Cube Quest (01/04/84)
In Cube Quest, you must maneuver your space ship through a series of corridors in the Cube. You start off with a radar display of the cube, deciding which of the 54 corridors you want to start in. Each corridor has several enemy fighters that are determined to defeat you. Once you defeat the enemies you zoom back to the radar display of the Cubic World to chose another corridor to travel in. Once you complete all the corridors, you are rewarded with the Treasure of Mytha, Master of the Cube Quest.
Ajouter
Télécharger Cube Quest (01/04/84)
Contenu de la ROM :
- eprom_bd_2764.1a
- eprom_bd_2764.1b
- eprom_bd_2764.2a
- eprom_bd_2764.2b
- eprom_bd_2764.3a
- eprom_bd_2764.3b
- eprom_bd_2764.4a
- eprom_bd_2764.4b
- eprom_bd_2764.5a
- eprom_bd_2764.5b
- eprom_bd_2764.6a
- eprom_bd_2764.6b
- eprom_bd_2764.7a
- eprom_bd_2764.7b
- eprom_bd_2764.8a
- eprom_bd_2764.8b
- rotate_video_board_82s131.8h
- rotate_video_board_82s131.9h
- rotate_video_board_82s131.10f
- rotate_video_board_82s131.10h
- rotate_video_board_82s131.7h
- rotate_video_board_82s131.12k
- rotate_video_board_82s131.12j
- rotate_video_board_82s131.12d
- rotate_video_board_82s131.12e
- rotate_video_board_82s131.12c
- rotate_video_board_82s131.12h
- rotate_video_board_82s131.12f
- line_drawer_82s129_u27.6b
- line_drawer_82s129_u28.3b
- line_drawer_82s129_u29.3c
- line_drawer_82s129_u30.3f
- line_drawer_82s129_u31.2j
- line_drawer_82s129_u5.3g
- line_drawer_82s129_u6.2g
- line_drawer_82s129_u7.3h
- line_drawer_82s129_u8.3j
- line_drawer_82s129_u9.3k
- mother_sounds_82s129.7e
- mother_sounds_82s129.7f
- mother_sounds_82s129.11f
- mother_sounds_82s129.11e
- mother_sounds_82s129.9f
- mother_sounds_82s129.10f
- mother_sounds_82s129.8f
- mother_sounds_82s129.10e
- mother_sounds_82s129.9e
- mother_sounds_82s129.8e
- mother_sounds_82s185.17f
- mother_sounds_82s185.19f
- mother_sounds_82s185.16f
- mother_sounds_82s185.18f
- rotate_video_board_82s129.4h
- rotate_video_board_82s129.5h
- fill_board_82s129.2p
- fill_board_82s129.5p
- fill_board_82s129.9p
- fill_board_82s129.12p
- fill_board_82s129.3p
- fill_board_82s129.6p
- fill_board_82s129.10p
- fill_board_82s129.13p
- fill_board_82s129.4p
- fill_board_82s129.7p
- fill_board_82s129.11p
- fill_board_82s129.14p
Technique
CPU
- main_cpu 68000 (@ 8 Mhz)
- rotate_cpu Rotate CPU (@ 5 Mhz)
- line_cpu Line CPU (@ 5 Mhz)
- sound_cpu Sound CPU (@ 5 Mhz)
- laserdisc:simutrek I8748 (@ 6 Mhz)
- laserdisc:pr8210 I8049 (@ 4 Mhz)
Chipset
- Simutrek Modified PR-8210
- DAC
- DAC
- DAC
- DAC
- DAC
- DAC
- DAC
- DAC
- DAC
- DAC
- DAC
- DAC
- DAC
- DAC
- DAC
- DAC
Affichage
- Orientation Yoko
- Résolution 255 x 255
- Fréquence 59.940057 Hz
Contrôles
- Nombre de joueurs 1
- Nombre de boutons 3
- Type de contrôle trackball
Les clones de Cube Quest (01/04/84)
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Cube Quest (01/04/84) et M.A.M.E.
0.127 [Phil Bennett, Joe Magiera, Warren Ondras]
LaserDisc required
Bugs:
- The graphics tend go screwy when you add the first credit on the 'Cubic History' screen. Source (ID 02316)
- The guardians' pincer thingies shouldn't distort when they rotate. Source (ID 02317)
WIP:
- 0.144u6: Replaced 'Laserdisc Analog' sound with 'Simutrek Modified PR-8210'.
- 0.143: smf fixed crash/assertion after OK in Cube Quest and clone. Added I8748 (6 MHz) CPU5 and I8049 (4410000 Hz) CPU6.
- 0.142u3: Removed I8748 CPU5 and I8049 CPU6.
- 0.136u2: Bill K added clone Cube Quest (12/30/83). Changed description of 'Cube Quest' to 'Cube Quest (01/04/84)'.
- 0.129u4: Changed Custom sound to Laserdisc Analog.
