Driver's Eyes (US)
Driver's Eyes was a state of the art Formula One Simulator, a follow up to "Winning Run" (1988), one of its most advanced features for 1990 was the 3-D solid polygons and the major system 21 sound clean up (music composed by Hiroyuki Kawada who also composed music for Air Combat,Winning Run etc.) the player would select his/her level of racing, Novice or Grand Prix, then, transmission select, (Easy Drive or Technical Drive). when the selections were made, the game would then show a short animation of the engine going into the engine bay and the body work gliding down (changing view to the cockpit) revealing a sign saying BRAKES ON when the sign lifts the race started (in novice mode Grand Prix was on the starting grid). Also the game featured panoramic view thanks to a 3 monitor setup (controlled by 3 system 21's!) and finally to add the game also had an LCD display in the player's cockpit in sync with the speedo on the screen.
Ajouter
Télécharger Driver's Eyes (US)
Contenu de la ROM :
- sys2mcpu.bin
- sys2c65c.bin
- de2-mp-ub.3j
- de2-mp-lb.1j
- de1-sp-ub.6c
- de1-sp-lb.4c
- de1-snd0r.8j
- de1-snd0.8j
- de1-obj0.5s
- de1-obj4.4s
- de1-obj1.5x
- de1-obj5.4x
- de1-obj2.3s
- de1-obj6.2s
- de1-obj3.3x
- de1-obj7.2x
- de1-data-u.3a
- de1-data-l.1a
- de1-pt0-ub.8j
- de1-pt0-lb.8d
- de1-pt1-u.8l
- de1-pt1-l.8e
- de1-pt2-u.5n
- de1-pt2-l.7n
- de1-voi0.12b
- de1-voi1.12c
- de1-voi2.12d
- de1-voi3.12e
Technique
CPU
- maincpu 68000 (@ 12 Mhz)
- slave 68000 (@ 12 Mhz)
- audiocpu M6809 (@ 3 Mhz)
- mcu HD63705 (@ 2 Mhz)
- dsp TMS32025 (@ 48 Mhz)
Chipset
- C140 (@ 0 Mhz)
- YM2151 (@ 3 Mhz)
Affichage
- Orientation Yoko
- Résolution 255 x 255
- Fréquence 60 Hz
Contrôles
- Nombre de joueurs 1
- Nombre de boutons 2
- Type de contrôle stick
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Driver's Eyes (US) et M.A.M.E.
0.97u1 [Phil Stroffolino]
WIP:
- 0.130u1: Phil Bennett fixed C140 ROM loading in Driver's Eyes. Changed description to 'Driver's Eyes (US)'.
- 0.130: Naibo Zhang hooked up 2D layer in Driver's Eyes.
- 3rd February 2009: Naibo - Unlike some other sys-21 games like starblad or solvalou, which use sprite layers with priorities from 0 to 7, Driver's Eyes uses up to 14 & 15.
- 0.126: Driver's Eyes improvements [Naibo]: The communication work between CPU and 3D DSP should be limited to the master M68000, if the address mapping is done in the shared memory, master CPU would be disturbed by the slave one. dipswitches: DIP3 ON for Screen on the left and DIP4 ON for Screen on the right should not toggle on both. The left, center and right screens have separate programs and boards, each would work independantly. About projection angles of left and right screen, the angle is correct on 'DRIVER'S EYES' title screen, however in the tracks of demo mode it doesn't seem correct. The game also features a pretty nice 2D sprite layer, which still doesn't show up yet. It is known that the CPU does constantly feed the 2D video memory some meaningful and logical data. Aaron Giles fixed access violation.
