Casino Games ROM Download for Sega Master System - CoolROM.com
Casino Games ROM Download for Sega Master System - CoolROM.com
Sega Master System (SMS ) ROMs - Download Free - page 2
Casino Games (USA, Europe) ROM < SMS ROMs | Emuparadise
Casino Games (UE) [!] ROM Download for Sega Master System
Download Casino Games (SEGA Master System) - My Abandonware
Sega Master System – Free ROMs Emulators Download for NES
Sega Master System - Mark III (2020-04-29) Romset Download
Casino Games (UE) [!] Rom Download for Master System at
Casino Games ROM FREE | SMS | RomsGet
casino games sega master system rom
casino games sega master system rom - win
Batch Script for sorting roms by genre SEGA MEGA DRIVE/GENESIS Edition
Hello everyone! I've never found a tool for sorting roms for home and handheld consoles while for Arcade there are plenty, so I made some batch scripts for moving roms to genre folders or for deleting them. I was inspired by this post on libretro forum, so thanks to Alexandra. You can download the scriptshere. It is hosted on Mediafire. Inside the .zip file you will find 2 folders, each one containing 19 .bat files, one folder contains scripts for moving rom files into their genre folder and on the other folder scripts for deleting them based on the genre. There are 19 genres. I categorized every single rom for Mega Drive/Genesis (I think) using Emuparadise and GameFAQs and a little of my preference (because some games could fit more than one genre). If you find some rom that is missing from the scripts or you think a game should be under another genre, let me know. The 19 genre are:
Action
Adventure
Beat-Em-Up
Compilation (for roms with more than one game, except for Sonic & Knuckles + other Sonics games that are under the Platformer genre)
Driving-Racing
Educational
Fighting
First-Person (FPS and also some tank simulation)
Flight-Simulator (including Spacecrafts)
Light-Gun (games that uses this peripheral)
Others (for bios, cheat devices and other peripherals like Sega Channel and MegaNet)
Pinball
Platformer
Puzzle
RPG (includes Action RPG)
Shooter (most Vertical and Horizontal Scrolling Shoot 'em Up, I put most of Top-Down Shooters on the Action genre)
Sports
Strategy (includes Real Time and Tactical Turn Based)
Trivia-Board-Casino
How the scripts works? Only works on Windows. Put all the 19 scripts for moving OR deleting on the same folder of your rom files. The rom files should follow the No-Intro naming convention, but the scripts will ignore region, revision and extension, so doesn't matter if the rom is (USA) or (USA, Japan) or (REV A) or (REV 1) or. md or .bin, as long the game name follows No-Intro naming. This should also work with Translated games that has [T+] or [T-] codes in the name. Run each of the 19 .bat files by double clicking on it. The moving script will create a folder named after the genre and move all rom files from that genre to it, so you don't need to create the folder manually. CAUTION: The scripts for deleting will do so permanently, that means the deleted rom files will not go to the Trash Bin. I think some antivirus can detect the scripts as virus, but I guaranteed they don't do anything malicious. You can actually see what the script does by right clicking on it and clicking on "Edit" on the drop down menu, the NotePad will open with the codes used to run the script. You can also edit the scripts so you may manually include or exclude a game under a genre. I'm planning to make those scripts for some other systems like Sega Master System, Game Gear, SNES, NES, GBA, GBC, GB, NEC-Pc Engine/Turbo Grafx... but not sure when. I also planning to make a catver.ini file so you can use with Simple Arcade Multifilter and No-Intro datafiles EXTRA: I also made a batch script to delete Barbie, Dora the Explorer, Bratz and Polly Pocket games (because yes) that works with any system rom file, just put the .bat file on the rom folder you want and run it. This script will actually prompt you before the deletion, so you can select "yes" or "no" for every game it could delete. Again caution with this because the deletion is permanent and you can easily edit it to include other games if you like. You can download this scripthere.
It’s time for MAME 0.218, the first MAME release of 2020! We’ve added a couple of very interesting alternate versions of systems this month. One is a location test version of NMK’s GunNail, with different stage order, wider player shot patterns, a larger player hitbox, and lots of other differences from the final release. The other is The Last Apostle Puppetshow, an incredibly rare export version of Home Data’s Reikai Doushi. Also significant is a newer version Valadon Automation’s Super Bagman. There’s been enough progress made on Konami’s medal games for a number of them to be considered working, including Buttobi Striker, Dam Dam Boy, Korokoro Pensuke, Shuriken Boy and Yu-Gi-Oh Monster Capsule. Don’t expect too much in terms of gameplay though — they’re essentially gambling games for children. There are several major computer emulation advances in this release, in completely different areas. Possibly most exciting is the ability to install and run Windows NT on the MIPS Magnum R4000 “Jazz” workstation, with working networking. With the assistance of Ash Wolf, MAME now emulates the Psion Series 5mx PDA. Psion’s EPOC32 operating system is the direct ancestor of the Symbian operating system, that powered a generation of smartphones. IDE and SCSI hard disk support for Acorn 8-bit systems has been added, the latter being one of the components of the BBC Domesday Project system. In PC emulation, Windows 3.1 is now usable with S3 ViRGE accelerated 2D video drivers. F.Ulivi has contributed microcode-level emulation of the iSBC-202 floppy controller for the Intel Intellec MDS-II system, adding 8" floppy disk support. Of course there are plenty of other improvements and additions, including re-dumps of all the incorrectly dumped GameKing cartridges, disassemblers for PACE, WE32100 and “RipFire” 88000, better Geneve 9640 emulation, and plenty of working software list additions. You can get the source and 64-bit Windows binary packages from the download page (note that 32-bit Windows binaries and “zip-in-zip” source code are no longer supplied).
