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kicker: in-deep hardware differences #8954

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@jotego

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@jotego
  • Scan line available to the game
    The device KONAMI_085 is used to write the vertical scroll position (see MAME driver). But the software also reads from it using memory address $200 to $2FF.
    Currently MAME returns a dummy value for that read. From the circuit connection (see device F13 in my extracted schematics here), the circuit can only return the scan line or the scrolled position.
    I wrote a small piece of M6809 code to find out what reading to that device produced. You can check that code here. I burned that program to an EEPROM and hooked to a real board. I found out that the device returns the current scan line when read. The actual memory address used to read is not important, as those A bus bits don't go to the device.
  • Refresh rate and screen size
    Also, the real game has a refresh rate of 60.5Hz, not 60Hz as shown in the driver. And the screen resolution is 256x216 and not 256x240 as seen in the driver. You can check the measurements here.
  • Real sprite table
    The sprite data does not work as the MAME driver assumes. If you check the schematics above, you'll see that the GFX hardware does not have access to the memory locations used by MAME to draw the sprites. So the MAME driver is currently using an internal game table to draw the sprites.
    The sprites are in memory $3000, 4 contiguous bytes each and a total of 24 sprites (as more cannot be written due to the clock speed) -- see updated post below--

I don't have the needed experience in MAME to fix the driver. I hope another contributor can implement these changes.

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