M.A.M.E. - Knuckle Bash - Points [Single Player Only, Destroy The Bull Group Mode] - 256,800 - Derek Camin

Is this Performance Claim valid?

    This poll is closed
This poll is closed
  1. M.A.M.E. - Knuckle Bash - Points [Single Player Only, Destroy The Bull Group Mode] - 256,800 - Derek Camin

    12-17-2017, 08:10 AM
    vzaar-player


    Points [Single Player Only, Destroy The Bull Group Mode]
    WolfMame version
    175
    Track
    https://www.twingalaxies.com/scores.php?scores=75207
    Rules
    ROMSet: KBash
    Flip Screen: Off
    Service Mode: Off
    Continue Mode: Normal
    Difficulty: Medium
    Bonus Life: 100k and 400k
    Lives: 2
    Invulnerability: Off
    Allow Continue: No
    Territory: USA, Europe [Atari License]
    Special Rules: This is a Single Player ONLY Variation for Off to Destroy The Bull Group! You may freely choose your character. Continues are NOT allowed!
    Submission Message
    A wrestling themed beatem up
    Attached Files Attached Files
    Thanks HugDD thanked this post
    Likes HugDD, EVN liked this post
  2. 12-17-2017, 09:26 AM
    The image for this track is wrong, they have knuckle bash 2 as the image. Is there anyway to correct this?
  3. 12-18-2017, 02:23 AM
    Nice score, Derek! Accepted!
    Jared Oswald
    World record holders on "Guitar Hero", "Rock Band" and Sonic games.
  4. 12-19-2017, 10:50 AM
    *** DISCLAIMER ***
    The following tests and reports are neither exhaustive nor definitive,
    and should not be assumed as such in order to verify authenticity of a submission.


    Starting check.bat on Tue 12/19/2017 at 14:39:30.42

    Zip test
    Code:
    Zip:
    
    
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    
    Scanning the drive for archives:
    1 file, 271232 bytes (265 KiB)
    
    
    Testing archive: C:\WolfMAME\175\inp\TG\knuckle256800DJC.zip
    --
    Path = C:\WolfMAME\175\inp\TG\knuckle256800DJC.zip
    Type = zip
    Physical Size = 271232
    
    
    Everything is Ok
    
    
    Size:       276844
    Compressed: 271232
    RAR:
    
    
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    
    Scanning the drive for archives:

    Zip list
    Code:
    
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    
    Scanning the drive for archives:
    1 file, 271232 bytes (265 KiB)
    
    
    Listing archive: C:\WolfMAME\175\inp\TG\knuckle256800DJC.zip
    
    
    --
    Path = C:\WolfMAME\175\inp\TG\knuckle256800DJC.zip
    Type = zip
    Physical Size = 271232
    
    
    ----------
    Path = knuckle256800DJC.inp
    Folder = -
    Size = 276844
    Packed Size = 270919
    Modified = 2017-12-17 12:07:13
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 693592EF
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    
    
    
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    
    Scanning the drive for archives:
    MAME Major Version 175

    What MAME thinks:
    Code:
    Input file: kbash.inp
    INP version 3.5
    Created Sun Dec 17 11:58:36 2017
    
    
    Recorded using 0.175W (unknown)
    Total playback frames: 30827 (08:36.90)
    Average recorded speed: 100.002670%
    Average speed: 138.11% (519 seconds)
    Source driver:
    kbash toaplan2.cpp
    Generic Info for game:
    Code:
    ROM set changed: no
    0.106-0.191: kbash - "Knuckle Bash"
    
    
    Resolution, 0.106-0.151: 320x240 @ 60.000000Hz
    Resolution, 0.152-0.191: 320x240 @ 59.637405Hz
    
    
    TG Game Entry: https://www.twingalaxies.com/scores.php?platformid=46&gamename=Knuckle%20Bash
    Rules, Points [Single Player Only, Destroy The Bull Group Mode]: https://www.twingalaxies.com/scores.php?scores=75207
    Rules, Points [Single Player Only, Fierce Battle Mode]: https://www.twingalaxies.com/scores.php?scores=75209
    Rules, Points [Two Player Team, Destroy The Bull Group Mode]: https://www.twingalaxies.com/scores.php?scores=75208
    Rules, Points [Two Player Team, Fierce Battle Mode]: https://www.twingalaxies.com/scores.php?scores=75210
    INP dump not relevant

    MAME Info
    kbash is the parent set.
    MAMEInfo.dat entries: kbash and toaplan2.cpp
    Code:
    MAMEInfo.dat entries for:
    kbash
    kbash2
    toaplan2.cpp
    ----
    0.36RC1 [Quench]
    
    
    
    
    WIP:
    
    
    - 0.165: caius added clone Knuckle Bash (Korean PCB). Note: This might be the original release of the game, it lacks the USA and Europe regions (and thus any of the Atari license text) but instead has a Taito license on one of the 2 Japan region settings.
    
