Midnight Landing (Germany)
A 3-D flight simulator game.
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Télécharger Midnight Landing (Germany)
Contenu de la ROM :
Technique
CPU
- maincpu 68000 (@ 12 Mhz)
- sub 68000 (@ 12 Mhz)
- audiocpu Z80 (@ 4 Mhz)
- z80sub Z80 (@ 4 Mhz)
- dsp TMS32025 (@ 12 Mhz)
Chipset
- YM2151 (@ 4 Mhz)
- MSM5205 (@ 0 Mhz)
Affichage
- Orientation Yoko
- Résolution 255 x 255
- Fréquence 60 Hz
Contrôles
- Nombre de joueurs 1
- Nombre de boutons 2
- Type de contrôle
- joy (8 ways)
- joy (8 ways)
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0.107 [David Haywood]
WIP:
- 0.142u3: Angelo Salese removed deprecat.h dependancy and updated irqs accordingly for Midnight Landing.
- 0.132u3: Phil Bennett fixed foreground framebuffer graphics. Angelo Salese fixed sub CPU reset line, main-to-sound CPUs communications, color banking and added PORT_TOGGLE for the inputs in Midnight Landing. Fixed analog inputs. Added DSP and background graphics. Fixed ADPCM rom loading. Changed description to 'Midnight Landing (Germany)'. Added TMS32025 (12MHz) CPU5. Added dipswitches 'Cabinet', 'Test Mode /2', 'Allow Continue', 'Language' and '$2000-0 -> 7'.
- 27th June 2009: Angelo Salese - Me and Phil Bennett moved our efforts over Midnight Landing, the first of the Taito Landing series. The main issue was mostly the "dot writings" that are the characteristic "night drawing" of this game. After some false mis-steps (that were even close to the current status), I've discovered that this game uses the same DSP as his sequel Top Landing (the TMS32025) for calculating the dot data to be displayed. Dox also pointed out that the "dot" data in reality is stored in the gfx ram, so in the real world the main 68k feeds some raw data to the sub 68k then the sub 68k processes this data and gives it to the DSP. The DSP then does some math operations and gives this data to the sub 68k and finally the sub 68k converts the data to the proper format and gives it back to the main 68k. In short, it's (unsurprisingly) an unoptimized mess. Game has still bugs (sound cpu comunications fails sometimes, palette banking isn't yet understood) and somebody should explain to me if there's particular rules about how to play this one (inputs doesn't seem to be consistant).
- 0.132u2: Angelo Salese improved sound and inputs in Midnight Landing. Added dipswitches 3x 'SYSTEM' and 17x 'Unknown'.
- 0.130u1: Angelo Salese fixed Midnight Landing gfx bitplanes.
- 0.130: Angelo Salese hooked up paletteram in Midnight Landing.
- 0.111u4: Many improvements to the Midnight Landing driver, including partial sound, partial video emulation and controls. Still not working, though [Tomasz Slanina]. Added 2x Z80 (4MHz) CPUs and YM2151 and MSM5205 sound. Changed visible area to 512x400. Fixed rom loading. Added 8-way Joystick and Stick with 6x buttons for 1 Player. Added dipswitches 'Demo Sounds', 'Flip Screen' and 'test 1'.
- 30th July 2006: Tomasz Slanina - Some progress on Midnight Landing.
- 0.107: David Haywood added Midnight Landing (Taito 1990).
Romset: 904 kb / 16 files / 326.3 zip
WIP:
- 0.142u3: Angelo Salese removed deprecat.h dependancy and updated irqs accordingly for Midnight Landing.
- 0.132u3: Phil Bennett fixed foreground framebuffer graphics. Angelo Salese fixed sub CPU reset line, main-to-sound CPUs communications, color banking and added PORT_TOGGLE for the inputs in Midnight Landing. Fixed analog inputs. Added DSP and background graphics. Fixed ADPCM rom loading. Changed description to 'Midnight Landing (Germany)'. Added TMS32025 (12MHz) CPU5. Added dipswitches 'Cabinet', 'Test Mode /2', 'Allow Continue', 'Language' and '$2000-0 -> 7'.
- 27th June 2009: Angelo Salese - Me and Phil Bennett moved our efforts over Midnight Landing, the first of the Taito Landing series. The main issue was mostly the "dot writings" that are the characteristic "night drawing" of this game. After some false mis-steps (that were even close to the current status), I've discovered that this game uses the same DSP as his sequel Top Landing (the TMS32025) for calculating the dot data to be displayed. Dox also pointed out that the "dot" data in reality is stored in the gfx ram, so in the real world the main 68k feeds some raw data to the sub 68k then the sub 68k processes this data and gives it to the DSP. The DSP then does some math operations and gives this data to the sub 68k and finally the sub 68k converts the data to the proper format and gives it back to the main 68k. In short, it's (unsurprisingly) an unoptimized mess. Game has still bugs (sound cpu comunications fails sometimes, palette banking isn't yet understood) and somebody should explain to me if there's particular rules about how to play this one (inputs doesn't seem to be consistant).
- 0.132u2: Angelo Salese improved sound and inputs in Midnight Landing. Added dipswitches 3x 'SYSTEM' and 17x 'Unknown'.
- 0.130u1: Angelo Salese fixed Midnight Landing gfx bitplanes.
- 0.130: Angelo Salese hooked up paletteram in Midnight Landing.
- 0.111u4: Many improvements to the Midnight Landing driver, including partial sound, partial video emulation and controls. Still not working, though [Tomasz Slanina]. Added 2x Z80 (4MHz) CPUs and YM2151 and MSM5205 sound. Changed visible area to 512x400. Fixed rom loading. Added 8-way Joystick and Stick with 6x buttons for 1 Player. Added dipswitches 'Demo Sounds', 'Flip Screen' and 'test 1'.
- 30th July 2006: Tomasz Slanina - Some progress on Midnight Landing.
- 0.107: David Haywood added Midnight Landing (Taito 1990).
Romset: 904 kb / 16 files / 326.3 zip