MAME Testers Bugs Fixed
04300: [DIP/Input] (cliffhgr.cpp) cliffhgr, cliffhnga: DIP switch values are reversed for “Short Scenes”. (italiandoh)
06897: [Graphics] (stfight.cpp) empcity: Red screen during scene transitions. (sasuke)
07336: [Sound] (intv.cpp) intv, intvoice [b17bomb]: No speech in Mattel Intellivision games. [iwilliamson]
07516: [Crash/Freeze] (twins.cpp) twins, twinsed2: Games lock up or reset after level 1-5. (Angelo Salese)
07530: [Crash/Freeze] (apollo.cpp) dn3000, dn3500, dn5500: Resetting via typing RE crashes the emulator. (Ivan Vangelista)
07531: [Crash/Freeze] (pong.cpp) breakout: MAME crashes with exception with -video bgfx. (Couriersud)
07533: [Graphics] (bnstars.cpp) bnstars1: Broken sprites and missing graphics. (cam900)
07534: [Timing] (apple2e.cpp) apple2ee: Time advances too quickly when using Thunderclock. (R. Belmont)
07554: [Graphics] (m68705prg.cpp) All machines in m68705prg.cpp no longer show LED values (default 000) when booting. (hap)
New working machines
The Apprentice (Senario, Plug and Play) [Sean Riddle, David Haywood]
Big Bonus Slots (Senario, Plug and Play) [Sead Riddle, David Haywood]
Conny PDC100 - Pocket Dream Console [Sean Riddle, David Haywood]
Cosmo Girl (Senario, Plug and Play) [Sean Riddle, David Haywood]
Takara / SSD Company LTD / newgent e-kara (Spain, includes 3 songs) [Sean Riddle, ClawGrip]
TD-4IP-UMC-AIO [rfka01]
VS Computer Mahjong [ShouTime]
Wild Cat 3 (CMV4 hardware) [Ioannis Bampoulas]
ZIDA 4DVS [rfka01]
New working software list additions
apple2_flop_clcracked:
Air Navigation Trainer (cleanly cracked), Barron's Computer SAT Study Program (Version 1.0) (cleanly cracked), The Boy Jesus (cleanly cracked), Diascriptive Reading I (cleanly cracked), Green Globs and Graphing Equations (cleanly cracked), In Search of the Most Amazing Thing (First Revision) (cleanly cracked), Instant Recall (Version 1.1) (cleanly cracked), Magic Mailer (Version 1.1) (cleanly cracked), MicroChess (Version 2.0) (cleanly cracked), Mind Over Minors (cleanly cracked), The Spy's Adventures in North America (Version 1987-10-31) (cleanly cracked), Temple of Apshai (cleanly cracked), What's My Logic? (Version 1.0) (cleanly cracked), Wiziprint (Version 2.01) (cleanly cracked) [4am, Firehawke]
Adventure Creator (cleanly cracked), Construct-A-Word II (cleanly cracked), Life Science (cleanly cracked), MIDI/4 (Revision 5) (cleanly cracked), The Quarter Mile (Version 4.0) (800K 3.5") (cleanly cracked) [4am, san, Firehawke]
apple2_flop_orig: The Abyssal Zone, Adventure, Adventure Construction Set, Alien Typhoon, The Alpine Encounter, Amazon, Amnesia, The Ancient Art of War, Arthur: The Quest for Excalibur, The Bard's Tale, Borg, The Breckenridge Caper of 1798, Chess (Odesta) (Version 7.0), Crown of Arthain, Cuban Fantasy, The Dark Heart of Uukrul, Dave Winfield's Batter Up!, Diamond Mine, Dinosaur Days Plus!, Drug Alert!, Dunjonquest: Hellfire Warrior (Version 1), Dunjonquest: Hellfire Warrior (Version 2), Dunjonquest: Hellfire Warrior (Version 3), Dunjonquest: The Temple of Apshai (Revision 1), Dunjonquest: The Temple of Apshai (Revision 2), Dunjonquest: The Temple of Apshai (Revision 3), Dunjonquest: The Temple of Apshai (Revision 4), Earth Orbit Stations, Ecology Simulations II, Galactic Attack, Gears, Gold Rush! (Version 1.0M), Green Globs and Graphing Equations, Horizon V, The Hunt for Red October, In Search of the Most Amazing Thing, Interpreting Graphs, Into The Eagle's Nest, Journey (version 16), King's Bounty, Koronis Rift, Lords of Karma, Neuromancer, New World, Nord and Bert Couldn't Make Head or Tail of It (Release 19 / 870722), Now You See It, Now You Don't - Was it there? Was it missing?, Portal, Quest for the Scarlet Letter, Questprobe featuring The Hulk (Version 2.3/127), Rambo: First Blood Part II, Shogun, Southern Command, Space Quest: The Sarien Encounter, Star Trek: Strategic Operations Simulator, SwordThrust, Tangled Tales, Thrilogy, Wizardry II: The Knight of Diamonds (Version PV3S2V1/10-MAR-82), Wizardry IV: The Return of Werdna, Wizardry: Proving Grounds of the Mad Overlord (Version 2.1), Wiziprint (Version 2.1), Xyphus, Zork Zero [4am, Firehawke]
bbcb_flop: AMX Stop Press, BBC-Z88 Transfer Link, Beeb OPL: AdLib Christmas Carols, Beeb OPL: AdLib Classical Favourites #1, Beeb OPL: AdLib Jukebox, Beeb OPL: AdLib Jukebox Bonus Disc, Beeb OPL: AdLib Pop/Rock Grooves, Beeb OPL: Brix, Beeb OPL: Droplay, Beeb OPL: DynaBlaster, Beeb OPL: Jill of the Jungle, Beeb OPL: KiloBlaster, Beeb OPL: Solar Winds, Beeb OPL: Wacky Wheels, Beeb OPL: Xargon, Beeb OPL: Zone 66, BeebSID 19 - Classical, Chauffeur, Christmas Crackers, Enigma, EV1 Camera Interface, Harston ADFS System Disk 6.10, Icon Art Master, The Krystal Connection, MagScan - The Beebug Bibliography Disc v1.31, MEDL Tracker Ball Utilities, Mountain Panic, MR4200 32K RAM Board, Paranoid, UTILRAM: The Utility RAM, Video Camera Interface, VideoNuLA Support Disc, The Wapping Editor Utilities 1.21, The Wapping Editor Utilities 1.30, White Light, Zap! [Nigel Barnes]