    
    - 0.141u4: Alex Jackson corrected Knuckle Bash rom names, thanks to information from Charles MacDonald.
    
    
    - 0.141u1: Alex Jackson found a lot more Knuckle Bash opcodes by matching code with Batsugun. Corrected m68k and v25 address maps for Knuckle Bash.
    
    
    - 0.135u1: David Haywood cleaned up Toaplan2 V25 support. Added V25 (16 MHz) CPU2 to Knuckle Bash.
    
    
    -  1st June 2008: Charles MacDonald - V25 research: There are a number of instructions which delay interrupt and exception processing, allowing one more instruction to be executed before the interrupt is taken. For the prefixes, this prevents an interrupt from being taken after the prefix byte has been fetched but before the instruction it applies to has been executed. Likewise for segment register loads, if an interrupt occurred after SS was changed, SP would be invalid. By delaying interrupts the following types of sequences become uninterruptible. It seems less important to have DS and ES register loads delay interrupts as well, I did not expect this behavior. I have been looking at the MCU code for other games and it seems that they use similar, if not identical instruction encodings, despite using differently labeled MCUs. V-Five in particular seems to match the Knuckle Bash opcodes quite closely, and when/if I can get Knuckle Bash decrypted, I'll see how much of V-Five can be decrypted.
    
    
    - 12th April 2008: Charles MacDonald - I recently acquired a Toaplan "Knuckle Bash" PCB. It's a fairly impressive system, based around a custom graphics chip which displays three tiled background layers and two 512x512 12-bit framebuffers for double buffered sprites. It has a 68HC000 running at 16 MHz that handles all the game related tasks, and a V25S MCU that manages inputs, sound effects, and music playback. The music for this game is quite good and definitely a notch above the rest. A lot of other Toaplan games use the same graphics chip, so I'm intending to run tests on it and get all the timing and other details worked out. The V25S microcontroller is a 80186 clone manufactured by NEC. Unlike the V25 it has no usable internal ROM and no 8080 emulation mode, the latter of which has been modified to add a new 'secure' operating mode. In secure mode a lookup table translates opcodes fetched from memory with their V25S equivalents. This allows the opcode-to-instruction mapping to be changed as the customer (Toaplan) sees fit, making the program code unusable unless the table contents are known. Luckily operands and data are not encrypted, and examination of the operands such as the ModR/M byte can reveal what category of instructions a particular opcode might fit in to. NEC intended for the V25S to be used as a drop-in replacement for the V25, to accomplish this it uses one of the unused V25 pins as a mode select input. When tied high or floating (due to an internal pull-up resistor) the CPU runs in normal mode, where the lookup table is bypassed and opcodes are processed normally. When tied low, the CPU is in secure mode and the lookup table is utilized. This pin is sampled during a reset, interrupt, or exception, and bit 15 of the PSW can be modified through select instructions to change the operating mode regardless of the pin state as well. These features allow a V25S to start in normal mode and selectively execute encrypted programs while still interacting with a unencrypted BIOS, operating system, and device drivers, or vice-versa. I modified the Knuckle Bash board to start the V25S in normal mode, and developed a program that sets the MCU to a known state and enters secure mode with the instruction trap feature enabled. This forces just one encrypted instruction to be executed before control is passed back to my unencrypted code, at which point the potentially modified state of the MCU is saved and examined. The behavior of all encrypted opcodes (except BRKS which sets up an unrecoverable state) can therefore be examined. I can see things like what data was pushed or popped from the stack, which registers were loaded, exchanged, or modified, and which instructions triggered an I/O or floating point exception. A lot of information can be gathered about the encrypted instructions, which narrows down or completely identifies which unencrypted instructions they map to. Best of all this technique should work for any V25S based system, such as the other Toaplan games. I'm looking forward to trying it on my Golden Axe 2 security board to see how effective it is after finishing with Knuckle Bash, though right now it's too early to give any indication of progress. Toaplan did an excellent job with the protection. The program ROM is filled with valid Z80 code and garbage data to throw off statistical analysis of the ROM, such as observing the frequency of occurence for particular bytes and byte sequences. The MCU has no manufacturer marking and has ambiguous names printed on it like "NITRO" and "DASH". Furthermore, the lookup table maps many opcodes to the same instructions so certain easily identifiable instructions can simply never be executed, increasing the number of potential matches any encrypted instruction might have. If this technique is applicable to the V35S, we'll have to see what Irem did with their games.
    
    
    - 0.88: Changed MSM6295 clock speed to 7575 Hz.
    
    
    - 11th May 2003: Guru - Knuckle Bash (Toaplan) arrived from Randy.
    
    
    - 0.37b10: Changed OKI6295 clock speed to 20454 Hz.
    
