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author Vas Crabb <vas@vastheman.com>2018-02-01 22:19:14 +1100
committer Vas Crabb <cuavas@users.noreply.github.com>2018-02-02 19:52:03 +1100
commit8f28cf2426732dac3fb548d43c0b8f81624e890b (patch)
tree53ca5d932148ac3411d2be7975053c60cf11737f /scripts/src/benchmarks.lua
parent1acb9f27339ae510dcc8732c7bd00d989f30ac18 (diff)
Workable Stepping Stage driver, and recently dumped VJDash [Naibo]
Workable stepstag driver: -Added fundamental communication between main 68000 and (undumped) Windows PC -Figured out correct logic of data uploading from main CPU to (maybe an FPGA on some unknown board) -Discovered proper V-blank frequency of 4 logigal screens(routed to 3 physical screens in real hardware), which effects the communication and synchronization between 2 68000 CPUs, thus affect booting -Borrowed foreground graphics from vjdash, added proper foreground layer handling, and removed hack code -Seperated palette and decoding of 3 screens, and added independent 3rd screen decoding/drawing routine, as each screen has their own palette, and may display totally non-related graphics -Corrected sprite rom loading of step3 -Mapped dancing floor light, spot light, neon light, and key led output, based on some video footage of real arcade machines -Corrected NVRAM handling -Adjusted key-mapping of foot step input port, avoided key conflict -The in-game palettes are in 8-BIT YUV(UYUY) format. Each entry may contains 2 pixels. In the real game hardware, the sprites are to be mixed with a MPEG-1 under-layer, then converted together to RGB Driver for the recently dumped Vjdash (a 4-monitor game): -Figured out that vjdash uses similar hardware to Stepping Stage -Identified graphics roms of fg/bg/rotation layers -Been able to boot to self-test, thus mapped inputs -In addition to the currently obtained board, this game also needs a 2nd 68000 board which drives 3 upper screens, and one Windows PC, like in Stepping Stage series. -This board may have 2 more (missing?) ROM ICs, for sprites
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