shmups.system11.org

Shmups Forum
 
* FAQ    * Search
 * Register  * Login 
It is currently Sun Aug 18, 2019 6:30 am View unanswered posts
View active topics



Post new topic Reply to topic  [ 32 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!!!!!
PostPosted: Thu Dec 22, 2016 2:46 am 


User avatar

Joined: 09 Sep 2007
Posts: 242
http://www.mameworld.info/ubbthreads/sh ... art=1&vc=1

https://git.redump.net/mame/commit/?id= ... 8f43ec7fa9

http://caps0ff.blogspot.co.uk/2016/12/h ... aplan.html

It has finally happened!!!

Edit: Added caps0ff blog to original link.


Last edited by Master O on Thu Dec 22, 2016 10:28 pm, edited 2 times in total.

Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Thu Dec 22, 2016 4:29 am 


User avatar

Joined: 08 Dec 2006
Posts: 1502
Location: borders
Great news
:D FIRE SHARK !!
_________________
SLAG OFF KETSUI I SLAG OFF YOR MUM
https://soundcloud.com/vapor-teh-apparition
https://soundcloud.com/don-pachi-aka-bling-laden


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Thu Dec 22, 2016 8:39 am 


User avatar

Joined: 05 Nov 2013
Posts: 6702
Location: block
Haven't played Fire Shark in a while, perfect opportunity to return to it (and finally try trap15's hack also)

I suppose 0.181 will be out right before Christmas or something.

EDIT: as I thought it's thanks to Caps0ff recovering that 'lost' box of chips. Awesome.
_________________
mycophobia wrote:
have tyou ever played dodponpatchi


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Thu Dec 22, 2016 10:32 am 


User avatar

Joined: 18 Sep 2013
Posts: 2977
Location: Portugal
Great news indeed!
_________________
ChurchOfSolipsism wrote:
I'll make sure I'll download it illegally one day...


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Thu Dec 22, 2016 12:56 pm 



Joined: 11 Feb 2012
Posts: 407
Location: US
And so the fated day is upon us.
_________________
Sex, powerups, and rock 'n' roll.


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Thu Dec 22, 2016 4:25 pm 


User avatar

Joined: 18 Aug 2008
Posts: 7519
Location: Alingsås, Sweden
Merry Christmas!
_________________
Image | My games - http://www.emphatic.se | (Click) I have YEN stickers for sale
RegalSin wrote:
Street Fighters. We need to aviod them when we activate time accellerator.


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Thu Dec 22, 2016 5:03 pm 



Joined: 12 Feb 2005
Posts: 237
Location: North West - UK
The decapping blog should be added to original post.

http://caps0ff.blogspot.co.uk/2016/12/hd647180-19-58-102-terrific-toaplan.html


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Fri Dec 23, 2016 2:37 am 


User avatar

Joined: 09 Sep 2007
Posts: 242
pcb_revival wrote:
The decapping blog should be added to original post.

http://caps0ff.blogspot.co.uk/2016/12/hd647180-19-58-102-terrific-toaplan.html


That was a great read about how they actually accomplished the feat.

I just hope they also do this for Nichibutsu's "Tatakae Big Fighter," which is also a shmup that relies heavily on its MCU. In fact, without its MCU, it will not boot, period.


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Fri Dec 23, 2016 6:23 am 


User avatar

Joined: 08 Feb 2009
Posts: 4831
Absolutely great news! I think apart from Ghox (which isn't a shmup I suppose but still fun) and Tatakae Big Fighter that's literally it for the non-working Toaplans of that era if I'm not mistaken.

For anyone who's really keen to play it before the official MAME release next week I compiled a 64-bit build for download here straight off the repo.
_________________
Projects: G.M.O.S.S.E / Warbird A13:02 / Zenohell / XII STAG Hi-Score Thread


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Fri Dec 23, 2016 9:37 am 


User avatar

Joined: 18 Sep 2013
Posts: 2977
Location: Portugal
BPzeBanshee wrote:
Absolutely great news! I think apart from Ghox (which isn't a shmup I suppose but still fun) and Tatakae Big Fighter that's literally it for the non-working Toaplans of that era if I'm not mistaken.

