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Mortal Kombat 4 (version 1.0)
URL: http://datobase.arcadehits.net/mk4b Manufacturer : Midway ?
Year : 1997 ?
Category : Fighter / Versus ?
Nplayers : 2P sim ?

Driver : midzeus.c ?

This rom is a clone of mk4
no samples are needed
artwork : mk4.zip ( 2.03 Mo )
hiscore.dat support : NO
cheat.dat support : NO
command.dat support : NO
romset and CRC info : detail

* midifile -1-2-3


flyer does not exist

title screen does not exist
Mortal Kombat 4 (c) 1997 Midway.
The 4th installment of the classic 'Mortal Kombat' series. New graphics, new fighters and a whole new challenge awaits you. Prepare to do battle and take on a whole new dimension.

- TECHNICAL -
Midway Zeus hardware
Main CPU : TMS32031 (@ 50 Mhz)
Sound CPU : ADSP2104 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 400 pixels
Screen refresh : 57.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 6

- TRIVIA -
Released in September 1997.
MK4 was the first Mortal Kombat game to be rendered in 3-D. Many fans consider this game to be the weakest in the series.
In the pre-release trailers both Reptile and Fujin had God-O-Mite as a name in their lifebars.
Kitana was originally planned to be in Mortal Kombat 4. However, her color palette was changed to brown to make Tanya.
Noob Saibot was originally going to be in the arcade version of Mortal Kombat 4. He made an appearance in a few of the earlier versions of the game.
Unfortunately the game needed more new characters and so in beta version 5 (Release : September 2nd, 1997) Noob Saibot's place on the character select screen was taken by the Kano-like character Jarek. And so Noob Saibot skipped the first official release (known as Revision 1) of the game.
Noob Saibot also made an appearance in the first beta version (Released : September 26th, 1997) of the second official release of the game. In the second beta version, his place was taken by the newcomer, Reiko. This is unfortunately the last appearance of Noob Saibot in the arcade version of Mortal Kombat 4.
Like Kitana and Noob Saibot, Kano was also planned for MK4, however, due to there not being enough new characters in the game, they left Kano out of the roster and put Jarek instead of him.
Jarek directly had Kano's signature moves and fatalities, which caused a lot of complaints from fans simply born by the fact that there was nothing original in Jarek.
Midway / Toasty Productions released a limited-edition soundtrack album for this game (Musik: MK3 & MK4 Arcade Video Game Soundtrack) on 01/01/1997.

- UPDATES -
Beta 1 - July 25th, 1997

* The Special 'Road Tour' version of MK4.

* 9 Playable Characters : Sub-Zero, Scorpion, Sonya, Liu Kang, Shinnok, Fujin, Raiden, Noob Saibot, and Quan Chi.

* 6 empty spaces

* Auto-Combo's are in the game. Usually some easy combination like 4 High Punches.

* Timer Frozen at '99' the entire match.

* No 1-player mode. 1-on-1 playing only.

* No moves or weapons in this version for Noob Saibot, Shinnok, and Quan Chi.

* Sub-Zero's Freeze and Clone effects not yet implemented.

* Many glitches in gameplay and sounds/graphics.

* The game crashed or reset itself every 10 minutes on average.

* For some reason, the machine didn't like it when you play as the same character as your opponent.

* Moves are extremely glitchy in the corner.
Beta 2 - August 9th, 1997

* Kai and Reptile are now selectable.

* 'Hidden' and 'Random' buttons on Select Screen now work.

* You can now fight against each other with the same character without the game locking up, however the corner glitches and camera problems continue.

* The Game Counter now works.

* The 'Wins' Counter still doesn't work, however there is a 'Top 20 Wins List'.

* Sub-Zero's freeze and clone effects now work correctly.

* Kai's name isn't on his powerbar, and his name isn't announced.

* Shinnok and Fujin get new select screen pictures.

* Noob Saibot, Quan Chi, Reptile, and Shinnok still have no moves or weapons.

