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Street Smart / Final Fight (Japan, hack) |
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| URL: http://datobase.arcadehits.net/ffightjh |
Manufacturer : Capcom ? Year : 1989 ? Category : Fighter / 2.5D ? Nplayers : 2P sim ? Driver : cps1.c ? This rom is a clone of ffight |
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no samples are needed |
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| artwork : ffight.zip ( 4 Mo ) | |
| hiscore.dat support : NO | |
| cheat.dat support : NO | |
| command.dat support : NO | |
| romset and CRC info : detail | |
* midifile -1-2-3 * gif file -1-2 |
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flyer does not exist
title screen does not exist |
Final Fight hack (c) 199? Unknown.
- SOURCES - Game's ROM. from game history database (history.dat) |
| picture
: marquee
does not exist |
| informations
from mame info database (mameinfo.dat) mameinfo.dat for ffight |
cabinet does not exist in game snapshot does not exist |
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0.31 [Paul Leaman]
Artwork available NOTE : - During the test, there is gfx garbage. Verified with Original. Kold666 (ID 01270) BUGS : - Clone fcrash: Missing graphic in "10 seconds continue" screen Robiza (ID 01736) WIP : - 0.136u2: Mamesick fixed bad sound in clone Final Crash (bootleg of Final Fight). - 1st January 2010: JacKc - My dear friend Bonky0013 received last week a Final Fight JP Board. He has discovered that this board is the famous Final Fight Bootleg hack which you can play as ennemies characters (hack which is also on the CPS1 14in1). This is an official and original Final Fight JAP CPS-B-21 Board. The EPROMS have been modified and phoenixed. The BOARD uses a GAL instead of a PAL. It has been dumped, verified and works fine on MAME and FBA. - 0.136: Bonky0013, JacKc and Fabio Priuli added clone Street Smart / Final Fight (Japan, hack). - 0.126u5: Added A-board PLDs (buf1, ioa1, prg1, rom1 and sou1) and B-board PLDs (iob1.11e and s224b.1a). - 0.126u1: Changed description from clone 'Final Crash (World, bootleg)' to 'Final Crash (bootleg of Final Fight)'. - 0.124u5: Chack'n added clone Final Fight (Japan 900112). - 0.124u4: Added sound to clone Final Crash [Nicola Salmoria, Corrado Tomaselli, Charles MacDonald]. - 0.118u4: Corrado Tomaselli added clone Final Fight (US). Renamed (ffightua) to (ffightub) and (ffightu) to (ffightua). - 29th August 2007: Corrado Tomaselli dumped Final Fight (US). - 0.116u1: Robiza fixed offset for sprite and layers in clone Final Crash (World, bootleg). - 0.109u5: Robiza fixed priorities and the offset of layer 3 in clone Final Crash (World, bootleg). - 0.104u9: Murray Melvin added clone Final Fight (US 900613). - 0.100u2: David Haywood added clone Final Crash (World, bootleg). - 19th September 2005: Corrado Tomaselli dumped Final Crash (World, bootleg). - 0.69b: Razoola added clone Final Fight (Japan set 2). - 23rd April 2002: Karl Stenerud fixed a lot of undocumented behaviour thanks to information from Bart T. Filipe Estima submitted an addition of a third button to Final Fight, which is only enabled with cheats. - 8th February 2002: Aaron Giles fixed the bug in FM timers which affected Final Fight and lots of other games. - 0.35b2: Nicola Salmoria added clone Final Fight (US). - 0.33b3: Marco Cassili added clone Final Fight (Japanese). - 0.31: Paul Leaman added Final Fight (Capcom 1989), preliminary with huge memory requirements. - 24th October 1996: Dumped Final Fight (World). ARCADE RELEASE: Final Fight (Capcom) - 1987/Dec/14 STORY: - Sometime in the 1990's... Metro City, a well known Crime Capital, has been ruled by violence and death for many years. A fact which the newly elected mayor and former Street Fighter, Mike Haggar, plans to change. At the center of the problem is the huge gang known as Mad Gear. Mad Gear controls all of the major criminal activity in the city. When they learned of Haggar's plans, they took immediate action to bring this new mayor under their control. LEVELS : 6 OTHER EMULATORS : * Calice * Callus * FB Alpha * Kawaks * Nebula * Raine Recommended Games (Street Fighter): Knuckle Joe My Hero Renegade Trojan Trojan (PlayChoice-10) Avengers Black Panther Double Dragon Double Dragon II Double Dragon 3 Double Dragon (PlayChoice-10) Double Dragon (Neo-Geo) Ginga NinkyouDen Kyros Shinobi Shinobi (Mega-Tech) The Revenge of Shinobi (Mega-Tech) Shinobi III (Mega Play) Bad Dudes vs. Dragonninja Shadow Warriors Vigilante Crime Fighters DownTown Final Fight Gang Wars Last Battle (Mega-Tech) Ninja Gaiden (PlayChoice-10) Ninja Gaiden Episode II (PlayChoice-10) Ninja Gaiden Episode III (PlayChoice-10) Shadow Dancer Shadow Dancer (Mega-Tech) Tough Turf The Combatribes Crude Buster Growl Mug Smashers 64th. Street Brute Force Captain Commando D. D. Crew Karate Blazers Streets of Rage (Mega-Tech) Riot City Vendetta B.Rap Boys Big Fight Guardians of the 'Hood Silent Dragon Undercover Cops Cadillacs and Dinosaurs Knuckle Bash Knuckle Bash 2 Ninja Baseball Batman The Punisher Streets of Rage II (Mega Play) Violent Storm Pretty Soldier Sailor Moon Black Touch '96 Final Fight 2 (SNES bootleg) Iron (SNES bootleg) Osman Sonic Blast Man 2 Special Turbo Spikeout Spikeout Final Edition Gaia Crusaders Vamp 1/2 Thunder Heroes ROMSET : 3394 kb / 19 files / 1.36 zip |
| picture : control
panel
does not exist |
0.31 [Paul Leaman]
WIP : - 0.136u1: Fabio Priuli fixed NVRAM for dino, punisher, wof and clones - 0.135u4: Fabio Priuli added driver data struct and save states to CPS1 driver. - 0.133u3: Corrado Tomaselli verified and added correct xtals values for CPS1 boards. Added correct xtal and divisor for OKI6295 taken from Forgotten Worlds schematics. - 0.129u4: Nicola Salmoria fixed a contact MAMEDEV message in the CPS1 driver. - 0.128u4: Updated CPS1 documentation [Nicola Salmoria]. - 0.127u1: Additional input port cleanups in the CPS1 driver [Fabio Priuli]. - 0.127: Nicola Salmoria updated CPS1 to use proper gfx ROMs (+ PALs) for Varth (Japan 920714), and to load correct A-Board PALs for QSound games. - 0.126u5: Corrado Tomaselli and Charles MacDonald added reverse engineered PLD images to CPS1 games (A-board to all and B-board and C-board to many). - 0.126u4: Corrado Tomaselli verified and corrected CPS1 refresh rate. Changed VSync to 59.610000 Hz. - 0.125u6: Corrado Tomaselli changed all games after Street Fighter 2 CE to have a 12MHz clock. Verified on Mega Man and Quiz & Dragons (original kits with plastic case). I am resonably sure all the other games after ST2CE have the DASH CPS1 board with 12MHz clock. - 0.125u3: David Haywood fixed duplicate input port bits in CPS1 driver. - 0.124u5: Massive update to ROM naming in the CPS1 driver, also loading smaller EPROMs for Japanese sets instead of the larger mask ROMs where possible. Added information about B-Board revisions where possible. There is still work to do on this regard but this is a first step in untangling the mess [Nicola Salmoria]. Nicola Salmoria and Corrado Tomaselli verified more CPS1 gfx ROM mappings against PALs. Fixed rom names in all games. - 0.124u4: Further CPS1 improvements [Nicola Salmoria, Corrado Tomaselli, Charles MacDonald]: Fixed layer enable at the end of stage 4 in Varth. Increased Varth CPU clock to 12MHz to reduce slowdowns (the game was released after sf2ce so the faster A-board was available). Verified more gfx rom mappings against PAL dumps (thanks to Corrado). Verified memory maps using A-board PAL dumps (thanks to Charles). Separated the address ranges for CPS-A and CPS-B customs. This finally clarifies why some registers are fixed and some change with every game. Identified three new unknown registers in the CPS-B-21 custom. Their purpose is unknown. All unhandled accesses to CPS-A/CPS-B registers will now be reported. There shouldn't be any left. Look out for "contact MAMEDEV" popups. Cleaned memory maps. Moved Forgotten Worlds special input memory handlers to DRIVER_INIT. Moved extra input handlers to video/cps1.c since the extra connectors are on the C-board. Added sound to Final Crash. Lowered SF2 clock speed to 10MHz. This is on the assumption that, since the 12MHz A-Board is called "89626A-4 DASH", it