Re: [新聞] (WIP) Luca Elia: Jockey Club II

看板Emulator (模擬器)作者 (獅子たちの旗)時間9年前 (2017/05/02 22:09), 編輯推噓0(000)
留言0則, 0人參與, 最新討論串1/1
2017.05.01 Few will remember the Dark Horse bootleg I worked on in 2005. Anyway, that horse betting game was based on an original title by Seta, pictured below: http://www.lucaelia.com/images/mame_snaps/jclub2/jockey_club_ii_cab_sigma.jpg
http://www.lucaelia.com/images/mame_snaps/jclub2/jockey_club_ii_flyer_front.jpg
http://www.lucaelia.com/images/mame_snaps/jclub2/jockey_club_ii_flyer_back.jpg
Back then the original hadn't surfaced yet, but a couple of years later Gerald (COY) provided dumps of the original roms. An additional dump was also provided by ANY in 2014 (none were Visco licensed as the flyer would imply, by the way, unlike the original Jockey Club in seta.cpp). At any rate, they never really were devoted enough attention to transition to a working state. I guess the fact that the bootleg worked took away some of the challenge, too. 0. Hardware The dumps came from two types of PCBs and several software revisions, sign that the game had good commercial success. The older hardware PCB was based on the ST-0020 Seta custom for graphics, which I emulated around the same time for Mobil Suit Gundam Final Shooting. Plus an ST-0016 for sound (Z80 cpu + sound + video, Dox's work). The other ASICs are ST-0013 (exact function unknown) and ST-0017, which may be related to I/O. The older PCB should look similar to this sample: http://www.lucaelia.com/images/mame_snaps/jclub2/jockey_club_ii_pcb.jpg
Older PCB: ST-0020 (under the heatsink) + ST-0016 The newer PCB instead used an ST-0032 chip, an updated version of the ST-0020 that includes sound capabilities, thus doing without the ST-0016 and reducing the cost. The ST-0020/ST-0032 provides some nice zooming sprites, which the Gundam game above uses extensively (see gdfs in ssv.cpp). This game not so much, zooming isn't actually used i.e. the horses are pre-rendered at each size in the graphics, as Dark Horse shows. 1. EEPROM Up to now you were greeted with an ID Error message when running either of the two existing sets on the older hardware (jclub2o, jclub2ob) and with Broken Configuration on the new hardware (jclub2). What those messages actually mean though, by looking at the code, is that the software is not happy with the data found in the EEPROM. The latter chip in fact holds programmable non-volatile data such as the game configuration. But, as a form of protection, it must also contain an ID string supported by the software for it to boot. Now, we do have dumps of the EEPROMs from both PCB revisions from two specific game versions. But for newer hardware sets, most will not boot since the dumped ID is from a later game version. For the older PCB, though, I found there was another problem, a subtle difference between the Seiko S29290 EEPROM chip used and a standard 93C46-compatible serial EEPROM. So the 1st thing I did was to add support for this variant with the help of the datasheet, which fixed the EEPROM check in the self test screen. 2. Software Revisions Thus the 2nd step was to split the existing sets properly, by hardware and software revisions. As I said the ID is tied to the software version so an earlier revision won't be able to boot with an EEPROM from a newer game version. It turns out we have roms for 10 (!) versions of the game, including a prototype (Release Candidate): Older hardware: v1.00 ('94) v1.01 ('95) v1.10X ('96) v1.12X ('96) v2.03X RC ('97) Newer hardware: v2.00 ('96) v2.01X ('96) v2.04 ('97) v2.05 ('97) v2.20X ('98) Versions ending with an X were supplied by Seta as smaller upgrade ROMs. The board has an empty socket near the main program for this purpose. The program jumps to the updated code at boot when it finds the magic "JC2X" string at offset 0x3fc in their ROM. 3. Sound I tackled the ST-0020 + ST-0016 hardware first, since both the video and sound chip are already emulated. Past the Broken ID message lied.. a Sound Down error. 3rd step was thus hooking up the ST-0016. Easy, as I could lift the communication with the sound CPU (latches and a status register) and its rom banking from another driver. I only had to adapt the handlers for a 32-bit bus (jclub2 uses a 68EC020). 4. Backgrounds This got me in-game but there actually were no backgrounds... here the bootleg, which runs on a more traditional sprites + tilemap arrangement (or does it? I have to revisit that assumption), provides an handy reference of what should be going on when things are working properly. So the 4th step was to have a second look at the ST-0020 as it probably could produce some scrolling layers. The other possibility being they came from the ST-0016 which has sprites as well... a possibility quickly debunked as its video registers were untouched. In the end I found the ST-0020 is capable of handling 4 tilemaps, yet curiously the Gundam game does not use any of them (all registers are set to 0) and resorts to a separate tilemap chip (the ST-0009, probably). The slightly more tedious work was to attain correct colors as they're handled differently than in the bootleg: http://www.lucaelia.com/images/mame_snaps/jclub2v203/0000.png