* Kai has one move where he stands on his hands.

* Still no 1-player mode. 1-on-1 fighting only.
Beta 2.1 - August 10th, 1997

* A very small upgrade that simply fixed a few bugs in Beta Version 2.
Beta 3 - August 18th, 1997

* Tanya is now selectable.

* Auto-Combos removed.

* Shinnok's Impersonation moves added.

* Shinnok get a bladed staff, Quan Chi gets a straight edged sword, Tanya gets Sonya's spinning bladed wheel. Reptile and Noob Saibot still don't have any weapons.

* Quan Chi gets a new Green Skull move.

* 1-Player mode now available. The 'Choose Your Destiny' screen moves in full 3-D.

* Reptile and Shinnok still don't have moves.

* Tanya has one move, an air fireball.

* Kai now has a leg spin along with the leg grab when he gets in his handstand stance.

* A number of small revisions were made to this upgrade, fixing small bugs and glitches.

* Select screen switched around. Kai and Reptile are on top, and bottom row is moved around.
Beta 4 - August 22nd, 1997

* Tanya gets her fireballs, Kai gets his fireballs, Quan Chi gets new moves, Shinnok's Impersonations added, Reptile gets new moves, Noob Saibot gets a teleport and slam, and a few other new moves for various characters.

* 'The Living Forest' and 'The Prison' background stages added.

* Many of the glitches from previous upgrades have been cleared up, however the camera glitches and lockups continue to be a problem.

* Noob Saibot gets a spiked club.
Beta 5 (Ver 0.99) - September 2nd, 1997

* Jarek replaces Noob Saibot on the Select Screen.

* Jarek has 2 moves, a Cannonball and a Telekenitic Slam.

* Lots and lots of weapon changes. Kai and Reptile both have Shinnok's staff, Jerek has Raiden's hammer, and Sub-Zero no longer has his ax. Instead, he has some type of sword.

* No Boss, No Character Profiles, No Ending.

* Prison Stage Fatality added.

* Introduction Storyline with Raiden added, without speech.
Ver 1.0 - September 11th, 1997

* First OFFICIAL Release of MK4.

* Raiden's Introductory speech added.

* Only 2 Fatalities in this Version : Sub-Zero's Spine Rip and Shinnok's Leg Rip, where he first must impersonate Sub-Zero, then do the same movement as Sub-Zero's Spine Rip. This may have been an error on the part of the Design Team.

* An Error in the DIP switch settings, where switch one, labeled 'Fatalities ON/OFF' needed to be OFF in order for Fatalities to be shown.

* Prison Stage Fatality movements for most characters added.

* Camera lock-ups and glitches continue to be a problem, this late into development.
Ver 1.44 - September 26th, 1997

* 1st Beta Test of the next Official Release, Version 2.0

* Tested in Chicago only.

* The 3 Question Marks in the middle of the screen are now taken by Johnny Cage, Jax, and Noob Saibot.

* Interactive Background feature added : Scattered rocks in Goro's Lair and Decapitated Heads in the Furnace stages that the players can pick up and throw at each other.

* 3-D Sidestep added, which gives the player the ability to 'sidestep' projectiles by pressing D+RUN

* Computer AI increased

* Sub-Zero has a 'Freeze Wand' for a weapon, with which he can freeze you with. If your opponent picks it up, he can freeze you back.

* 'Danger' added (when you only have a sliver of life left)

* Character Introduction Biographies added, however still no endings.

* Shinnok is at the top of every tower, which denotes him as the
final boss.

* VS. Screen Added, Complete with VS. Screen Codes

* Characters can now throw and drop their weapons.

* Sub-Zero's Spine Rip from Version 1.0 doesn't seem to work in this version.
Ver 1.72 - October 13th, 1997

* 2nd Beta Test of the Official Release, Version 2.0

* Tested in Chicago only.

* 'Reiko' takes the place of Noob Saibot on the select screen.

* Endings have been added for everyone but Reiko.

