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看板Emulator (模擬器)作者 (楽園にお連れ給う)時間12年前 (2012/12/24 11:34), 編輯推噓0(000)
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2012.12.23 一次po兩則。 "They sentenced me to twenty years of boredom…" Charles MacDonald and The Dumping Union managed to get another one of the rare Deco Cassette games secured, and dumped. This time it’s ‘Manhattan’ A video of the original game was uploaded to YouTube a few months back, taken from a Japanese arcade where the game was actually still being operated (the same place often have rare classic period games for a short period of time) but beyond that sightings of the game had been few and far between, it apparently did make the US shores back in the day but was quickly replaced. To be honest, it’s not hard to understand why, first of all the game lacks any kind of attract mode, it just cycles the title logo sequence over and over, something which I consider to be a deathwish for any arcade title (surprisingly Nam1975 got away with it, although the CD version oddly rectifies that for an environment where it doesn’t matter) If you can’t see the gameplay, why would you risk playing the game? At first I thought this might be an emulation glitch, but if you look carefully at the video it does the same, just starts drawing the title logo again after it does the colour cycle and has displayed the DECO logo. Then there is the secondary problem, it isn’t really obvious what you’re meant to do, arcade games should be obvious without having to read the instructions. In this case I managed to waste several attempts simply dying because I didn’t understand that you had to press a button when your character falls on the trampoline, failure to do so means you get no height at all and results in near instant death and one life lost, no second chances or prompts. Finally, the actual game. Once you’ve been launched up to a certain height, which depends on when you press the button, all you really do is fall down while attempting to steer your character towards the bounce pads (balconies..) at the side to gain points, and possibly a bit of extra height depending on how fast you’re going, but losing most control over your character each time you do so. To end a stage safely you must always land on the bottom most pad, which generally means you can’t be going too fast by the time you reach that point. Obviously there are things to avoid too, a feat much trickier each time your character goes spinning out of control; glancing the edge of a platform also does you no good at all. Some of the pads also contain letters to spell the word ‘DECO’ landing on the same one twice also seems to end the stage. It’s an original concept, but I’m not convinced it works as a game. I might be missing something, I’ve not quite understood the meaning of the word ‘Bound’ which is displayed (maybe a target score you have to reach to finish later levels?) but there really doesn’t seem to be much more to it. The final nail in the coffin has to be the sound, the whole thing sounds like a cross between Galaxian and a fire alarm, it’s truly nauseating. Of course, it’s good to see it emulated, these Deco Cassettes remain some of the more fragile and ‘at risk’ of the arcade games, I think they also gave Data East a cheap way experiment with ideas at a low cost, hence the various evolutions of gaming concepts / code and alt versions of the same things you find turning up (there are still missing versions of Graplop / Cluster Buster / Flying Ball for example, which just seems to be the evolution of a single game) (personal note, cgraplop2 doesn’t seem to let you coin up / start at the moment, investigate) Currently the emulation has some issues, it’s most likely these are down to incomplete emulation of the Deco Cassette video system, rather than a bad dump, they affect the rendering of the building graphics at the side of the playfield which is rather obvious in the screenshots below compared to the video above, and even moreso in action. Several other Deco Cassette games have similar issues, which is why I’m inclined to think it’s a video issue, not a bad dump; the only cassette game I’m rather suspicious of when it comes to the dump is “Super Astro Fighter” due to it erasing the game palette, although that could be a CPU or protection issue of some sort. Anyway, what this means is I should take a look at the video emulation at some point in the future if nobody beats me to it. MAME screenshots http://mamedev.emulab.it/haze/pics2012/manhat_1.png
http://mamedev.emulab.it/haze/pics2012/manhat_4.png
http://mamedev.emulab.it/haze/pics2012/manhat_6.png
So thanks again to Charles MacDonald and The Dumping Union, the only work I’ve put into this myself is translating their analysis of the protection dongle scrambling into actual MAME code so that the cassette loads in MAME, but because they’d already done all the hard work that part was easy enough :-) In other news Phil B. submitted his driver for Rise of the Robots, the failed prototype of the overhyped pre-rendered piece of junk fighting game from the 90s which was meant to sell computers / consoles and change gaming forever, so this Christmas / New Year could well be an enjoyable one if you like to witness rare train wrecks ;-) -- "Man was born on his missions for performing to get peace of mind and make harmonious surroundings" One recent surprise was a previously unknown PGM multi-game cartridge showing up with Smitdogg / The Dumping Union, containing Photo Y2k2 as well as 2 poker games. It’s an official release from 2004, the same year several other games were re-released, probably as some kind of stock clearance exercise. Being a 2004 release it does mean it’s almost certainly the fully secured ARM / 027A type, so can’t be fully dumped, it also lacks external ROM, so we have no way of running our own code on it directly even if an exploit was found. Being a game without an external ROM the protection routines are typically weaker tho, more ‘functional’ than ‘most of the game runs on the ARM’like several others which means it might be possible to simulate it, although this builds on what already existed with the Photo Y2k2 protection, and that hasn’t been done yet either! In addition to the protection from Photo Y2k2 it appears to have some extra bits to get the write offsets of the background tilemap (used in the intro) which is exactly the same as Knights of Valor (PhotoY2k doesn’t even have any background tilemap roms, so obviously it wasn’t used on that) There is also protection controlling the movement of the cards (not understood) for the poker game in both the attract demo, gameplay, and game select screens. Selecting a game results in the same value out of range crash as Photo Y2k2. I’m hesitant to write ANYTHING about PGM here, because as soon as I do I seem to get a flood of annoying SPAM to my email, but at the same time I do like to keep people informed, I’ll just keep hoping the spammer goes away for good. I’m not sure of the exact title of the game, the internal string calls it ‘Flash 3-in-1′ the way the letters have been decorated on the logo makes me think another Logic / Puzzle King, but clearly the primary game is Photo Y2k2 with this just being used to clear old stock mask roms of that game. I say that because the PGM system has a max capacity of ’ 16MB’ for the bitmap (sprite) shape data, PhotoY2k2 was already using the full 16-meg area with 2 MASK roms (2x8MB) Instead of making new mask roms to add the data needed for the extra poker games they’ve instead used the original pairing, and used an additional rom to act as a patch / overlay over the last 1MB of those roms. This to me indicates they had an excess stock of the original mask roms they needed to use it. In terms of regions it looks like this was only released in China, Taiwan and Hong Kong because the region warning screens for all other possible regions are incomplete or just corrupt. As usual the region is provided by the protection device tho. Anyway, screenshots from the non-working emulation. http://mamedev.emulab.it/haze/pics2012/pgm3in1_1.png
http://mamedev.emulab.it/haze/pics2012/pgm3in1_2.png
http://mamedev.emulab.it/haze/pics2012/pgm3in1_3.png
http://mamedev.emulab.it/haze/pics2012/pgm3in1_4.png
I’ve also uploaded the original hardware reference video Smitdogg provided (it would be nice if he threw all his vids on YouTube even if the quality is lower than the direct downloads they complement them well) Note how the cards get dealt out during the attract, then spin around in a circle, all that movement is controlled by the protection commands. I’m not embedding it, because it’s not an emulation video. Smitdogg’s thread about it can be found here: http://www.mameworld.info/ubbthreads/showflat.php?Number=299960 ______________________________________________________________________________ 來源:http://mamedev.emulab.it/haze/ -- ポーラステーション http://perryt0517.wordpress.com/ -- ※ 發信站: 批踢踢實業坊(ptt.cc) ◆ From: 118.168.20.99
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