Cyber Sled (Japan)
Piloting a colorful tank that slides over the surface like a 'Sled' in an arena of the future, the pilots fight for prestige and glory. Ending the game (either by winning or being eliminated) gives the player a rank and a letter grade to show how good you really are.
Ajouter
Télécharger Cyber Sled (Japan)
Contenu de la ROM :
- sys2mcpu.bin
- sys2c65c.bin
- c67.bin
- c67.bin
- cy1-snd0.8j
- cy1-obj0.5s
- cy1-obj4.4s
- cy1-obj1.5x
- cy1-obj5.4x
- cy1-obj2.3s
- cy1-obj6.2s
- cy1-obj3.3x
- cy1-obj7.2x
- cy1-data-u.3a
- cy1-data-l.1a
- cy1-edata0-u.3b
- cy1-edata0-l.1b
- cy1-poi-h1.2f
- cy1-poi-lu1.2k
- cy1-poi-ll1.2n
- cy1-poi-h2.2j
- cy1-poi-lu2.2l
- cy1-poi-ll2.2p
- cy1-voi0.12b
- cy1-voi1.12c
- cy1-voi2.12d
- cy1-voi3.12e
- cy1-mpr-u.3j
- cy1-mpr-l.1j
- cy1-spr-u.6c
- cy1-spr-l.4c
- cybsledj.nv
Technique
CPU
- maincpu 68000 (@ 12 Mhz)
- slave 68000 (@ 12 Mhz)
- audiocpu M6809 (@ 3 Mhz)
- mcu HD63705 (@ 2 Mhz)
- dspmaster TMS32025 (@ 24 Mhz)
- dspslave TMS32025 (@ 96 Mhz)
Chipset
- C140 (@ 0 Mhz)
- YM2151 (@ 3 Mhz)
Affichage
- Orientation Yoko
- Résolution 255 x 255
- Fréquence 60 Hz
Contrôles
- Nombre de joueurs 2
- Nombre de boutons 4
- Type de contrôle stick
Les clones de Cyber Sled (Japan)
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Cyber Sled (Japan) et M.A.M.E.
0.119u1 [Brian Troha]
0.74u2 [Phil Stroffolino, R. Belmont]
0.55 [Phil Stroffolino, Guru]
WIP:
- 0.137u1: David Haywood limited the range of the analog inputs in Cyber Sled (the game glitches, causing you to move backwards if they hit the minimum / maximum). Setup default key mapping in Cyber Sled to be similar to other dual joystick 'tank' style games, eg. Assault, rather than the default keyboard mapping where the sticks appear to be swapped. Reworked the input ports a bit so that they include a common base rather than duplicating common inputs. Added default NVRAM.
- 0.120u1: Phil Stroffolino fixed missing 3D gfx in Cyber Sled.
- 0.119u1: Phil Stroffolino fixed Cyber Sled - Game now playable. Brian Troha added Cyber Sled (US). Changed 'Cyber Sled' to clone 'Cyber Sled (Japan)'. Renamed (cybsled) to (cybsledj). Changed TMS32025 CPU6 clock speed to 96MHz. Added 2x c67.roms (TMS32025 CPUs). Fixed rom names.
- 20th September 2007: Phil Stroffolino - Cybersled writes what looks like a block of video registers to ROM-mapped address space once each frame. This results in a lot of noise in the logs, but I wanted to know whether these actually had any effect on the video output. Scanning a few screenshots from the game running on real hardware, I immediately spotted one obvious difference: there's a little circular "radar" screen near the top, that's drawn from sprites. In the arcade screenshot, the background of this radar is translucent - you can see darkened polygons through it. Now, as it happens, this unemulated effect has nothing to do with those mysterious ROM writes (that may well be vestigal code). Each sprite has at least 4 priority values: 0: background - behind all polygons. 1: used for sprites that are inserted into the zbuffer; in Solvalou, this draws a mountain range in front of the polygon sky layer, and behind all other in-game polygons. 3: foreground - in front of all polygons. As it happens, sprites of priority 3 can be translucent or opaque, depending on the pens that are used. A similar technique is used in several 2d Namco titles to draw a shadows on top of tilemaps. In System21, this combination of sprite pen and priority causes an alternative bank of palette to be used when drawing the polygon layer. Supporting it adds a lot of nice in-game special effects. It's a neat little feature that finally explains how alternate (previously unused) banks of palette ram are used. A similar technique is used by games to flash the polygon layer alternate colors when the player is hit.
- 0.103u3: Fixed rom names.
- 0.97u1: Phil Stroffolino updated the Namco System 21 driver. Cyber Sled still don't work. It appears to use a different mechanism for uploading DSP code.
- 0.78u5: Phil Stroffolino improved polygon colors in CyberSled, better parsing of CyberSled's display list; title screen and ingame graphics now appear and are mostly correct and hooked up CyberSled input ports; they can be configured with the usual mechanism: hold the 'service' key while flipping the test dipswitch. Added 2nd Player.
