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Puzzle Bobble 4 (Ver 2.04O 1997/12/19)
URL: http://datobase.arcadehits.net/pbobble4 Manufacturer : Taito Corporation ?
Year : 1997 ?
Category : Puzzle / Toss ?
Nplayers : 2P sim ?

Driver : taito_f3.c ?

This rom is main set.
Clone(s) : pbobble4j . pbobble4u .

Emulation status : working
Color status : good
Sound status : good
Flip Screen (cocktail) : yes
no samples are needed
artwork : pbobble4.zip ( 99 Ko )
hiscore.dat support : YES
cheat.dat support : YES
command.dat support : NO
romset and CRC info : detail



picture : flyer


snapshot : title screen
Puzzle Bobble 4 (c) 1997 Taito.
Shoot colored bubbles towards clusters of other bubbles. When groups of similarly colored bubbles are formed, the bubbles burst.

- TECHNICAL -
Taito F3 System hardware
Prom Stickers : E49
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4

- TRIVIA -
Released in December 1997.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.

- UPDATES -
The US version is slightly different, it has a "Winners Don't Use Drugs" screen and a "Recycle It, Don't Trash It!" screen.

- SERIES -
1. Puzzle Bobble (1994)
1. Puzzle Bobble [MVS] (1994)
2. Puzzle Bobble 2 (1995)
2. Puzzle Bobble 2 [MVS] (1999)
3. Puzzle Bobble 2X (1995)
4. Puzzle Bobble 3 (1996)
5. Puzzle Bobble 4 (1997)
6. Super Puzzle Bobble (1999)
7. Azumanga Daioh Puzzle Bobble (2002)
8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)
9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube)
10. Puzzle Bobble Vs. (2003, Nokia N-Gage)
11. Ultra Bust-a-Move (2004, Microsoft XBOX)
12. Puzzle Bobble Pocket (2005, Sony PSP)
13. Puzzle Bobble DS (2005, Nintendo DS)
14. Space Puzzle Bobble (2008, Nintendo DS)
15. Puzzle Bobble Wii (2009, WiiWare - Nintendo Wii)

- STAFF -
Director : Kazuhiro Oohara
Planners : Kazuhiro Oohara, Tsukasa Ohshima, Nobuaki Kuroki, Takayasu Masaki
Base game designer : Seiichi Nakakuki
Programmers : Hiroshi Maruyama, Emoyan, Okazu Taiyaki, Nak
Character designer : Miyabi Tashiro
Graphic designers : Miyabi Tashiro, Chino Maeda, Ken Ninomiya, Mari Fukusaki, Sakotan, Debi, Kao, Kimiaki Yomo, Seiryu Kitagishi
Sound producer : Hisayoshi Ogura (Zuntata)
Sound director : Munehiro Nakanishi (Zuntata)
Sound composer : Rim. (Zuntata)
Voice actors & actress : Hisayoshi Ogura (Zuntata), Naoto Yagishita (Yag) (Zuntata), Nakayama Jyotohei (Zuntata), Mizuki.U (Zuntata), Kumi.K, Takako.A, Chinami Nishimura (B1Produce)
Design works : Mihoko Sudoh
Quartity warranty : Nobuhiro Koyama, Makoto Obonai, Satoshi Katsumata, Eiji Kawabata
Production control : Seiji Watanabe, Kazuyori Masumoto, Kazuhiko Azuma, Eiji Maruyama, Takeshi Nakatani

- PORTS -

* Consoles :
Sony PlayStation (1998)
Nintendo Game Boy Color (2000)
Sega Dreamcast (2000)
NUON [Unreleased] (2001, "Bust-A-Move 4")
Nintendo 64

* Computers :
PC [MS Windows, CD-ROM] (1999)
- 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 pbobble4
cabinet does not exist





snapshot : in game
0.37b15 [Bryan McPhail]
0.37b11 [Bryan McPhail]
Artwork available

BUGS :
- pbobble4 and clones: Victory screen not shown at end of match. Tafoid (ID 02819)

