Catalogue of Arcade Emulation Software - the Absolute Reference

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0.37b11 [Bryan McPhail]


- Sound eats lots of memory as 8 bit PCM data is decoded as 16 bit for use by the current ES5505 core (which rightly should be 16 bit).

- Dsp isn't hooked up.

- Crowd/boards not shown in the football games

- Sound doesn't work in RidingF/RingRage?

- It does work in ringrage but you have to enter test mode first

- Sound balance is not emulated (see arabianm test mode)

- When playing space invaders dx in original mode, t.t. with overlay, the alpha blending effect is wrong (see Taito B version of game).

- Bubble Symphony has an alpha transition effect that doesn't appear in Mame


- Emulation by Bryan McPhail. Thanks to Ian Schmidt and Stiletto for sound information! Major thanks to Aaron Giles for sound info, figuring out the 68K/ES5505 rom interface and ES5505 emulator! Thanks to Acho A. Tang for Kirameki Star Road sound banking info! Thank you to Shiriru for the scanline rendering (including alpha blending), sprite sync fixes, sprite zoom fixes and others!


- The Taito F3 system has 4 scrolling layers, 1 scrolling text layer, 1 scrolling pixel layer and 2 sprite banks. Also Sprite scaling, Rowscroll on all playfields, Line by line zoom on all playfields, Column scroll on all playfields and Line by line sprite and playfield priority mixing.

- Not yet supported is Alpha blending on playfields and VRAM layer.


- All games: Read the text file for info about the types of cabinets and their related inputs. taito_f3_cab057ora stephh

- kaiserkn, kaiserkj, gblchmp, dankuga: When thrown by Azteca's medium punch throw (I think that was the one) the palette of the thrown character gets all messed up. It stays that way the entire round, unless you're hit by Azteca's F, DF, D, DB, B + Punch up close for instance.. (see snapshots). kaiserkn062gre NeoGouki

- pwrgoal and scfinals: The crowd is missing (the black area at the top of the screen). scfinals098gre nash67

Possible Bugs:

- Various: Some games appear with a flattened display, eg. arkretrn, pbobble, pbobble2, pbobble3, pbobble4. It does not occur in spcnv95u and possibly others. It does not occur with hwstretch enabled. -nokeepaspect fixes it as does -noswitchres with my desktop at 1024x768. taito_f3c061gre asmodius


- The coin mechs uses a trick to prevent illegal coins. This may be "fixed" by using PORT_BIT_IMPULSE at 10 frames per press for the coin bits. impulse061ora Kale


- 0.113u2: Changed VSync to 58.970000 Hz.

- 0.105u1: Some cleanups to the Taito F3 naming [Marco, Bryan McPhail].

- 0.102u5: Fixed sound1 roms addresses to ($0, $400000).

- 0.99u7: Nicola Salmoria fixed interrupt timing in the F3 games.

- 0.97u3: Bryan McPhail updated the Taito F3 video driver. Properly implemented zoom & column scroll according to how the hardware does it, which not only fixes glitches in various games but allowed many hacks to be removed also. Sprite & tilemap clipping is also implemented, as is proper priority mixing and alpha-blending on the vram and pixel layers.

- 27th February 2005: Bryan McPhail - F3 layer clipping registers finally understood (though not totally implemented yet - see Dungeon Magic and Elevator Action).

- 20th February 2005: Bryan McPhail - Fiddling with the VRAM & Pixel layers on Taito F3 hardware. Per scanline alpha blending and priority mixing almost working.

- 0.92: Nicola Salmoria fixed most of the remaining issues with Taito F3 sound. Fixed sound1 roms addresses.

- 0.90: Nicola Salmoria fixed sound banking in taito_f3 driver.

- 0.88: Changed VSync to 58.970001 Hz in all games.

- 0.87: Bryan McPhail improve the Taito F3 driver. Recalhorn now up to a playable standard. This game exposed some bugs in the way the sprite renderer handled the special command bits (ie, the sprite list jump command occurs after the current sprite has been processed, not before, plus bankswitch & global positioning flags can be set on the same sprite - they aren't exclusive, all makes perfect sense from a hardware point of view). These fixes really should be put into taito_f2 and hybrid f3 games as well, though it will make any visual difference.

- 0.69: Paul Priest and Ryan Holtz fixed the sound loading in some Taito F3 games.

