| 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. |
| 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
-
|