron Giles improved some of the drawgfx functions, and updated the Leland driver to use the new functionality.

- 15th May 2000: Aaron Giles finally submitted the Leland driver first started by Paul Leaman, adding the following games: Cerberus, Mayhem 2002, World Series, Alley Master, Danger Zone, Baseball The Season II, Super Baseball Double Play Home Run Derby, Redline Racer, Quarterback, Strike Zone Baseball, Viper, John Elway's Team Quarterback, All American Football, Ironman Stewart's Super Off-Road, Ataxx, World Soccer Finals, Pigout and Danny Sullivan's Indy Heat.

- 0.35b9: Added leland.c driver (Paul Leaman) (Testdriver).

- 27th March 1999: Paul Leaman has continued the Leland driver and most games get into the test mode now.

- 8th March 1999: Paul Leaman has begun work on a Leland games (Pigout, Super Offroad etc.) driver, but at the moment it doesn't do anything more than goes to the self-test.

- 11th June 1999: Paul Leaman and Nicola added one of the DACs to the Leland driver.

- 31st May 1999: Paul Leaman added some Leland games to the driver and Alley Master is the first playable Leland game in the driver, but it still needs polishing before it can be released.