WIP :
- 0.133u1: Renamed (pbobbl4j) to (pbobble4j) and (pbobbl4u) to (pbobble4u).
- 0.106u12: MASH added plds ($0, 200, 400, 600 - pal16l8a-d77-09.bin, pal16l8a-d77-10.bin, palce16v8q-d77-11.bin and palce16v8q-d77-12.bin) to Puzzle Bobble 4 and clone.
- 0.69: Fixed sound1 roms addresses.
- 13th March 2003: Paul Priest and MooglyGuy fixed the sound ROM loading in Puzzle Bobble 3, Puzzle Bobble 4 and Puchi Carat.
- 10th March 2003: Paul Priest fixed the sound ROM loading in Puzzle Bobble 4.
- 0.37b15: Bryan McPhail added Puzzle Bobble 4 (World) (Taito 1997) and clones (Japan) and (US).
- 0.37b11: Bryan McPhail added (Testdrivers) Puzzle Bobble 4 (World) and clones (Japan) and (US). Issues: Playfields are 1 off in the x-axis.

LEVELS : 30 (puzzle mode)

OTHER EMULATORS :
* Raine
Recommended Games (Puzzle Bobble):
Puzzle Bobble
Puzzle Bobble / Bust-A-Move
Puzzle Bobble 2 / Bust-A-Move Again
Puzzle Bobble 2
Puzzle Bobble 3
Puzzle Bobble 4
Super Puzzle Bobble
Candy Puzzle
Cookie & Bibi
Cookie & Bibi 2
Cookie & Bibi 3
Mouse Shooter GoGo
Puzzle De Pon!
Bang Bang Ball
Freeze (Atari)
Ghostlop (prototype)
Magical Drop II
Magical Drop III
Magic Bubble
Money Puzzle Exchanger
Bubble 2000
Land Maker
Multi 5 - Bubble Gum
Puzzle Uo Poko
Puzzle De Bowling

ROMSET : 13826 kb / 19 files / 6.27 zip



picture : control panel does not exist



informations from mame info database (mameinfo.dat)
mameinfo.dat for taito_f3.c driver
0.37b11 [Bryan McPhail, Ian Schmidt, SWS Stilleto, Aaron Giles]
TODO :
- Dsp isn't hooked up.
- Crowd/boards not shown in the football games
- Sound doesn't work in RidingF/RingRage? (for RingRage it's probably a timing / cpu sync bug, if you go into test mode for a while then exit you'll have sound, this doesn't work on RidingF).
- It does work in ringrage but you have to enter test mode first.
- Sound balance is not emulated (see arabianm test mode).
- When playing space invaders dx in original mode, t.t. with overlay, the alpha blending effect is wrong (see Taito B version of game).
- Bubble Symphony has an alpha transition effect that doesn't appear in MAME.
- Various other missing blending effects (see MAMEtesters).

NOTES :
- Emulation by Bryan McPhail. Thanks to Ian Schmidt and Stiletto for sound information! Major thanks to Aaron Giles for sound info, figuring out the 68K/ES5505 rom interface and ES5505 emulator! Thanks to Acho A. Tang for Kirameki Star Road sound banking info! Thank you to Shiriru for the scanline rendering (including alpha blending), sprite sync fixes, sprite zoom fixes and others!

BUGS :
- gunlock, rayforce, rayforcj: Background color of an item panel is different subtly. tasuku (ID 01926)
- gunlock, rayforce, rayfocj: Enemy laser is too short in the 3rd stage. tasuku (ID 01920)
- All games: The types of cabinets and their related inputs. stephh (ID 01069)
- pwrgoal, scfinals: The crowd is missing (the black area at the top of the screen). nash67 (ID 00979)

