Catalogue of Arcade Emulation Software - the Absolute Reference

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0.88u7 [Aaron Giles, Charles MacDonald, David Haywood]


- lghost sprites seem to be slightly out of sync.

- VDP gfx on 2nd attract level of lghost are corrupt at top of stairs after attract mode loops

- Pauses in lghost where all sprites vanish

- Some minor gfx bugs in moonwalker (see mametesters)


- Hardware: Sega System 18 with MC68000 + Z80 and 2xYM3438 + Custom PCM sound. Its a System 16b plus a Genesis VFP.


- 0.113u4: Fixed crash in System 16 games (machinesegaic16.c).

- 0.113u2: Zsolt Vasvari updated a number of Sega games to use the new video timing code.

- 0.113: Ruben added DIP locations to the segas18 driver.

- 0.111u6: Corrado Tomaselli updated Sega System 16/18 drivers to be mono and swapped button 1/2 to match instruction card.

- 0.105u5: Aaron Giles fixed a memory_set_bankptr called NULL base in the segas18.c driver.

- 0.105: Aaron Giles fixed crash in System 16 games introduced by last update.

- 0.96u4: Aaron Giles rewrote the RF5C68 sound emulator from the specs, improving sound in the System 18/32 games. Changed RF5C68 clock speed to 10MHz.

- 0.95u6: B.S. Ruggeri fixed inputs in several System 18/24 games and added some new standard strings.

- 0.93: Added clock parameter to RF5C68 sound (8MHz).

- 25th January 2005: Aaron Giles - Began to writing some test code for System 18 that will verify the off-by-one column scroll bug that I am deducing is present on the real hardware. If it's not, then I'm completely at a loss to explain why D.D. Crew leaves a pixel of garbage behind during the scrolling on the attract mode.

- 0.90u4: Aaron Giles fixed memory leak in vidhrdw/segas18.c

- 0.90u1: Aaron Giles unified all memory mapping code and moved it into machine/segaic16.c, unified all tilemap, sprite and road code and moved it into vidhrdw/segaic16.c and improved documentation on the various register layouts on the video side. Note that in the process, I broke the title screen animation for Laser Ghost, and there is now a 1-pixel column error on ddcrew's attract mode. These are known issues that I will try to address soon.

- 0.89u5: Aaron Giles fixed shadows in S18 so they don't affect any VDP-drawn pixels.

- 0.89u3: Aaron Giles created a new machine/segaic16.c to hold non-video common hardware, preliminary multiply/compare implementation moved there, changed segaic_init_palette to take a number of palette entries and fixed reset bug when running 16B/18 games.

- 0.89u2: Aaron Giles fixed many s18 and s16a priority bugs, fixed s16a end-of-spritelist marker, 8751 simulation improved, hooked up backup ram, dipswitch fixes and cleanups etc.

- 0.89u1: Aaron Giles fixed ROM bank mapping so it doesn't fall through to unmapped handlers (fixes Shadow Dancer crash), expanded memory mapping code so it works from the 8751 as well as the 68000, hooked up the 8751 in mwalk/mwalka/mwalkb (these all work now), removed coin lockouts as they were breaking several games' coin inputs, hooked up Laser Ghost controls and added crosshair drawing (not 100% yet, feel free to tweak), hooked up Where's Wally controls, fixed astorm's Player 3 controls, cleaned up ddcrew's inputs, fixed sound ROM loading in astorma/astorm2p/mwalk, incorporated Brian Troha's updated DIPs, minor cleanups, added sprite masking effect used by Where's Wally, fixed column scroll after talking to Charles about how it works (ddcrew attract mode scrolls properly now) and went through and fixed VDP priorities in all S18 games; everything should be correct now, let me know if you find anything not right.

- 0.88u7: Aaron Giles cleaned up the Sega System Pre16,16a,16b,18 drivers. Most known video issues are now fixed. Alien Storm, DDCrew, Clutch Hitter, Laser Ghost, Cotton and many others have greatly improved video.