http://www.lucaelia.com/images/mame_snaps/jclub2v203/0001.png
Priorities need some further work, so all the games have been marked with imperfect graphics for now. 5. I/O The 5th step was finalizing all the inputs and outputs, which were already partly worked out and mapped differently than in the bootleg (the latter is in fact based on some newer game version, allegedly v4.00). These games use two keyboards with 39 keys each, two hoppers (which needed adding), three sensors per coin slot, three coils per player, battery sensing (added), 4 internal revolving keys, service doors etc. To help me out debugging this part I created layout files (for the original game and for the bootleg) that provide clickable on-screen keyboard(s) and internal inputs. I used this video of the controls as reference: https://www.youtube.com/watch?v=IU8dWQhBmT8
(I think these are cheaper generic replacements. The Sigma cabinet at the top of this post has proper keyboards) Anyway you can see the keyboards and internal keys state, rendered by MAME under the emulated screen, below. They allow a much more user friendly control: http://www.lucaelia.com/images/mame_snaps/jclub2v112/0004.png
http://www.lucaelia.com/images/mame_snaps/jclub2v112/0005.png
6. Writing the IDs The 6th step was investigating if it was possible to generate valid EEPROM data for all the software revisions. Otherwise only few sets would have worked with the available EEPROM dumps. This was already noted in the driver comments. Basically through key combinations (not officially documented, I imagine) it's possible to trigger a Write ID message that rewrites valid data in the EEPROM, at least for the earlier versions. Additionally there's a key combination for an ID that enables to change the type of monitor connected. So I went back to the ST-0020 and added some minimal support for switching resolution, and updated the layout files to let the user select what monitor aspect ratio to use (5:3 - wide, 7:5 - normal). 7. Vender Codes Unfortunately producing a valid EEPROM becomes more difficult in the newer versions. By at least v1.10 they introduced the concept of Vender Codes, a secret code to input after the key combination at boot to unlock writing the ID. The 7th step was thus analyzing the code for inputting and verifying these vender codes for each of the 10 sets, in order to generate valid default EEPROM files. Fortunately these codes can be found in the roms with minimal effort (the code to handle them is just shifted around in the rom). Each code is a string of up to 8 hexadecimal digits that can be input pressing the start button + one of the numerical keys i.e. 1 through 8. Key "7-8" for hex digit A. Start + any other key for hex digit 9. Any other key, without start, for hex digit F. I found each code is actually tied to a configuration identifier, so they produce different settings and features (probably to comply with the target market legal regulations? these are gambling games after all). For instance some codes unlock more options in the operator menu, such as the aspect ratio of the monitor and betting limits. Some hide the Jockey Club II title from the attract screen (for whatever reason) and so on. I tried to pick the code providing the highest configurability and the best features. http://www.lucaelia.com/images/mame_snaps/jclub2v112/0007.png
http://www.lucaelia.com/images/mame_snaps/jclub2v112/0006.png
8. Newer Hardware Finally I moved on to the newer hardware, based on the ST-0032. Basic support was already present: this chip wants the graphics ram bytes swapped and the sprite list shuffled around compared to its earlier counterpart. As 8th step I implemented the rest of the differences e.g. color handling, video registers in different places, different sprite list stride and end-marker, tilemap offsets etc. thus bringing the later games on par with the earlier releases. But they have no sound at the moment, I haven't worked on that part. So, there you go, in closing, some shots from the most recent version we have. Next to the version number is the ID and (encoded) the configuration identifier and vender code: http://www.lucaelia.com/images/mame_snaps/jclub2v220/0003.png
http://www.lucaelia.com/images/mame_snaps/jclub2v220/0004.png
http://www.lucaelia.com/images/mame_snaps/jclub2v220/0006.png
http://www.lucaelia.com/images/mame_snaps/jclub2v220/0008.png
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文章代碼(AID): #1P29CPrf (Emulator)
文章代碼(AID): #1P29CPrf (Emulator)