Catalogue of Arcade Emulation Software - the Absolute Reference

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0.37b1 [Luca Elia]


- I think the best way to correctly align tilemaps and sprites and account for both flipping and different visible areas is to have a table with per game vertical and horizontal offsets for sprites, tilemaps and possibly the "floating tilemaps" (made of sprites) for both the flipped and normal screen cases. Current issues: metafox test grid not aligned when screen flipped, madshark & utoukond ("floating tilemaps" sprites when flipped) and krzybowl not aligned vertically when screen flipped.

- Bad sound in sokonuke?

- In msgunda1, colors for the score display screw up after the second animation in attract mode. The end of the animation also has garbled sprites. Note that the animation is not present in msgundam.

- Some games: battery backed portion of RAM (e.g. downtown, kiwame, zombraid)

- The zombraid crosshair hack can go if the nvram regions are figured out.

- Some games: programmable timer that generates IRQ. See e.g. gundhara: lev 4 is triggerd by writes at d00000-6 and drives the sound. See also msgundam.

- tndrcade: lots of flickering sprites

- drgnunit sprite/bg unaligned when screen flipped (check I/O test in service mode)

- extdwnhl has some wrong colored tiles in one of the attract mode images and in later tracks.

- oisipuzl doesn't support screen flip? tilemap flipping is also kludged in the video driver.

- eightfrc has alignment problems both flipped and not

- Flip screen and mirror support not working correctly in zombraid

- gundhara: Visible area might be smaller (zombraid uses the same MachineDriver, and the current area is right for it)

- crazyfgt: Emulate protection & tickets, fix graphics glitches, find correct clocks, level 2 interrupt should probably be triggered by the 3812 but sound tends to die that way.


- Seta Hardware has 2 Scrolling Layers, 1024 Sprites and a Floating Tilemap. Each layer consists of 2 tilemaps: only one can be displayed at a given time (the games usually flip continuously between the two). The two tilemaps share the same scrolling registers.


- 0.112u1: Pierpaolo Prazzoli updated Seta driver to use HOLD_LINE for sound IRQs.

- 19th January 2004: SUZ fixed various graphics glitches in the Seta driver.

- 0.77u2: David Haywood merged taito_x.c and seta.c video hardware, this is correct but due to some differences in the drivers a few glitches have been introduced in twinhawk that will need investigating.

- 0.65: Nicola Salmoria added stereo support to the X1-010 emulator and made it a proper sound core. Added X1-010 (16Mhz) sound to all games, only Donwn Town has a X1-010 with 8MHz.

- 0.62: Manbow-J rewritten the sound support for the Seta games.

- 24th April 2002: Stephane Humbert added a patch to the Seta driver so that Twin Eagle can be played with two players.

- 5th May 2001: Luca Elia sent in a driver for J. J. Squawkers.

- 11th March 2001: Marco Cassili fixed some dipswitches in the Seta games.

- 6th February 2001: Luca Elia added Strike Gunner S.T.G and Quiz Kokology to the Seta driver.

- 9th January 2001: Guru added a new Mobile Suit Gundam romset to the Seta driver, and the game is very much playable.

- 4th January 2001: Luca Elia added Block Carnival to the Seta driver.

- 0.37b9: Support for Stereo sound.

- 4th October 2000: Luca Elia improved the sound in the Seta driver and added Thunder & Lightning, Rezon, Athena no Hatena, Oishii Puzzle wa Irimasenka, Eight Forces, Pro Mahjong Kiwame and Krazy Bowl.

- 9th July 2000: Brian A. Troha fixed some Seta driver dipswitch settings.

- 6th July 2000: Luca Elia added Thundercade, Caliber 50, Dragon Unit and Blandia to the Seta driver.

- 0.37b1: Added seta.c driver. TODO: Better sound and NVRAM.

- 3rd April 2000: Luca Elia sent in a Seta driver with support for Twin Eagle, DownTown, Arbalester, Meta Fox, Zing Zing Zip and War of Aero.

- 2nd May 1999: Ernesto Corvi sent in a very preliminary Thundercade driver (just to fix some quirks in the debugger).