should have started to be used with SF2 DASH--that is, sf2ce. - 0.124u3: Nicola Salmoria and Corrado Tomaselli fixed CPS1 palette control register to match tests on Magic Sword PCB. Nicola Salmoria verified several CPS1 graphics ROM mappings against PAL dumps. Nicola Salmoria merged CPS1, CPS2 memory maps and some tweaks from schematics, though to get perfect memory maps dumps of the A-board PALs would be needed. - 0.124u2: Verified some GFX rom mapping tables against PAL dumps. Improved understanding and emulation of palette related registers [Nicola Salmoria, Corrado Tomaselli]. Nicola Salmoria removed CPS1 tile kludges and replaced with per-game ROM mapping tables. Ideally, the ROM mapping should be derived from mapping of the PALs found on the B board. Note that this is a significant change and some new bugs might be caused by it. Unlike previous bugs, where extra garbage tiles would appear in the games, the new bugs would be tiles or sprites MISSING--so they will be harder to notice. This would happen because in some cases the 16x16 regions of the gfx ROMs can be used by both scroll2 and sprites, while in other cases they must be separated. - 0.124u1: Nicola Salmoria fixed CPS1 background color. This fixes 3 wonder (game start) and mtwins (explosion during attract). It seems to break Varth, however, and has dubious effects on the boot sscreens of avsp, sfa3 and possibly other CPS2 games. Changed palettesize to 3072 colors. - 0.122u8: David Haywood fixed the CPS driver to at least display the correct clock in the driver info, by degrading the clock through alternate means. - 0.121: Vas Crabb updated the DIP locations for all games in the CPS-1 driver. - 0.114u2: Couriersud fixed crash if you attempt to view graphics page 4. - 0.114: Aaron Giles fixed a MAME crash if you do a hardware reset. - 0.112u3: MAME Italia forum connected brightness support on the CPS1 board (not just CPS2) after verifying that the real board does support it. - 0.109: Input port cleanup and additional comments in the CPS1 driver [Stephane Humbert]. - 0.105u1: David Haywood updated CPS-1 driver to more accurately draw tilemaps, based on evidence from a board with mixed ROMs. - 5th April 2006: David Haywood - A guy called Murray posted on the mame.net and neo-geo.com forums about a problem he was having with his Final Fight PCB. The problem looked like it might be due to a mix of Japanese and US roms as the Japanese roms don't contain a full Winners Don't Use Drugs Logo. He got a friend to dump the socketed roms on the PCB and sure enough the socketed graphic roms matched the Japanese set in MAME. This set, being a newer US revision was then plugged into MAME (ffightua in .105) but there was something wrong. MAME displayed the Winners Don't Use Drugs screen perfectly with this mixed set of roms. At this point I wondered if maybe one or both of his Mask Roms were also from a Japanese revision so I loaded the US set with an entire set of Japanese GFX. The logo was broken, but not in the same way as the PCB. For a while this was rather confusing, it must be getting the Japanese characters from somewhere, but the only place they exist are in the Japanese roms, and it would appear the text layer graphics aren't used in them when running the US set. No matter what I tried to change in terms of the roms I couldn't reproduce the exact problem shown. Then I remembered, MAME had some code to force the 8x8 text layer characters to always be drawn from the Left Hand Side of each 16x16 tile (apparently for Carrier Air Wing...) but the left and right sides of almost every 16x16 character used for the 8x8 layer were identical. The screenshot made it quite obvious that the real hardware does not always draw the left hand side of the tile, but instead alternates from left side to right side for every column on the display. By implementing this behavior in MAME I was able to reproduce the same glitch shown on the real PCB when mixed roms are used. I suspect the problem with Carrier Air Wing which resulted in the left hand side always being used is another problem, the CPS video hardware is full