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Catalogue of Arcade Emulation Software - the Absolute Reference

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X-Arcade

X-Arcade

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seta2.c

0.56 [Luca Elia]


TODO:

- Proper emulation of the TMP68301 CPU, in a core file.

- Flip screen / Zooming support.

- Fix some graphics imperfections (e.g. color depth selection, "tilemap" sprites) [all done? - NS]

- I added a kludge involving a -0x10 yoffset, this fixes the lifeline in myangel. I didn't find a better way to do it without breaking pzlbowl's title screen.

- mj4simai: test mode doesn't work correctly, the grid is ok but when you press a key to go to the next screen (input test) it stays up a second and then drops back into the game

- myangel: some gfx at the end of the game (rays just before fireworks, and the border during the wedding) have wrong colors. You can see the rays red, green and yellow because that's how the palette is preinitialized by MAME, but the game never sets up those palette entries. The game selects color depth "1", whose meaning is uncertain, and color code 0 so I see no way to point to a different section of palette RAM.

- There are glitches in the bg horizontal scroll in the wedding sequence at the end of the game. It looks like "scrollx" should be delayed one frame wrt "xoffs".

- myangel2: Before each level, the background image is shown with completely wrong colors. It corrects itself when the level starts.

- grdians: The map screen after the character selection needs zooming. There is a global zoom register that should affect the background map and the level picture but not the frontmost frame. This latter should use color 7ff (the last one) and ignore the individual color codes in the tiles data. Zooming is also used briefly in pengbros.


NOTES:

- The Toshiba TMP68301 CPU is a 68HC000 + serial I/O, parallel I/O, 3 timers, address decoder, wait generator, interrupt controller, all integrated in a single chip.


VIDEO HARDWARE NOTES:

- This newer Seta hardware only generates sprites. But they're of various types, including some large "floating tilemap" ones. Sprites RAM is 0x40000 bytes long. All games write the sprites list at offset 0x3000. Each entry in the list holds data for a multi-sprite of up to 256 single-sprites (see src).


WIP:

- 5th January 2004: Pierpaolo Prazzoli fixed some typos in the MS Gundam EX Revue driver.

- 28th November 2003: Pierpaolo Prazzoli added sprite buffering to the Seta2 driver, which fixes some wrong colors in MS Gundam EX Revue.

- 0.65: Nicola Salmoria added stereo support to the X1-010 emulator and made it a proper sound core. Added X1-010 (16.67Mhz) sound to all games.

- 25th October 2002: Stephane Humbert fixed dipswitches and inputs in the Seta2 driver.