    
    - 0.37b9: Changed OKI6295 clock speed to 20000 Hz.
    
    
    - 0.37b6: Changed YM3812 clock speed to 3375000 Hz.
    
    
    - 0.36RC1: Quench added 'Knuckle Bash' (Toaplan 1993). Working, but no sound. MCU dump exists, but it needs investigation.
    
    
    - 12th January 2000: Quench sent a driver for some later Toaplan games such as Teki Paki, Ghox, Dogyuun, Knuckle Bash, Pipi & Bibis / Whoopee!! and Snow Bros 2.
    
    
    
    
    LEVELS: 10
    
    
    
    
    Other Emulators:
    
    
    * FB Alpha
    
    
    * Raine
    
    
    
    
    Recommended Games (Heroes Fighter):
    
    
    Knuckle Joe
    
    
    My Hero
    
    
    Renegade
    
    
    Trojan
    
    
    Trojan (PlayChoice-10)
    
    
    Avengers
    
    
    Black Panther
    
    
    Double Dragon
    
    
    Double Dragon (PlayChoice-10)
    
    
    Double Dragon II - The Revenge
    
    
    Double Dragon 3 - The Rosetta Stone
    
    
    Ginga NinkyouDen
    
    
    Kyros
    
    
    Shinobi
    
    
    Shinobi (Mega-Tech)
    
    
    Shinobi (Tourvision PCE bootleg)
    
    
    Shinobi / FZ-2006
    
    
    The Revenge of Shinobi (Mega-Tech)
    
    
    Shinobi III (Mega Play)
    
    
    Bad Dudes vs. Dragonninja
    
    
    Shadow Warriors
    
    
    Ninja Ryukenden (Tourvision PCE bootleg)
    
    
    Vigilante
    
    
    Vigilante (Tourvision PCE bootleg)
    
    
    Crime Fighters
    
    
    DJ Boy
    
    
    B.Rap Boys
    
    
    DownTown
    
    
    Final Fight
    
    
    Final Fight 2 (SNES bootleg)
    
    
    Gang Wars
    
    
    Last Battle (Mega-Tech)
    
    
    Ninja Gaiden (PlayChoice-10)
    
    
    Ninja Gaiden Episode II: The Dark Sword of Chaos (PlayChoice-10)
    
    
    Ninja Gaiden Episode III: The Ancient Ship of Doom (PlayChoice-10)
    
    
    Shadow Dancer
    
    
    Shadow Dancer (Mega-Tech)
    
    
    Tough Turf
    
    
    The Combatribes
    
    
    Crude Buster
    
    
    Growl
    
    
    Magician Lord
    
    
    Mug Smashers
    
    
    64th. Street - A Detective Story
    
    
    Brute Force
    
    
    Burning Fight
    
    
    Captain Commando
    
    
    D. D. Crew
    
    
    Karate Blazers
    
    
    Riot City
    
    
    Streets of Rage (Mega-Tech)
    
    
    Streets of Rage II (Mega Play)
    
    
    Vendetta
    
    
    Big Fight - Big Trouble In The Atlantic Ocea
    
    
    Guardians of the 'Hood
    
    
    Legionnaire
    
    
    Silent Dragon
    
    
    Thunder Hoop
    
    
    TH Strikes Back
    
    
    Undercover Cops
    
    
    Cadillacs and Dinosaurs
    
    
    Denjin Makai
    
    
    Guardians / Denjin Makai II
    
    
    Knuckle Bash
    
    
    Knuckle Bash 2
    
    
    Ninja Baseball Bat Man
    
    
    The Punisher
    
    
    Violent Storm
    
    
    Zero Team
    
    
    Night Slashers
    
    
    Pretty Soldier Sailor Moon
    
    
    Black Touch '96
    
    
    Ghost Chaser Densei (SNES bootleg)
    
    
    Iron (SNES bootleg)
    
    
    Osman
    
    
    Sonic Blast Man 2 Special Turbo
    
    
    Gaia Crusaders
    
    
    Vamf x1/2
    
    
    Jue Zhan Tian Huang
    
    
    Thunder Heroes
    
    
    Demolish Fist
    
    
    
    
    Romset: 8992 kb / 7 files / 3.13 zip
    
    
    ----
    0.105u4 [Quench]
    
    
    
    
    WIP:
    
    
    - 0.145u8: Added 'Coin A' and 'Coin B' dipswitches.
    
    
    - 0.141u1: Added 'Territory' dipswitch.
    
    
    - 0.126u5: Guru added README for Knuckle Bash 2.
    
    
    - 0.105u4: Quench added 'Knuckle Bash 2 (bootleg)' (bootleg 1999).
    
    
    - 12th January 2006: Guru - A few packages arrived containing Knuckle Bash 2 (bootleg). Most of these came from our Korean contact and a couple came from ebay purchased by Randy or Brian T.
    