* Raiden now has electricity flowing effects around him. It happens more often than it did in MK1.

* Sub-Zero's Spine Rip has been enabled again. A red stripe has been added to his face, which denotes that he's the Sub-Zero from MK3/UMK3.

* Sub-Zero can no longer freeze you with his freeze wand after a
breaker move.

* Scorpion has his 'Fire Breath' move, where he takes off his mask, and breathes a stream of fire straight out.

* Tanya has a boomerang for a weapon.

* Jax and Johnny Cage both have fireballs now.

* Jax has his Quad-Throw added.

* Shinnok has a Reiko Impersonation.

* Quan Chi gets a new select screen picture.

* Jarek has a new fireball, different from his previous one.

* Alot of things added to the Attract Mode, like an ad for MK : Mythologies and a 'Powered By : Zeus' ad.

* The game uses a new font for everything but the power bars, just like it was in MK3/UMK3.

* The MAXIMUM DAMAGE system added, which prevents you from doing any combo over 40% in damage.

* The computer draws, uses, throws, and picks up weapons quite effectively now.

* Alternate Color/Clothing system added, where you can do a certain button combination to change the color scheme of your character.

* Instead of the characters being direct palette (color) swaps as it was in MK3/UMK3, the characters now have small differences in their clothing. For example, Sub-Zero can either have his mask on or off, Liu Kang can either have his shirt on or off, ect.
Ver 2.0 - October 15th, 1997

* Second OFFICIAL release of MK4.

* Reiko's Ending Finished, although all he seems to do is walk through a portal in Scorpion's fire stage, and that's it.

* Many more Fatalities Added

* Basically the same as Version 1.72. Just a few bug fixes
here and there.
Ver 2.1 - October 17th, 1997

* Exactly the same as Version 2.0

* The only thing fixed was a nasty CPU bug which was making the computer extremely easy to beat, and even allowing someone to control the computer with the second controller. This was causing arcades to lose revenue, because the game was so easy that you could beat it within minutes to see the endings, then never play it again.
Ver 3.0 - January 20th, 1998

* 3rd and supposedly final OFFICIAL release of MK4.

* Had been testing for about a month in Chicago before going national.

* A 2nd Fatality for every character.

* Stage Fatality added to Goro's Lair where you uppercut them into spikes on the ceiling. Requires a different movement than the Prison Stage Fatality.

* Spiked balls added to the floors of the Purple Stage for throwing.

* Most bugs have been fixed, however camera flaws still exist,
especially in the Purple Stage.

* More Kombat Kodes added.

* New weapon for Johnny Cage.

* Fatality 'Demo' added at the beginning of the game. It shows fatalitys being performed, and just before any killing is done, it fades to black and the 'Fatality' sign appears.

* More breakers have been added and switched around.

* Close Captions have been added to the endings for noisy arcades.

* The Combo System has been modified, and Air Combos and linkers are now possible.

* There was a glitch in Version 2.92 (A beta of Version 3.0) where
if you chose the 2-on-2 Kombat, then each player chose either Sub-Zero or Scorpion as 1 of their 2 characters, when the match began, one of each player's characters would be a bloody corpse! The skeletons would fight each other and everything. With the recent remark 'Meat Lives' made on Ed Boon's MK4 Page, the rumors have been flowing on if this corpse is secretly playable in MK4. Meat IS in fact playable in this version.

- TIPS AND TRICKS -

* Alternate Costumes : enter one of the following codes at the character selection screen while highlighting that paticular Character.
FUJIN : hold Start, then press LP + HP + HK
JAREK : hold Start, then press HK + HP + RN
JAX : Hold Start, then press RN + LP + BL
JOHNNY CAGE : hold Start, then press RN + LP + LK
KAI : hold Start, then press HP + BL + LK
LIU KANG : hold Start, then press HK + BL + LK
QUAN CHI : hold Start, then press HP + RN + HK
RAIDEN : hold Start, then press LP + BL + HK
REIKO : hold Start, then press RN + HP + LK
REPTILE : hold Start, then press LP + BL + LK
SCORPION : hold Start, then press HP + HK + BL
SHINNOK : hold Start, then press HP + BL + LP
SONYA : hold Start, then press LK + HP + RN
SUB-ZERO : hold Start, then press RN + BL + HP
TANYA : hold Start, then press HK + LK + HP