WIP :
- 0.138u2: Taito F3 documentation update [Stefan Lindberg, Dumping Union].
- 0.135u4: Aaron Giles converted Taito F3 sound to a separate machine driver which is imported into games that use it.
- 0.135u2: Fabio Priuli converted the Taito F3 driver to use EEPROM device.
- 0.130u4: Aaron Giles merged memory maps in Taito F3 driver. Also removed some word handlers in favor of using READ8/WRITE8 directly in address maps. Removed some additional unnecessary handlers in favor of using AM_READ_PORT.
- 0.130u2: Fabio Priuli simplified input handling in Taito F3 games.
- 0.128u4: Significantly pared down the 68k core [Aaron Giles]: Merged outer MAME shell into the core proper and removed unused macros. Changed all external interfaces to pass the CPU device. Enabled 64-bit operations by default. Re-derived the interface functions to cascade and share code more aggressively. These changes also seem to have cured the taito_f3 issues as far as I can tell (at least Puzzle Bobble 3 seems right now).
- 0.127u6: Nicola Salmoria added pen_mask tile attribute to the tilemap system. Implemented dynamic tile & sprite bit depth in the Taito F3 driver. This fixed the color regression in pbobble3, pbobble4, ringrage and clones.
- 0.125u3: Couriersud fixed coin slots locks information does not disappear.
- 0.123: Aaron Giles fixed games don't work without .nv file (landmakr, elvactr and dariusg).
- 0.113u2: Changed VSync to 58.970000 Hz.
- 0.106u8: Added sndhrdw\taito_en.c. Removed sndhrdw\taito_f3.c.
- 0.105u1: Some cleanups to the Taito F3 naming [Marco, Bryan McPhail].
- 0.102u5: Fixed sound1 roms addresses to ($0, 400000).
- 0.99u7: Nicola Salmoria fixed interrupt timing in the F3 games.
- 0.97u3: Bryan McPhail updated the Taito F3 video driver. Properly implemented zoom & column scroll according to how the hardware does it, which not only fixes glitches in various games but allowed many hacks to be removed also. Sprite & tilemap clipping is also implemented, as is proper priority mixing and alpha-blending on the vram and pixel layers.
- 27th February 2005: Bryan McPhail - F3 layer clipping registers finally understood (though not totally implemented yet - see Dungeon Magic and Elevator Action).
- 20th February 2005: Bryan McPhail - Fiddling with the VRAM & Pixel layers on Taito F3 hardware. Per scanline alpha blending and priority mixing almost working.
- 0.92: Nicola Salmoria fixed most of the remaining issues with Taito F3 sound. Fixed sound1 roms addresses.
- 0.90: Nicola Salmoria fixed sound banking in taito_f3 driver.
- 0.88: Changed VSync to 58.970001 Hz.
- 0.87: Taito F3 improvements [Bryan McPhail].
- 0.69: Paul Priest and Ryan Holtz fixed the sound loading in some Taito F3 games.
- 2nd August 2002: Shiriru added sprite alpha blending to the Taito F3 driver.
- 0.61: Changed visible area to 320x224.
- 31st May 2002: Bryan McPhail fixed a few small things in the Taito F3 system driver.
- 22nd May 2002: Bryan McPhail integrated Shiriru's updates to the Taito F3 driver which added better graphics priority emulation and better alpha blending.
- 9th May 2002: Shiriru fixed zooming and added alpha blending to the Taito F3 driver.
- 7th May 2002: David Haywood passed on Norix's update for the Taito F3 system driver that fixes zoomed sprite blocks and some other small things.
- 0.59: Changed ES5505 clock speed to 15238050 Hz in all games.
- 25th February 2002: Hiromitsu Shioya added stereo sound support to the Taito dual and triple screen games, and fixed the Taito F3 sound frequency.
- 0.58: Moved drivers\taito_f3.h. to includes\.
- 26th January 2002: Aaron Giles fixed a tilemap clipping bug in the Taito F3 driver.
- 17th November 2001: Bryan McPhail fixed several problems in the Taito F3 driver, especially graphics glitches when zooming, fixing the road in Riding Fight and pitch in the football games. Bryan McPhail also added sound bankswitching for the Taito F3 driver.
- 25th September 2001: Bryan McPhail re-added some fixes to the Taito F3 driver.