    
    
    
    LEVELS: 10
    
    
    
    
    Other Emulators:
    
    
    * FB Alpha
    
    
    * Raine
    
    
    
    
    Recommended Games (Heroes Fighter):
    
    
    Knuckle Joe
    
    
    My Hero
    
    
    Renegade
    
    
    Trojan
    
    
    Trojan (PlayChoice-10)
    
    
    Avengers
    
    
    Black Panther
    
    
    Double Dragon
    
    
    Double Dragon (PlayChoice-10)
    
    
    Double Dragon II - The Revenge
    
    
    Double Dragon 3 - The Rosetta Stone
    
    
    Ginga NinkyouDen
    
    
    Kyros
    
    
    Shinobi
    
    
    Shinobi (Mega-Tech)
    
    
    Shinobi (Tourvision PCE bootleg)
    
    
    Shinobi / FZ-2006
    
    
    The Revenge of Shinobi (Mega-Tech)
    
    
    Shinobi III (Mega Play)
    
    
    Bad Dudes vs. Dragonninja
    
    
    Shadow Warriors
    
    
    Ninja Ryukenden (Tourvision PCE bootleg)
    
    
    Vigilante
    
    
    Vigilante (Tourvision PCE bootleg)
    
    
    Crime Fighters
    
    
    DJ Boy
    
    
    B.Rap Boys
    
    
    DownTown
    
    
    Final Fight
    
    
    Final Fight 2 (SNES bootleg)
    
    
    Gang Wars
    
    
    Last Battle (Mega-Tech)
    
    
    Ninja Gaiden (PlayChoice-10)
    
    
    Ninja Gaiden Episode II: The Dark Sword of Chaos (PlayChoice-10)
    
    
    Ninja Gaiden Episode III: The Ancient Ship of Doom (PlayChoice-10)
    
    
    Shadow Dancer
    
    
    Shadow Dancer (Mega-Tech)
    
    
    Tough Turf
    
    
    The Combatribes
    
    
    Crude Buster
    
    
    Growl
    
    
    Magician Lord
    
    
    Mug Smashers
    
    
    64th. Street - A Detective Story
    
    
    Brute Force
    
    
    Burning Fight
    
    
    Captain Commando
    
    
    D. D. Crew
    
    
    Karate Blazers
    
    
    Riot City
    
    
    Streets of Rage (Mega-Tech)
    
    
    Streets of Rage II (Mega Play)
    
    
    Vendetta
    
    
    Big Fight - Big Trouble In The Atlantic Ocea
    
    
    Guardians of the 'Hood
    
    
    Legionnaire
    
    
    Silent Dragon
    
    
    Thunder Hoop
    
    
    TH Strikes Back
    
    
    Undercover Cops
    
    
    Cadillacs and Dinosaurs
    
    
    Denjin Makai
    
    
    Guardians / Denjin Makai II
    
    
    Knuckle Bash
    
    
    Knuckle Bash 2
    
    
    Ninja Baseball Bat Man
    
    
    The Punisher
    
    
    Violent Storm
    
    
    Zero Team
    
    
    Night Slashers
    
    
    Pretty Soldier Sailor Moon
    
    
    Black Touch '96
    
    
    Ghost Chaser Densei (SNES bootleg)
    
    
    Iron (SNES bootleg)
    
    
    Osman
    
    
    Sonic Blast Man 2 Special Turbo
    
    
    Gaia Crusaders
    
    
    Vamf x1/2
    
    
    Jue Zhan Tian Huang
    
    
    Thunder Heroes
    
    
    Demolish Fist
    
    
    
    
    Romset: 9536 kb / 6 files / 3.54 zip
    
    
    ----
    0.36RC1 [Quench]
    
    
    
    
    TODO:
    
    
    - Whoopee/Teki Paki sometimes tests bit 5 of the region jumper port just after testing for vblank. Why?
    
    
    - Implement the line position table in all games that have a top text layer, not just batrider.
    
    
    - Priority problem on 2nd player side of selection screen in Fixeight bootleg.
    
    
    - Fixeight bootleg text in sound check mode does not display properly with the CPU set to 10MHz (ok at 16MHz). Possible error in video_count_r routine.
    
    
    - Need to sort out the video status register.
    
    
    - Find out how exactly how sound CPU communication really works in bgaregga/batrider/bbakraid current emulation seems to work (plays all sounds), but there are still some unknown reads/writes.
    
    
    - Write a RTC core for uPD4992, needed by Othello Derby and Power Kick.
    
    
    
    
    WIP:
    
    
    - 0.185: Removed timer_set [Osso].
    
    
    - 0.155: GP9001 cleanup and update [Alex Jackson].
    
