0.36 Important functional changes: ----------------------------- - High score saving is no longer directly supported. It requires an external file called HISCORE.DAT, which will be provided and maintained separately from MAME. Without that file, nothing will be saved to the /hi subdirectory. We cannot guarantee at this time that all future versions of HISCORE.DAT will work with this version of MAME. EEPROM, battery-backed RAM or other types of non-volatile memory are still directly supported, and saved to the /nvram subdirectory. This doesn't necessarily mean high score support, it is often used only for game configuration. - [DOS] Changed the -depth option behaviour, now it can be either 8, 16, or auto. The default is auto, which uses the color depth appropriate for the game. 8 forces use of a 256 colors display (faster but less accurate), 16 forces use of a 16-bit display (not suggested, doesn't work with all games). MAKE SURE TO SET depth = auto IN MAME.CFG, OR YOU'LL USE 16-BIT IN ALL GAMES. If you see the game display (in full or in part) shrinked to the left side of the screen, this is caused by using -depth 16 on a game that doesn't support 16-bit display. Change depth to auto and it will work again. - "-listsamples" and "-verifysamples" will not work correctly for some games. This is a known problem which will be fixed in future releases by getting rid of the samples altogether (replacing them with emulated sound). These drivers have improved GRAPHICS: ------------------------------------- - Fixed bad tiles in some CPS1 games. [Paul Leaman] - Fixed sprite flipping in Xevious. [Nicola Salmoria] - Fixed title colors in Pinball Action. [Mirko Buffoni] - Improved sprite colors in Great Swordman. [Jarek Parchanski, Charlie Miltenberger] - Sprite-sprite collision detection and other improvements in the Taito SJ games. This fixes Bio Attack. Wild Western is now fully playable. [Zsolt Vasvari] - Fixed Mega Zone high score display. [Chris Hardy] - Fixed text colors in Legend of Kage. [Phil Stroffolino] - Accurate colors in Darwin 4078. - Fixed sprite colors in Xybots. [Aaron Giles] - Fixed the background in Led Storm. [Bryan McPhail] - Fixed colors in Mysterious Stones. [Zsolt Vasvari] - Fixed colors in Return of the Invaders. [Andrea Mazzoleni] - Improved screen priority in Lifeforce, Salamander, Gradius, etc. [E.Watanabe] - Several fixes in the Toaplan games. [Satoshi Suzuki] - Sped up a little the NeoGeo raster effects and enabled them in several new games. Fixed the field in ssideki3 etc., improved Super Sidekicks 2. [Massimo Morra] - Enabled raster effets in Metal Slug 2 (needed for the dunes at the beginning) [Sebastian Ojeda] - Fixed colors in Wanted, Marine Boy, Changes and Hopper Robo. [Zsolt Vasvari] - Fixed sprite lag in cps1, bionicc, lastduel. [Bryan McPhail] - Fixed priorities in wndrmomo and genpeitd. [E. Watanabe] - Fixed gfx in Muscle Bomber Duo and continue screen in Captain Commando. [Paul Leaman] - Grid and stars in Radar Scope. [Nicola Salmoria] - Sprite multiplexing support in the Exidy440 games, this fixes Chiller's start screen. [Aaron Giles] - Fixed the internal orientation of the Cinematronics games, if you use artwork files for those games you'll have tomanually flip them (or redownload). - Fixed System 16 games in 16-bit video modes. With -depth 16, shadows are also color accurate, otherwise the old gray scale shadows are used. [Andrew Prime] - Fixed colors in Side Pocket. [Nicola Salmoria] - Fixed colors in Cosmic Alien. [Zsolt Vasvari] - Fixed shadow/highlight in the Namco System 1 games (check Dangerous Seed's title screen!). [Vernon C. Brooks] - Fixed sprites colors in Contra (I hope) and other improvements to Konami 007121-based games. [Nicola Salmoria] - Fixed shadows in Gauntlet and other Atari games. [Aaron Giles] - Correct colors in Space Invaders Part II, Lunar Rescue and Balloon Bomber, colors should also be close in Space Chaser (minus the "green lane" effect) and Rolling Crash/Moon Base. [Zsolt Vasvari] These drivers have new or improved SOUND: ----------------------------------------- - Fixed hanging sound in 4D Warriors. [Zsolt Vasvari] - Added "Get Ready!" speech to Grobda. [Zsolt Vasvari] - Fixed sound in Ninja Kid 2. [Jarek Parchanski] - 053260 emulation in Punk Shot. [Ernesto Corvi] - Most System 16 games have sound. [Andrew Prime] - Support for new samples in Q*Bert and Reactor. [Fabrice Frances] - Improved sound in the Exidy 440 games. [Aaron Giles] - Samples support in Depthcharge. [Zsolt Vasvari] - Fixed Xenophobe. [Aaron Giles] - Samples and DAC support in Space Panic. [Mike Coates] - Fixed Genpei Toumaden. [Takahiro Nogi] - Fixed YM2151 sound board support for Joust 2. [Aaron Giles] - Sound in Blasted and Max RPM. [Aaron Giles] - Completed samples support in Space Panic. [Mike Coates] - Samples support in Invinco and Pulsar. [Zsolt Vasvari] - CVSD sound in Mouse Trap. [Dan Boris, Aaron Giles] - Fixed music in cworld2j [CAB] - Improved emulation of the Galaxians sound subsystem. Samples are no longer used. [Juergen Buchmueller, Tatsuyuki Satoh] - Fixed missing sounds in roishtar. [CAB] - Fixed many SNK 8-bit games (Guerilla War, Psycho Soldier, Ikari Warriors, etc.) [wwtk@mail.com] - Added samples to Star Cruiser. [Frank Palazzolo] - Sound in Warp Warp. [juergen Buchmueller] - Fixed sound in Sindbad Mystery. [Zsolt Vasvari] - Samples are no longer needed in Stratovox, Battle Zone, Red Baron, Asteroids. [Juergen Buchmueller] - Preliminary sound in Bandido. [Zsolt Vasvari, Juergen Buchmueller] - Rewritten sound emulation in Phoenix, samples are no longer used. [Juergen Buchmueller] - Fixed volume control in the MCR games. [Aaron Giles] Other drivers changes: ---------------------- - Fixed controls and graphics in Commando (Sega), which is now fully playable. This also fixes diagonal shots in Bosconian. Jungler shots are broken though. [Nicola Salmoria] - Hacked protection in Wild Western, fixed bonus game, added second button to jump onto the train. [Zsolt Vasvari] - Sea Fighter Poseidon should be working now. - Various fixes to System 16 games. [Andrew Prime] - Emulated the 68705 protection in Mania Challenge. [Nicola Salmoria] - Fixed scores in Bosconian. [Gamester] - Fixed cocktail mode in several games. [Chad Hendrickson] - Extracted all the data from the Heavy Barrel microcontroller, so all special weapons and powerups appear correctly. Also a lot of other fixes to Data East games. [Bryan McPhail] - Artwork in Space Wars. [Nathan Sturm] - Fixed steering wheel in Speed Freak. [Mathis Rosenhauer] - The Cinematronics driver now can handle games with backdrop + overlay. The pngs have to be renamed: backdrop: drivername + b.png overlay: drivername + o.png [Mathis Rosenhauer] - Gun support in Terminator 2. You must use the calibration screen to calibrate the gun. When it asks the shoot the upper left corner, move the mouse towards (0,0), the middle is (128, 128) and the lower right corner is obviously (255, 255). If you have problems, delete hi/term2.hi. [Zsolt Vasvari] - Simulated the protection in Renegade. [Phil Stroffolino] - Improved Battle Lane. [Paul Leaman] - Fixed Turkey Shoot. [Aaron Giles] - Fixes to Lazer Command and Meadows Lanes. [Malcolm Lear] - Fixed a few bugs in the TMS34010 games. [Aaron Giles] - Fixed hangs in TNZS. [Quench] - Fixed Bosconian score handling. [Vernon C. Brooks] - Fixed Frisky Tom. [Zsolt Vasvari] - Bypassed the protection in Exerion. [Zsolt Vasvari] - The hangs in Tempest caused by the Pokey protection should now be fixed once and for all. [Juergen Buchmueller] - Fixed hangs in roishtar. [E. Watanabe, Takahiro Nogi] - Fixed crash at the end of Gun Smoke level 3. [Paul Leaman] - Fixed protection in Slam Masters. [Paul Leaman] - Fixed protection in Devastators and Blades of Steel. [Manuel Abadia] - Improved Capcom Avengers, the wrong colors are caused by the protection. [Phil Stroffolino] - Added collision detection to Star Cruiser. [Frank Palazzolo] - Simulated the protection in the original version of Side Pocket. [Bryan McPhail] - Fixed controls in atarifb4 and atari soccer. [Nicola