of strange little hacks for the early CPS games anyway. The change will hopefully be in 105u1, I can't see anything broken by it, but some testing would be helpful. - 0.101u1: Phil Bennett corrected CPS1 frequencies based on measurements from a real PCB. Changed Z80 CPU2 clock speed to 3579545 Hz and YM2151 to 3579545 Hz. And changed 68000 CPU1 clock speed to 12MHz and Z80 CPU2 to 8MHz in games with Q-Sound. - 0.94u2: Aaron Giles fixed CPS1 QSound routing. - 0.93u1: Aaron Giles fixed OKI frequency to 7576Hz in the CPS1 games and in the QSound games properly remove the YM2151. - 0.93: Changed OKI6295 clock speed to 6061 Hz. - 0.73: Fixed some dipswitches in all games. - 13th December 2002: Stephane Humbert fixed the inputs in the CPS-1 driver. - 0.53: Moved drivers\cps1.h to includes\. - 7th May 2001: Chack'n cleaned up the CPS-1 driver romset definitions a little. - 21st February 2001: Nicola Salmoria added buffering to the keyboard input code, allowing more than two keypresses at the same time. This fixes Zangief's spin in Street Fighter 2. - 10th January 2001: Paul Leaman added the necessary modifications to the CPS-1 driver to allow CPS-2 emulation. - 30th September 2000: Darren Olafson fixed a bug that prevented sf2accp2 from working. - 0.37b6: Changed palettesize from 2048 to 4096 colors. - 27th August 2000: Nicola Salmoria perfected the CPS-1 starfield graphics emulation (used in Forgotten World and Strider). - 21st August 2000: Nicola Salmoria added preliminary starfield emulation to the CPS-1 driver. - 10th August 2000: Nicola Salmoria fixed the protection bugs in Slam Masters. - 0.37b5: Removed vidhrdw\cps1draw.c. - 14th July 2000: Nicola Salmoria fixed some CPS-1 graphics problems. - 10th July 2000: Nicola Salmoria fixed the protection problems in Slam Masters. - 5th June 2000: Paul Leaman added Warriors of Fate to the CPS-1 driver. - 28th December 1999: Paul Leaman removed another kludge from the CPS-1 video driver. - 27th December 1999: Paul Leaman added protection work-around to Slam Masters and did some other CPS1 fixes. - 19th November 1999: CAB fixed some sound related things in CPS-1 driver. - 0.36b12: Changed Z80 CPU2 clock speed to 6MHz. - 0.36b8: Nicola Salmoria added vh_eof_callback and Bryan McPhail added VIDEO_BUFFERS_SPRITERAM to the MachineDriver structure. See Bionic Commando, Last Duel or other CPS1 games. - 18th October 1999: Bryan McPhail sent in a general sprite lag fix, helping CPS-1 games at least. - 0.36b1: Added vidhrdw\cps1draw.c. Paul Leaman fixed bad tiles in some CPS1 games. - 8th July 1999: Paul Leaman sent another CPS1 video driver update with all the garbage hopefully gone. - 3rd July 1999: Paul Leaman fixed several CPS-1 graphics problems such as the missing van in Punisher and some others. - 30th June 1999: Paul Leaman sent a new CPS-1 driver with stub functions for the Qsound system. It doesn't play anything yet, but simple sample playing shouldn't be far off. - 0.35RC1: Brian Lewis and Andrea Mazzoleni added new tweaked VGA modes: 384x240 (for CPS1, Pang etc.), 384x256 (for Lode Runner etc.), 336x240 (for Gauntlet and other Atari games), 320x240 (for NeoGeo and others). - 0.35b13: Removed machine\cps1.c. - 23rd February 1999: The CPS1 driver should now have mostly correct row scrollings and priorities. - 0.35b3: CPS1 games are being worked on, they are temporarily slower but accuracy is improved. - 13th February 1999: More progress on the CPS1 driver. Some of the later CPS1 games utilizing the Q-sound system are now working (such as Cadillacs & Dinosaurs, Punisher and Warriors of Fate), and a few minor bugs have been fixed. No sound though, because the Q-sound roms are encrypted. - 0.35b2: Paul Leaman added sound fade timer ports in the CPS1 games (see Willow's Test mode for an example) and improved row scrolling in Street Fighter 2, plus several other fixes to the CPS1 games. - 0.33b7: Aaron Giles added dynamic palette to the CPS1 games. - 0.33b2: Paul Leaman improved speed in the CPS1 games. - 0.31: Added cps1.c/h driver, machine\cps1.c and vidhrdw\cps1.c. |
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