c64_cass:
BMX Racers (set 4, Visiload loaders), The CF Power Pack Tape 5, Hero of the Golden Talisman, Match Point (set 2), Mermaid Madness, On Court Tennis, On Field Football, Outlaws, Rad Ramp Racer, Run the Gauntlet, Short Circuit, Skate Rock Simulator, Space Hunter, Spellbound, Sweep, Talladega, Yogi's Great Escape (set 2) [FakeShemp]
Hole In One [FakeShemp, c64tapes.org]
fmtowns_cd:
Emit Vol. 3 - Watashi ni Sayonara o, The New Zealand Story (HMA-213) [redump.org, r09]
Shooting Towns [rockleevk, r09]
gameking: 4 in 1 - SeaGuard + Whirlybird + Spectask + Captain (set 2), 4 in 1 - Three Battles + Light Sword + Risker + Metal Deform (1MB cartridge), 4 in 1 Vol. 10 - Soldier + Seatercel + General + Seafight (1MB cartridge), [TeamEurope, SSJ]
gmaster: Finite Zone [SSJ, Maxime Cohin, PeT]
ibm5150:
UCSD p-System [Davide Cavalca]
Apogee Software Bonus Disk (Jumpman Lives!, Commander Keen in Invasion of the Vorticons) [Justin Kerk]
ibm5170: Goal!, Street Fighter II [ArcadeShadow]
jupace_cass: Forth Surround, Superchess II [Robbbert]
jupace_snap: Casse Briques, Champs De Mines, Millipede, Pacman, Valkyr [Robbbert]
megadriv: Sonic the Hedgehog 2 (World, prototype 19920821), Sonic the Hedgehog 2 (World, prototype 19920914) [drx, FakeShemp]
n64: 007 - The World Is Not Enough (prototype, version 21) [Paulweeze71, FakeShemp]
casloopy: Little Romance, Video Seal Wordprocessor [SSJ, TeamEurope]
gmaster: Space Warrior [SSJ, Maxime Cohin, PeT]
iqunlim_cart: Englisch für Anfänger [TeamEurope]
pi_storyreader_cart: Toy Story 2 [Sean Riddle, ClawGrip]
pi_storyreader_v2_cart: Toy Story 2 [Sean Riddle, ClawGrip]
sega_beena_cart: Kazoku Minna no Nouryoku Trainer, Meet Bub-Bub to Eigo Tanken, Oshare Majo Love and Berry-Cute ni Oshare, Oshare ni Henshin HeartCatch PreCure!, Pocket Monsters Best Wishes! Chinou Ikusei Pokémon Daiundoukai [TeamEurope]
telestory_cart: La Cenicienta - Bellezas en Flor / Cinderella - Beauties in Bloom (Spain), El Rey León II - El orgullo de Simba / The Lion King II - Simba's Pride (Spain), Winnie the Pooh - Salta, Tigger, Salta / Winnie the Pooh - Bounce, Tigger, Bounce (Spain) [Sean Riddle, ClawGrip]
vbaby_cart: El Jardín de los Sueños... (Spain) [Sean Riddle, ClawGrip]
Source Changes
bus/ss50/dc5.cpp: Added configuration option to force ready when motor is enabled. [68bit]
Allows SWTBUG to boot without patching the ROM to ignore the ready status.
formats/ap2_dsk.cpp: Don’t use symbolic names in the options specification, as the values are used as preprocessor tokens. [68bit]
cpu/t11: Changed disassembler and register display to use octal number format, and fixed disassembly of SOB instruction. [AJR]
cpu/v60: Sign-extend displacements for various addressing modes and DB/TB instructions. [AJR, Tahg]
Added disassembler and preliminary emulation for National Semiconductor PACE CPU architecture. [AJR]
Added disassembler AT&T WE32100 CPU architecture. [AJR]
rendebgfx: Fixed incorrect swapping of red and blue components of screen tint. [AJR]
MAME 0.219 arrives today, just in time for the end of February! This month we’ve got another piece of Nintendo Game & Watch history – Pinball – as well as a quite a few TV games, including Dream Life Superstar, Designer’s World, Jenna Jameson’s Strip Poker, and Champiyon Pinball. The previously-added Care Bears and Piglet’s Special Day TV games are now working, as well as the big-endian version of the MIPS Magnum R4000. As always, the TV games vary enormously in quality, from enjoyable titles, to low-effort games based on licensed intellectual properties, to horrible bootlegs using blatantly copied assets. If music/rhythm misery is your thing, there’s even a particularly bad dance mat game in there. On the arcade side, there are fixes for a minor but long-standing graphical issue in Capcom’s genre-defining 1942, and also a fairly significant graphical regression in Seibu Kaihatsu’s Raiden Fighters. Speaking of Seibu Kaihatsu, our very own Angelo Salese significantly improved the experience in Good E-Jan, and speaking of graphics fixes, cam900 fixed some corner cases in Data East’s innovative, but little-known, shoot-’em-up Boogie Wings. Software list additions include the Commodore 64 INPUT 64 collection (courtesy of FakeShemp) and the Spanish ZX Spectrum Load’N’Run collection (added by ICEknight). New preliminary CPU cores and disassemblers include IBM ROMP, the NEC 78K family, Samsung KS0164 and SSD Corp’s Xavix 2. As always, you can get the source and 64-bit Windows binary packages from the download page.
