driver
driver nova2001.c
source nova2001.c (nova2001.c on mamedev.org)
games Ninjakun Majou no Bouken
Nova 2001 (Japan)
Nova 2001 (US)
Penguin-Kun Wars (Japan)
Penguin-Kun Wars (US)
Raiders5
Raiders5 (Japan)
information 0.123u1 [Howie Cohen, Frank Palazzolo, Alex Pasadyn, Allard van der Bas, Uki, David Haywood, Steph, Phil Stroffolino]

0.37b11 [David Haywood, Steph, Phil Stroffolino]

0.37b16 [Uki]

0.34b3 [Allard van der Bas]

0.33b6 [Howie Cohen, Frank Palazzolo, Alex Pasadyn]


TODO:

- The Nova 2001 schematics show a FG priority bit, which should control priority over sprites. However that bit is set by the game only during the screen fade effect at the end of a level, so it would make the score area appear below the sprites, which definitely doesn't look right. For this reason, the priority bit is implemented in the video driver but it is ignored and the FG is always drawn above sprites.

- In Ninjakun, some garbage is drawn behind the GAME OVER text at the end of a game. Correct behaviour?

- The IRQ source of Ninjakun and Raiders5 CPU 2 is unknown.

- Several unknown memory read accesses in Raiders5.


NOTES:

- The peculiar feature of this hardware is the palette layout. 16 colors are arranged in a 16x16 matrix, with all columns containing a single color, except for column 1, which is a copy of row 1. Essentially, the 4bpp graphics are drawn using a fixed palette except for one color that changes. Nova 2001 and Penguin Kun Wars have palette PROMs and the effect applies to both tilemaps and sprites. Ninjakun and Raiders5 have palette RAM and the effect applies only to sprites while tilemaps use a normal palette.

- Another peculiar characteristic is that in the later scrolling games (that is Ninjakun and Raiders5, but not Nova 2001) the bg scroll registers are added to the videoram address not only when the video circuitry is accessing it, as usually happens, but also when the CPU is accessing it.

- nova2001 is VERY sensitive to coin inputs, if the coin isn't held down long enough, or is held down too long the game will reset, likewise if coins are inserted too quickly. This only happens in nova2001 and not in nova2001u.

- Nova 2001 draws black bars on the sides of the screen so the visible area becomes 240x192, however the physical resolution is still 256x192, the game probably does that to avoid wraparound glitches in the background without having to care about the sprite X MSB.

- In Ninjakun, hold P1 Start after a reset to skip the startup memory tests.

- The production year of Penguin Kun Wars is uncertain since it's not shown on screen. The console/home computer ports were made by ASCII in 1985, and the Ninjakun character appears in the audience (just on the left of the timer) so this game must have been produced after Ninjakun. This restricts the possibilities to 1985 or 1984.

- Penguin Kun Wars has some tile/sprite priority issues that have been verified to happen on the real board (e.g. the blob thing that moves in the middle of the table is not obscured by the text box at the end of a set).


WIP:

- 0.129u6: Phil Bennett fixed rom checks in Penguin-Kun Wars, Ninjakun Majou no Bouken and Raiders5.

- 0.123u1: Merged ninjakun.c, pkunwar.c and raiders5.c with nova2001.c.

- 0.122u7: Changed ninjakid.c to ninjakun.c driver.

- 0.37b16: Uki added raiders5.c driver and vidhrdwaiders5.c.

- 5th March 2001: David Haywood added state saving to Ninja Kid.

- 25th February 2001: Uki fixed some graphics glitches in the Nova 2001 driver.

- 0.37b11: Added ninjakid.c driver and vidhrdw
injakid.c. This driver was started after interest was shown in the game by a poster at various messageboards going under the name of 'ninjakun'. I decided to attempt a driver for this game to gain some experience with Z80 & Multi-processor games.

- 7th January 2001: Phil Stroffolino fixed several bugs in the Ninja Kid driver, including the vertical scrolling graphics. Takahiro Nogi fixed some more Ninja Kid graphics glitches.

- 4th January 2001: David Haywood and Phil Stroffolino have written an almost perfect Ninja Kid driver, though some graphical problems remain.

- 0.34b3: Added pkunwar.c driver and vidhrdwpkunwar.c (Allard van der Bas).