- 0.129: Aaron Giles fixed a few out-of-bounds errors revealed by randomly initializing auto_malloc() memory. These would manifest themselves as difficult-to-reproduce crashes on some systems. Affects Cube Quest and other drivers.
- 0.128u1: Phil Bennett increased Cube Quest interleave factor to eliminate LDP timeout countdown flicker. Fixed Cube Quest crashes MAME when saving state.
- 0.127u8: Cube Quest changes [Aaron Giles]: Changed laserdisc override logic. It's still a little hacky but this works better than the previous attempt. Removed custom sound in favor of individual DACs. Simplified palette management logic. Hooked up the "disc on" signal. Fixed Cube Quest showing its laserdisc footage under black regular graphics in demo. Replaced Custom sound with 16x DAC.
- 0.127u6: Matt Ownby fixed edge case bug in the Cube Quest 'Line CPU' (CPU3) involving adding with carry. Aaron Giles removed render_container_set_palette_alpha() hack. Now the alpha value can be set directly in the palette entry and will be respected for laserdisc overlays.
- 0.127u4: Aaron Giles fixed Cube Quest overlay scaling to cover the whole screen. Converted Simutrek-hacked laserdisc emulation to using the actual MCU from the game, which in turn hands off commands to the PR-8210 MCU. This is still not 100% but is pretty close at this point and achieves the correct behaviors in most cases. Added I8748 (6MHz) CPU5 and I8049 (4410000 Hz) CPU6 with MCU rom (pr-8210_mcu_ud6005a.bin).
- 0.127u3: Aaron Giles fixed missing narrator and music during attract mode in Cube Quest.
- 9th September 2008: 3D ARCADE - Cube Quest, the first working laserdisc game in MAME, is now in the models section courtesy of btribble!
- 0.127u1: Aaron Giles fixed Cube Quest requires the optional CHD in the minimal UI and crashes on ATI hardware w/ prescale > 1.
- 0.127: Phil Bennett, Joe Magiera and Warren Ondras added 'Cube Quest' (Simutrek 1983), include 3x bit-sliced CPUs for Rotate, Line and Sound (AM2901-based), as well as laserdisc support (12 GB) for the hacked laserdisc that was used to drive the games. Aaron Giles added DISK_IMAGE_READONLY_OPTIONAL to support games (like Cube Quest) where the disk is non-essential to the game's operation and DISK_REGIONS to all laserdisc drivers.
- 29th June 2008: Phil Bennett - Cube Quest is a 3D treasure hunt within the confines of a giant cube. Choose a path along the edges of the cube to reach the treasure star (you may rotate a face of the cube if it makes life easier) fighting through waves of enemies from dragonflies to biplanes along the way in gameplay similar to Gyruss. Cube Quest is the second arcade game to feature solid-filled polygons (I believe it was released shortly after Atari's I-Robot). As you'd expect, the hardware is rather complex. An 8MHz 68000 commands three AMD AM2901 bit-slice ALU based processors. The first, a 16-bit 'Rotate' CPU, peforms 3D maths (including serial multiplication and division) much like the mathbox found in I-Robot, Battle Zone, Tempest etc. A 12-bit 'Line' CPU interprets the data sets produced by the Rotate CPU and produces series of line spans using a hardware implementation of Bresenham's line drawing algorithm, which are then processed by the line-fill circuit. Finally, there's a 16-bit CPU for 16-channel, stereo sound generation - not nearly as exciting as it sounds but it does produce some interesting sounds. At present, there's an important aspect of the game absent from the emulation; the laserdisc-streamed backgrounds. There's 54 weird and wonderful tunnels to fly through, produced by animation pioneers Robert Abel and Associates (notable for The Jacksons, 'Can You Feel It' video). The game generates a 3D substitute background if the laserdisc player is absent or malfunctioning (see pic #4). It's a very neat game which sadly did not enjoy commercial success back in 1983/1984. There's some laserdisc captures and pics of the cabinet at the following links: http://www.dragons-lair-project.com/games/pages/cq.asp, http://home-and-garden.webshots.com/photo/1352844430054905596sgJcOL and http://www.dragons-lair-project.com/games/materials/audiovideo/audio/cube02.mp3 (Best intro narration ever). BTW, thanks to Joe Magiera for dumping the several dozen PROMs and ROMS from his boardset.
Romset: 151 kb / 66 files / 60.9 zip
LaserDisc: 38.3 GB (Compressed: 10.7)
LaserDisc required
Bugs:
- The graphics tend go screwy when you add the first credit on the 'Cubic History' screen. Source (ID 02316)
- The guardians' pincer thingies shouldn't distort when they rotate. Source (ID 02317)
WIP:
- 0.144u6: Replaced 'Laserdisc Analog' sound with 'Simutrek Modified PR-8210'.
