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Catalogue of Arcade Emulation Software - the Absolute Reference

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X-Arcade

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warpwarp.c

0.19 [Chris Hardy, Juergen Buchmueller, Mirko]


TODO:

- I arbitrarily assigned a uniform blue overlay to sos. I don't know how it's supposed to be. navarone and kaitei are missing the overlay too.


NOTES:

- Hardware: Namco early 8080-based games. All these games run on the same hardware design, with minor differences. Gee Bee was the very first videogame released by Namco, and runs on a b&w board. The year after, the design was upgraded to add color and a 2nd sound channel; however, the b&w board was not abandoned, and more games were written for it with the only difference of a larger gfx ROM (losing the ability to choose full or half brightness for each character).

- In the pinball games, there isn't a player 2 "serve" button - both players use the same input. I think this is correct behaviour, because there is nothing in the schematics suggesting otherwise (while there is a provision to switch from one paddle to the other). The Bomb Bee flyer shows that the cocktail cabinet did have one serve button per player, but I guess they were just wired together on the same input.

- The ball size changes from game to game. I have determined what I believe are the correct sizes by checking how the games handle the ball position in cocktail mode (the ball isn't automatically flipped by the hardware).

- kaitei and kaiteik are intriguing. The game is more or less the same, but the code is radically different, and the gfx ROMs are arranged differently. kaitei is by Namco and kaiteik is by "K'K-TOKKI". kaitei does a ROM/RAM test on startup, while kaiteik jumps straight into the game. kaitei is locked in cocktail mode, while kaiteik has support for a cabinet dip switch. The title screen in kaitei is nice and polished, while in kaiteik it's confused, with fishes going over the text. There are several other differences. The code in kaiteik is longer (0x1800 bytes vs. just 0x1000 in kaitei) and less efficient, while kaitei has some clever space optimizations. My opinion is that kaiteik is the prototype version, developed by a third party and sold to Namco, where it was rewritten.

- The coin counter doesn't work in kaiteik. This might be the expected behaviour.

- sos does a "coffee break" every 2000 points, showing a girl. The first times, she wears a bikini. If the "nudity" switch is on, after 6000 points she's topless and every 10000 points she's nude.

- The only difference between 'warpwarr' and 'warpwar2' is the copyright string on the first screen (when the scores are displayed) : * 'warpwarr' : "(c) 1981 ROCK-OLA MFG.CORP." (text stored at 0x33ff to 0x3417) * 'warpwar2' : "(c) 1981 ROCK-OLA MFG.CO." (text stored at 0x33ff to 0x3415) Note that the checksum at 0x37ff (used for checking ROM at 0x3000 to 0x37ff) is different of course.

- warpwarr doesn't have an explicit Namco copyright notice, but in the default high score table the names are NNN AAA MMM CCC OOO. warpwarp doesn't have an high score table at all.


WIP:

- 0.78u4: Nicola Salmoria included a revised warpwarp.c, converted to tilemaps and with the Warp Warp Easter egg documented.

- 0.78u1: Nicola Salmoria merged geebee.c and warpwarp.c since they are variations of the same hardware design (drivers/geebee.c, machine/geebee.c and vidhrdw/geebee.c are no longer needed. Also renamed Navalone -> Navarone. I guess that's the correct name, as in "the guns of Navarone", renamed kaitein -> kaitei and kaitei -> kaiteik; made the Namco set the main one. I don't recall if this was already discussed, but I believe kaiteik is a prototype developed by a third party and sold to Namco, where it was completely rewritten. Fixed inputs and dipswitches in all games, fixed "ball" size in sos and kaitein - the harpoon in kaitein no longer looks like a rock and removed a hack in Warp Warp that didn't draw the ball in the bottom left corner. The flyer confirms that the ball is supposed to be there).

- 28th December 2003: Nicola Salmoria sent in a Namco 8080 driver cleanup, fixing inputs and graphics glitches in all games.

- 7th December 2002: Stephane Humbert fixed the dipswitches and inputs in the Warp Warp driver.

- 0.61: Changed palettesize to 3 colors.

- 5th February 2000: Zsolt Vasvari fixed a dirty marking bug in the geebee driver.

- 28th January 2000: Juergen Buchmueller added color overlay simulation to the Gee Bee driver.

- 25th January 2000: Juergen Buchmueller added sound to Warp Warp.

- 24th January 2000: Juergen Buchmueller sent in a driver for Navalone, Kaitei Takara Sagashi and SOS.

- 23rd January 2000: Nicola Salmoria added an original version of Gee Bee, and new romsets of Bomb Bee and Cutie Q to the Gee Bee driver.

- 19th January 2000: Juergen Buchmueller sent in a driver for Gee Bee and Marco Cassili fixed the dipswitches.

- 0.20: Chris Hardy kindly provided a working driver for Warp Warp.

- 0.19: Added warpwarp.c driver.