- 19th June 2008: Conda - The communication work between CPU and 3D DSP should be limited to the master M68000, if the address mapping is done in the shared memory, master CPU would be disturbed by the slave one. Left, center and right screens have separate programs and boards, each would work independantly, how these 3 boards communicate and coordinate is yet unknown. About projection angles of left and right screen. The angle is correct on "DRIVER'S EYES" title screen, however in the tracks of demo mode it doesn't seem correct. The game also features a pretty nice 2D sprite layer, which still doesn't show up yet. It is known that the CPU does constantly feed the 2D video memory some meaningful and logical data. MAME system21 driver does not emulate this 2D sprite layer, we have to use namcoic and namco system-II emulator instead, possibly they are not compatible with system21.
- 11th November 2007: Phil Stroffolino - I've made progress with Driver's Eyes, a three-monitor System21 title. Only the middle screen is currently working at the moment. The game is implemented with dedicated hardware for each display.
- 0.119u1: Removed 2nd TMS32025 CPU. Changed TMS32025 CPU5 clock speed to 48MHz. Fixed gfx1 rom loading. Changed input to 2 buttons and 2x coin slots.
- 0.116u3: Atari Ace fixed crashes in Driver's Eyes.
- 0.97u3: Added new Driver's Eyes roms.
- 0.97u1: Phil Stroffolino added Driver's Eyes (Namco 1999).
- 4th April 2005: Dumping Project - Randy have won a boardset for Namco's 'Driver's Eyes'.
Other Emulators:
* Mjolnir
Romset: 5672 kb / 28 files / 1.59 zip
WIP:
- 0.130u1: Phil Bennett fixed C140 ROM loading in Driver's Eyes. Changed description to 'Driver's Eyes (US)'.
- 0.130: Naibo Zhang hooked up 2D layer in Driver's Eyes.
- 3rd February 2009: Naibo - Unlike some other sys-21 games like starblad or solvalou, which use sprite layers with priorities from 0 to 7, Driver's Eyes uses up to 14 & 15.
- 0.126: Driver's Eyes improvements [Naibo]: The communication work between CPU and 3D DSP should be limited to the master M68000, if the address mapping is done in the shared memory, master CPU would be disturbed by the slave one. dipswitches: DIP3 ON for Screen on the left and DIP4 ON for Screen on the right should not toggle on both. The left, center and right screens have separate programs and boards, each would work independantly. About projection angles of left and right screen, the angle is correct on 'DRIVER'S EYES' title screen, however in the tracks of demo mode it doesn't seem correct. The game also features a pretty nice 2D sprite layer, which still doesn't show up yet. It is known that the CPU does constantly feed the 2D video memory some meaningful and logical data. Aaron Giles fixed access violation.
- 19th June 2008: Conda - The communication work between CPU and 3D DSP should be limited to the master M68000, if the address mapping is done in the shared memory, master CPU would be disturbed by the slave one. Left, center and right screens have separate programs and boards, each would work independantly, how these 3 boards communicate and coordinate is yet unknown. About projection angles of left and right screen. The angle is correct on "DRIVER'S EYES" title screen, however in the tracks of demo mode it doesn't seem correct. The game also features a pretty nice 2D sprite layer, which still doesn't show up yet. It is known that the CPU does constantly feed the 2D video memory some meaningful and logical data. MAME system21 driver does not emulate this 2D sprite layer, we have to use namcoic and namco system-II emulator instead, possibly they are not compatible with system21.
- 11th November 2007: Phil Stroffolino - I've made progress with Driver's Eyes, a three-monitor System21 title. Only the middle screen is currently working at the moment. The game is implemented with dedicated hardware for each display.
- 0.119u1: Removed 2nd TMS32025 CPU. Changed TMS32025 CPU5 clock speed to 48MHz. Fixed gfx1 rom loading. Changed input to 2 buttons and 2x coin slots.
- 0.116u3: Atari Ace fixed crashes in Driver's Eyes.
- 0.97u3: Added new Driver's Eyes roms.
- 0.97u1: Phil Stroffolino added Driver's Eyes (Namco 1999).
- 4th April 2005: Dumping Project - Randy have won a boardset for Namco's 'Driver's Eyes'.
Other Emulators:
* Mjolnir
Romset: 5672 kb / 28 files / 1.59 zip