Salmoria] - Fixed protection in Super World Stadium '92. [Vernon C. Brooks] - Emulated the protection in Combat School. [Nicola Salmoria] - Fixed Vindicators 1&2 colors. [Aaron Giles] Changes to the main program: ---------------------------- - New digital YM3812/YM3526 emulator. [Tatsuyuki Satoh] - [DOS] -noym3812opl is now the default (this won't have effect unless you delete mame.cfg). [Nicola Salmoria] - [DOS] Triple buffer support in tweaked VGA modes. Warning: this is slower than standard tweaked modes. [Brian Lewis] - [DOS] If you are using a HotRod, use the -hotrod / -hotrodse switch to adjust the default keyboard settings. [Nicola Salmoria] - Fixed a bug in the T-11 emulation which caused APB not to work and the end of race results in Super Sprint to contain garbage. [Aaron Giles] - Changed the UPD7759 emulator to support two chips ('88 Games needed this) and fixed a bug in the ADPCM decoding. [Ernesto Corvi] - Fixed a 68000 "bug" (actually an undocumented feature of the cpu) that caused the timer to roll over from 00 to 99 in KOF98. [Darren Olafson] - [DOS] Changed the tweaked VGA modes definitions to be more compatible. It is suggested to delete mame.cfg to get rid of the obsolete tweak parameters. Remember to set tweak = yes after doing so. [Brian Lewis] - Screen shots can be saved while the game is paused. [Phil Hopely] - You can single step while the game is paused, press Shift+P to advance to next frame. [Phil Hopely] - [DOS] Changed the autoframeskip code, making it less anxious to increase frameskip as soon as speed drops below 100%. [Nicola Salmoria] - [DOS] Support for ZIPped input files (-playback) and artwork. Well, PNG won't compress very well, but I added it anyway ;) [Juergen Buchmueller] - 16 bit support in the tilemap manager, so the Namco System 2 games no longer require -depth 8. [Phil Stroffolino] - Several changes and improvements to the TMS34010 emulation and to the Williams games using CVSD sound. [Aaron Giles] - Support for gzipped (NOT zipped) cheat files. Uncompressed files still work. [Mathis Rosenhauer] - Rewritten the sample listing routines for -listsamples, -listsamdir, -verifysamples and -listinfo. [Juergen Buchmueller] - [DOS] New command -verifysets, this verifies all available games and reports their status (good/best available/bad). Also changed the format of the -verifyroms output. Some frontends might need small adjustments to parse the new output. [Bernd Wiebelt] - [DOS] Artwork files can be stored in a .zip file. That way you can have eg. both spacewr1.png and spacewr2.png in one file spacewar.zip. [Juergen Buchmueller] - [DOS] The mouse buttons are no longer aliases for joystick buttons, they are independently recognized. They are not enabled by default, you'll have to add them to the controls if you want to. This is a minor annoyance that was needed to allow interfacing a Discs of Tron controller to the mouse port (spinner + up and down switches) while still using joystick buttons 1 and 2 for fire and deflect. [Nicola Salmoria] - Unified keyboard and joystick interface, now they are all assigned in the "Input" menu and you can mix them at will. Added the possibility to use a multiple keys or joysticks sequence to drive a generic action. This can be handy with consoles or cabinets with a limited number of buttons, to reuse all buttons with only one extra button, like a shift key. For example the COIN1 action can be mapped to the "Player 1 Fire" plus the "Extra Shift Button". It can also be used to map Q*Bert movements to joystick diagonals (since the orginal used a joystick rotate 45 degrees). It is also possible to have OR and NOT sequences. For recording OR key/joy sequences in the key/joy setup menu simply press UI_SELECT (usually ENTER) after the first recorded sequence. Don't press any UI_UP/UI_DOWN/UI_CANCEL keys beetwen the two sequences. To insert a NOT key/joy simply press it two times. The first obvious use for this is to wire button 1 to both the joystick and mouse button. [Andrea Mazzoleni] - Added cpu overclocking control to the on screen