- 0.143: smf fixed crash/assertion after OK in Cube Quest and clone. Added I8748 (6 MHz) CPU5 and I8049 (4410000 Hz) CPU6.
- 0.142u3: Removed I8748 CPU5 and I8049 CPU6.
- 0.136u2: Bill K added clone Cube Quest (12/30/83). Changed description of 'Cube Quest' to 'Cube Quest (01/04/84)'.
- 0.129u4: Changed Custom sound to Laserdisc Analog.
- 0.129: Aaron Giles fixed a few out-of-bounds errors revealed by randomly initializing auto_malloc() memory. These would manifest themselves as difficult-to-reproduce crashes on some systems. Affects Cube Quest and other drivers.
- 0.128u1: Phil Bennett increased Cube Quest interleave factor to eliminate LDP timeout countdown flicker. Fixed Cube Quest crashes MAME when saving state.
- 0.127u8: Cube Quest changes [Aaron Giles]: Changed laserdisc override logic. It's still a little hacky but this works better than the previous attempt. Removed custom sound in favor of individual DACs. Simplified palette management logic. Hooked up the "disc on" signal. Fixed Cube Quest showing its laserdisc footage under black regular graphics in demo. Replaced Custom sound with 16x DAC.
- 0.127u6: Matt Ownby fixed edge case bug in the Cube Quest 'Line CPU' (CPU3) involving adding with carry. Aaron Giles removed render_container_set_palette_alpha() hack. Now the alpha value can be set directly in the palette entry and will be respected for laserdisc overlays.
- 0.127u4: Aaron Giles fixed Cube Quest overlay scaling to cover the whole screen. Converted Simutrek-hacked laserdisc emulation to using the actual MCU from the game, which in turn hands off commands to the PR-8210 MCU. This is still not 100% but is pretty close at this point and achieves the correct behaviors in most cases. Added I8748 (6MHz) CPU5 and I8049 (4410000 Hz) CPU6 with MCU rom (pr-8210_mcu_ud6005a.bin).
- 0.127u3: Aaron Giles fixed missing narrator and music during attract mode in Cube Quest.
- 9th September 2008: 3D ARCADE - Cube Quest, the first working laserdisc game in MAME, is now in the models section courtesy of btribble!
- 0.127u1: Aaron Giles fixed Cube Quest requires the optional CHD in the minimal UI and crashes on ATI hardware w/ prescale > 1.
- 0.127: Phil Bennett, Joe Magiera and Warren Ondras added 'Cube Quest' (Simutrek 1983), include 3x bit-sliced CPUs for Rotate, Line and Sound (AM2901-based), as well as laserdisc support (12 GB) for the hacked laserdisc that was used to drive the games. Aaron Giles added DISK_IMAGE_READONLY_OPTIONAL to support games (like Cube Quest) where the disk is non-essential to the game's operation and DISK_REGIONS to all laserdisc drivers.
- 29th June 2008: Phil Bennett - Cube Quest is a 3D treasure hunt within the confines of a giant cube. Choose a path along the edges of the cube to reach the treasure star (you may rotate a face of the cube if it makes life easier) fighting through waves of enemies from dragonflies to biplanes along the way in gameplay similar to Gyruss. Cube Quest is the second arcade game to feature solid-filled polygons (I believe it was released shortly after Atari's I-Robot). As you'd expect, the hardware is rather complex. An 8MHz 68000 commands three AMD AM2901 bit-slice ALU based processors. The first, a 16-bit 'Rotate' CPU, peforms 3D maths (including serial multiplication and division) much like the mathbox found in I-Robot, Battle Zone, Tempest etc. A 12-bit 'Line' CPU interprets the data sets produced by the Rotate CPU and produces series of line spans using a hardware implementation of Bresenham's line drawing algorithm, which are then processed by the line-fill circuit. Finally, there's a 16-bit CPU for 16-channel, stereo sound generation - not nearly as exciting as it sounds but it does produce some interesting sounds. At present, there's an important aspect of the game absent from the emulation; the laserdisc-streamed backgrounds. There's 54 weird and wonderful tunnels to fly through, produced by animation pioneers Robert Abel and Associates (notable for The Jacksons, 'Can You Feel It' video). The game generates a 3D substitute background if the laserdisc player is absent or malfunctioning (see pic #4). It's a very neat game which sadly did not enjoy commercial success back in 1983/1984. There's some laserdisc captures and pics of the cabinet at the following links: http://www.dragons-lair-project.com/games/pages/cq.asp, http://home-and-garden.webshots.com/photo/1352844430054905596sgJcOL and http://www.dragons-lair-project.com/games/materials/audiovideo/audio/cube02.mp3 (Best intro narration ever). BTW, thanks to Joe Magiera for dumping the several dozen PROMs and ROMS from his boardset.
Romset: 151 kb / 66 files / 60.9 zip
LaserDisc: 38.3 GB (Compressed: 10.7)