    
    - 0.154: Converted GP9001 to device_gfx_interface, cleanups. Smear byte writes the same as a real 68000. Fixed regression in Ghox caused by 68k change [Alex Jackson]. Changed region gfx1 to gp9001 and gfx2 to gp9001_1 or text.
    
    
    - 0.153: Fixed Toaplan2 sprites and text offset up offscreen while flipscreen is on. Fixed Armed Police Batrider text layer [Alex Jackson].
    
    
    - 0.152: Merged othldrby.c with toaplan2.c driver. Added machine\upd4992.c/h. Converted Toaplan 2 to use SCREEN_RAW_PARAMS. Added a core for uPD4992 RTC, used by Othello Derby and Power Kick [Angelo Salese]. Fixed compile, also slightly cleanup/reorganize toaplan2.h [Alex Jackson]. Changed VSync to 59.637405 Hz.
    
    
    - 0.151: David Haywood changed note slightly based on findings in Toaplan2 driver.
    
    
    - 0.149: Finished modernizing GP9001 Video Controller (video\gp9001.c) [smf].
    
    
    - 0.147u4: Bulk replace of Jumper settings from DIP-switches menu to Game Configuration in Toaplan2 driver [Angelo Salese].
    
    
    - 0.144u7: Aaron Giles fixed strange behavior while single frame stepping.
    
    
    - 0.144: Start of input ports cleanup in the Toaplan2 driver [Alex Jackson, Kanikani]: Removed some unused macros from toaplipt.h. Fixed polarity of DIP locations in Toaplan2. Added some missing inputs. Added more DIP locations and missing inputs. Added information about ingame test/debug features to comments. Unified Toaplan2 inputs with the other Toaplan drivers. Added 'Test Switch' dipswitch.
    
    
    - 0.141u4: Removed audio\toaplan2.c. Major toaplan2.c updates [Alex Jackson]: Some sets reparented and renamed as well as a cleanup of source comments: grindstm (parent), vfive (clone) kingdmgp (parent), shippumd (clone) The set formerly known as "sstrikera" is now "sstriker" and is now the parent of mahoudai (clone). Reverted batrid to batrider and bkraid to bbakraid. Put common init code into MACHINE_START, leaving DRIVER_INITs only for games that actually need unique initialization. Dead code cleanup: Removed old hacks and some no-longer-used used member variables from the driver class. ROM banking cleanup: Added a device address map for the OKI in fixeightbl. Stopped misusing the bank system for memory that isn't actually bankswitched (fixeightbl again). Simplified the Z80 ROM banking (and loading) in the Raizing games. Address map cleanup: Unified 8-bit shared RAM handling between the Z80-based and the V25-based games. Replaced lots of pointless READ_HANDLERs with AM_RAM_WRITE. Moved fixeight EEPROM handling into the input ports instead of using READ/WRITE_HANDLERs. Incidentally, this makes toaplan2.c the very first MAME driver to use the AM_READWRITE_PORT macro. Removed IPT_VBLANK input ports (no longer used since the video rewrite). Removed Truxton 2 player 2 "button 4" (after confirming that the game never reads it) and changed player 1 "button 4" to an IPT_OTHER not bound to any key by default, since it's clearly some kind of test/debug input not meant to be hooked up in a regular cabinet (for one thing, it works whether you're actually playing or in attract mode). Added button 3 to Batsugun Special Version. It's a full auto fire button like Cave games have. The service mode input test doesn't show it, presumably because Toaplan didn't bother to update the service mode code from the original version of the game. Fixed region jumpers and dipswitches in many sets, based on analysis of the program code and strings in the ROMs. Added a #define to optionally make Truxton 2 stereo (commented out by default). See the comments at the top of the driver and in the MACHINE_CONFIG. Corrected kbash ROM names, thanks to information from Charles MacDonald. Also fixed inconsistent ROM naming between some of the batrider clones. Loaded bbakraid default EEPROM as a ROM rather than hardcoding the contents into the driver. Completely removed audio\toaplan2.c, which isn't needed any more now that all the V25s are decrypted and hooked up. Fixed graphic corruption when using -autosave/save state in many sets.
    
    
    - 0.141u2: Toaplan2 update [Alex Jackson]: Made machine\nmk112.c actually restore its state properly. Also refactored it a little (if you can talk about refactoring a source file that almost fits on one screen). Removed a useless printf and some obsolete comments, more leftovers from the process of hooking up the V25.
    
    
    - 0.141u1: Toaplan2 improvements [Alex Jackson]: Figured out which bit controls V25 RESET in each game by comparing the 68000 code. Added a comment about fixeight's I/O map, which we'll have to determine once we start decrypting it. Put #ifndef USE_ENCRYPTED_V25S around some simulation crap that was hiding in fixeight's DRIVER_INIT. David Haywood fixed regressed flip screen support in Toaplan 2 games. Preliminary implementation of V25/V35 port output. David Haywood fixed Cocktail mode (Player 2) has no background images in all Toaplan2 sets.
    