display (available only when cheats are enabled). [Juergen Buchmueller] - Added noise generator to the Namco sound emulation. [Takahiro Nogi] - Added vector intensity control to the On Screen Display (for vector games). [Mathis Rosenhauer] - [DOS] MMX optimized video blitting functions. [Bernd Wiebelt] - [DOS] -hotrodse selects a more appropriate button configuration when NeoGeo games are played. [Paolo Fiorani] - The coin/start buttons are slightly changed. Now they are layed out this way: 1,2,3,4 -> start 1,2,3,4 5,6,7,8 -> coin 1,2,3,4 9,0,-,= -> service coin 1,2,3,4 - Preliminary support for HISCORE.DAT. [Phil Stroffolino] - [DOS] Modified the SEAL audio library so it outputs real 16-bit samples instead of truncating the least significant 8 bits. [Jarek Burczynski] Source: ------- - [DOS] Compiled with Allegro WIP 3.9.32. You MUST use this version (or later), previous ones had bugs causing incorrect behaviour and crashes. - [DOS] The new Allegro provides support for PSX and N64 pads (info here: http://www.debaser.force9.co.uk/ccmame), Gravis GrIP devices, Wingman Warrior and IF-SEGA (Saturn joystick I/F card available in Japan). The names for the -joy parameter are psxlpt1 psxlpt2 psxlpt3 n64lpt1 n64lpt2 n64lpt3 grip grip4 wingwarrior segaisa segapci - Rewritten the OS dependant keyboard interface. The OS dependant code now only has to provide four functions: osd_get_key_list() osd_is_key_pressed() osd_customize_inputport_defaults() [optional] osd_wait_keypress() [optional] everything else is handled by the main core. The joystick interface has been similarly modified, removing limitations on the number of sticks and buttons. [Nicola Salmoria] - New sprite manager, used in System 16, Ninja Gaiden, Shoot Out, Blood Bros. [Phil Stroffolino] - Took the gfx drawing functions out of common.c into the new dragfx.c. Abstracted the low level data copying and used macros to generate 8-bit and 16-bit versions. The gfxdata field of the GfxElement structure is no longer a osd_bitmap *; it is instead a simple unsigned char *, pointing to a continuous stream of pixel data. The new line_modulo and char_modulo fields are helpers to find the offset in the array. [Nicola Salmoria] - Konami 052001/053248 CPU emulation, used by many games. [Ernesto Corvi, Manuel Abadia] - Konami 053260 sound chip emulation. [Ernesto Corvi] - Sega PCM and RFC68 sound emulators, used by System 16. [Hiromitsu Shioya] - Moved the profiler into the core. The OS dependant code need only provide a osd_cycles() inline function/macro in osinline.h, returning a counter. The function must be as low overhead as possible since it is called thousands of times per second when the profiler is active. The counter should be as precise as possible, to provide accurate measurements; the ideal unit is the number of CPU cycles, e.g. as returned by the Pentium instruction RDTSC. The profiler display is handled by the core, so the OS code only has to make the usual profiler_mark() calls to profile different sections of the code (PROFILER_BLIT, PROFILER_SOUND and so on). [Nicola Salmoria] - [DOS] The -profiler switch is no longer needed to enable the profiler, it is automatically turned on and off when you hit Shift+F11. [Nicola Salmoria] - Updated the 68000 C core. [Karl Stenerud] - New PORT_SERVICE() macro, use it instead of the long declaration needed for the service mode dip switch. [Nicola Salmoria] - New input type IPT_PEDAL. [Aaron Giles] - Fixed bug in the 6800 CMPX instructions. [Jess Askey] - Changed the 6821 PIA interface. [Aaron Giles] - New NEC CPU cores. [Oliver Bergmann] - Several improvements to FM sound emulators. This also fixes crashes in some Jaleco Mega System 1 games. [Tatsuyuki Satoh] - Improvements to the other YM2151 emulator too. [Jarek Burczynski] - VIDEO_UPDATE_BEFORE_VBLANK is now the default. If you want your driver to redraw the screen after vblank, use VIDEO_UPDATE_AFTER_VBLANK. - Rewritten the HC55516 CVSD decoder. This affects Sinistar, Joust 2, Arch Rivals, Pigskin, Tri-Sports, Smash TV, Trog, Narc. [Aaron Giles] - Some improvements to the Z80 emulator. [Juergen Buchmueller] - Some fixes to HD63701 IRQ handling, and support for ICI (Input Capture Interrupt). [Tatsuyuki Satoh] - Improvements to the 34010 emulation. [Aaron Giles] - New function findmemorychunk() that lets you look up a chunk of memory and get its start/end addresses, and its base. This can be used (carefully!) by drivers that wish to access memory directly without going through the readmem/writemem accessors (e.g., blitters). [Aaron Giles] - Replaced cpu_reset() with cpu_set_reset_line(). cpu_set_reset_line(num,PULSE_LINE) is equivalent to the old cpu_reset(). ASSERT_LINE resets the cpu and halts it. CLEAR_LINE restarts it. This avoids the need to call cpu_halt() in most cases. [Nicola Salmoria] - Finally fixed the CMPX instruction in the 680x core. On the 6800 it does not affect the C flag, on the others (6803, 63701) it does. [Tatsuyuki Satoh] - Fixes to the x86 asm 68k core. [Mike Coates] - VIDEO_BUFFERS_SPRITERAM. See bionicc, darkseal, lastduel for usage examples. [Bryan McPhail] - Added vh_eof_callback to the MachineDriver structure. See bionicc, cps1, lastduel for usage examples. [Nicola Salmoria] - Cleaned up the 6809 and Konami-2 emulations. [Juergen Buchmueller] - C140 emulation. [Phil Stroffolino] - Replaced MachineDriver->video_attributes VIDEO_SUPPORTS_16BIT with GameDriver->flags GAME_REQUIRES_16BIT. Added color_depth to struct RunningMachine and struct GameOptions. OS dependant code may set it to force a specific depth. Added depth parameter to osd_create_display(). The OS dependant code MUST respect it - if it has special requirements, it must set the GameOptions flag beforehand. - Calling palette_recalc() is now *MANDATORY* in all drivers that modify the palette. The palette will not be updated otherwise. - Removed adpcm_sample_list, palette and colortable from struct GameDriver. Changed char *color_prom to int prom_memory_region. - Updated the TMS9900 emulator. [Raphael Nabet] - Merged the flags and orientation fields of struct GameDriver. - Removed prom_memory_region from struct GameDriver. The PROM memory region is now specified directly in the ROM declaration, with ROM_REGION( length, REGION_PROMS ) Similarly, REGION_GFX1..8 are defined for gfx decoding, REGION_SOUND1..8 for sound and so on. - Removed samplenames from stuct GameDriver. It is now in struct SamplesInterface, and some drivers load the samples directly without using that structure. [Nicola Salmoria] - Removed base and size from struct MemoryReadAddress, use MemoryWriteAddress to store the pointers. [Nicola Salmoria] - Taken the 005289 emulation out of namco.c. [Bryan McPhail] - QSound player (preliminary) [CAB, Paul Leaman, Miguel Angel Horna] - Some changes to the TMS9900 emulation that completely screw up Cosmic Guerilla. [Raphael Nabet] - Y8950 emulator, used by ginganin. [Tatsuyuki Satoh] - PORTERS BEWARE: the OS dependant code is now required to support a palettized 16-bit display, where osd_modify_pen() can be called and the palette lookup is done during the final blit. A non palettized display can still optionally be used in special cases, see the comment about osd_allocate_colors() in osdepend.h. Also note that osd_allocate_colors() now can fail and returns a value; and the special case for 32768 pens has been removed, a valid palette is always passed to the function. - Fixed OPN and OPM output level. Unfortunately this means that all games using YM2203, YM2151 etc. need to be rebalanced. [Tatsuyuki Satoh] - Removed memory_region from struct MachineCPU, now this information is stored directly in the ROM list using the REGION_CPUx attributes. Also remember that now you must never use Machine->memory_region[], always use memory_region() (and the same for memory_region_length). - New NES sound emulation for Punch Out and Donkey Kong 3. [Matthew Conte, wwtk@mail.com] - Added other members of the TMS99xx family. [Raphael Nabet] - Removed *rom_decode and *opcode_decode from struct GameDriver. Decryption must now be handled by *driver_init. If opcodes and data are decrypted separately, remember to allocate a larger chunk of memory in the ROM declaration, decode the opcodes there, and call memory_set_opcode_base() to tell the memory system where the opcodes are. Note that this new system allows bank switching with encrypted ROMs, which wasn't possible before. [Nicola Salmoria] - Removed *hiscore_load and *hiscore_save from the GameDriver structure. To manage nvram/eeprom/cmos/etc the new *nvram_handler in struct MachineDriver must be used. [Nicola Salmoria] - The struct GameDriver reorganization is finally complete. Drivers should now use the GAME() and GAMEX() macros and not directly the GameDriver structure. IMPORTANT FOR PORTERS: Note that the clone_of field now is not necessarily 0 even if the game is not a clone. If clone_of is not 0, to know if the game is a clone you have to check (clone_of->flags & NOT_A_DRIVER) is 0. - Added OSD_FILETYPE_NVRAM. - MachineDriver->frames_per_second is now a float. - stream_init() and stream_init_multi() no longer have a sample_bits parameter. Sound emulators are required to generate 16-bit samples. - mixer.c now does all sound mixing, generating one single sample stream, played using the new osd_XXX_audio_stream() functions. All other OS dependant sample functions (osd_play_sample() etc.) have been removed. This should standardize the sound output across ports, and allow porters to write much cleaner sound code. [Aaron Giles] - Added gain support to mixer.c, through the new MIXERG() macro (extension of MIXER()). Removed the gain filed from AY8910, YM2204, YM2610 structures. - make68k.exe now requires as parameter the path of the comptab.asm include file (see makefile). - The functionality of osd_skip_this_frame() is now more strictly defined (see osdepend.h). Ports not complying with that must be updated, otherwise problems with certain drivers might arise. - Removed some obsolete fields from struct GameOptions. - 65sc02 and 65ce02 cpu cores. [Peter Trauner] - Rewritten the Pokey emulator for greater accuracy. [Juergen Buchmueller] - Preliminary SN76477 emulation. [Juergen Buchmueller] - Fixed a rounding error in IPF_CENTER handling which caused problems with Centipede. Note, however, that it would be advisable to not use IPF_CENTER at all for trackball/dial inputs, since this is probably not how the hardware works in reality. For the same reason, also removed the "clip" parameter from the PORT_ANALOG() macro. Incidentally, this fixed Peek-a-Boo. [Nicola Salmoria] - Lots of CPU fixes and cleanup. [Juergen Buchmueller] - Struct GfxLayout can now be parametric on the size of the memory region it refers to. This way the same gfx definition can be used for games with the same layout but different number of tiles. See drivers/m72.c, drivers/dec0.c for usage examples. [Nicola Salmoria] - Fixes and improvements to the 6800 family emulator. [Tatsuyuki Satoh] - Improvements to the YM2151 emulator. [Jarek Burczynski] - Only one of the two YM2151 emulators is linked, this is determined at compile time. The default is Jarek's, which is more accurate though a little slower. It can be replaced with Tatsuyuki's changing the makefile. - There's a new game flag GAME_NO_COCKTAIL to mark drivers that don't support screen flip, please use it because gamelist.txt is now generated automatically and this is the only way to know whether a driver supports it or not. - TMS36XX emulation (Phoenix, Pleiads, Naughty Boy, Pop Flamer, Monster Bash). [Juergen Buchmueller] New games supported (in alphabetical order): -------------------------------------------- '88 Games [Nicola Salmoria] Air Wolf [Nicola Salmoria] Ajax [Manuel Abadia] Aliens [Manuel Abadia] American Horseshoes [Olivier Galibert] Arcade Classics [Aaron Giles] Arch Rivals [Aaron Giles] Ark Area [Paolo Venturi] Assault [Keith Wilkins] Atari Soccer [Brad Oliver] Atomic Point [Andrew Prime] Aztarac [Mathis Rosenhauer] Baluba-louk no Densetsu [Zsolt Vasvari] Baraduke [Manuel Abadia] Batman [Aaron Giles] Batsugun [Quench] Battlantis [Manuel Abadia] Battle Chopper [Nao] Bay Route [Andrew Prime] Beraboh Man [Vernon C. Brooks] Berlin Wall [Luca Elia] Big Striker [Luca Elia] Black Hole [Zsolt Vasvari] Blade Master [Bryan McPhail] Blades of Steel [Manuel Abadia] Blast Off [Ernesto Corvi, Tatsuyuki Satoh] Blasted [Aaron Giles] Blazer [Ernesto Corvi, Tatsuyuki Satoh] Blood Bros [Carlos A. Lozano, Phil Stroffolino, Richard Bush] Body Slam [Andrew Prime] Bogey Manor [Bryan McPhail] Bomb Bee [Nicola Salmoria] Bomb Jack Twin [Mirko Buffoni] Bottom of the Ninth [Nicola Salmoria] Burning Force [Keith Wilkins] Cachat [Olivier Galibert] Capcom Baseball [Nicola Salmoria] Champion Wrestler [Olivier Galibert] Chicken Shift [Aaron Giles] Chimera Beast [Luca Elia] Chuka Taisen [Quench] Cisco Heat [Luca Elia] Combatribes [Carlos A. Lozano, Richard Bush, Bryan McPhail] Cosmic Chasm [Mathis Rosenhauer] Cosmo Gang [Keith Wilkins] Crazy Climber 2 [Takahiro Nogi] Crime Fighters [Manuel Abadia] Crude Buster [Bryan McPhail] Cue Brick [Phil Stroffolino] Cutie Q [Nicola Salmoria] Cybattler [Luca Elia] D-Con [Bryan McPhail] Dangerous Seed [Ernesto Corvi, Tatsuyuki Satoh] Desert Gun [Zsolt Vasvari] Detana!! Twin Bee [Nicola Salmoria] Devil World [Phil Stroffolino] Dogyuun [Quench] Dokaben [Nicola Salmoria] Dottori Kun (a cabinet test board) [Takahiro Nogi] Double Dragon 3 [Carlos A. Lozano, Richard Bush, Bryan McPhail] Dr. Toppel Tankentai [Quench] Dragon Breed [Nao] Dragon Buster [Manuel Abadia] Dragon Saber [Keith Wilkins] Dragon Spirit [Ernesto Corvi, Tatsuyuki Satoh] Dream Shopper [Zsolt Vasvari] Dream Soccer '94 [Bryan McPhail] Dynamite Duke (play it with sound disabled) [Bryan McPhail] Empire City: 1931 [Mark McDougall] Enduro Racer [Andrew Prime] F1 Grand Prix Star [Luca Elia] Face Off [Vernon C. Brooks] Fast Lane [Manuel Abadia] Fighting Hawk [Olivier Galibert] Fighting Soccer [Phil Stroffolino] Finalizer - Super Transformation [Nicola Salmoria] Finest Hour [Keith Wilkins] Fire Shark [Quench] Flak Attack [Manuel Abadia] Flash Gal [Nicola Salmoria] Galaga '88 [Ernesto Corvi, Tatsuyuki Satoh] Gallop [Nicola Salmoria] Gang Busters [Manuel Abadia] Gang Wars [Bryan McPhail] Garyo Retsuden [Bryan McPhail] Gee Bee [Juergen Buchmueller] Ghox [Quench] Gimme A Break [Aaron Giles] Ginga NinkyouDen [Luca Elia] Go Go Mr. Yamaguchi / Yuke Yuke Yamaguchi-kun [Phil Stroffolino] Goalie Ghost [Aaron Giles] Gold Medalist [Bryan McPhail] Got-Ya [Zsolt Vasvari] Gradius III [Nicola Salmoria] Great 1000 Miles Rally [Luca Elia] Gunforce [Bryan McPhail] Gyrodine [Ernesto Corvi] HAL21 [Phil Stroffolino] Hachoo! [Luca Elia] Hammerin' Harry [Nicola Salmoria] Hang-On [Andrew Prime] Hard Puncher [Phil Stroffolino] Hat Trick [Aaron Giles] Haunted Castle [Bryan McPhail] Herbie at the Olympics [Mike Coates] High Way Race [Zsolt Vasvari] Hook [Bryan McPhail] Hopper Robo [Zsolt Vasvari] Hopping Mappy [Nicola Salmoria] Hot Chase [Luca Elia] Hunchback (Scramble and Donkey Kong conversions) [Mike Coates] Hydra [Aaron Giles] I, Robot (suggestion: turn off autoframeskip) [Dan Boris, John Dickson] Iga Ninjyutsuden [Luca Elia] Ikari III - The Rescue [Bryan McPhail] Image Fight [Nao] In The Hunt [Bryan McPhail] Kageki [Takahiro Nogi] Kaitei Takara Sagash [Juergen Buchmueller] KiKi KaiKai [Nicola Salmoria, Ernesto Corvi] Kick Off [Luca Elia] Kick Start [Zsolt Vasvari] Kick and Run [Nicola Salmoria, Ernesto Corvi] Knuckle Bash [Quench] Kodure Ookami [Takahiro Nogi] Kyukai Douchuuki [Vernon C. Brooks] Labyrinth Runner [Nicola Salmoria] Lasso [Phil Stroffolino] Legend of Hero Tonma [Nao] Legend of Walkyrie [Keith Wilkins] Lethal Thunder [Bryan McPhail] Lightning Fighters [Nicola Salmoria] Mad Crasher [Phil Stroffolino] Mad Motor [Bryan McPhail] Major Title 2 [Bryan McPhail] Major Title [Nicola Salmoria] Marchen Maze [Ernesto Corvi, Tatsuyuki Satoh] Marvel Land [Keith Wilkins] Marvin's Maze [Phil Stroffolino] Mayday [Aaron Giles] Meikyu Jima (Kickle Cubicle) [Nicola Salmoria] Meteoroids [Zsolt Vasvari] Metro-Cross [Manuel Abadia] Mini Golf [Aaron Giles] Minivader (a cabinet test board) [Takahiro Nogi] Mirai Ninja [Keith