- 0.33b6: Added nova2001.c driver and vidhrdw
ova2001.c.

PCB information
ninjakun Ninjakun Majou no Bouken
[Jun/29/99]
 
 Ninjakun Majou no Bouken (c)UPL 1984
 (Ninja Kid 1)
 
 CPU: Z80x2
 Sound: AY-3-8910
 X'tal: 1?MHz
 
 There's UPL labeled custom
 
 
 
 [Oct/26/99]
 
 These images are from a bootleg version of Ninja Kun
 
 -
nova2001 Nova 2001 (Japan)
[Apr/21/98]
 
 Nova 2001 (UPL 83005)
 
 8910     Z80
 8910     NOVA2001.1 (2764)
          NOVA2001.2 (2764)
          NOVA2001.3 (2764)
          NOVA2001.4 (2732)
 
 
 
 NOVA2001.CLR (82S123)                     NOVA2001.8 (2764)
                                           NOVA2001.7 (2764)
                                           NOVA2001.6 (2764)
                                           NOVA2001.5 (2764)
 
 
 [Mar/29/2006]
 
 Nova 2001 (US)  
 UPL 1983  
 
 CPU
 1x NEC D780C-1 (main)
 2x AY-3-8910 (sound)
 1x oscillator 12.000MHz  
 
 ROMs
 6x HN482764G (1,2,3,6,7,8)
 1x M5L2732 (4)
 1x MBM2764 (5)  
 
 Note
 1x 22x2 edge connector
 1x trimmer (volume)
 2x 8 switches dip
   
 Funzionamento Non testata  
 In vendita No
   
 Dumped 05/04/2006  
 
 -
 
 [MAME]
 
      Memory Map:
 
      Address Range:     R/W:     Function:
      --------------------------------------------------------------------------
      0000 - 7fff        R        Program ROM (7000-7fff mirror of 6000-6fff)
      a000 - a3ff        R/W      Foreground Playfield character RAM
      a400 - a7ff        R/W      Foreground Playfield color modifier RAM
      a800 - abff        R/W      Scrolling Playfield character RAM
      ac00 - a7ff        R/W      Scrolling Playfield color modifier RAM
      b000 - b7ff        R/W      Sprite RAM
      bfff               W        flip screen
      c000               R/W      AY8910 #1 Data R/W
      c001               R/W      AY8910 #2 Data R/W
      c002               W        AY8910 #1 Control W
      c003               W        AY8910 #2 Control W
      c004               R        Interrupt acknowledge / Watchdog reset
      c006               R        Player 1 Controls
      c007               R        Player 2 Controls
      c00e               R        Coin Inputs, etc.
      e000 - e7ff        R/W      Work RAM
 
 -
pkunwar Penguin-Kun Wars (US)
[Feb/01/98]
 
 PENGUIN KUN WAR        UPI 1985.
 
 CPU: D780C -2
 
 
 Filaname	Checksum
 
 PKWar.01R	  1d01
 PKWar.02R	  b107
 PKWar.03R	  41ce
 PKWar.01Y         6466            01-02-98
 PKWar.02Y         e953
 PKWar.03Y	  9fb5
 PKWar.04Y	  8270
 
 COLOR INFO 
 
 PKWar.COL         0c6e           TBP18S030N
 
 
 
 [Apr/18/98]
 
 Penguin Gun War
 
 CPU : Z80
 SND : 2 x AY-3-8910
 
 -
 
 
raiders5 Raiders5
[Oct/15/98]
 
 Raiders 5
 (c)1985 TAITO/UPL
 
 CPU   : Z-80x2
 SOUND : AY-3-8910x2
 
 RAIDERS1.4C  ; SOUND PRG?
 RAIDERS2.4D  ; MAIN PRG?
 RAIDERS3.11F ; CHR ROM
 RAIDERS4.11G ;  |
 RAIDERS5.11N ; /
 
 
 
 
 [Oct/11/97]
 
 Raiders 5 ©1985 UPL
 
 This odd game has 2 Z80's and 2 AY-3-8910's.
 
 There doesn't appear to be any PROMs on this board, so the color is probably generated in RAM.
 
 
 
 [Dec/01/98]
 
 M58725    3  4      M58725  5
 M58725
 
 
 z80  z80
 
    1  2  6116
 
  8910 8910
                         6116
 
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