    
    - 18th January 2011: Roberto Zandona - Alex Jackson has recently implemented a core for the V25/35 NEC CPU, thanks to this has been emulated the sound in Batsugun. Batsugun does not use the feature of the CPU to encode the opcode using a conversion table. Unfortunately kbash, vfive, dogyuun and fixeight use it. By analyzing the code you can see huge similarities with the code of Batsugun and this has enabled me to decipher and Alex Jackson most of fully equipped opcode. The first result is that the conversion table for kbash, vfive and dogyuun d is identical. In addition, the code from batsugun and kbash is almost one hundred percent identical. In addition, the startup code of dogyuun, vfive and fixeight is identical. For the last 3 had to be more work because many have not been matched with batsugun opcode. Once decrypted the opcode does I noticed that the code of starup for these three passes and copy in RAM the contents present in ROM. Subsequently passes control to the new code and new is starting to see very large similarity between all 5 games. Summary: batsugun can decrypt kbash (almost identical code). kbash allows you to decrypt and vfive dogyuun (same conversion table). vfive dogyuun and allow to decrypt fixeight (code almost identical but different conversion table). Once finished decrypt you can try to implement the sound.
    
    
    - 16th January 2011: David Haywood - Alex Jackson added support for the extended V25/V35 features to the NEC V20/V30 core in MAME. These features (timers, memory-mapped register banking, custom interrupt controller) are used by the sound programs of several Toaplan titles. He then hooked things up properly in the driver, giving full sound to Batsugun. Batsugun has unencrypted sound code, so was the easiest one to get running. V-Five / Grindstormer, Fix Eight, Knuckle Bash and Dogyuun will also benefit from this once their sound code has been fully decrypted. This is just a matter of time and a bit of effort in figuring out the programs. For the remaining Toaplan games (Teki Paki, Vimana, Fire Shark, Ghox, Whoopee JPN version) the sound MCUs need decapping, which will require funding / donations for this purpose.
    
    
    - 0.139u2: David Haywood attempted to implement Toaplan2 dual VDP mixing with the equations provided by Quench, doesn't yet work. Changed GP9001 (Toaplan VDP device) to use DEVICE_SELF. Removed tile limit hack, not needed now since VDP is mixed properly. Atari Ace cleaned up Toaplan 2 driver and converted it to use driver_data.
    
    
    - 21st August 2010: David Haywood - Getting Your Priorities Right: The Toaplan 2 driver (games using the GP9001 VDP) has always been a bit of a MESS in MAME, especially the priority system in the driver. A couple of releases back I decided to start something of a rewrite of the driver, cleaning up many of the hacks that were present. I'd actually started this rewrite a long time ago, but didn't submit it at the time because there were two games I was unable to get working properly with my new cleaner code, the dual VDP ones, namely Batsugun and Dogyuun. The problem was the old code was rendering all the layers in multiple passes (calling sprite draw functions once for each priority and such) which broke basic things like sprite-sprite priority. Each game was rendering different layers in arbitrary order depending on the specific needs of that game to compensate for this. In cleaning up the code I managed to reduce all the single VDP cases to a single call to draw all the graphics in the correct order, this however broke Batsugun and Dogyuun because the self-contained rendering function broke the hacks which were interleaving the output from each of the VDPs. Batsugun had never worked properly anyway (and had various priority glitches on certain levels and the ending), but with the new code it was completely unplayable in some levels. I originally wanted to fix this before submitting it, and it was left sitting for a while. Eventually somebody else took a hand at 'fixing' the Toaplan2 driver, however the fixes submitted were nothing but further hacks to the driver (checking which level was currently running and further hacking the priority of each layer based on that). The code submitted was gross to say the least, so I decided to submit my code, and demote Batsugun and Dogyuun to Non-working status instead, pending proper fixes which weren't hacks. My new code was a lot cleaner for every other game in the driver, and I knew it would form the basis of a correct solution eventually, so this was a worthwhile step even if it meant the games were unplayable for several versions. I tried various things to get the mixing correct with very little luck, and the driver remained in the broken state for quite a few releases. In the meantime I did some further cleanups to the VDP rendering code, and converted it all to use the new C++ devices Aaron had been adding support for in the core. With the GP9001 extracted to its own file, as a proper device, I decided to take another look at the priority mixing, strongly believing that there must be some kind of PAL on the board to mix the output of the two VDPs, because it didn't seem entirely logical. One of the big problems was I didn't know exactly what each VDP output externally. By displaying the output of each VDP on separate screens it was clear the the individual mixing of each VDP was correct, as expected (the mixing code for single VDPs worked fine).
    However, I didn't know if the VDPs output any kind of priority data externally to mix with, or just the colour data. A few more attempts later, and I was still getting nowhere with the dual mixing, and almost ready to give up. At that point Quench came forward with some information that proved to be very useful in the end. He'd managed to reverse the equations of a Pal which sat between the two VDPs on a Batsugun board. From his equations it was clear that the VDPs didn't output any kind of priority information externally, and the mixing had to be entirely based on the palette index. I implemented his equations directly, which in theory should have worked, but the results were disappointing, the output was a mess, pixels were showing through where pixels shouldn't have shown through, and I didn't know why. I took a break for a week to try and figure out why this might have been, then tried re-implementing it in a slightly different way. Same result. All was not lost at this point however, because despite the equation not working directly it had provided me with some useful information. I now knew exactly which bits were being fed into the pal, and thus which bits could potentially be used to determine the mixing order, even if the given equation wasn't working. Rearranging things a bit I came up with my own solution, making use of the same bits that Quench had figured out were being input into the PAL. The first attempt left some random black dots in the level, quickly realising that where those dots appeared should actually be showing the other VDP I amended my code and had something which worked. Testing the game from start to end showed that all the problematic test cases I'd documented were now correct. Finally. The other benefit of this mixing was that the tile number hack, which was being used to hide some garbage on the first level of Batsugun could be removed, as it happens the palette index of the garbage is set so that it appears behind the background anyway. Dogyuun was still an issue, it didn't work with the new code, however, a bit of testing later, and I'm pretty sure that just uses a simple mixing system, with the output of one VDP appearing above the other, nothing complex. The net result of this is that for the first time Batsugun can be rendered without hacks, and looks correct on all levels. There is still room for optimization in the code (I'd made it as verbose as possible when debugging, rather than optimized, but it's correct). The next step for Batsugun will be adding the missing opcodes and features to the V30 core so that all the V35+ features it needs are supported (register banking etc.). Currently Alex Jackson is meant to be working on this, but I haven't heard any progress recently. That will allow for full sound emulation in the game.
    