For anyone who's really keen to play it before the official MAME release next week I compiled a 64-bit build for download here straight off the repo.

So a new version of MAME is all we need? No need for new roms?
_________________
ChurchOfSolipsism wrote:
I'll make sure I'll download it illegally one day...


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Fri Dec 23, 2016 9:40 am 


User avatar

Joined: 18 Feb 2011
Posts: 5024
Location: Denmarku
I don't have any interest in emulation or MAME, but I appreciate the preservation aspect. And I'm curious - what do these MCUs do? This is the first I've heard of them.


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Fri Dec 23, 2016 9:50 am 



Joined: 16 Dec 2010
Posts: 534
Location: California
soprano1 wrote:
BPzeBanshee wrote:
Absolutely great news! I think apart from Ghox (which isn't a shmup I suppose but still fun) and Tatakae Big Fighter that's literally it for the non-working Toaplans of that era if I'm not mistaken.

For anyone who's really keen to play it before the official MAME release next week I compiled a 64-bit build for download here straight off the repo.

So a new version of MAME is all we need? No need for new roms?


Of course you need new roms, the entire progress is about the internal ROM of the Sound MCUs being dumped.


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Fri Dec 23, 2016 9:52 am 



Joined: 16 Dec 2010
Posts: 534
Location: California
Sumez wrote:
I don't have any interest in emulation or MAME, but I appreciate the preservation aspect. And I'm curious - what do these MCUs do? This is the first I've heard of them.


The MCUs contain all the sound / music data used by the games, without them sound couldn't be emulated at all (before that some people had hacked in huge wav samples recorded from the PCBs, but that isn't emulation and wasn't accurate)

From a preservation point of view having these dumped is very, very important.


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Fri Dec 23, 2016 9:53 am 



Joined: 16 Dec 2010
Posts: 534
Location: California
BPzeBanshee wrote:
Absolutely great news! I think apart from Ghox (which isn't a shmup I suppose but still fun) and Tatakae Big Fighter that's literally it for the non-working Toaplans of that era if I'm not mistaken.

For anyone who's really keen to play it before the official MAME release next week I compiled a 64-bit build for download here straight off the repo.


Tatakae Big Fighter is Nichibutsu and uses a security MCU, not sound related.


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Fri Dec 23, 2016 10:13 am 


User avatar

Joined: 18 Sep 2013
Posts: 2977
Location: Portugal
IseeThings wrote:
soprano1 wrote:
BPzeBanshee wrote:
Absolutely great news! I think apart from Ghox (which isn't a shmup I suppose but still fun) and Tatakae Big Fighter that's literally it for the non-working Toaplans of that era if I'm not mistaken.

For anyone who's really keen to play it before the official MAME release next week I compiled a 64-bit build for download here straight off the repo.

So a new version of MAME is all we need? No need for new roms?


Of course you need new roms, the entire progress is about the internal ROM of the Sound MCUs being dumped.

OK, gotcha. Thanks.
_________________
ChurchOfSolipsism wrote:
I'll make sure I'll download it illegally one day...


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Fri Dec 23, 2016 10:35 am 


User avatar

Joined: 18 Feb 2011
Posts: 5024
Location: Denmarku
IseeThings wrote:
From a preservation point of view having these dumped is very, very important.

It would be even if it didn't contain data.
Until Bubble Bobble's custom logic MCU got dumped some years back, it was impossible to correctly replicate that game at all.


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Fri Dec 23, 2016 12:21 pm 



Joined: 26 Jan 2005
Posts: 7083
Location: Bedford, UK
From a logic perspective not a lot of this makes sense. There are far more complex games already 100% than Fire shark.

Was the MCU chip itself so hard to replicate? Sounds like a good chip to put the protection code on.
_________________
This industry has become 2 dimensional as it transcended into a 3D world.


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Fri Dec 23, 2016 12:24 pm 


User avatar

Joined: 18 Feb 2011
Posts: 5024
Location: Denmarku
Not hard to replicate. Hard to get into and actually read what it does.


