The FairyLand Story
A precursor to 1986's "Bubble Bobble", the player controls a spell-casting elf who turns evil wizards, witches and other enemies into cakes and either pushes them from the platform ledges, or shoots then repeatedly to destroy them. If an enemy touches the player character, the elf becomes entrapped in a magic bubble and floats away. Each level takes place inside a variety of castles.
Ajouter
Télécharger The FairyLand Story
Contenu de la ROM :
Technique
CPU
- maincpu Z80 (@ 5 Mhz)
- audiocpu Z80 (@ 4 Mhz)
- mcu M68705 (@ 3 Mhz)
Chipset
- AY-3-8910A (@ 2 Mhz)
- MSM5232 (@ 2 Mhz)
- DAC
Affichage
- Orientation Yoko
- Résolution 255 x 224
- Fréquence 60 Hz
Contrôles
- Nombre de joueurs 2
- Nombre de boutons 2
- Type de contrôle joy (2 ways)
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The FairyLand Story et M.A.M.E.
0.37b9 [Nicola Salmoria]
0.36b3 [Chris Moore]
DEBUG MODE:
- When "Debug Mode" dipswitch is ON, keep IPT_SERVICE1 ('9') pressed to freeze the game. Once the game is frozen, you can press IPT_START1 ('5') to advance 1 frame, or IPT_START2 ('6') to advance 6 frames. When "Continue" dipswitch is ON, you can only continue in a 1 player game AND when level (0xe781) is between 8 and 98 (included).
Bugs:
- MSM5232 tone duration is longer in MAME. Fujix (ID 04567)
WIP:
- 0.125u7: Corrado Tomaselli verified clocks and adjusted sound volumes in Fairyland Story. Changed M68705 CPU3 clock speed to 3072000 Hz.
- 0.122u6: Changed M68705 CPU3 clock speed to 4MHz.
- 0.115: Aaron Giles updated 68705 clocks to take into account the internal divide by 4. Added constant so that it is clear why this is being done. Changed M68705 CPU4 clock speed to 1MHz.
- 0.101u4: Aaron Giles fixed Fairyland Story stays at blue screen. Nicola Salmoria improved video rendering and fixed graphics corruption on the final level of Fairyland Story.
- 26th October 2005: Nicola Salmoria - Check the final level of Fairyland Story ending on MamEnd. The background graphics are quite obviously broken in the top left corner! Strange that nobody reported this bug. Anyway, I've fixed it now. I've also been studying what the MCU does in that game, and the programmers made some interesting choices. First of all, the MCU can return data stored in its internal ROM. This is done with short tables that are needed at the beginning of a level, and when you die. More interestingly, the text needed for the continue screen is stored there, and since you can't continue until level 8, it would take some time for a bootlegger to notice the problem. Even more interestingly, the endgame text is stored there, so one would have to play all the 101 levels to get to the protection. Another wicked part of the MCU protection is that before action starts in a level, the game takes three bytes, performs complicated calculations on them to convert them into an 8-byte number passed to the MCU, and the MCU then performs more complicated calculations, recovers the original bytes and sends them back. A lot of work to essentially do nothing. Finally, during the final level, the MCU is used to calculate and update the trajectory of the dragon's fireballs. Without the MCU, the dragon doesn't fire. I just have to wonder: why bother? How many people would have reached the final level in the arcades? And would bootleggers have bothered anyway? Figure some player going to the arcade owner and asking for her quarter back because the ending was too easy.
- 0.84u6: Added 'Leave On' dipswitch.
- 0.59: Added dipswitches 'Lives', 'Debug Mode', 'Allow Continue' and 'Coin Slots'.
- 9th January 2002: Uki fixed a few graphics glitches in The Fairyland Story.
- 0.57: MSM5232 sound emulator [Jarek Burczynski, Hiromitsu Shioya]. MSM5232 support in Fairy Land Story [Jarek Burczynski]. Added MSM5232 (2MHz) and DAC sound. Added dipswitches 'Flip Screen' and 'Cabinet'.
- 7th December 2001: Uki improved the Fairyland Story emulation.
- 30th November 2001: Uki converted the Fairyland Story / Onna Sanshirou driver to tilemaps and fixed some palette and sound problems.
- 21st October 2001: Jarek Burczynski sent in a MSM5232 sound chip emulator (thanks to CAB), adding music to Fairy Land Story and adding one missing sound effect to Buggy Challenge.
- 0.37b9: Nicola Salmoria added The FairyLand Story (Taito 1985) and clone (Japan).
- 27th October 2000: Nicola Salmoria and Takahiro Nogi further fixed some Fairyland Story sprite problems.
- 24th October 2000: Takahiro Nogi fixed some sprite bugs in Fairyland Story.
- 0.36RC2: Added clone 'The FairyLand Story (Japan)' (Testdriver).
- 0.36b3: Chris Moore added The FairyLand Story (Testdriver). Known issues: The 68705 doesn't pass the startup checksum test (causing "BAD HW"). This is patched by changing one unused ROM byte to make it calculate the checksum the main cpu expects. Possibilites: 1) The cpu<->mcu interface is wrong, 2) the 68705 dump is bad and 3) the 68705 program is for a different version of the main program. Anyway, the 68705 isn't returning the expected data and the program hangs when you start a game. Sound communication not understood. Sound section also has a MSM5232.
