Catalogue of Arcade Emulation Software - the Absolute Reference

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0.87u1 [R. Belmont, Olivier Galibert, ElSemi]


- Controls are pretty basic right now

- Sound doesn't work properly in all games

- System 24 tilemaps need more advanced linescroll support (see fvipers, daytona)

- DSP cores + hookups

- sgt24h: Hangs on network test. You can set it to non-linked in test but it still hangs on the network test.

- overrev: Bad network test like sgt24h.

- vstriker: Shows some attract mode, then hangs

- manxtt: No escape from "active motion slider" tutorial (needs analog inputs)

- doaa: Shows parade of 'ANIME' errors


- Hardware: Sega Model 2: i960KB + (5x TGP) or (2x SHARC) or (2x TGPx4), System 24 tilemaps and Custom Sega/Lockheed-Martin rasterization hardware (68000 + YM3834 + 2x MultiPCM) or (68000 + SCSP).

- Hardware and protection reverse-engineering and general assistance by ElSemi.


- Model2.c regressions: I know these drivers have the GAME_NOT_WORKING flag, but most of them at least started up in older versions of MAME and now some exit with fatalerror() or crash (I left out the games, that never started up). -model2.c: dynabb, zerogun, zerogunj. Error: CPU 2 space 1 memory map entry 7000000-77FFFFF references non-existant region 158; -model2.c: skisuprg, overrev. These two crash with an access violation. model2c_0111u6red Firewave


- 0.113u4: Ville Linde, Ernesto Corvi and ElSemi hooked up the new TGP core to the Model 2 driver, mapped the TGP data ROMs properly, and updated the TGP core to the latest information. Ernesto Corvi and ElSemi added more recently discovered opcodes to the MB86233 core and disassembler. Added MB86233 (16MHz) CPU3.

- 0.113u3: Ville Linde added Z-clipping to the Model 2 driver and fixed several SHARC opcodes where data transfer was done regardless of the condition. This fixes many things, like the upside-down geometry in Model 2B games. Also fixed an interrupt delay slot problem in the SHARC core. Ernesto Corvi added a preliminary MB86233 CPU core. Still needs to be hooked up to the Sega Model 2 driver.

- 12th March 2007: David Haywood - This isn't my WIP, but the progress made in the last few days has been fascinating to watch. ElSemi and Ernesto Corvi have been bouncing mails around for the past couple of days, trying to make sense of the Model 2/2A TGP programs without the aid of any documentation. I think the results speak for themselves (see Nebula M2 shots). I may add a few shots of other titles later, but I'm sure this WIP will bring some smiles even without. Congratulations to ElSemi and Ernesto on this progress. Desert Tank apparently has some problems with the collisions still. Sky Target camera goes upside down sometimes. Virtua Cop display no enemies.

- 0.113: R. Belmont fixed the model2.c rom definitions for some games that weren't even loading and made the infamous unknown z-sort mode not a fatal error.

- 0.106u11: Fixed rom names.

- 0.106u9: Sega Model 2 driver update [Ville Linde]: i960 bugfixes, SHARC improvements and bugfixes, added HLE of the geometry DSP for now, moved video hardware emulation to vidhrdw/model2.c and added preliminary 3D graphics emulation. Removed 2nd ADSP21062 CPU and changed cpu3 to user5 roms in some Model 2 games.

- 22nd June 2006: Ville Linde - The progress on Model 2 hasn't been as fast as I thought. I added solid polygons and lighting but texturing really doesn't work yet. There's also some weird geometry problems, probably caused by some bugs in either the i960 or the SHARC core. I haven't bothered to figure which one yet...

- 2nd June 2006: Ville Linde - I decided to have a go at finally adding 3D support to the Model 2B-CRX ( Right now everything is still in wireframe, but things are progressing fast.

- 0.99u2: Ville Linde added coprocessor input and output FIFO's to Model 2.

- 0.97u4: Ville Linde added second ADSP21062/SHARC (40MHz) CPU2 and fixed all the problems caused by the previous update.

- 0.97u1: Ville Linde added ADSP-21062 core and partially hooked it up for the Model 2B games and fixed a minor bug in the SCSP timer handling. Added ADSP21062 (40MHz) CPU3.

- 0.88: R. Belmont and ElSemi added working timer support, including timer IRQs, added port 0 switching, player 2 start works in several games now, updated game status listing and removed hotd and lastbrnx hacks, the i960 fix obsoletes them.

- 17th October 2004: R. Belmont - ElSemi found a major i960 core bug. That combined with some work I was doing to make a lot of the Model 2 games run better.

- 0.87u2: R. Belmont added calls to i960 noburst support for the timer and interrupt control registers and framework so the DSP program uploads are now handled correctly. Updated game status with latest knowledge. Mapped framebuffer RAM (used by Last Bronx). Fixed non-32 bit writes to the interrupt registers, serial hardware mapping and issue on big-endian machines. Split the 2O/2A/2B/2C drivers better. Also fixed thinko in the interrupt register handling (still no help for Last Bronx, but the wrong way was definitely hurting it worse).

- 0.87u1: Sega Model 2 Driver [R. Belmont]. Tilemaps, sound and inputs working to varying degrees in various games. Most of the games at least start up, although some don't and some crash.

- 27th September 2004: R. Belmont - A few games that needed some additional i960 core work...Daytona USA, Gunblade, Topskater, Virtual One and Desert Tank.

- 25th September 2004: R. Belmont - You have the right to remain silent! (3 "cop" themed games are now running) - Dynamite Cop, vcop. Actually, being silent is boring so I added sound to all the Model 2 games.

- 24th September 2004: R. Belmont - Even more Model 2 and i960 work... dynabb, The House of The Dead, fvipers, schamp, Zero Gunner and vf2.

- 22nd September 2004: R. Belmont - More Model 2 and i960 work (no new pictures yet, but many more games now start up - Speed Racer). A very nice side effect of the i960 work has surfaced however...

- 21st September 2004: R. Belmont - Added a bunch of i960 opcodes and started picking up one of the pieces left by Olivier Galibert's disk failure (Sega Model 2). Indy 500, Behind Enemy Lines and Virtua Striker will going to be a "Modeler" style driver until further notice. 2D layers, inputs, and sound/music only, IOW.