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Tue Dec 27, 2016 1:55 am 


User avatar

Joined: 09 Sep 2007
Posts: 242
IseeThings wrote:
BPzeBanshee wrote:
Absolutely great news! I think apart from Ghox (which isn't a shmup I suppose but still fun) and Tatakae Big Fighter that's literally it for the non-working Toaplans of that era if I'm not mistaken.

For anyone who's really keen to play it before the official MAME release next week I compiled a 64-bit build for download here straight off the repo.


Tatakae Big Fighter is Nichibutsu and uses a security MCU, not sound related.


TBF's MCU has now been dumped:

https://github.com/mamedev/mame/commit/ ... c502c30259


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Wed Dec 28, 2016 4:42 am 


User avatar

Joined: 08 Dec 2005
Posts: 18347
Location: uoıʇɐɹnƃıɟuoɔ ɯǝʇsʎs
neorichieb1971 wrote:
From a logic perspective not a lot of this makes sense. There are far more complex games already 100% than Fire shark.

Possibly gross exaggeration incoming: MCU chips are more like glob chips, it's a physical problem. There's no socketed ROM to pull out and put in a dumper; the MCU is working off a ROM embedded in the chip itself, next to a CPU core which works directly on that ROM. Getting the data out isn't exactly plug-and-play.

So how did the MCU decapping go? Did the ROM data have to be figured out from die shots? I can't find any details.

Anyway, amazing news! Hats off to the people who funded & made it happen.


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Wed Dec 28, 2016 5:48 am 


User avatar

Joined: 08 Feb 2009
Posts: 4831
Ed Oscuro wrote:
So how did the MCU decapping go? Did the ROM data have to be figured out from die shots? I can't find any details.

Have another look at the first post in this thread - the Caps0ff blog is pretty detailed.
_________________
Projects: G.M.O.S.S.E / Warbird A13:02 / Zenohell / XII STAG Hi-Score Thread


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Wed Dec 28, 2016 7:01 am 


User avatar

Joined: 26 Mar 2006
Posts: 2624
Somebody send a courtesy copy of Vimana's ROM with MAME to Giorgio A. Tsoukalos.
Guy is obsessed with Vimanas.

"Could it be possible that Ancient Aliens encoded their history in the music binary of Vimana and it is only today that we now know how it may have sounded?" :lol:
_________________
Some of the best shmups don't actually end in a vowel.
No, this game is not Space Invaders.


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Wed Jan 11, 2017 6:49 am 


User avatar

Joined: 26 Jan 2005
Posts: 2263
Played some Fire Shark on .181 64-bit, and it sounds nice. So long, ThunderMAME.
_________________
Kinect? KIN NOT.


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Sun Apr 09, 2017 7:10 pm 



Joined: 02 Nov 2014
Posts: 7
Just found this thread. Awesome news!

How do I contact these people? I have a Ghox board I am willing to donate if they will dump the mcu.


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Mon Apr 10, 2017 4:19 pm 


User avatar

Joined: 26 Jan 2005
Posts: 1900
Location: Norway
I have contacted TiddlyWinks with the pertinent details.

caps0ff already have a Ghox PCB which they will decap in due time.

If you want to help the caps0ff project you can do so here:

https://www.patreon.com/user?u=4805718

edit:
Here is the current timeline:

http://caps0ff.blogspot.no/2017/01/proj ... nning.html
_________________
http://world-of-arcades.net
The future of ST-V rests upon our work and your work


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Sat Apr 29, 2017 12:01 pm 


User avatar

Joined: 13 Dec 2014
Posts: 3402
Location: Ringing the bells of fortune
Is there a version of MAME with support for this but also autofire/custom buttons settings like those in MAMEPlus (which hasn't been updated for two years)? I know MAME has autofire accessible through the cheats menu now but it's barebones and not as nice as what MAMEPlus has, unless that's changed within the last couple months.
_________________
Image
NTSC-J: You know STGs are in trouble when you have threads on how to introduce them to a wider audience and get more people playing followed by threads on how to get its hardcore fan base to play them, too.
1CCs | Twitch | YouTube


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Sat Apr 29, 2017 7:23 pm 


User avatar

Joined: 25 Jan 2005
Posts: 649
Location: Virginia, USA
Nope, vanilla mame took the autofire code from MAMEUIFX which, as you know, is pretty barebones and kinda garbage. It doesn't even save your settings, you have to re-enable it manually every time you launch a game. I think there's a keybind in the UI to toggle it on/off, which would help somewhat, but I could never get it to work lol.

