« Posts by porchy

Namco PAL added

I was contacted a few weeks ago with regards to dumping a PAL from a Namco PCB. The PAL is labelled SYS2V-2.
The chip arrived yesterday from Italy and it turned out to be the most difficult PAL16L8 to dump yet.
The output from the ABI was fairly unusable as it produced FAR too many product terms for some of the pins and would not compile.
Most of the pins were fairly easy to figure out from the listing but pin 12 was a little bit crazy. After a night with the logic analyser hooked up to it I had something that was almost the same in my simulation as what the real chip did. There was one state that did not match up but I emailed the .JED files anyway to see if I was anywhere near. Well so far so good as 2 of the games it was tested on seem to work now.
Although I cant test this myself Im hopeful its OK and its on my download list now.

Jumping to Rainbow Islands part 4

Well today I finally finished the conversion.
Ive been doing the title screen conversion over a few days as its a very boring task

As you can see, the palette isn’t correct when originally copying the image over so this has to be changed manually after its all complete.

Once complete though, its identical to the original

All the graphics have been changed to original RI ones and plays pretty much the same.
There are still a few differences:
1. Some of the DIP switches do nothing.
2. Every now and then the sprites when a monster is killed are messed up. Cant locate the code where its going wrong.
3. Secret rooms do not work.

I can honestly say all of the images were taken from my conversion in MAME and not from the actual Rainbow Islands ROMs.
I haven’t actually tested it on the real hardware yet so it may not work the same as it does in MAME though. Fingers crossed it does.

Jumping to Rainbow Islands part 3

Today I finished off the main character sprite. After that I started work on restoring all the title screen text.
Getting the standard copyright info back was a simple task of replacing the “1989″ text in the ROM file with the text from the real Rainbow Islands ROM.

Ignore the title screen image, I made a start on changing the graphics just to see what the colours would be like.
So the text is back but there is also a red Taito logo missing. After much searching it turned out that the logo is actually being drawn but its palette is set to black so is not shown. This explain why I saw it on my real board when fault finding a colour issue.

Following the same routine I used for changing the character palette I found the value at address $229E8 and changed it from 00 to 3E which after the bitshift routine, sets the palette to 000F (Red)

And with that done I think all that is left to do is finish off replacing the graphics tiles for the title screen. This may take a while and will probably end up adding a little something to it just to set it apart from a genuine board.

I am aware that on this bootleg the secret rooms do not work. This is because the C chip is not present on the board and there is little I can do about that. Overall its been a fun little project.

2364 to 27128 PCB adapter boards have arrived

A little while ago I sent my adapter designs off to get fabricated and today they arrived.
I ordered 5 of them as they were nice and cheap but as luck would have it 10 arrived, im not complaining and now I can properly install JiffyDOS in all my Commodore machines

Jumping to Rainbow Islands conversion Part 2

Carrying on with my conversion….
I quickly replaced the graphics for the 2 world names that had been changed.
The first island was renamed to “Fly World” and the second was renamed “Army World”

Both have been restored to their original names along with “The Rainbow Islands” text.

Next on the list was to change that horrible looking main character sprite back into Bub (or Bob).

This looked like it was going to be the familiar task of replacing the graphics and changing the colours to match the palette, I was wrong.
When I changed the sprite graphics back I could not match the colours of the original so the bootleggers must have changed the palette. So where is the palette information stored?
Looking at the MAME source revealed all.

As you can see the palette info is stored in RAM between locations 0×200000 and 0x200fff.
So I went to the MAME debugger and started filling this area of RAM with random numbers until I found the area that changed this sprite palette.
The WORD location for this is at 0x20027C and after trying different values I found one pretty much identical with a value of 001D.
So how do I get this to load into RAM every time? Back to the debugger.
Jumping has some bizarre code at address $386 onwards that sets the palette. Its bizarre in that is performs a series of bitshifts to get the values it wants.

So…
The palette value is stored in ROM at location $23630. It takes the value at this location, does its bitshifting routine and the output of that is its final value.
Seeing how this was done I inserted the value I wanted (1D) and manually working it out backwards until I had a value to replace in the ROM.
The original value was 03DE and my new value needed to be 005A.
After inserting it into the ROM and testing I went from this:

To this:

Time to call it a night.

Jumping to Rainbow Islands conversion Part 1

After playing my RI bootleg, Jumping, for a bit I came to the conclusion that despite being essentially the same game it just didnt feel the same with the crappy graphics that had been squeezed in.
I first started wondering about a conversion when I was fixing the Jumping board up and during my tests I found that a lot of the original graphics were still present.

I started out by doing the easy stuff first, changing the text back from “Jumping” to “Rainbow”. The bootleggers had even changed the credits list to different names, all this was changed back. So far so good.
My next step was to see if I could fix that stupid boot screen that normally says “Rainbow Project”. On the bootleg its just a repeating red pattern.

Armed with a couple of instances of MAME and its excellent debugger I set about looking for the changes.

At location 234E on the original it runs a sub routine which loads the background into memory – jsr $113da.l
On the bootleg, this has been NOPed out. Looking at the code this subroutine is still present, just bypassed.
I re-enabled this sub routine and tested the game.

As you can see it was a partial success but looking in the mame GFX viewer its clear than some of the graphics were replaced to make that crap title screen.
The background is still obviously messed up so went looking for that tile first. I found it at location $B6B and after changing it I had this:

Now, to replace the graphics I have 2 choices. Try and figure out how to manually read the ROMs or use a graphics editor of some sort.
The first option is not really an option at all cause im a little too impatient for that.
The second option is the only real way forward and there are a couple of bits of software available (excluding AGE).
The first is an old MS-DOS program called Turaco and the second is its command line update called TuracoCL.
As TuracoCL doesnt work properly for me I was stuck with Turaco.
The program runs fine in DOSBox and the process of copying the graphics tile by tile is very slow and tedious but I cannot find another way of doing it yet.

Now after a little while I finally got the first part of the challenge done and was happy with the outcome.

Comparing this with the original RI screen showed I had made a little alignment error on the A so I went back and fixed it.

Changing the title screen image is a pretty long boring task so Im actually gonna leave that till last.
Next up is to change a couple of the world names back. “Insect Island” is called “Fly Island” and “Combat Island” is called “Army Island”.
After that I will change the main sprite and the Rainbows back THEN its on to the title screen.
More to come…..

Another Pole Position PAL

MrDo has sent me the equations for the PLDs at 7C and 2N.
I already had the ones at 7C but his equations can be seen in the comments to the first Pole Position PAL dump post.
The second dump from 2N I did not have and I have compiled it using WinCUPL.
I dont have a PP board to test this but MrDo has confirmed it working so will be marking it as Tested.

Thanks MrDo

Pole Position PAL

I recently offered to help a fellow UKVAC member out with recreating a 82S153 in a GAL16V8.
We were originally hoping to get a dump of the original chip and convert it over but we were sent a Verilog implementation.
After a couple of attempt we finally got it working and it is now available for download.

The GAL in question replaces the PLD at 7C, connected to the sound Z80 CPU.
Massive thanks to Adam over at http://ppclone.blogspot.com/ for providing his code.

Memotech MTX512 PAL dump

Got a mates MTX512 here and noticed it has a PAL so would have been rude not to dump it.
There is the PLD listing for this PAL available somewhere on the net but not an actual JEDEC file for it.
GAL has been tested and confirmed working

New PALs added

Today I added 4 new PAL dumps.
The first 3 are from a CPS2 motherboard and are labelled as follows:
BGS-A2
BGS-A3
BGS-A4

These were taken from a non working motherboard and dumped using the ABI. They are untested at this point as Im not removing the pals from a known good motherboard to test so if you use these please let me know if they work or not.

The next one is something Ive been working on for a while and have put quite a lot of effort into.
It from a Sega ST-V motherboard and is labelled 315-5833.
Again, I am marking this as untested. I have tested it successfully with my 3 games which are Die Hard Arcade, Winter Heat and VF Kids. It also works with the Modbios.

Please test this one out as much as you can and let me know how it works.
Im pretty sure that it wont work with any add-on hardware but im also sure that all of that stuff came with a replacement GAL.