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namcos23.c

0.83 [R. Belmont]


TODO:

- Text layer does not refresh properly in all cases, in spite of forced all-dirty. Why?

- Palette is not right. Games always write 16 bits at a time where the top 8 bits of each 16 appear to always be 0 (some sort of gamma correct?).

- H8/3002 does not handshake. Protocol should be the same as System 12 where the MIPS writes 0x3163 to offset 0x3002 in the shared RAM and the H8/3002 notices and sets it to 0x7106. The H8 currently never reads that location (core bug?).

- Hook up actual inputs via the 2 serial latches at d00004 and d00006. Works like this: write to d00004, then read d00004 12 times. Ditto at d00006. This gives 24 bits of inputs from the I/O board (?).

- The entire 3D subsystem. Is there a DSP living down there? If not, why the 300k download on initial startup?

- There are currently no differences seen between System 23 (Time Crisis 2) and Super System 23 (GP500, Final Furlong 2). These will presumably appear when the 3D hardware is emulated.

- Serial number data is at offset 0x201 in the BIOS. Until the games are running and displaying it I'm not going to meddle with it though.


NOTES:

- First 128k of main program ROM is the BIOS, and after that is a 64-bit MIPS ELF image.

- Text layer is (almost?) identical to System 22 & Super System 22.


WIP:

- 0.104u4: More Namco System 23 progress [R. Belmont]: Further hardware work, hooked up H8/3002 MCU and sound system and added many notes and Final Furlong 2 (World and Japan sets).

- 0.104u2: R. Belmont hooked up MCU ROM properly in the System 23 games and hooked up preliminary support for the text layer and palette in the Namco System 23 driver.

- 27th May 2004: R. Belmont sent in a preliminary driver for Namco Super System 23 which doesn't do anything yet.