Catalogue of Arcade Emulation Software - the Absolute Reference

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0.37b11 [David Graves]


- Add cpu idle time skip to improve speed.

- Is the no-Z80 sound handling correct: some voices in Bshark aren't that clear.

- Make taitosnd cpu-independent so we can restore Z80 to CPU3.

- Cockpit hardware

- DIPs - e.g. coinage

- Sprite zooming

- Continental Circus: Road priority incompletely understood - e.g. start barrier should be darkening LH edge of road as well as RH edge. The 8 level accel / brake should be possible to control with analogue pedal. Don't think mame can do this. Junk (?) stuff often written in high byte of sound word. Speculative YM2610 a/b/c channel filtering as these may be outputs to subwoofer (vibration). They sound better, anyway.

- Chasehq: Motor CPU: appears to be identical to one in Topspeed. Used to have junk sprites when you reach criminal car (the 'criminals here' sprite): two bits above tile number are used. Are these meaningless, or is some effect missing?

- Enforce: Test mode - SHIFT: LO/HI is not understood (appears to depend on Demo Sound DSW). Landscape in the background can be made to scroll rapidly with DSW. True to original? Some layer offsets are out a little.

- Battle Shark: Is road on the road stages correct? Hard to tell. Does the original have the "seeking" crosshair effect, making it a challenge to control?

- SCI: Road seems ok, but are the green bushes in round 1 a little too far to the edge of the interroad verge? Sprite frames were plotted in opposite order so flickered. Reversing this has lost us alternate frames: probably need to buffer sprite ram by one frame to solve this?

- Night Striker: Road A/B priority problems will manifest in the choice tunnels with, one or the other having higher priority in top and bottom halves. Can someone provide a sequence of screenshots showing exactly what happens at the road split point. Strange page in test mode which lets you alter all sorts of settings, may relate to sit-in cockpit version. Can't find a dip that disables this. Does a variety of writes to TC0220IOC offset 3... significant?

- Aqua Jack: Sprites left on screen under hiscore table. Deliberate? Or is therea sprite disable bit somewhere. Should road body be largely transparent as I've implemented it? Sprite/sprite priorities often look bad. Sprites go to max size for a frame before they explode - surely a bug. Hangs briefly fairly often without massive cpu interleaving (500). Keys aren't very responsive in test mode.

- Spacegun: Problem with the zoomed sprites not matching up very well when forming the background. They jerk a bit relative to each other... probably a cpu sync thing, perhaps also some fine-tuning required on the zoomed sprite dimension calcs. Light gun interrupt timing arbitrary.

- Double Axle: Road occasionally has incorrectly unclipped line appearing at top (ice stage). Also road 'ghost' often remains on screen - also an interrupt issue I presume. Double Axle has poor sound: one ADPCM rom should be twice as long? (see log file).


- Driver based on the MAME F2 driver and Raine source.

- The Taito Z system has a number of similarities with the Taito F2 system, and uses some of the same custom Taito components.

- TaitoZ supports 5 separate layers of graphics - one 64x64 tiled scrolling background plane of 8x8 tiles, a similar foreground plane, another optional plane used for drawing a road (e.g. Chasehq), a sprite plane [with varying properties], and a text plane with character definitions held in ram.

- Double Axle has four rather than two background planes, and they contain 32x32 16x16 tiles. This is because it uses a TC0480SCP rather than the older TC0100SCN tilemap generator used in previous Taito Z games. The hardware for Taito's Super Chase was a further development of this, with a 68020 for main CPU and Ensoniq sound - standard features of Taito's F3 system. Taito's F3 system superceded both Taito B and F2 systems, but the Taito Z system was enhanced with F3 features and continued in games like Super Chase and Under Fire up to the mid 1990s.

- The Z system has twin 68K CPUs which communicate via shared ram.


- Driver needs PORT_BIT_IMPULSE.


- 0.99: Updated the Taito Z driver [Nicola Salmoria]: Fixed road/sprite priority (cars no longer disappear when they go over a hill in Continental Circus), removed bogus contcirc ROM containing 1989 copyright year, added PROMs and other minor changes

- 29th September 2002: David Graves sent in a Taito Z driver update with dipswitch fixes.

- 13th August 2002: Brian A. Troha submitted dipswitch fixes for Space Gun and Continental Circus.

- 22nd September 2001: David Graves fixed a few more graphics problems in the Taito Z driver.

- 0.55: David Graves added preliminary road support in the Taito Z games.

- 10th September 2001: David Graves cleaned up the Taito Z graphics emulation and road transparency.

- 9th September 2001: David Graves yet improved the Taito Z road graphics emulation.

- 2nd September 2001: David Graves added preliminary support for the Taito TC0150ROD road graphics chip used in the Taito Z games, and he also optimized the sprite drawing in Top Speed.

- 28th August 2001: David Graves updated the Taito Z driver fixing crashes in Night Striker.

- 29th May 2001: David Graves streamlined the I/O handling in most of the Taito 68k based games, cleaned up several things and added default gun calibration values for Space Gun, Operation Thunderbolt and Under Fire.

- 24th April 2001: David Graves did some minor improvements to the Taito Super Z system driver.

- 24th February 2001: David Graves fixed a few graphics glitches in the newest Taito drivers and integrated Insideoutboy's Space Gun target crosshair code in.

- 14th January 2001: David Graves added double width tilemap support to the TC0480SCP chip emulation.

- 12th December 2000: David Graves sent in an updated version of the Taito Z driver, and Space Gun is now fully working.

- 4th December 2000: David Graves added support for a third Taito TC0100SCN chip emulation.

- 1st December 2000: David Graves updated the TC0100SCN Taito chip emulation to support extra wide tilemaps.

- 7th October 2000: Jarek Burczynski sent in an update for the Taito sound system, improving several Taito Z games' sound.

- 6th October 2000: David Graves sent in a bit improved Taito Z driver with no playable games.

- 14th September 2000: David Graves sent in a preliminary Taito Z driver, but none of the games work acceptably yet.