    
    - 0.139u1: Added video\gp9001.c/h. David Haywood started converting the Toaplan2 VDP into a device. More refactoring to the Toaplan 2 / GP9001 VDP device [David Haywood].
    
    
    - 0.138u1: David Haywood reworked Toaplan2 rendering to render tilemaps / sprites in a single pass, should be more accurate to hardware. Note, this further breaks the mixing in Batsugun and Dogyuun because the previous hacks can no longer work with the new rendering code. These games have been demoted to NOT_WORKING status until a better solution is found; they never worked properly anyway due to the extent of the video hacks needed to support them. Roberto Zandona fixed sprite-sprite priorities in Batsugun and Dogyuun. Changed palettesize from 2048 to 65536 colors.
    
    
    - 0.136u4: Added includes\othldrby.h.
    
    
    - 0.135u2: Fabio Priuli converted the Toaplan2 driver to use EEPROM device.
    
    
    - 0.135u1: David Haywood cleaned up Toaplan2 V25 support, enabled Batsugun V25 and added decryption table info for the other games.
    
    
    - 0.135: Phil Bennett fixed recent sprite breakage in some Toaplan2 video HW-based games.
    
    
    - 0.134u3: R. Belmont fixed resets after rom check in batrid, bgaregga, bkraidu and clones.
    
    
    - 0.130u1: Roberto Zandona implemented a multi-sprite bit in Toaplan2 driver.
    
    
    - 0.128u2: Added includes\toaplan2.h. Atari Ace added save state support to the Toaplan2 driver.
    
    
    - 0.127u2: Brian Troha removed duplicate info and changed most speeds to "xtal_xxMHz" define in the Toaplan2 driver.
    
    
    - 0.124u3: David Haywood made some changes to the 'V25' code in Toaplan2 driver. Batsugun does upload what looks to be the entire program, unencrypted. If enabled it runs to the point of waiting for interrupts, however, for those it looks like it needs a real V25 core with register banks etc.
    
    
    - 0.123u1: Atari Ace added initialization to machine\nmk112.c.
    
    
    - 0.118u3: Atari Ace added new AM_READ_PORT() macro which lets you define an input port read callback based on a port tag. This is now preferred over the previous technique of calling port_tag_to_handler() within an AM_READ() macro. Updated Toaplan2 driver that uses the latter pattern to the new system.
    
    
    - 0.117u1: Improvements to the Toaplan2 driver [Alex Jackson]: Fixed sound CPU communications in the Raizing games. This is educated guesswork, but it's more complete and probably more correct than what was there before, and doesn't rely on excessive use of cpu_yield(). Added more information about the Raizing sets to the comments in the driver, and corrected some errors.
    
    
    - 0.116u1: Alex Jackson fixed Toaplan 2 driver so that OKI6295 sample ROM bankswitching via one of the spare data lines on the coin mechanism port is only hooked up in the one game that's actually wired this way (clone Shippu Mahou Daisakusen (Japan)).
    
    
    - 0.111u2: Brian Oberholtzer corrected some incorrect dipswitch information in the Toaplan2 driver.
    
    
    - 0.109u1: Corrado Tomaselli converted all Toaplan 2 games to mono since the PCBs are JAMMA without external stereo connectors.
    
    
    - 0.105u4: Major Toaplan2 driver cleanup [Quench]: Consolidated the Read/Write memory maps. Fixed coin counters on a few games. Raised the volumes on a few games. Cleaned the inputs by: Adding input inheritance and DIPSW locations. Added conditional dependance to DIPSWs where required. Fixing a few incorrect inputs here and there.
    
    
    - 0.105u2: Ville Linde fixed crashes in Armed Police Batrider and Battle Bakraid /- Unlimited version.
    
    
    - 0.99u4: Added machine\nmk112.c/h. Alex W. Jackson created new NMK112 ROM banking module and connected it up to the Toaplan2 driver that made use of it.
    
    
    - 0.88: Added sndhrdw\toaplan2.c.
    
    
    - 0.78u1: Mamesick removed a few IPF_CHEAT in the toaplan1/2 drivers so MAME doesn't hide the dipswitches. Activates the 'Invulnerability' dipswitch.
    
    
    - 0.71u1: David Haywood added missing rowselect effect to Toaplan2 driver.
    
    
    - 0.70u2: Some Toaplan2 dipswitch fixes [Utuk Ku].
    
    
    -  9th December 2002: Some of Shiriru's updates concerning the Cave and Toaplan2 drivers were forwarded.
    
    
    - 0.61: Quench fixed dogyuun, vfive and grindstm hangs when it's reset. Removed 3rd coin slot.
    
    
    - 27th May 2002: Quench did a few small cleanups on the toaplan2 driver.
    
    
    - 17th March 2001: Brad Oliver fixed Toaplan2 sprite decoding to work properly on other platforms.
    
    
    - 0.37b13: Added othldrby.c driver and vidhrdw\othldrby.c [Nicola Salmoria].
    
    
    - 11th February 2001: Quench sent in a Toaplan2 update which fixed disappearing sprites in the Raizing games.
    
    
    - 28th December 2000: Yochizo fixed YM2151 frequency in the Toaplan2 driver.
    
    
    - 21st December 2000: Gerardo Oporto fixed some dipswitch settings in Toaplan2 and Taito B drivers.
    
    
    -  4th December 2000: Yochizo fixed some small issues in Toaplan2 driver.
    
    
    - 14th November 2000: Gerardo Oporto fixed dipswitches in the Toaplan2 driver.
    
    
    -  9th November 2000: Quench sent an updated Toaplan2 driver with text-layer scroll effect that fixes the ending scene in Armed Police Batrider.
    
    
    - 23rd October 2000: Takahiro Nogi added bank switching function for M6295 samples and tweaked playback frequency in the Toaplan2 driver.
    
    
    - 14th October 2000: Yochizo fixed some graphics problems in Shippu Mahou Daisakusen and Armed Police Batrider, added sound to Armed Police Batrider and sped up the driver a little.
    
    
    -  9th October 2000: Yochizo re-applied the Toaplan2 driver updates.
    
    
    -  9th September 2000: Yochizo added Armed Police Batrider to the Toaplan2 driver, but sound is missing.
    
    
    - 29th August 2000: Yochizo added Battle Garegga to the Toaplan2 driver but it has problems with the current 68k emulation core.
    
    
    - 21st August 2000: Yochizo added Mahou Daisakusen and Shippu Mahou Daisakusen to the Toaplan2 driver.
    
    
    - 21st August 2000: Nicola Salmoria fixed a few things in the Toaplan2 driver.
    
    
    - 17th August 2000: Yochizo added Tatsujin 2 to the Toaplan2 driver.
    
    
    - 23rd May 2000: Quench added Batsugun (Special version) romset to the Toaplan2 driver.
    
    
    - 12th March 2000: Quench sent in a Toaplan2 update with support for Ghox, V-Five, Dogyuun and Batsugun.
    
    
    - 0.36RC1: Added toaplan2.c driver and vidhrdw\toaplan2.c.
    
    
    - 12th January 2000: Quench sent a driver for some later Toaplan games such as Teki Paki, Ghox, Dogyuun, Knuckle Bash, Pipi & Bibis, Whoopee, Snow Bros 2.
    
    
    ----
    Name:  dips.PNG
Views: 153
Size:  65.6 KB
    Name:  game over.PNG
Views: 233
Size:  976.2 KB
    Thanks Derek, HugDD, terencew thanked this post
    Likes HugDD liked this post
Results 1 to 4 of 4
Join us