Wilkins] Missing in Action [Nicola Salmoria] Mole Attack [Jason Nelson, Phil Stroffolino] Moonwalker [Andrew Prime] Mr. Goemon [Nicola Salmoria] Munch Mobile [Phil Stroffolino] Mystic Riders [Bryan McPhail] Name that Tune [Aaron Giles] Navalone [Juergen Buchmueller] Night Stocker [Aaron Giles] Ninja Emaki [Takahiro Nogi] Ninja Spirit [Nao] Nunchackun [Phil Stroffolino] Off the Wall (Sente) [Aaron Giles] Off the Wall [Aaron Giles] Orbitron [Zsolt Vasvari] Ordyne [Keith Wilkins] Outrun [Andrew Prime] Pacmania [Ernesto Corvi, Tatsuyuki Satoh] Palamedes [Olivier Galibert] Pandora's Palace [Manuel Abadia] Parodius DA! [Nicola Salmoria] Peek-a-Boo! [Luca Elia] Perfect Soldiers [Bryan McPhail] Phelios [Keith Wilkins] Pigskin 621AD [Aaron Giles] Pinbo [Scott Kelley] Pipi & Bibis [Quench] Pistol Daimyo no Bouken [Ernesto Corvi, Tatsuyuki Satoh] Pit Fighter [Aaron Giles] Plotting [Olivier Galibert] Plump Pop [Nicola Salmoria] Plus Alpha [Luca Elia] Pole Position II [Aaron Giles, Ernesto Corvi, Juergen Buchmueller] Pole Position [Aaron Giles, Ernesto Corvi, Juergen Buchmueller] Power Drive [Aaron Giles] Power Surge [Nicola Salmoria] Puzzle Club [Vernon C. Brooks] Puzznic [Olivier Galibert] Quartet [Andrew Prime] Quarth [Nicola Salmoria] Quester [Vernon C. Brooks] R-Type II [Nicola Salmoria] R-Type Leo [Bryan McPhail] R-Type [Nicola Salmoria] Raiden [Oliver Bergmann, Bryan McPhail, Randy Mongenel] Raimais [Olivier Galibert] Razzmatazz [Nicola Salmoria] Relief Pitcher [Aaron Giles] Rescue Raider [Aaron Giles] Riot City [Andrew Prime] Rock 'n Rage [Manuel Abadia] Rollergames [Nicola Salmoria] Rolling Thunder 2 [Keith Wilkins] Rompers [Ernesto Corvi, Tatsuyuki Satoh] S.P.Y. [Nicola Salmoria] SOS [Juergen Buchmueller] SRD Mission [Ernesto Corvi] Saint Dragon [Luca Elia] Samurai (Taito) [Phil Stroffolino] Sente Diagnostic Cartridge [Aaron Giles] Shadow Dancer [Andrew Prime] Shadow Land [Ernesto Corvi, Tatsuyuki Satoh] Shanghai [Nicola Salmoria] Shuffleboard [Zsolt Vasvari] Sky Adventure [Bryan McPhail] Sky Kid Deluxe [Nicola Salmoria] Sky Kid [Manuel Abadia] Sky Soldiers [Bryan McPhail] Snacks'n Jaxson [Aaron Giles] Snake Pit [Aaron Giles] Snow Bros. 2 [Quench] Soldam [Luca Elia] Son of Phoenix [Ernesto Corvi] Souko Ban Deluxe [Ernesto Corvi, Tatsuyuki Satoh] Space Harrier [Andrew Prime] Sparkz [Aaron Giles] Spiker [Aaron Giles] Splash [Manuel Abadia] Splatter House [Ernesto Corvi, Tatsuyuki Satoh] Spy Hunter 2 [Aaron Giles] Stadium Hero [Bryan McPhail] Stocker [Aaron Giles] Streaking [Zsolt Vasvari] Street Football [Aaron Giles] Sunset Riders [Oliver Stabel, Nicola Salmoria] Super Champion Baseball [Bryan McPhail] Super Contra [Manuel Abadia] Super Hangon [Andrew Prime] Super World Stadium '93 Gekitouban [Keith Wilkins] Surprise Attack [Nicola Salmoria] Syusse Oozumou [Takahiro Nogi] TMNT 2 [Oliver Stabel, Nicola Salmoria] Takeda Shingen [Luca Elia] Tank Force [Vernon C. Brooks] Teki Paki [Quench] The Astyanax [Luca Elia] The Hustler [Manuel Abadia] The Percussor [Zsolt Vasvari] The Simpsons [Ernesto Corvi] Thunder Cross II [Nicola Salmoria] Thunder Cross [Bryan McPhail] ThunderJaws [Aaron Giles] Time Soldiers [Bryan McPhail] Toggle [Aaron Giles] Toryumon [Andrew Prime] Tri-Sports [Aaron Giles] Trio the Punch [Bryan McPhail] Trivial Pursuit (All Sports Edition) [Aaron Giles] Trivial Pursuit (Baby Boomer Edition) [Aaron Giles] Trivial Pursuit (Genus I) [Aaron Giles] Trivial Pursuit (Genus II) [Aaron Giles] Trivial Pursuit (Young Player's Edition) [Aaron Giles] Turbo Tag [Aaron Giles] Turbo [Aaron Giles, Ernesto Corvi] Ultraman [Manuel Abadia] Undercover Cops [Bryan McPhail] V-Five [Brian A. Troha] Vanguard II [Phil Stroffolino] Vapor Trail - Hyper Offence Formation [Bryan McPhail] Vendetta [Ernesto Corvi] Vulcan Venture [Phil Stroffolino, Nao, Dave Spicer] WEC Le Mans 24 [Luca Elia] World Court [Ernesto Corvi, Tatsuyuki Satoh] World Stadium '89 [Vernon C. Brooks] World Stadium 90 [Ernesto Corvi, Tatsuyuki Satoh] World Stadium [Vernon C. Brooks] X Multiply [Nao] X-Men [Nicola Salmoria] Zwackery [Aaron Giles]