I guess until the culture of MAMEdev wizens up to the fact that autofire isn't actually cheating, the feature probably won't get much attention.


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Wed May 10, 2017 8:54 pm 


User avatar

Joined: 13 Dec 2014
Posts: 3402
Location: Ringing the bells of fortune
OmegaFlareX wrote:
Nope, vanilla mame took the autofire code from MAMEUIFX which, as you know, is pretty barebones and kinda garbage. It doesn't even save your settings, you have to re-enable it manually every time you launch a game. I think there's a keybind in the UI to toggle it on/off, which would help somewhat, but I could never get it to work lol.

I guess until the culture of MAMEdev wizens up to the fact that autofire isn't actually cheating, the feature probably won't get much attention.

This was bugging me so I took an autofire+custom buttons patch I found and updated it for the current version MAME 0.185. Here's a download, just replace the MAME executable in an existing MAME installation with this one. I'm calling this AutoMAME, original name do not steal. Hopefully this is actually useful and I didn't miss an existing distribution that already has this...

In the zip I also included a diff of the source code which you can apply to the MAME 0.185 source if you want a Mac/Linux build or you just don't trust my binary (also GPL2 requirements etc.). I ran into issues applying the diff on macOS to the source code zip package downloaded from mamedev.org, but it worked fine when I checked it out from Github (mame0185 tag) and used git apply. I'm not sure what the issue is, but I'm guessing it's something to do with Windows vs. Unix EOLs. If you can apply the patch, though, it should work on all platforms vanilla MAME supports.

I also threw in a fix for Parodius Da's default dipswitch settings because why not (the arcade manual and the PCB recordings I've seen have extends set to 30k/100k rather than 20k/80k).
_________________
Image
NTSC-J: You know STGs are in trouble when you have threads on how to introduce them to a wider audience and get more people playing followed by threads on how to get its hardcore fan base to play them, too.
1CCs | Twitch | YouTube


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Wed May 10, 2017 9:18 pm 


User avatar

Joined: 08 Mar 2013
Posts: 264
Location: UK
Does this mean I could map say "button 1" to autofire on one controller button and its standard non auto function on another? eg for game like blazing star where the charge shot is on the same button as standard fire.


Top
 Offline Profile  
 
 Post subject: Re: MCUs for Fire Shark, Vimana, Teki Paki DUMPED!!!!!!!!!!!
PostPosted: Wed May 10, 2017 9:35 pm 


User avatar

Joined: 13 Dec 2014
Posts: 3402
Location: Ringing the bells of fortune
tomwhite2004 wrote:
Does this mean I could map say "button 1" to autofire on one controller button and its standard non auto function on another? eg for game like blazing star where the charge shot is on the same button as standard fire.

Yes, you would bind one of the custom buttons to map to button 1 (press "1" in the custom buttons menu) and then turn autofire on for custom button 1 but not button 1, and then bind the two to separate controller buttons. This is also useful for Fire Shark since the flamethrower weapon breaks when using autofire. You can also set autofire to toggle for each button and bind a button to toggle autofire on/off. Unlike vanilla MAME's autofire, these settings actually save in the cfg files so you don't have to set them every time you launch the game.

If you've ever used MAMEPlus, it's the same as that. I think some other forks of MAME also had this but I'm not aware of any that are still being updated.

I want to add the ability to set different buttons to different autofire frequencies and not just on/off/toggle (useful for games like Hishouzame where fast autofire leaves inconvenient gaps in your shots but you sometimes need it for point-blanking enemies), but I'm not in any rush to do that.
_________________
Image
NTSC-J: You know STGs are in trouble when you have threads on how to introduce them to a wider audience and get more people playing followed by threads on how to get its hardcore fan base to play them, too.
1CCs | Twitch | YouTube


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 32 posts ]  Go to page 1, 2  Next

All times are UTC


Who is online

Users browsing this forum: Google [Bot] and 4 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Space Pilot 3K template by Jakob Persson
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group