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tunhunt.c

0.37b15 [Phil Stroffolino, Owen Rubin]


TODO:

- Coin Input seems unresponsive.

- Colors: Hues are hardcoded. There doesn't appear to be any logical way to map the color proms so that the correct colors appear. See last page of schematics for details. Are color proms bad?

- Alphanumeric Layer: Placement for some characters seems strange (but may well be correct).

- Shell Objects: vstretch/placement/color handling isn't confirmed. Two bitplanes per character or two banks?

- Motion Object: Enemy ships look funny when they get close (to ram player). Stretch probably isn't implemented correctly (see splash screen with zooming "TUNNEL HUNT" logo. Colors may not be mapped correctly.

- Square Generator: Needs optimization.


NOTES:

- Hardware: Atari Tunnel Hunt (aka Tube Chase)


VIDEO HARDWARE NOTES:

- Tunnel Hunt uses a combination of color proms and palette RAM to specify a 16 color palette.