- 2nd August 2002: Shiriru added sprite alpha blending to the Taito F3 driver.

- 0.61: Changed visible area to 320x224.

- 31st May 2002: Bryan McPhail fixed a few small things in the Taito F3 system driver.

- 22nd May 2002: Bryan McPhail integrated Shiriru's updates to the Taito F3 driver which added better graphics priority emulation and better alpha blending.

- 9th May 2002: Shiriru fixed zooming and added alpha blending to the Taito F3 driver.

- 7th May 2002: David Haywood passed on Norix's update for the Taito F3 system driver that fixes zoomed sprite blocks and some other small things.

- 0.59: Changed ES5505 clock speed to 15238050 Hz in all games.

- 25th February 2002: Hiromitsu Shioya added stereo sound support to the Taito dual and triple screen games, and fixed the Taito F3 sound frequency.

- 26th January 2002: Aaron Giles fixed a tilemap clipping bug in the Taito F3 driver.

- 17th November 2001: Bryan McPhail fixed several problems in the Taito F3 driver, especially graphics glitches when zooming, fixing the road in Riding Fight and pitch in the football games. Bryan McPhail also added sound bankswitching for the Taito F3 driver.

- 25th September 2001: Bryan McPhail re-added some fixes to the Taito F3 driver.

- 18th September 2001: Yasuhiro Ogawa resubmitted some Taito F3 driver changes by Uki.

- 0.53: Aaron Giles fixed a EX550x bug that caused Taito F3 and Incredible Tech games to sound bad.

- 8th August 2001: Bryan McPhail updated the Taito F3 driver to work with the new tilemap system.

- 13th June 2001: Bryan McPhail fixed several graphics problems in the Taito F3 driver.

- 0.37b15: Bryan McPhail improved special effects and fixed pixel layer colors in the Taito F3 games. Changed VSync to 60Hz.

- 18th May 2001: Bryan McPhail fixed the black spots in the background graphics of Puzzle Bobble 2 and 3.

- 7th May 2001: Bryan McPhail added pixel layer color emulation to the Taito F3 driver, fixing a few color problems.

- 1st May 2001: Bryan McPhail fixed a 68020 core bug which caused a lot of problems with the Taito F3 driver, namely a Puzzle Bobble 2 intro background graphics problem and some Bubble Memories bugs. In addition, the bugfix makes the following games fully playable: Elevator Action Returns, Darius Gaiden, Puzzle Bobble 4, Land Maker, Twin Qix and Gekirindan.

- 18th February 2001: E. Watanabe fixed the ASM 68k core to work with Namco System 2 and Taito F3 sound.

- 0.37b12: Fixed sound1 rom address in some games.

- 11th February 2001: Bryan McPhail sent in a bugfix to Taito F3 sound banking which fixes the music and sound in a lot of games.

- 27th January 2001: Bryan McPhail sent in a Taito F3 sound update, with the sound cutting out bug fixed and stereo sound implemented (it was mono before).

- 16th January 2001: Bryan McPhail fixed some memory corrupting bugs in the Taito F3 driver and added Dan-Ku-Ga. Aaron Giles fixed some crashes in the Taito F3 driver.

- 15th January 2001: Bryan McPhail finally submitted his Taito F3 driver, which is not graphically perfect and crashes hard sometimes but has complete ES5505 sound emulation thanks to Aaron Giles, Ian Schmidt and R. Belmont. Not all games are working due to 68020 core bugs, but these are: Ring Rage, Arabian Magic, Riding Fight, Grid Seeker: Project Stormhammer, Gunlock / Rayforce, Super Cup Finals / Hat Trick Hero '93, Top Ranking Stars, Light Bringer, Kaiser Knuckle / Global Champion, Bubble Bobble 2 / Bubble Symphony, Space Invaders DX, Taito Power Goal / Hat Trick Hero '95, Quiz Theater - 3tsu no Monogatari, Akkanvader, Moriguchi Hiroko no Quiz de Hyuu!Hyuu!, Puzzle Bobble 2 / Bust-A-Move Again, Puzzle Bobble 2X, Kyukyoku Tiger 2, Bubble Memories, Cleopatra Fortune, Puzzle Bobble 3, Arkanoid Returns, Kirameki Star Road, Puchi Carat and Pop 'N Pop.