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.