Driver's Edge
An F-1 racing game from Strata.
Ajouter
Télécharger Driver's Edge
Contenu de la ROM :
- ensoniq.2m
- de-u130.bin
- desndu17.bin
- de-u7net.bin
- de-grom0.bin
- de-grom5.bin
- de-grm10.bin
- de-grm15.bin
- de-grom1.bin
- de-grom6.bin
- de-grm11.bin
- de-grm16.bin
- de-grom2.bin
- de-grom7.bin
- de-grm12.bin
- de-grm17.bin
- de-grom3.bin
- de-grom8.bin
- de-grm13.bin
- de-grm18.bin
- de-grom4.bin
- de-grom9.bin
- de-grm14.bin
- de-grm19.bin
- de-srom0.bin
- de-srom1.bin
Technique
CPU
- maincpu 68EC020 (@ 25 Mhz)
- soundcpu M6809 (@ 2 Mhz)
- dsp1 TMS32031 (@ 40 Mhz)
- dsp2 TMS32031 (@ 40 Mhz)
Chipset
- ES5506 (@ 16 Mhz)
Affichage
- Orientation Yoko
- Résolution 255 x 255
- Fréquence 60.10699 Hz
Contrôles
- Nombre de joueurs 1
- Nombre de boutons 10
- Type de contrôle
- paddle
- paddle
Si vous avez aimé Driver's Edge
Vous aimerez peut-être :
- Ace Driver: Racing Evolution (Rev. AD2)
- Ace Driver: Victory Lap (Rev. ADV2)
- Continental Circus (World)
- Daytona USA (Japan, Revision A)
- Daytona USA 2 (Revision A)
- Daytona USA 2 Power Edition
- Driver's Eyes (US)
- Driving Force (Pac-Man conversion)
- F-1 Grand Prix Star II
- F1 Exhaust Note
- F1 Super Battle
- F1 Super Lap (World)
- Ferrari F355 Challenge (Twin)
- Final Lap (Rev E)
- Final Lap 2
- Final Lap 3 (World, set 1)
- Final Lap R (Rev. B)
- Grand Prix Star
- INDY 500 Twin (Revision A, Newer)
- LeMans 24
- Maximum Speed
- Pole Position
- Pole Position II
- Racin' Force (ver EAC)
- Racing Beat (World)
- Sega Touring Car Championship
- Super GT 24h
- Super Monaco GP (World, Rev B, FD1094 317-0126a)
- TX-1 (World)
- Turbo
- Virtua Racing
- WEC Le Mans 24 (set 1)
- Winning Run
- Winning Run '91 (Japan)
- Winning Run Suzuka Grand Prix (Japan)
Driver's Edge et M.A.M.E.
0.79u1 [Aaron Giles]
0.74u2 [?]
0.58 [?]
WIP:
- 0.130u2: Removed Player 2 and 3.
- 0.127u2: Fabio Priuli removed unused protection bit in Driver's Edge.
- 0.122u4: Aaron Giles fixed 'shaking' car driving during the demo (drivedge0121u4gre).
- 0.94u2: Aaron Giles fixed Driver's Edge colors (red/blue were swapped).
- 10th March 2005: Aaron Giles - I came across eBay for a Driver's Edge cabinet. Now, Driver's Edge is quite the rare game to find, and was also quite the bitch to get working because unlike the other 32-bit Strata games, it uses a pair of TMS320C31s to drive the polygon engine, and some extensions to the standard Incredible Technologies blitter chip as well. Anyway, this auction had the first actual Driver's Edge screenshots I'd seen. And guess what? It turns out I had red and blue swapped in the driver! Once I fixed that, I can match the screenshots pretty much exactly, which is a big relief because there was a lot of subtle stuff involved in making that driver work!
- 0.79u1: Aaron Giles fixed Driver's Edge - Game now playable. Added 2x TMS32031 (40MHz) CPUs. Replaced 8-way Joystick with Paddle. Added 3rd coin slot.
- 7th February 2004: Aaron Giles - Submitted the finished Driver's Edge driver a couple of days ago. It's not 100% perfect, but I'm tired of trying to understand the hacks they put in so they could use the standard Incredible Technologies blitter chip and make it do some 3D. It appears they modified the firmware a bit so you can specify left and right slopes, and then tacked on some external hardware to implement a Z buffer. It's also interesting how they render the stripes on the road. Each chunk of road is assigned a 5-bit value in the Z buffer, and they render the stripes with a special flag that says "only draw this if the underlying pixel has the same 5-bit value that I assigned to the corresponding chunk of roadway". That was kind of hard to figure out. But the game is totally playable now, and I managed to speed it up to average about 30fps on my P4 3GHz, so it's slower than Cruisin' USA but not in the same league as, say, California Speed.