MAME Testers Bugs Fixed
06790: [Graphics] (surpratk.cpp) suratk: Missing star field rotation effect in final level. (MetalliC)
07079: [Gameplay] (suna8.cpp) sparkman, sparkmana: Player 2 button inputs are not read correctly. (dink)
The Walking Dead: Battleground (JAKKS Pacific TV Game) [Sean Riddle, David Haywood]
The Walking Dead: Zombie Hunter (JAKKS Pacific TV Game) [Sean Riddle]
WinFun / KidConnection SmarTV Adventures [Sean Riddle, David Haywood]
New clones marked as NOT_WORKING
3 Cards Poker 96 (V1.0) [Ioannis Bampoulas]
Cherry Angel (set 2) [Ioannis Bampoulas]
Club Kart: European Session (2003, prototype, set 2) [coolmod, MetalliC]
Ferrari F355 Challenge (private show version) [coolmod]
Roland D-50 Linear Synthesizer (Ver. 1.xx) [DBWBP]
Roland D-550 Linear Synthesizer [DBWBP]
Sanyo MBC-16LT [rfka01]
Sirio II (Calfesa S.L. Spanish Moon Cresta bootleg, set 1) [Juan Romero, ClawGrip]
Time Crisis 4 (Japan, TSF1001-NA-A) [Guru]
Victor V286C [rfka01]
New working software list additions
altos8600: Altos Diagnostic Executive [Robbbert]
apple2_flop_clcracked: Algebra Volume 6 (Version 1.0) (cleanly cracked), Alkemstone (cleanly cracked), Building Perspective (cleanly cracked), The Dragon's Eye (cleanly cracked), Fraktured Faebles (cleanly cracked), Generic Computer Games (cleanly cracked), Gruds in Space (cleanly cracked), Other-Venture #3: The Escape from Traam (cleanly cracked), Pick The Part (cleanly cracked), Ulysses and the Golden Fleece (Version 1.1) (cleanly cracked), World Atlas Action: Geography Facts (cleanly cracked) [4am, Firehawke]
apple2_flop_orig: 221B Baker Street (Version 1.1), Adventure Programming Kit (Versoin 10.84), Alter Ego (female version), Alter Ego (male version), The Dallas Quest, The Dragon's Eye, Expedition Amazon, Garfield Trivia Game, Generic Computer Games, Legacy of the Ancients, Manhunter: New York (Version 1.0I), MasterType (Version 2.1), Micro Cookbook (Version 3.00), Miner 2049er II, Ming's Challenge, The Serpent's Star (Version 1.0), Spectrum: Programs and Patterns, Summer Games II, Time Zone (Version 1.1), The Tracer Sanction, Transylvania (1985 Version), Treasure Island, Tumble Bugs [4am, Firehawke]
applix: Boot disk [Robbbert]
aussiebyte: Boot disk [Robbbert]
buzztime_cart: Series 1 - Everything Trivia, Series 1 - History Trivia, Series 1 - Sports Trivia, Series 1 - TV Trivia [Sean Riddle, David Haywood]
c64_cass:
The CF Power Pack Tape 6, The CF Power Pack Tape 9, Dan Dare - Pilot of the Future, Excaliba, Postman Pat 2, Saracen [FakeShemp]
gamegear: Sonic The Hedgehog 2 (World, final prototype 19920925) [drx, FakeShemp]
hp86_rom: Advanced programming 1 ROM, Advanced programming 2 ROM, Assembler ROM, Extended Mass Storage ROM, I/O ROM, Language ROM, Matrix 1 ROM, Matrix 2 ROM, MIKSAM ROM, Printeplotter ROM [F.Ulivi]
ibm5150:
Magic Pockets [ArcadeShadow]
Domino 1.0 [FakeShemp]
ibm5170:
Cannon Fodder 2, Epic Pinball (shareware version - Mr. Disk release), Epic Pinball: Crash and Burn, Epic Pinball: Cyborgirl, Epic Pinball: Enigma [ArcadeShadow]
Tågplusguiden - Vinter–Våren 1998 [FakeShemp]
jakks_gamekey_nm: Pac-Man & Bosconian (01 APR 2005 A SKU G) [Sean Riddle, Ryan Holtz, David Haywood]
jazz: Windows NT Workstation Version 3.5, Windows NT Workstation Version 3.51, Windows NT Workstation Version 4.0 Service Pack 1 [Patrick Mackinlay]
lynx: Weltenschlächter [anonymous]
megadriv: Sonic the Hedgehog 2 (World, final prototype 19921102), Sonic the Hedgehog 3 (World, prototype 19931103) [drx, FakeShemp]
nes: English Pyramid (Pirate) [Gaming Alexandria]
odyssey2:
Death Race (Euro) [anonymous]
Death Race (USA) [SSJ, TeamEurope]
sbrain: Boot disk [Robbbert]
sdk85: Mastermind [AJR]
spectrum_cass:
Load'N'Run (Spain) (Especial) [Manu128k]
Load'N'Run (Spain) (Issue 00), Load'N'Run (Spain) (Issue 01), Load'N'Run (Spain) (Issue 02), Load'N'Run (Spain) (Issue 03), Load'N'Run (Spain) (Issue 04), Load'N'Run (Spain) (Issue 05), Load'N'Run (Spain) (Issue 06), Load'N'Run (Spain) (Issue 07), Load'N'Run (Spain) (Issue 08), Load'N'Run (Spain) (Issue 09), Load'N'Run (Spain) (Issue 10), Load'N'Run (Spain) (Issue 11), Load'N'Run 2ª época (Spain) (Issue 00), Load'N'Run 2ª época (Spain) (Issue 01), Load'N'Run 2ª época (Spain) (Issue 02), Load'N'Run 2ª época (Spain) (Issue 03), Load'N'Run 2ª época (Spain) (Issue 04), Load'N'Run 2ª época (Spain) (Issue 05), Load'N'Run 2ª época (Spain) (Issue 06), Load'N'Run 2ª época (Spain) (Issue 07), Load'N'Run 2ª época (Spain) (Issue 08) [SPA2, RetroLEL, Jander, ICEknight]
uzebox: Final Blood, Frog Feast, Laser Puzzle, Laser Puzzle II, Melli's RetroLand, Reels of Fortune, Uzebox Tactics, Uzi Wars [uzebox.org]
Software list items promoted to working
fmtowns_cd:
King's Quest V - Absence Makes the Heart Go Yonder, Kyuukyoku Tiger, Mixed-Up Mother Goose, Panzer Division - Kikou Shidan, Taito Chase H.Q. (Demo), The Case of the Cautious Condor [Barry Rodewald, Carl, r09]
Life & Death [redump.org, Barry Rodewald, Carl, r09]
How to Play your Casio ROM Keyboard (RO-251) [Sean Riddle, avlixa, ClawGrip]
World Songs (RO-551) [Sean Riddle]
fmtowns_cd: Doki Doki Vacation - Kirameku Kisetsu no Naka de, Para Para Paradise [redump.org, r09]
ique: Dòngwù Sēnlín (version 8), F-Zero X Wèilái Sàichē (manual, version 2), F-Zero X Wèilái Sàichē (manual, version 4), F-Zero X Wèilái Sàichē (trailer), F-Zero X Wèilái Sàichē (version 3), iQue Club (version 1), iQue Club (version 2), iQue Club (version 3), Mǎlìōu Kǎdīngchē (manual, version 2), Mǎlìōu Kǎdīngchē (manual, version 6), Mǎlìōu Kǎdīngchē (trailer), Mǎlìōu Kǎdīngchē (version 4), Mǎlìōu Kǎdīngchē (version 5), Mǎlìōu Yīshēng (manual, version 2), Mǎlìōu Yīshēng (manual, version 4), Mǎlìōu Yīshēng (trailer), Mǎlìōu Yīshēng (version 4), Rèntiāntáng Míngxīng Dà Luàn Dǒu (manual, version 1), Rèntiāntáng Míngxīng Dà Luàn Dǒu (version 5), Shuǐ Shàng Mótuō (manual, version 2), Shuǐ Shàng Mótuō (manual, version 4), Shuǐ Shàng Mótuō (trailer, version 1), Shuǐ Shàng Mótuō (trailer, version 2), Shuǐ Shàng Mótuō (version 4), Shén Yóu Mǎlìōu (manual, version 2), Shén Yóu Mǎlìōu (manual, version 6), Shén Yóu Mǎlìōu (trailer, version 1), Shén Yóu Mǎlìōu (trailer, version 2), Shén Yóu Mǎlìōu (version 4), Sàiěrdá Chuánshuō: Shíguāng zhī Dí (manual, version 2), Sàiěrdá Chuánshuō: Shíguāng zhī Dí (manual, version 4), Sàiěrdá Chuánshuō: Shíguāng zhī Dí (trailer), Sàiěrdá Chuánshuō: Shíguāng zhī Dí (version 1), Sàiěrdá Chuánshuō: Shíguāng zhī Dí (version 4) [FakeShemp]
leapster: The Disney-Pixar Collection (USA), Letterpillar (v1.0, USA) [TeamEurope]
mobigo_cart:
Ben 10 - UltimateAlien - Mine der Gedanken (Germany) (80-250604), Cars 2 (Germany) (80-251904), Chuggington (Germany) (80-251804), Cars Toon - Hooks unglaubliche Geschichten (Germany) (80-251204), Disney Princess (Germany) (80-251104), Dora - Tag des Zwillings (Germany) (80-250804), Für immer Shrek (Germany) (80-250004), Kung Fu Panda 2 (Germany) (80-252004), Micky Maus - Wunderhaus (Germany) (80-250504), Mobigo Kiosk (Germany), Die Pinguine aus Madagascar - Operation Krone (Germany) (80-250304), Rapunzel - Neu Verföhnt (Germany) (80-251704), Team Umizoomi - Die große Umiauto Rettung (Germany) (80-252504), Toy Story 3 (Germany) (80-250104) [TeamEurope]
Mickey Mouse, Tangled, Toy Story 3 [Sean Riddle]
n64: Aidyn Chronicles - The First Mage (USA, prototype 20000210), Aidyn Chronicles - The First Mage (USA, prototype 20000509), Cruis'n World (Europe), Die Hard 64 (prototype 20000315, set 1), Die Hard 64 (prototype 20000315, set 2), Die Hard 64 (prototype 20000315, set 3), Dragon Sword (prototype), Duke Nukem - Zero Hour (USA, final prototype), ECW Hardcore Revolution (Germany), Frogger 2 (USA, prototype, "Milestone 4"), GT64 - Championship Edition (prototype 19980525), International Superstar Soccer 2000 (USA, rev 1), Madden NFL 99 (USA, prototype 19980805, "Beta 10 NTSC"), Madden NFL 99 (USA, rev 1), Mario Kart 64 (USA, set 2), Mission: Impossible (Spain, rev 1), Mortal Kombat Trilogy (prototype 19960513), NBA Hangtime (USA, set 2), Robotech: Crystal Dreams (USA, prototype, earlier), SpaceStation Silicon Valley (USA, rev 1), Top Gear Hyper-Bike (prototype), Top Gear Rally (Asia), Top Gear Rally 2 (prototype 19990831), Turok 3 - Shadow of Oblivion (Europe, prototype 20000606), Wipeout 64 (prototype) [FakeShemp]
Barney: Barney Cares / Best Manners Show / Let's Work Together, Blue's Perfect Picnic Spot, Disney No Rumbly In Pooh's Tumbly, Disney Pooh Windy Day, Disney Princess: Jasmine / Mulan / Pocahontas, Disney Princess: The Little Mermaid / Snow White / Beauty and the Beast, Disney's Bambi / Lady and the Tramp / Peter Pan, Disney's Pinocchio / Disney/Pixar Toy Story 2 / The Jungle Book, Disney's The Lion King, Disney's The Little Mermaid, Disney/Pixar Cars / The Incredibles / Monsters Inc., Disney/Pixar Finding Nemo, Dora the Explorer: Dora's Garden Adventure / The Gingerbread Boy / Dora's Art Adventure, Dora's Garden Adventure, Noah's Ark, Petter Rabbit / Jemima Puddle-Duck / Tom Kitten, Scooby-Doo! Miniature Golf Mistery, Sesame Street: Elmo's Colorful Adventure / Grover Stays Up Very Very Late / Me Loves Cookies, Spongebob Squarepants Grand Price Winner!, Spongebob Squarepants Grand Price Winner! / Dora's Garden Adventure / Blue's Perfect Picnic Spot, Thomas & Friends: Cheer up Cranky! / The Big Race / Carnival Capers [Sean Riddle, ClawGrip] Cars (Germany), Das Dschungelbuch (Germany), Findet Nemo (Germany), Der König der Löwen (Germany), Peter Pan (Germany), Winnie Puuh - Ein stürmischer Tag (Germany), Winnie Puuh hat keinen Hunger (Germany) [TeamEurope]
sdk85: AP-29 Serial I/O Routines [AJR]
smarttv_cart: Amusement Park [Sean Riddle, David Haywood]
telestory_cart:
Dora the Explorer - En la feria ambulante / Dora va a la escuela (Spanish), Power Rangers Mystic Force - Code Busters / Whispering Voices (UK / USA?) [TeamEurope, David Haywood]
Cinderella - Cinderella / Beauties in Bloom (USA), Dora the Explorer - At the Carnival / Dora Goes to School (USA), The Lion King - The Lion King / The Lion King II - Simba's Pride (USA), SpongeBob SquarePants - Ice-Cream Dreams / Stop the Presses! (USA), Winnie the Pooh - Bounce Tigger Bounce / Pooh's Honey Tree (USA) [Sean Riddle, TeamEurope]
Thomas & Friends - Thomas Visits the Toy Shop / Thomas' Milkshake Mix [Sean Riddle, ClawGrip]
Source Changes
formats/wd177x_dsk.cpp: Allowed derived classes to override the format per track/head. [68bit]
formats/flex_dsk.cpp: Simplified code, and added support for variants with single-density initial tracks. [68bit]
formats/os9_dsk.cpp: Added support for variants with single-density initial track and base sector zero. [68bit]
floptool: Added OS9 disk format. [68bit]
bus/ss50: Added MFI, OS9 and UniFLEX formats to DC5 floppy drive controller. [68bit]
gimix.cpp updates: [68bit]
Connected interrupts, removed timed interrupt hack, and added two additional floppy drivers.
Added disassembly override for OS9 system calls.
Added OS9 Level 1 version 1.2 BIOS option.
tti.cpp: Made the two firmware revisions BIOS options. [AJR]
sdk85.cpp improvements: [AJR]
Made second 8355 into a ROM expansion slot that can load custom 8755 programs.
Added optional TTY interface.
Added vectored interrupt and soft reset buttons.
Improved accuracy of button labels and changed default key mappings.
jaguar: Eliminated unsafe raw memory pointer use from blitter (fixes several exceptions, including tempst2k). [AJR]
i8155.cpp: Made timer more efficient by not counting each cycle. [AJR]
bus/a2bus: Added 8251-based RS-232 serial interface described in BYTE magazine. [AJR]
Added disassemblers for NEC 78K/0, 78K/I, 78K/II and 78K/III microcontrollers. [AJR]
naomi.cpp: Made “Gun Sense” board used by hotd2 a separate device. [AJR]
wd_fdc.cpp updates: [AJR]
Predicate command completion interrupt on busy flag having been set.
Increased HLD idle timeout to fifteen revolutions for variants other than FD1771 and FD1781.
i8279.cpp updates: [AJR]
Removed timing hack, ensuring SL3 is output (required by Pied Piper Communicator 1).
Corrected keyboard scan rate and logging thereof.
goodejan.cpp updates: [Angelo Salese]
Corrected OKI M6295 pin 7 level to high (fixes voice pitches).
Added difficulty DIP switches
Converted to raw screen timing parameters.
toki.cpp: Converted screen refresh rate to raw timing parameters. [Angelo Salese]
ddenlovr.cpp: Added coin counters and corrected metadata for all games. [Angelo Salese]
subsino2.cpp: Fixed missing ron button. [Angelo Salese]
Synchronized with upstream GENie (addresses GitHub #6248). [Belegdol]
armedf.cpp updates: [cam900]
Converted to use single-pass priority drawing for sprites.
Fixed I/O writes for systems without NB1414M4.
Cleaned up code, memory maps, ROM loading and graphics decoding, and expanded comments.
twin16.cpp: Restrict sprite drawing to clipping rectangle. [cam900]
sound/vrc6.cpp, sound/ym2413.cpp: Changed descriptions to match chip markings/part numbers. [cam900]
sound/msm5205.cpp updates: [cam900]
Added support for MSM5205 10-bit DAC.
Derive timing and sample rate from input clock
Updated notes.
video/stvvdp1.cpp: Fixed Gouraud shading flag test. [cam900]
vgmplay.cpp: Fixed YMF262 register mapping and YMF278B volume. [cam900]
sound/ymf262.cpp: Added support for variants with different clock dividers. [cam900]
sound/ymf278b.cpp: Fixed FM output rate and clock divider, fixed mixing behavior, and expanded notes. [cam900]
1942.cpp: Fixed sprite priorities, implemented sprite line buffering, fixed logo on title screen, and improved interrupt timing. [Ryan Holtz, David Haywood, smf, O. Galibert]
machine/spg2xx_io.cpp: Added watchdog timer support and rudimentary SPI support. [Ryan Holtz]
Sonic the Hedgehog: 1990/04/20 Prototype (DO NOT RESEARCH)
Before reading: first post here, which is pretty epic ngl. Anyway, here is a story I made inspired by the "Mario 64 1995 build" and "all copies of Mario 64 are personalized" stuff. Hope you enjoy it lol During the 1990 Tokyo Toy Show, an early demo of Sonic the Hedgehog for the Mega Drive was shown. We have little information about it, which was provided by few magazine screenshots. As of now, this version of the game has never been found and leaked to the internet. The truth is, this was a prototype of the soon-to-be-released game, with only the first stage, Green Hill, being shown off in the form of game footage (although it was modified to include the "You are welcome" sign and the Japanese "Debut approaching" text). But it was never completed, and instead Sonic Team decided to restart development from scratch and completely redesign the game. How do I know this? My friend works at SEGA, trust me it's true. Also I'm a huge Sonic fan and I know everything about him, including his IP address. 😳😳😳 And I also hate all those pesky Sonic haters GRRRRRR1!!1!1!1!1!1!11!1!!11! 😡😡😡😡😡😡😡😡😡😡😡 With the help of a friend, I recently managed to get my hands on a few Sega Mega Drive prototypes. While most of them were just review copies, there was one that caught my eye: an EPROM, with a sticker reading "SONIC 1990/04/20". This couldn't be...was this really it? The legendary prototype everyone was looking for? I was shaking from the excitement. I was...flushed 😳😳😳😳😳 I truly couldn't believe it. I had finally found it. I could finally find the answer as to why development on the game was restarted. A few days later, I managed to dump the EPROM's contents onto my computer thanks to my epic hacking experiences 😎😎 and I loaded the ROM file in my emulator. The game booted up with a generic SEGA screen, like the one you'd find in most SEGA games. After that, the title screen for the game appeared, and it looked exactly like the one in the magazine screenshots: the black background, Sonic's different sprites and the different emblem. The music was the same as the one found in the released game, but the drums sounded lower pitched and had a higher quality to them, just like in the game's later prototypes. I pressed START on my keyboard and a title card appeared, composed of text saying: "BEGIN! GREEN HILL ZONE". The level faded in right after. It played the same iconic Green Hill tune, however the lead instrument was a bit different and louder, the tempo was faster, and the PSG was completely missing from the song, apart from the beginning, where it was just high pitched beeps. The level looked the one we all saw in the screenshots (with big mountains and a blue city as the background), and yes, it did have 7 layers of scrolling, with foreground palmtrees and rocks. No, it wasn't at night, it never was, PLEASE stop saying it was for the love of God. 😩😩😩😩 No "You are welcome" sign or Japanese text were present, though. 😔 The controls were the same as in the final game, except Sonic had no speed cap. However, his health system was different: he had 3 hit points that he could fully replenish collecting heart icons. 1-UP and Shield icons were also collectable items found throughout the stages. There were no Rings, just coins to collect (50 would give a 1-UP), and they didn't act as a protection system. Also, Sonic's sprites were quite different, especially the standing pose and how the shading looked. And no, he was not cyan. He was never cyan, he just used the palette found in the Yamaguchi disks. I will literally delete your kneecaps if you show me cyan Sonic again I swear to God, they were never a right, but a privilege 🙂🙂🙂🙂🙂🙂🙂🙂 Anyhow, the level design was fairly simple: there was no vertical scrolling, and there were just hills and the occasional loop-de-loops breaking up an otherwise flat level, with the odd goblins (more like Best Buy Goombas :wheze:) seen in screenshots and concept art acting as the enemies. They would basically chase Sonic once they saw him, and spinning into them would kill them, with an animation not dissimilar from Sonic's death animation and a sound similar to the one used for the pinball flippers in Sonic 2's Casino Night Zone. There weren't any obstacles except a rolling ball midway through the level that would chase Sonic, and squash him if he got caught. There were also bridges where piranha fish who acted like the Choppers would jump up and down, trying to hurt Sonic. At some point, the screen stopped scrolling and the "level complete" music played as Sonic jumped doing a "fist pump" pose and ran off the screen. What a boring first level. My guess was that the boss was removed from this level because it was incomplete and therefore couldn't be shown off yet. It was weird how there wasn't a results screen, though. The next level was Labyrinth. The music sounded much slower than the final version, and it completely lacked the PSG . This level had vertical scrolling and was a significant difficulty spike compared to the previous one. 😬😬😬😬😬😬😬😬 It looked pretty different too compared to the final version: the crystals decorating the level were much smaller and the background looked like the inside of a cave. This is how the level looked like in pre-release screenshots. The water mechanics were also different, in that Sonic started drowning as soon as he entered the water (with no drowning music ever playing), so air pockets were more frequently found than in the final level. The enemies, this time around, were the goblins from Green Hill and pufferfish creatures that, when approached, would puff up, rendering them unable to be attacked. 🐡🐡🐡🐡🐡🐡 This stage also featured a vertical screen wrap, much like the final game's Labyrinth Zone Act 3. The level design had more platforming and obstacles (such as spears and spikeballs) than Green Hill, but it was still fairly simple compared to the final game's. At the end of the level, I had to fight against one of Dr Eggman's machines: he was wearing his "bee suit" from concept art, boarding a submarine that would shoot homing missiles at Sonic, kind of like the Labyrinth Zone boss in the Master System version of Sonic 1 (Sonic even had infinite air breath! 😳😳😳). After 8 hits, the boss was defeated and Sonic destroyed the capsule containing his animal friends and...Vector the Crocodile? Right, he WAS going to be in the game as one of Sonic's bandmates after all! At that moment, I jokingly thought: "What if Tails showed up somehow? 😆😆😆😂😂😂😂😂🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣", a thought that made me chuckle. Like before, Sonic did his victory pose and ran off like before. The third stage was Marble, which looked like how it did in the early mockups found in magazines. It even had those odd yellow platforms, which would basically flip when you stood on them. The UFOs seen in later prototypes were missing, though. 😔😔😔 The music was pretty much the same, although the PSG seemed higher pitched for some reason and the lead instrument was different. The level design consisted of a short section above ground where you had tavoid the lava (which was insta-kill here) by jumping on the yellow platforms and the steep sloped terrain. It was pretty frustrating, not gonna lie. After that, you would go under ground, but this section was strangely empty, apart from flying hand enemies seen in concept art, who acted much like the Batbrains in the final game, except they were actively trying to chase Sonic and avoid his attacks, so all I could do was make him run forward as he was chased by them. At some point, the hands stopped chasing Sonic as the music's tempo and pitch quickly started lowering, until the song fully stopped. I was really confused by this. As I noticed the stage was getting darker, I tried walking back, but the game prevented me to. All I could do was go forward. Suddenly the dreadful drowning theme started playing, and that's when I saw a familiar figure chasing Sonic. It looked like...Tails? 🤨🤨 Well, it looked like a more distorted version of him. 😱😱😱 I can't exactly tell what he looked like...I just can't remember it... Anyway, this wasn't right. Tails was created during Sonic 2's development, so what the fuck was he doing here? I tried making Sonic run as fast as he could, but to no avail. Tails caught him and the game froze with white text reading: "TURN BACK NOW". Oh wow, now the game was sending me spooky messages. It's not like a programmer could have put that in as a joke that only he would laugh at. 😑😑😑😑😑😑😑 Still very confused about what happened, I reset the game and tried inputting the level select code in the title screen. I heard the "coin" collecting noise and pressed A+START on the controller. A very basic looking menu appeared, a black screen with 12 choices: GREEN HILL, LABYRINTH, FROZEN GROTTO, MARBLE, SINISTER SWAMP, STAR WORLD, SPARKLING, CLOCK WORK 1, CLOCK WORK 2, ENDING, BONUS STAGE and SOUND SELECT. Curiously, Frozen Grotto and Sinister Swamp had an X next to their names, which probably meant they were unfinished or possibly even meant to be removed. 😔😔😔 I chose Frozen Grotto out of curiosity, since I wasn't expecting to see any scrapped levels in this build, let alone an ice stage, a trope that wouldn't be seen in the series before Sonic 3. The level seemed even more unfinished than Marble Zone, as it lacked any sort of enemy. However, obstacles such as falling stalagmites, slippery ground, and ice-breathing machines similar to Ice Cap Zone's in Sonic 3 were implemented and fully working. 🥶🥶🥶🥶🥶🥶 The background looked similar to the one in the Past variant of Tidal Tempest in Sonic CD, but it was a light blue, much like most of the level was. The background music was not music at all, it was just a short, looped PCM sample of cave ambiance. Truly, one of Masato Nakamura's finest tunes to date. I still vibe to it wit ma airpods xddddddd It was at this point that I was doubting whether this was a true prototype or just something my friend sent me as one of his stupid pranks. But for a prank, this was way too elaborate. I mean, what kind of sick person just changes the Rings in Sonic INTO COINS??? 