- 18th September 2001: Yasuhiro Ogawa resubmitted some Taito F3 driver changes by Uki.
- 0.53: Aaron Giles fixed a ES550x bug that caused Taito F3 and Incredible Tech games to sound bad.
- 8th August 2001: Bryan McPhail updated the Taito F3 driver to work with the new tilemap system.
- 13th June 2001: Bryan McPhail fixed several graphics problems in the Taito F3 driver.
- 0.37b15: Bryan McPhail improved special effects and fixed pixel layer colors in the Taito F3 games. Changed VSync to 60Hz.
- 18th May 2001: Bryan McPhail fixed the black spots in the background graphics of Puzzle Bobble 2 and 3.
- 7th May 2001: Bryan McPhail added pixel layer color emulation to the Taito F3 driver, fixing a few color problems.
- 1st May 2001: Bryan McPhail fixed a 68020 core bug which caused a lot of problems with the Taito F3 driver, namely a Puzzle Bobble 2 intro background graphics problem and some Bubble Memories bugs. In addition, the bugfix makes the following games fully playable: Elevator Action Returns, Darius Gaiden, Puzzle Bobble 4, Land Maker, Twin Qix and Gekirindan.
- 18th February 2001: Eisuke Watanabe fixed the ASM 68k core to work with Namco System 2 and Taito F3 sound.
- 0.37b12: Fixed sound1 rom address in some games.
- 11th February 2001: Bryan McPhail sent in a bugfix to Taito F3 sound banking which fixes the music and sound in a lot of games.
- 27th January 2001: Bryan McPhail sent in a Taito F3 sound update, with the sound cutting out bug fixed and stereo sound implemented (it was mono before).
- 16th January 2001: Bryan McPhail fixed some memory corrupting bugs in the Taito F3 driver and added Dan-Ku-Ga. Aaron Giles fixed some crashes in the Taito F3 driver.
- 0.37b11: Added taito_f3.c/h driver, vidhrdw\taito_f3.c and sndhrdw\taito_f3.c. Main Issues: Alpha blending not supported. Pixel layer colours are often wrong (kludged in some games). Some games could fit in 8 bit colour - but marking pens is difficult because graphics are 6bpp with 4bpp palette indexes. Zoom layer positioning is not quite pixel accurate - it used to be better than it is now, but I can't figure out what I broke... Column scroll is not totally understand - there are at least two modes; simple addition to Y offset on source bitmap (used by Riding Fight, TRStars, Space Invaders DX) and another mode where a control bit is unset - used by the football games to move the crowd and boards relative to the pitch - currently not implemented. Sound eats lots of memory as 8 bit PCM data is decoded as 16 bit for use by the current ES5505 core (which righly should be 16 bit). Sound is slow. Mainly due to the amount of interrupts the 68k gets, plus context switching between the 68020 and 68k (no, underclocking them won't help). Only 270 degree rotation is supported in the custom renderer (so you must use flipscreen on Gunlock & Gseeker which are really 90 degree rotation games). Zoomed layers are not always positioned quite correctly in flipscreen mode Sound can cut out randomly - is there anywhere it consistently stops? (CPU crash). Other Issues: Master volume control/dsp isn't hooked up. Crowd/boards not shown in the football games.
- 15th January 2001: Bryan McPhail finally submitted his Taito F3 driver, which is not graphically perfect and crashes hard sometimes but has complete ES5505 sound emulation thanks to Aaron Giles, Ian Schmidt and R. Belmont. Not all games are working due to 68020 core bugs, but these are: Ring Rage, Arabian Magic, Riding Fight, Grid Seeker: Project Stormhammer, Gunlock / Rayforce, Super Cup Finals / Hat Trick Hero '93, Top Ranking Stars, Light Bringer, Kaiser Knuckle / Global Champion, Bubble Bobble 2 / Bubble Symphony, Space Invaders DX, Taito Power Goal / Hat Trick Hero '95, Quiz Theater - 3tsu no Monogatari, Akkanvader, Moriguchi Hiroko no Quiz de Hyuu!Hyuu!, Puzzle Bobble 2 / Bust-A-Move Again, Puzzle Bobble 2X, Kyukyoku Tiger 2, Bubble Memories, Cleopatra Fortune, Puzzle Bobble 3, Arkanoid Returns, Kirameki Star Road, Puchi Carat and Pop 'N Pop.



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