- 6th February 2004: Aaron Giles fixed up Driver's Edge in the itech32 driver, it's fully playable now.
- 3rd February 2004: Aaron Giles - Getting better.... Figured out the faux Gouraud shading on the polygons. There are still some Z buffering issues, which should hopefully reveal the mountains in the background that are getting rendered over, and fix some other annoyances. I managed to figure out the rest of the controls, so the game is actually quite playable if you can see past the graphics flaws. Z buffering kind of mostly figured out. Still some flags I'm not quite sure of, but there is a background now and not just plain old sky. Unlike the previous shots, this one was done during actual play, not during an attract mode sequence.
- 1st February 2004: Aaron Giles - Well, the polygons are rendering now, but I think there is some texturing that I just can't figure out. Also, the game (which is, in fact, Driver's Edge, as some have speculated) requires exquisite timing between the main CPU and the two TMS320C31 DSPs. Right now it runs for a few frames and then stops rendering for a few frames before picking up again, leading to a pretty jerky experience, all at the amazing speed of around 12fps on my P3 3GHz.
- 31st January 2004: Aaron Giles - After many years of occasional poking and prodding, I've finally managed to get some gameplay to show up in Driver's Edge!
- 0.74u2: Added Driver's Edge (Strata/Incredible Technologies 1994).
- 0.58: Added Driver's Edge (Testdriver).
Romset: 10432 kb / 26 files / 6.39 zip
0.74u2 [?]
0.58 [?]
WIP:
- 0.130u2: Removed Player 2 and 3.
- 0.127u2: Fabio Priuli removed unused protection bit in Driver's Edge.
- 0.122u4: Aaron Giles fixed 'shaking' car driving during the demo (drivedge0121u4gre).
- 0.94u2: Aaron Giles fixed Driver's Edge colors (red/blue were swapped).
- 10th March 2005: Aaron Giles - I came across eBay for a Driver's Edge cabinet. Now, Driver's Edge is quite the rare game to find, and was also quite the bitch to get working because unlike the other 32-bit Strata games, it uses a pair of TMS320C31s to drive the polygon engine, and some extensions to the standard Incredible Technologies blitter chip as well. Anyway, this auction had the first actual Driver's Edge screenshots I'd seen. And guess what? It turns out I had red and blue swapped in the driver! Once I fixed that, I can match the screenshots pretty much exactly, which is a big relief because there was a lot of subtle stuff involved in making that driver work!
- 0.79u1: Aaron Giles fixed Driver's Edge - Game now playable. Added 2x TMS32031 (40MHz) CPUs. Replaced 8-way Joystick with Paddle. Added 3rd coin slot.
- 7th February 2004: Aaron Giles - Submitted the finished Driver's Edge driver a couple of days ago. It's not 100% perfect, but I'm tired of trying to understand the hacks they put in so they could use the standard Incredible Technologies blitter chip and make it do some 3D. It appears they modified the firmware a bit so you can specify left and right slopes, and then tacked on some external hardware to implement a Z buffer. It's also interesting how they render the stripes on the road. Each chunk of road is assigned a 5-bit value in the Z buffer, and they render the stripes with a special flag that says "only draw this if the underlying pixel has the same 5-bit value that I assigned to the corresponding chunk of roadway". That was kind of hard to figure out. But the game is totally playable now, and I managed to speed it up to average about 30fps on my P4 3GHz, so it's slower than Cruisin' USA but not in the same league as, say, California Speed.
- 6th February 2004: Aaron Giles fixed up Driver's Edge in the itech32 driver, it's fully playable now.
- 3rd February 2004: Aaron Giles - Getting better.... Figured out the faux Gouraud shading on the polygons. There are still some Z buffering issues, which should hopefully reveal the mountains in the background that are getting rendered over, and fix some other annoyances. I managed to figure out the rest of the controls, so the game is actually quite playable if you can see past the graphics flaws. Z buffering kind of mostly figured out. Still some flags I'm not quite sure of, but there is a background now and not just plain old sky. Unlike the previous shots, this one was done during actual play, not during an attract mode sequence.
- 1st February 2004: Aaron Giles - Well, the polygons are rendering now, but I think there is some texturing that I just can't figure out. Also, the game (which is, in fact, Driver's Edge, as some have speculated) requires exquisite timing between the main CPU and the two TMS320C31 DSPs. Right now it runs for a few frames and then stops rendering for a few frames before picking up again, leading to a pretty jerky experience, all at the amazing speed of around 12fps on my P3 3GHz.
- 31st January 2004: Aaron Giles - After many years of occasional poking and prodding, I've finally managed to get some gameplay to show up in Driver's Edge!
- 0.74u2: Added Driver's Edge (Strata/Incredible Technologies 1994).
- 0.58: Added Driver's Edge (Testdriver).
Romset: 10432 kb / 26 files / 6.39 zip