- 0.74u2: Phil Stroffolino added Cyber Sled (Namco 1993).
- 23rd August 2002: Phil Stroffolino reported some progress with the Namco System 21 driver, which supports Starblade, Air Combat, Cyber Sled and Solvalou. All games have full sound support thanks to R. Belmont. Starblade is fully playable, but the other games are preliminary and suffer from various graphics glitches and lack of input ports.
- 20th July 2002: R. Belmont submitted an update to the Namco C140 sound chip emulation, improving Cybersled and others though they aren't yet really playable.
- 0.55: Added Cyber Sled (Testdriver). Known issues: Cyber Sled isn't updating DSP RAM (due to missing status reads)
- 20th August 2001: Guru - Phil Stroffolino made some progress with Cyber Sled (many aspects of the hardware not emulated yet).
- 14th August 2001: Guru - Arrived and dumped Cyber Sled (Namco 1993, System 21). Thanks to PCB-A-Holic for the PCB.
Other Emulators:
* Mjolnir
Romset: 13504 kb / 32 files / 3.56 zip
0.74u2 [Phil Stroffolino, R. Belmont]
0.55 [Phil Stroffolino, Guru]
WIP:
- 0.137u1: David Haywood limited the range of the analog inputs in Cyber Sled (the game glitches, causing you to move backwards if they hit the minimum / maximum). Setup default key mapping in Cyber Sled to be similar to other dual joystick 'tank' style games, eg. Assault, rather than the default keyboard mapping where the sticks appear to be swapped. Reworked the input ports a bit so that they include a common base rather than duplicating common inputs. Added default NVRAM.
- 0.120u1: Phil Stroffolino fixed missing 3D gfx in Cyber Sled.
- 0.119u1: Phil Stroffolino fixed Cyber Sled - Game now playable. Brian Troha added Cyber Sled (US). Changed 'Cyber Sled' to clone 'Cyber Sled (Japan)'. Renamed (cybsled) to (cybsledj). Changed TMS32025 CPU6 clock speed to 96MHz. Added 2x c67.roms (TMS32025 CPUs). Fixed rom names.
- 20th September 2007: Phil Stroffolino - Cybersled writes what looks like a block of video registers to ROM-mapped address space once each frame. This results in a lot of noise in the logs, but I wanted to know whether these actually had any effect on the video output. Scanning a few screenshots from the game running on real hardware, I immediately spotted one obvious difference: there's a little circular "radar" screen near the top, that's drawn from sprites. In the arcade screenshot, the background of this radar is translucent - you can see darkened polygons through it. Now, as it happens, this unemulated effect has nothing to do with those mysterious ROM writes (that may well be vestigal code). Each sprite has at least 4 priority values: 0: background - behind all polygons. 1: used for sprites that are inserted into the zbuffer; in Solvalou, this draws a mountain range in front of the polygon sky layer, and behind all other in-game polygons. 3: foreground - in front of all polygons. As it happens, sprites of priority 3 can be translucent or opaque, depending on the pens that are used. A similar technique is used in several 2d Namco titles to draw a shadows on top of tilemaps. In System21, this combination of sprite pen and priority causes an alternative bank of palette to be used when drawing the polygon layer. Supporting it adds a lot of nice in-game special effects. It's a neat little feature that finally explains how alternate (previously unused) banks of palette ram are used. A similar technique is used by games to flash the polygon layer alternate colors when the player is hit.
- 0.103u3: Fixed rom names.
- 0.97u1: Phil Stroffolino updated the Namco System 21 driver. Cyber Sled still don't work. It appears to use a different mechanism for uploading DSP code.
- 0.78u5: Phil Stroffolino improved polygon colors in CyberSled, better parsing of CyberSled's display list; title screen and ingame graphics now appear and are mostly correct and hooked up CyberSled input ports; they can be configured with the usual mechanism: hold the 'service' key while flipping the test dipswitch. Added 2nd Player.
- 0.74u2: Phil Stroffolino added Cyber Sled (Namco 1993).
- 23rd August 2002: Phil Stroffolino reported some progress with the Namco System 21 driver, which supports Starblade, Air Combat, Cyber Sled and Solvalou. All games have full sound support thanks to R. Belmont. Starblade is fully playable, but the other games are preliminary and suffer from various graphics glitches and lack of input ports.
- 20th July 2002: R. Belmont submitted an update to the Namco C140 sound chip emulation, improving Cybersled and others though they aren't yet really playable.
- 0.55: Added Cyber Sled (Testdriver). Known issues: Cyber Sled isn't updating DSP RAM (due to missing status reads)
- 20th August 2001: Guru - Phil Stroffolino made some progress with Cyber Sled (many aspects of the hardware not emulated yet).
- 14th August 2001: Guru - Arrived and dumped Cyber Sled (Namco 1993, System 21). Thanks to PCB-A-Holic for the PCB.
Other Emulators:
* Mjolnir
Romset: 13504 kb / 32 files / 3.56 zip