Catalogue of Arcade Emulation Software - the Absolute Reference

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0.37b11 [David Graves]


- Some hanging notes (try F2 while music is playing).

- Sprite colors issue: when you do a super-shot, on the cut screen the man (it's always the American) should be black.

- Col $f8 is used for the man, col $fc for the red/pink "explosion" under the puck. (Use this to track where they are in spriteram quickly.) Both of these colors are only set when the first super-shot happens, so it's clear those colors are for the super-shot... but screenshot evidence proves the man should be entirely black.

- Extract common sprite stuff from this and taito_f2 ?


- Driver based on the F2 driver.

- Slapshot uses one or two newer Taito custom ics, but the hardware is very similar to the Taito F2 system, especially F2 games using the same TC0480SCP tilemap generator (e.g. Metal Black).

- Operation Wolf 3 is on almost identical hardware to Slapshot. It uses far more graphics data and samples than Slapshot. Compared to Taito's gun game Under Fire (1993), the hardware here is obviously underpowered. Large data roms help the 68000 throw around the gfx (a method used in Dino Rex) but can't disguise that it should have been done using enhanced Z system or F3 system hardware.


- 27th January 2001: David Graves fixed the input port settings in the Slap Shot driver and now the single player game works.

- 18th January 2001: David Graves added NVRAM emulation to Slap Shot.

- 16th January 2001: Bryan McPhail also fixed the sprite graphics decoding in Slap Shot. Nicola Salmoria fixed crashes in the Slap Shot driver.

- 14th January 2001: David Graves added double width tilemap support to the TC0480SCP chip emulation and wrote a Slap Shot driver but it has incomplete sprite graphics decoding so some graphical errors remain.