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author | 2018-02-01 22:19:14 +1100 | |
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committer | 2018-02-02 19:52:03 +1100 | |
commit | 8f28cf2426732dac3fb548d43c0b8f81624e890b (patch) | |
tree | 53ca5d932148ac3411d2be7975053c60cf11737f /scripts/src/benchmarks.lua | |
parent | 1acb9f27339ae510dcc8732c7bd00d989f30ac18 (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
Diffstat (limited to 'scripts/src/benchmarks.lua')
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