* SHINNOK : the Morphing list...
CAGE : Down(x2), HP
FUJIN : Forward(x2), Back, HK
JAREK : Back(x3), LK
JAX : Forward, Down, Forward, HK
KAI : Forward(x3), LK
LIU KANG : Back(x2), Forward, HK
QUAN CHI : Back, Forward, Back, Forward, LK
RAIDEN : Down, Forward(x2), HP
REIKO : Back(x3), Block
REPTILE : Back(x2), Forward, Block
SCORPION : Forward, Back, LP
SONYA : Forward, Down, Forward, HP
SUB ZERO : Down, Back, LP
TANYA : Back, Forward, Down, Block

* Fatality - CAGE :
1. Forward, Back, Down(x2), HK
2. Down(x2), Forward, Down, Block

* Fatality - FUJIN :
1. Run+Block(x5)
2. Down, Forward(x2), Up, Block

* Fatality - JAREK :
1. Forward, Back, Forward(x2), LK
2. Up(x2), Forward(x2), Block

* Fatality - JAX :
1. Hold (LK 3s), Forward(x2), Down, Forward, Release LK
2. Back, Forward(x2), Down, Block

* Fatality - KAI :
1. Hold Block, Up, Forward, Up, Back, HK
2. Up(x3), Down, Block

* Fatality - LIU KANG :
1. Forward(x3), Down, HK+LK+Block
2. Forward, Down(x2), Up,HP

* Fatality - QUAN CHI :
1. Hold (LK 5s), Forward, Down, Forward, Release LK
2. Up(x2), Down(x2), LP

* Fatality - RAIDEN :
1. Hold Block, Forward, Back, Up(x2), HK
2. Down, Up(x3), HP

* Fatality - REIKO :
1. Forward, Down, Forward, LP+Block+HK+LK
2. Back(x2), Down(x2), HK

* Fatality - REPTILE :
1. Hold (HP+HK+LP+LK), Up
2. Up, Down(x3), HP

* Fatality - SCORPION :
1. Back, Forward(x2), Back, Block
2. Back, Forward, Down, Up, HP

* Fatality - SONYA :
1. Hold Block, Down(x3), Up, Run
2. Up, Down(x2), HK

* Fatality - SUB ZERO :
1. Forward, Back Forward, Down, (HP+Block+Run)
2. Back(x2), Down, Back, HP

* Fatality - SHINNOK :
1. Down, Back, Forward, Down, Run
2. Down, Up(x2), Down, Block

* Fatality - TANYA :
1. Down(x2), Up, Down, HP+Block
2. Down, Forward, Down, Forward, HK

* Fatality - level ''Spike''
CAGE : Back, Forward(x2), LK
FUJIN : Back, Forward, Back, HP
JAREK : Back, Forward(x2), LP
JAX : Forward(x2), Back, HP
KAI : Back, Forward, Down, HK
LIU KANG : Forward(x2), Back, HK
QUAN CHI : Forward(x2), Back, LK
RAIDEN : Forward(x2), Down, LP
REIKO : Forward(x2), Down, LK
REPTILE : Down(x2), Forward, HK
SCORPION : Back, Forward(x2), LK
SHINNOK : Down, Forward, Back, HP
SONYA : Forward, Down, Forward, HP
SUB ZERO : Down(x3), LK
TANYA : Forward(x3), LP

* Fatality - level 'Fan'
CAGE : Down, Forward(x2), HK
FUJIN : Down(x3), HK
JAREK : Forward, Down, Forward, HK
JAX : Forward(x2), Back, LK
KAI : Forward(x2), Down, Block
LIU KANG : Forward(x2), Back, LP
QUAN CHI : Forward(x2), Down, HP
RAIDEN : Down, Forward, Back, Block
REIKO : Down(x2), Back, LP
REPTILE : Down, Forward(x2), LP
SCORPION : Forward, Down(x2), LK
SHINNOK : Down(x2), Forward, HK
SONYA : Down, Back(x2), HK
SUB ZERO : Hold Block, Down, Up(x3), Release Block, HK
TANYA : Back, Forward, Down, HP

* Hidden Character Meat : Enter 'Group Mode' and successfully complete the game with all 15 characters. After this has been accomplished, select any character and begin a match. Your character will play as Meat with all the moves of the character that was selected.

* Choose Your Destiny : Use Start button to rotate the tower before choosing it.

* Toasty 3- D: Hold Start during Scorpion's 'Breath of Death' fatality, and Dan Forden (MK4's Sound Programmer) will say 'Toasty! 3-D!'

* Goro's Lair Fatality Extras :
1. Hold Down on both joysticks after doing the Goro's Lair Fatality with any character, and the victim will slide off the spikes and fall back to the ground, a bloody mess.
2. Hold Start after doing the Goro's Lair Fatality with any character, and Dan Forden (MK4's Sound Programmer) will say his classic 'Toasty!'

* What Are You Waiting For : If you wait for an extended amount of time at the "Select Method of Kombat" screen, the announcer will say "What are you waiting for!?"

* Offensive Words : If you enter an offensive word at the 'Greatest Warrior is...' screen, such as 'DIK' or 'FUK', those initials will be replaced with MK co-creator Ed Boon's initials, 'TRA' or 'MAB'.

* Kombat Kodes : Enter one of the following kodes to activate the corresponding effect.
Kode 1: 111-111 "Free Weapon"
Kode 2: 100-100 "Throwing Disabled"
Kode 3: 444-444 "Armed and Dangerous"
Kode 4: 666-666 "Silent Kombat"
Kode 5: 050-050 "Explosive Kombat"
Kode 6: 222-222 "Random Weapons"
Kode 7: 123-123 "No Power ??"
Kode 8: 555-555 "Many Weapons"
Kode 9: 333-333 "Randper Kombat"
Kode 10: 060-060 "No Rain"
Kode 11: 002-002 "Weapon Kombat"
Kode 12: ???-??? "4 Player Randper Illegal"
Kode 13: 012-012 "Noob Saibot Mode"
Kode 14: 020-020 "Red Rain"
Kode 15: 010-010 "Maximum Damage Disabled"
Kode 16: 110-110 "Throwing and Max Damage Disabled"
Kode 17: 011-011 "Kombat Zone: Goro's Lair"
Kode 18: 022-022 "Kombat Zone: The Well"
Kode 19: 033-033 "Kombat Zone: Elder Gods"
Kode 20: 044-044 "Kombat Zone: The Tomb"
Kode 21: 055-055 "Kombat Zone: Wind World"
Kode 22: 066-066 "Kombat Zone: Reptile's Lair"
Kode 23: 101-101 "Kombat Zone: Shaolin Temple"
Kode 24: 202-202 "Kombat Zone: Living Forest"
Kode 25: 303-303 "Kombat Zone: The Prison"
Kode 26: 001-001 "Unlimited Run"

- SERIES -
1. Mortal Kombat (1992)
2. Mortal Kombat II (1993)
3. Mortal Kombat 3 (1994)
4. Ultimate Mortal Kombat 3 (1994)
5. Mortal Kombat Trilogy (1996, Nintendo 64, Sony Playstation, Sega Saturn)
6. Mortal Kombat Mythologies - Sub-Zero (1997, Nintendo 64, Sony PlayStation)
7. Mortal Kombat 4 (1997)
8. Mortal Kombat Gold (1997, Sega Dreamcast)
9. Mortal Kombat - Special Forces (2000, Sony PlayStation)
10. Mortal Kombat Advance (2001, Nintendo Game Boy Advance)
11. Mortal Kombat - Deadly Alliance (2002, Nintendo GameCube, Microsoft XBOX, Sony PlayStation 2)
12. Mortal Kombat - Tournament Edition (2003, Nintendo Game Boy Advance)
13. Mortal Kombat - Deception / Mystification (2004, Microsoft XBOX, Sony PlayStation 2)
14. Mortal Kombat - Shaolin Monks (2005, Microsoft XBOX, Sony PlayStation 2)
15. Mortal Kombat - Armageddon (2006, Microsoft XBOX, Sony PlayStation 2)

- STAFF -

* VOICE :
Sonya Blade : Kerri Hoskins
Sub-Zero : John Turk
Quan Chi : Richard Divizio
Jackson Briggs : John Parrish
Additional Voices : Brian Glynn, Robert Gaston, Mark Meyers

- PORTS -

* Consoles :
Nintendo Game Boy Color (1999)
Nintendo 64 (1998)
Sony PlayStation (1998)

* Computers :
PC [MS Windows 9x, CD-ROM] (1997)
- SOURCES -
Game's rom.
Machine's picture.

from game history database (history.dat)


picture : marquee does not exist



informations from mame info database (mameinfo.dat)
mameinfo.dat for mk4
cabinet does not exist




in game snapshot does not exist
0.84u3 [Aaron Giles]
Artwork available

BUGS :
- MK4 hangs in demo mode after about 5 mins/matches. john_iv (ID 01893)
- Administrative buttons cause MK4 (Rev 3.0) to Lock-Up Jdurg (ID 01449)

WIP :
- 0.135u4: XRodney, HobbyRoms and Patrick McCarron added clone Mortal Kombat 4 (version 1.0), not working.
- 22nd December 2009: Smitdogg - XRodney (from Malta, Europe) dumped his MK4 Revision 1 board with the help of HobbyRoms and Patrick McCarron.
- 15th August 2009: Guru - From Smitdogg/The Dumping Union we got MK4.
- 0.133u1: Brian Troha fixed the version number of 2 sound roms for Mortal Kombat 4 and made U2 1MB in size which is correct. The actual rom type is a 27C800 and has been verified on 2 seperate PCBs. All the rest of the roms are 27C160 as per the driver.
- 0.132u2: Brian Troha improved/fixed rom names for Mortal Kombat 4.
- 19th June 2009: Smitdogg - Thanks to N. Alston we got an MK4 PCB for decapping and medieval Australian Dr. Frankenstein style lab experiments. The PCB isn't working, which is why we were able to get a good price on it, but it's probably an easy fix for Guru.
- 0.122u3: Aaron Giles fixed year in MK4 startup test. Changed VSync to 56.665468 Hz.
- 0.122u1: Changed VSync to 56.098788 Hz.
- 0.122: Aaron Giles fixed Mortal Kombat 4, while writing a 44mb file called waveram.dmp.
- 0.121u4: Aaron Giles fixed Mortal Kombat 4 - Game now playable.
- 0.120u2: Aaron Giles made some progress on the Midway Zeus-based system. The 3D command stream is now parsed and the format is partially understood, enough to display some polygons but with incorrect textures in Mortal Kombat 4. Changed visible area to 400x256.
- 29th October 2007: Aaron Giles - I Think This One Is Going To Be Slow... In a fairly typical move, I've blown off all my other projects to look at something shiny. There's some decent progress, but any textures that aren't coplanar with the screen are clearly quite wonky. In fact, it's driving me a bit batty at the moment. At least it is working enough to parse the model data, and you can watch the intro with its rotating camera and rain effects (see last picture - it looks better in motion). There is still a ton of stuff that I don't yet understand. Having a PCB would be very handy (not only for this but for weeding out the remaining TMS32031 math bugs). Anyone got one they want to loan me for a few months?
- 0.120u1: icronnya77 added clone Mortal Kombat 4 (? rev).
- 0.84u5: Added 'Fatalities' dipswitch.
- 0.84u3: Aaron Giles added Mortal Kombat 4 (rev L3) (Midway 1997).
Recommended Games (Asian Fighting 3D):
Mortal Kombat
Mortal Kombat II
Mortal Kombat 3
Ultimate Mortal Kombat 3
Mortal Kombat 4
Virtua Fighter
Virtua Fighter 2
Virtua Fighter 3
Virtua Fighter 4
Virtua Fighter Kids
Virtua Fighter Remix
Tekken
Tekken 2
Tekken 3
Tekken Tag Tournament
Battle Arena Toshinden 2
Jackie Chan - The Kung-Fu Master
Jackie Chan in Fists of Fire
Psychic Force
Street Fighter: The Movie
Street Fighter EX
Street Fighter EX Plus
Street Fighter EX 2
Street Fighter EX 2 Plus
Dead or Alive
Dead Or Alive ++
Dead or Alive 2
Heaven's Gate
Star Gladiator
Tenth Degree (prototype)
Fighting Layer
Plasma Sword
Soul Calibur

ROMSET : 23552 kb / 12 files / 20.7 zip



picture : control panel does not exist



informations from mame info database (mameinfo.dat)
mameinfo.dat for midzeus.c driver
0.84u3 [Aaron Giles]

NOTES :
- Hardware: Midway Zeus system

WIP :
- 0.130u4: Aaron Giles fixed MAME asserts during load time in all Midway Zeus sets.
- 0.129u2: Phil Bennett fixed a access violation (debug) for all Midway Zeus sets.
- 0.127: smf identified compatible timekeeper used by Midway Zeus II. Removed all the timekeeper memory handlers, except for 8 bit & changed the drivers to use the conversion built into the memory system.
- 0.125u7: Fabio Priuli updated the Midway Zeus driver which shared some input code.
- 0.122u3: Added layout\crusnexo.lay. Zeus updates [Aaron Giles]: Better documented various bit latches. Hooked up crusnexo lamp board (added layout). Fixed year in MK4 startup test.
- 0.122u2: Zeus2 (+related) updates [Aaron Giles]: Fixed save states for DCS games. Cleaned up Zeus2 waveram handling. Added Zeus2 save state support. Added preliminary model and quad rendering support for Zeus2. Added support to timekpr for the ZPRAM used on Zeus2. Hooked up ZPRAM in Zeus2 games. Hooked up controls in Zeus2 games. Updated poly.c to ensure it is idle before saving state. Added artifical Z offset of -2 to make the full screen show in crusnexo.
- 27th December 2007: Aaron Giles - When I first started working on the Midway Zeus 3D hardware, I was hopeful that the so-called "Zeus 2" chip would follow logically from the original. So it was with heightened expectations that I started looking at Cruis'n Exotica and The Grid, during a couple of free days I had off. Sadly, my wishes did not come true. While the second generation Zeus chip shares a few fundamental concepts with the original, there is quite a lot about it that is very different. For example, the Zeus 2 renders to a 32bpp framebuffer instead of 16bpp, and directly accepts some parameters in the wacky TMS3203x floating-point format rather than requiring the main CPU to convert everything to integers first. But even worse, all the registers and data formats are different, so it's like starting from scratch again. It's been pretty frustrating making progress, but at least I have something to show. The game is "playable" as long as you don't mind not seeing large chunks of geometry and enjoy having your view blocked by the background. But at least textures and colors seem to be mostly right, and the geometry is fundamentally there, if a bit mis-sorted. The Grid is proving even more problematic, demonstrating a fundamental flaw in the TMS3203x interrupt handling that is causing me to rework it in the core and then fix all the other games that use it.
- 0.122u1: Added video\midzeus2.c. Zeus updates [Aaron Giles]: Figured out data format of 2 matrix form. Extracted data for lights. Added backface culling which mostly works but fails sometimes, so it is disabled. Started on some initial lighting calculations. Cleaned up zeus wave RAM accessors. Changed rendering code to allow for greater parallelism on multicore systems. Removed some vestigial zeus 2 hacks. Reduced visible area to remove artifacts. Made right/bottom vertices inclusive to fix some gapping issues. Fixed invasn lightgun offset. Zeus 2 hardware [Aaron Giles]: Fixed ROM loading, added banking support. Separated zeus 2 video implementation from zeus implementation. Implemented direct pixel accesses; enough to get startup screens to show. Hooked up ZPRAM. Fixed digital inputs for crusnexo. Fixed default screen parameters to match the games. Aaron Giles fixed ROM-based DCS2 system to ignore HLE transfers (fixes broken sound in invasn). Properly reduced internal memory on the ADSP-2104 variants.
