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Jamma to MVS : iq_132

Message Publié : 27 Février 2022, 01:41
par Kretinou
Voilà un petit topic pour suivre le travail de iq_132 que Mpatou nous avait signalé.

Le bidouilleur "s'amuse" à passer des jeux 68K jamma avec spécifications précises sur le format MVS.

À ce jour (16.02.2022) il en est là :

Cabal - 99% done
- 68k-based
- ram is in 40000-43fff region
- sprites and background tiles are 16x16x4bpp
- maximum of 256 sprites
- backgrounds is 16x16 and does not scroll
- characters are 8x8
- resolution is 256x224

Terra Cresta - 90% done (will have to re-port this- lost sources!)
Soldier Girl Amazon - 90% done
Kid no Hore Hore Daisakusen - 90% done
- 68k-based
- ram is in 20000-23fff/40000-42fff region
- sprites and background tiles are 16x16x4bpp
- maximum of 64 sprites
- backgrounds are 64x32 tiles wide/high, but can be broken into two 32x32 maps or 4 16x32 maps
- characters are 8x8 tiles
- resolution is 256x224

Karnov - 65% done
Chelnov
- 68k-based
- ram is in 60000-63fff region (mostly)
- sprites and background tiles are 16x16x4bpp
- maximum of 256 sprites (actually uses 100)
- backgrounds are 32x32 tiles
- characters are 8x8
- 256x240 resolution - these have a higher resolution than the neogeo (vertically), but seem to keep
the player centered on the screen. Wonder Planet does not.

Toki
- 68k-based
- ram is in 60000-6ffff region
- sprites and background tiles are 16x16x4bpp
- maximum of 256 sprites
- backgrounds are 32x32 tiles x 2 layers -> this means 32x2 sprites necessary to replace (64)
- characters are 8x8 tiles
- 256x224 resolution

WWF Superstars
- 68k-based
- ram is in 1c0000 region
- sprites and background tiles are 16x16x4bpp
- maximum of (1024/2)/10 sprites
- background is 32x32 tiles
- characters are 8x8
- resolution is 256x240 - likely keeps action in the center

Prehisle - 10% done
- 68k-based
- ram is in 70000-73fff region (mostly)
- sprites and background tiles are 16x16x4pp
- maximum of 256 sprites
- backgrounds are very large, but can be broken up into manageable pieces
- characters are 8x8
- 256x224 resolution

Ginga NinkyouDen
- 68k-based
- ram is in 20000-5xxxx range
- sprites and background tiles are 16x16x4bpp
- maximum of 256 sprites
- backgrounds and foregrounds are large, but can be worked around
- characters are 8x8
- 256x224 resolution

Meijinsen
- 68k based
- ram is in 0x180000-181fff range
- is bitmap-based, but this may be workable
- 240x224 resolution

Alpha II / Alpha III / Alpha V
Time Soldiers
Sky Soldiers
Gold Medalist
Sky Adventure
Gang Wars
Super Champion Baseball
- 68k based
- ram is in 40000-40fff range
- tons of sprites, but very similar to neogeo
- sprites are 16x16x4bpp and there are no background tiles
- characters are 8x8
- resolution is 256x224
-- note this is likely a VERY complex port

SNK-68K
P.O.W.
Street Smart
Ikari III - The Rescue
SAR - Search and Rescue
- 68k-based
- ram is in 40000-43fff range
- sprites are 16x16x4bpp and there are no background tiles
- characters are 8x8
- resolution is 256x224
-- note this is likely a VERY complex port


Sexy même si c'est pas du concret.

Re: Jamma to MVS : iq_132

Message Publié : 27 Février 2022, 01:42
par Kretinou




ça t'excite Dracoel, avoue !




(le dernier me fait bander)

Re: Jamma to MVS : iq_132

Message Publié : 02 Mars 2022, 21:00
par Marsu
Enorme ! bon j'aurais préféré un In the Hunt par exemple :pac:

Ps ; jte pique la news pour NGF, j'espère que c'est ok pour toi mais je trouve ça super intéressant, merci d'avance boss :Dracoel:

Re: Jamma to MVS : iq_132

Message Publié : 02 Mars 2022, 21:05
par ゴジラ
Ça viendra peut-être :P

Re: Jamma to MVS : iq_132

Message Publié : 02 Mars 2022, 21:08
par Marsu
On attends Atomikwave :hi: :tongue:

Re: Jamma to MVS : iq_132

Message Publié : 14 Mars 2022, 15:11
par mpatou
J'ai testé le Cabal, c'est assez tripant, mais j'avais des bugs bizarres, comme les chars qui arrivaient par le cadre noir autour de l'écran de jeu. Comme si ils arrivaient des coulisses :lol: