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Mad Crasher |
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| URL: http://datobase.arcadehits.net/madcrash |
Manufacturer : SNK ? Year : 1984 ? Category : Shooter / Driving Diagonal ? Nplayers : 2P alt ? Driver : snk.c ? This rom is main set. Clone(s) : madcrush . Emulation status : working Color status : good Sound status : good Flip Screen (cocktail) : yes |
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no samples are needed |
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| no artwork is avalaible | |
| hiscore.dat support : YES | |
| cheat.dat support : YES | |
| command.dat support : NO | |
| romset and CRC info : detail | |
![]() picture : flyer snapshot : title screen |
Mad Crasher (c) 1984 SNK.
- TECHNICAL - Game ID : A2005 Main CPU : (2x) Z80 (@ 3.36 Mhz) Sound CPU : Z80 (@ 4 Mhz) Sound Chips : (2x) AY8910 (@ 2 Mhz), Namco (@ 31.25 Khz) Screen orientation : Horizontal Video resolution : 256 x 216 pixels Screen refresh : 60.61 Hz Palette Colors : 288 Players : 2 Control : 8-way joystick Buttons : 2 - TRIVIA - Releases in December 1984. This is the first 3-D isometric game from SNK. Known in Japan as "Mad Crusher". Jack Gale holds the official record for this game with 844,988 points. Default highscore table : NO. SCORE INIT. 1. 10000 SNK 2. 10000 SNK 3. 10000 SNK 4. 10000 SNK 5. 10000 SNK - SOURCES - Game's rom. from game history database (history.dat) |
| picture
: marquee
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| informations
from mame info database (mameinfo.dat) mameinfo.dat for madcrash |
cabinet does not exist snapshot : in game |
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0.36b2 [Phil Stroffolino]
0.36b1 [Phil Stroffolino, Carlos A. Lozano] WIP : - 0.135u1: Andrew Welburn and David Haywood added clone Mad Crusher (Japan). - 12th November 2009: Smitdogg - Andrew Welburn dumped Mad Crusher (Japanese version of Mad Crasher). - 0.127u2: Nicola Salmoria merged driver with SNK, with all resulting fixes (removed hacks, correct shadows, scroll offsets etc). Fixed palette decoding of early SNK games (Mad Crasher). The least significan bits were assigned incorrectly. Replaced Namco sound with SNK Wave (8MHz). Fixed emulation of the "SNK Wave" custom sound and made it into a proper sound core. Fixed sp16_tiles rom loading. Changed visible area to 288x216 and VSync to 60Hz. - 0.124u2: Added 'Scroll Speed' dipswitch. - 0.93: Added clock parameter to Namco sound (31250 Hz). - 0.72: Acho A. Tang fixed Mad Crasher bad background, sound effects and foreground priority. Changed visible area to 256x216. - 0.63: Changed cpu1 roms to 'GOOD'. Mad Crasher fails the ROM test, but ROMs are verified to be good. - 0.59: Added dipswitches 'Unused SW 1-0', 'Bonus Life', 'Bonus Life Occurence', 'Unused SW 2-6' and 'Unknown SW 2-7'. - 23rd January 2002: Smitdogg submitted a fix for the Mad Crasher dipswitch settings. - 0.57: Changed cpu1 roms ($0, 2000, 4000) to 'ROM NEEDS REDUMP'. - 0.37b12: Changed VSync to 60.606060Hz. - 26th July 1999: Phil Stroffolino sent in an update to Marvin's Maze, Mad Crasher and Vanguard II with improved sound. - 23rd July 1999: Phil Stroffolino sent in a driver for Mad Crasher. - 0.36b2: Phil Stroffolino added Mad Crasher (SNK 1984). - 0.36b1: Added Mad Crasher (Testdriver). Recommended Games (Racing 2): Fire Truck Burnin' Rubber Burnin' Rubber (Cassette) Radical Radial Joyful Road The Battle-Road Kamikaze Cabbie Mad Crasher Taxi Driver Gekisou Break Thru Night Stocker The Speed Rumbler City Bomber Road Blasters Hot Chase Last Duel RoadWars (Arcadia) Mad Gear Maze of Flott Night Striker S.T.U.N. Runner F-Zero (Nintendo Super System) Lethal Crash Race ROMSET : 131 kb / 19 files / 43.9 zip |
| picture : control
panel
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0.127u1 [Bryan McPhail, Tomasz Slanina, Phil Stroffolino, Nicola Salmoria, Carlos A. Lozano]
0.36b12 [Bryan McPhail, Phil Stroffolino, Carlos A. Lozano] 0.36b1 [Bryan McPhail, Phil Stroffolino, Carlos A. Lozano] 0.35b2 [Bryan McPhail] TODO : - madcrash shadows change color, however this should be the correct behaviour as far as I can tell. Should be verified on the PCB. - one unknown dipswitch in madcrash. Also the Difficulty dipswitch is not verified (though it's listed in the manual). - jcross might be a bad dump. The current ROM set is made by mixing two sets which were marked as 'bad'. - jcross: only the first bank of the fg charset is used. The second bank is almost identical apart from a few characters. Should it be used? When? - sgladiat: unknown writes to D200/DA00, probably video related. Also some bits of A600 are unknown. - one unknown dipswitch in sgladiat. - hal21: unknown sound writes to E002. - hal21: when the flip screen dipswitch is on, the game screen is correctly flipped, but the title screen remains upside down (and sprites are displayed in the wrong position). This looks like a bug in the game. - ASO: unknown writes to CE00, probably video related. Always 05? Also unknown writes to F002 by the sound CPU, during reset. - Fighting Golf: unknown writes to CF00, probably video related. - ikari/victroad: unknown writes to C980. This is probably (also) related to the color used to draw the FG layer, and supporting it is needed to fix the color test in ikaria/ikarijp. - gwar: unknown writes to CA00/CA40. Always 0? - tdfever/fsoccer: the dots in the radar flicker. In fsoccer, this is greatly improved by forcing partial screen updates when the sprite RAM is changed (see snk68.c for another game that needs this). tdfever dots still flicker a lot, however I'm not sure if this is an emulation bug or the real game behaviour. - psychos: The PCB has glitches (colored lines of length up to 16 pixels) during scrolling on the left side of the screen. This doesn't happen in the emulation so it might be an unemulated hardware bug. - worldwar: at the beginning of the game, the bottom 16 pixels of the bg are blank. I think that this is related to the psychos glitch above, i.e. the PCB wouldn't display that area correctly anyway so operators were supposed to adjust the screen size to make them invisible. BUGS : - Many sets in snk.c: Viewing c000-c700 in debugger for "SUB" Z-80 causes memory corruption. Tafoid (ID 03800) - vangrd2, madcrash: [possible] You can see the set of characters and text used to enter the initials on the high score table. Lord Caos (ID 00507) WIP : - 0.129u1: Aaron Giles removed tilemap_set_pen_data_offset; unfortunately, this adds a random tile offset behind the scenes and goes against the dirty tile detection and invalidation. Updated the SNK driver driver to use the old fashioned tile banking - 0.127u3: SNK coin inputs seem to be active high (except for jcross) [Nicola Salmoria]. - 0.127u2: Merged hal21.c and marvins.c with snk.c driver. snk update [Nicola Salmoria]: Adjusted some input bits in several games. Removed hacks and kludges. Fixed colors (I think--though some sprites do look weird). Fixed emulation of the "SNK Wave" custom sound and made it into a proper sound core. - 0.127u1: Merged jcross.c and sgladiat.c with snk.c driver. SNK rewrite [Nicola Salmoria]: Fixed sprite-sprite priorities. Nicola Salmoria added new function tilemap_set_pen_data_offset(). While this isn't 'free' as tilemap_set_palette_offset() is (when the offset changes, the pixmap cache needs to be invalidated), it helps removing some redundant code from drivers. Updated the SNK video driver to take advantage of the new function. - 0.126u5: Nicola Salmoria implemented proper shadow handling in the SNK video driver. This fixed the shadow in Ikari Warriors and Victory Road. - 0.125u4: Aaron Giles fixed MAME freezes at "initializing" screen in bermudat, gwar, ikari and victroad. - 0.124u5: Robiza changed the implementation of the cocktail mode in Marvin's Maze driver. - 0.124u2: Fabio Priuli added tags and locations to dips for Marvin's Maze driver. - 0.112u1: Input system changes [Derrick Renaud]: Added new IPT_POSITIONAL control type. This is for Ikari type rotary controlsf. This makes rotary controls easy to enter without custom handlers. Removed the gwar control hack from the Ikari games that did not need it. Modified the gwar control hack so it is only used for 1 frame, making it unnoticeable. - 0.74u2: Added jcross.c driver and vidhrdw\jcross.c (Tomasz Slanina). - 9th August 2003: Acho A. Tang added shadows, tuned music tempo and wavegen frequency, fixed Mad Crasher bad background, sound effects and foreground priority (great now I can fall under the skyway like I did at Chuck'n Cheese;) and fixed Vanguard2 scroll offsets. - 30th April 2003: Acho A. Tang sent in an update to the SNK driver, fixing the tempo in Psycho Soldier, various graphics problems in Fighting Golf, Athena, T.N.K. III, Bermuda Triangle and Touchdown Fever. - 21st January 2003: Acho A. Tang fixed a variety of issues in the SNK driver. - 0.61: Jarek Burczynski fixed Y8950 confincting with YM3812/YM3526 in some SNK games. - 2nd May 2002: Nicola Salmoria fixed sound in the SNK games that need Y8950 together with YM3526/YM3812. - 0.60: Fixes to Y8950 sample playback [Acho A. Tang]. - 23rd July 2001: David Haywood added shadows support to the SNK driver. - 0.37b13: Added sgladiat.c driver (Phil Stroffolino). - 4th February 2001: InsideOutBoy enabled service mode in Guerrilla War. - 0.36b13: Replaced the 4x ADPCM sound with Y8950 (Delta-T ADPCM) in some games with a YM3526. - 0.36b12: Added hal21.c driver (Phil Stroffolino). - 12th August 1999: Marco Cassili fixed some dipswitches in Marvin's Maze driver. - 0.36b1: Added marvins.c driver and vidhrdw\marvins.c (Phil Stroffolino). - 0.35RC1: Fixed dipswitches in all games. - 21st May 1999: Phil Stroffolino sent in a driver for very old SNK games, but of the bunch only Marvin's Maze is mostly playable. - 4th May 1999: Jarek Parchanski sent in an updated SNK games driver with sound for all games except tdfever. - 30th April 1999: Phil Stroffolino sent in a SNK driver with mostly working ADPCM sound - 19th March 1999: Nicola did some small changes to the SNK driver, adding romsets. - 17th March 1999: Phil Stroffolino sent a new SNK driver with working support for nearly all of the games, though some color problems with Athena and TNK3 still remain. - 27th May 1999: Marco Cassili has been cleaning up the dips of the SNK driver. - 0.35b12: Added 3x ADPCM. - 0.35b6: Removed machine\snk.c. - 26th February 1999: Phil Stroffolino has updated the SNK driver a bit. - 0.35b2: Added snk.c driver, machine\snk.c and vidhrdw\snk.c. |
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