- 0.121u4: Midway Zeus improvements [Aaron Giles]: Cleaned up video code, removed unnecessary math. Added bilinear filtering. Removed perspective correction. Added proper video timing configuration. Added lightgun support to Invasion. Increased resolution on fixed point math to prevent overflows. Fixed texture addresses to only count even rows. Added missing U/V scale factors. Added solid polygon rendering support. Fixed screen clear trigger. Implemented fade out effect. Added Z offsets. Added support for splitting model commands. Hooked up FIFO empty IRQ to make invasn work nicely. Correct PIC values for invasn. Implemented per-quad texture offsets. Hooked up writes to registers during model data processing.
- 11th December 2007: Aaron Giles - So I've been spending a good amount of time reverse engineering the Zeus chip's behavior. Thanks goes out to the folks who offered to loan me a Mortal Kombat 4 board. So far I haven't had to hack into it yet, but as I delve into some of the more esoteric behaviors of the chip, I suspect I will need to eventually. The board I've been loaned has at least been very helpful to understand what things are supposed to look like. In the past few days I've finally figured a number of things out... First off, textures now appear to be correct in most cases. It turns out there are a bunch of subtleties in the texture handling, including per-quad offsets, independent U and V coordinate scaling, ignoring the low address bit, determining when to make things transparent, etc. Getting these basics figured out means that the games are now respectable looking. I knew Invasion ran on the same hardware as Mortal Kombat 4, but the way it handles models, textures, and interrupts was quite different. I think I've finally reconciled most of it, so the game boots, coins up, and plays, though there are still a bunch of models missing and glitches to figure out. I also need to hook up the light guns so you can actually try playing. Even better, Mortal Kombat 4 is mostly playable, at slow speeds (no serious optimizations yet). Lots of glitches remain, but it fundamentally works, which is pretty thrilling given where I was a couple months ago. As I've been figuring stuff out, I've been adding to the rapidly expanding Midway Zeus wiki page (http://mamedev.org/devwiki/index.php/Midway_Zeus). This is pretty much a brain dump of how I understand the chip to work, and writing it down has helped me deduce a bunch of stuff. Yet there are still a bunch more things to figure out, such as alpha blending effects, lighting, missing bits of models, extra vectors and matrices I don't understand, crashes, weird results, etc. But in the meantime, enjoy some WIP screenshots of Mortal Kombat 4 and Invasion running in MAME.
- 0.121u3: More Zeus improvements [Aaron Giles]: Converted over to 64-bit data and simplified the logic to work more like the hardware.
- 0.121u2: Some more internal improvements to the Midway Zeus driver [Aaron Giles].
- 0.120u2: Added video\midzeus.c and includes\midzeus.h. Aaron Giles made some progress on the Midway Zeus-based system. The 3D command stream is now parsed and the format is partially understood, enough to display some polygons but with incorrect textures in Mortal Kombat 4.
- 0.107u3: ClawGrip updated Midway Zeus games input ports to use IPT_BILL1 for bill acceptors.
- 0.84u5: Brian Troha fixed dipswitches in the Midway Zeus games.
- 0.84u3: Added midzeus.c driver.



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