- 20th October 2000: Gareth Hall added the correct MCU dump to the Fairyland Story driver, which is now playable.
- 19th August 1999: Nicola added the 68705 image to Fairyland Story, and the attract mode and intro now work, but it hangs when a game is started.
LEVELS: 101
Other Emulators:
* FB Alpha
* Raine
Romset: 194 kb / 14 files / 83.7 zip
0.36b3 [Chris Moore]
DEBUG MODE:
- When "Debug Mode" dipswitch is ON, keep IPT_SERVICE1 ('9') pressed to freeze the game. Once the game is frozen, you can press IPT_START1 ('5') to advance 1 frame, or IPT_START2 ('6') to advance 6 frames. When "Continue" dipswitch is ON, you can only continue in a 1 player game AND when level (0xe781) is between 8 and 98 (included).
Bugs:
- MSM5232 tone duration is longer in MAME. Fujix (ID 04567)
WIP:
- 0.125u7: Corrado Tomaselli verified clocks and adjusted sound volumes in Fairyland Story. Changed M68705 CPU3 clock speed to 3072000 Hz.
- 0.122u6: Changed M68705 CPU3 clock speed to 4MHz.
- 0.115: Aaron Giles updated 68705 clocks to take into account the internal divide by 4. Added constant so that it is clear why this is being done. Changed M68705 CPU4 clock speed to 1MHz.
- 0.101u4: Aaron Giles fixed Fairyland Story stays at blue screen. Nicola Salmoria improved video rendering and fixed graphics corruption on the final level of Fairyland Story.
- 26th October 2005: Nicola Salmoria - Check the final level of Fairyland Story ending on MamEnd. The background graphics are quite obviously broken in the top left corner! Strange that nobody reported this bug. Anyway, I've fixed it now. I've also been studying what the MCU does in that game, and the programmers made some interesting choices. First of all, the MCU can return data stored in its internal ROM. This is done with short tables that are needed at the beginning of a level, and when you die. More interestingly, the text needed for the continue screen is stored there, and since you can't continue until level 8, it would take some time for a bootlegger to notice the problem. Even more interestingly, the endgame text is stored there, so one would have to play all the 101 levels to get to the protection. Another wicked part of the MCU protection is that before action starts in a level, the game takes three bytes, performs complicated calculations on them to convert them into an 8-byte number passed to the MCU, and the MCU then performs more complicated calculations, recovers the original bytes and sends them back. A lot of work to essentially do nothing. Finally, during the final level, the MCU is used to calculate and update the trajectory of the dragon's fireballs. Without the MCU, the dragon doesn't fire. I just have to wonder: why bother? How many people would have reached the final level in the arcades? And would bootleggers have bothered anyway? Figure some player going to the arcade owner and asking for her quarter back because the ending was too easy.
- 0.84u6: Added 'Leave On' dipswitch.
- 0.59: Added dipswitches 'Lives', 'Debug Mode', 'Allow Continue' and 'Coin Slots'.
- 9th January 2002: Uki fixed a few graphics glitches in The Fairyland Story.
- 0.57: MSM5232 sound emulator [Jarek Burczynski, Hiromitsu Shioya]. MSM5232 support in Fairy Land Story [Jarek Burczynski]. Added MSM5232 (2MHz) and DAC sound. Added dipswitches 'Flip Screen' and 'Cabinet'.
- 7th December 2001: Uki improved the Fairyland Story emulation.
- 30th November 2001: Uki converted the Fairyland Story / Onna Sanshirou driver to tilemaps and fixed some palette and sound problems.
- 21st October 2001: Jarek Burczynski sent in a MSM5232 sound chip emulator (thanks to CAB), adding music to Fairy Land Story and adding one missing sound effect to Buggy Challenge.
- 0.37b9: Nicola Salmoria added The FairyLand Story (Taito 1985) and clone (Japan).
- 27th October 2000: Nicola Salmoria and Takahiro Nogi further fixed some Fairyland Story sprite problems.
- 24th October 2000: Takahiro Nogi fixed some sprite bugs in Fairyland Story.
- 0.36RC2: Added clone 'The FairyLand Story (Japan)' (Testdriver).
- 0.36b3: Chris Moore added The FairyLand Story (Testdriver). Known issues: The 68705 doesn't pass the startup checksum test (causing "BAD HW"). This is patched by changing one unused ROM byte to make it calculate the checksum the main cpu expects. Possibilites: 1) The cpu<->mcu interface is wrong, 2) the 68705 dump is bad and 3) the 68705 program is for a different version of the main program. Anyway, the 68705 isn't returning the expected data and the program hangs when you start a game. Sound communication not understood. Sound section also has a MSM5232.
- 20th October 2000: Gareth Hall added the correct MCU dump to the Fairyland Story driver, which is now playable.
- 19th August 1999: Nicola added the 68705 image to Fairyland Story, and the attract mode and intro now work, but it hangs when a game is started.
LEVELS: 101
Other Emulators:
* FB Alpha
* Raine
Romset: 194 kb / 14 files / 83.7 zip