🤬🤬🤬🤬🤬🤬🤬🤬 Not too long after the starting point, the stage just ended abruptly with a bottomless pit that crashed the game when I fell into it. This time, it didn't just freeze, it went to a black screen with red text saying: ERROR. I could faintly see an image in the background. It looked like Tails's face, but heavily distorted like his previous appearance. Was he looking at me? 😰😰😰 No, it couldn't be...this was just a game after all...Yeah, games can't just look at me, duh. What kind of idiot thinks that a game will enter your life? Although, Sonic in real life would be pretty epic ngl ngl 😳😳😳😳😳😳 (REAL) I reset the game again and went back to the level selection screen. This time, I tried choosing Sinister Swamp, but that wouldn't work (😔😔😔😔😔😔😔😔😔😔😔), so I chose Star World, which I assumed was an early name for Star Light Zone. While the music was exactly the same, the stage looked nothing like the final version: the ground resembled a roller coaster track, while the background consisted of mountains and a starry night sky with shooting stars and odd-looking plants that looked like balloons, floating in the air. These plants were also used as decorations throughout the level. Unlike the previous 3 stages, the vertical scrolling was disabled, much like in Green Hill. The stage's enemies were the goblins and other creatures shaped like a finger that would jump up when Sonic tried attacking them. The level design was mostly speed-based, with Sonic rolling through slopes, loop-de-loops and ramps, but there was also quite a bit of platforming over bottomless pits, with platforms that would fall when Sonic stood on them and also series of rotating platforms. Springs were also present, and they would either help you reach a higher area or speed you up, or they would act as obstacles, bouncing you to the other direction, sometimes even sending you into a pit because level design is my passion XDDD 😆😆😆😆😆😆😆😆😆😆😆😆😆😆😆😆😆 Once I reached the end of the level, I had to fight Eggman in his Egg Mobile, which had a spring attachment on the bottom that he would use to bounce around the arena. The boss fight was piss easy, and I beat it pretty quickly. Once again, Sonic destroyed the animal capsule again, this time rescuing Sharps the Chicken, and the level was completed. Weird how Tails didn't show up this time... 🤔🤔🤔🤔🤔🤔 Sparkling Zone looked like the version we saw in the screenshots, with bright buildings, neon signs and animated sparkles in the background. 😳😳 The music was slightly different, with higher pitched PSG and extra bass drum hits. 😳😳😳😳😳 This time, vertical scrolling was enabled. The stage didn't have any bottomless pits, unlike Star World, but it was still quite challenging, with plenty of obstacles (bumpers, spikeball chains, spikes, springs) and enemies (hands that would slam on the ground to try squashing Sonic, the goblins and the finger enemies). Slopes and ramps were also present throughout the stage. Just when I thought I reached the end of the stage, the lights and the neon signs and buildings turned off, making the place look much darker. The music slowed down and stopped. Sonic stopped running and turned to face the camera. He looked very worried. I was already prepared for something to happen, for the little orange bastard to show up again. 😑😑😑😑😑 I noticed something appear behind Sonic: yup, it was Tails's distorted face from the error screen. Of fucking course. UGH. 😩😩😩😩😩😩 Wait, how was this even possible given the palette limitations of the Mega Drive? HOW IS HE DOING THAT???? 😳😳😳 HOW?????? BOTTOM TEXT As a slower, lower pitched version of the drowning theme started playing, the face got closer to the blue hedgehog and slowly opened its mouth. (VORE? IN MY SONIC GAME????? 😡😡😡) I tried making Sonic move, but no matter how much I moved my keyboard, he wouldn't do anything. The music kept going for longer than it should have, gradually speeding up, until it suddenly hit the last note and the game froze with red text: "DO NOT KEEP GOING". This is when I realized...that I actually had to press the keys on my keyboard instead of moving the keyboard. 🤦🤦🤦🤦🤦🤦 Bruh. I mean, yeah, it was like 3AM when I was playing this so my brain must have been pretty tired. (WAIT 3AM DO NOT PLAY SONC BETE IN 3AM SPOOKY TALAS APPARATION OH GOD PEOPLE MOMENT 😳😳😳😳😳😳😳😳😳😳😳) I was pretty confused about what was happening. Was this even a real prototype or just an elaborate hoax that my friend decided to put on an EPROM to mess with me? Oh wait, I already asked myself that question before. This was pretty redundant. But wait, then how and why did the game start exceeding the Mega Drive's palette limitations? Just what was going on? I was scared to continue at this point, because I started feeling like I was being watched. Hmm yes I love when my anxiety kicks in XDDDDDDDDD 🙂🙂🙂🙂🙂🙂🙂 But I had to do it, I had to play the rest of...whatever this even was. I wanted to find the answers...and I was also pretty bored, with nothing else to do lmao. I reset the game and went back to the level select menu, choosing Clock Work Zone. The title card displayed the zone name as "CLOCK ORK", like in later prototypes, due to the letter W being missing in the title card font. The level looked like the one seen in those prototypes, basically it was the final version of Scrap Brain Zone but with one of the level chunks used as a placeholder for the background. The background tune's only difference was that its lead instrument was very different, and made it sound much more menacing. As expected, the stage was empty and only the level layout was done. There were diagonal conveyor belts at the very beginning, but nothing else after that. Luckily, debug mode was enabled by default so I could navigate the level in object placement mode (yeah, I forgot to mention this earlier trust me, it's not like I just made this up because I didn't know what to write xdddddddd). The level layout was quite similar to the one seen in magazine screenshots. When I got to where the end of the stage should be, I exited out of object placement mode. The game acted as if the level was finished, with Sonic leaping and running to the right like in the other levels. Maybe the Clock Work 2 stage was the level boss? Possibly the final boss? 😳 :flooched: :flonshed: The last stage was called "YOUR TIME IS UP". Wait...OH GOD NOT THAT SHITTY STORY AGAIN I SWEAR TO GOD FUCK YOU GAME!1!1!1!1!1 😡😡😡😡😡😡😡😡 No music or background were present. The screen was also locked. There was something at the center of the level: it was a sprite of a brain diagram. wha- What was this doing here? Why was this here? Was THAT the final boss? Or was it just a placeholder? But why would it be any of these? Who would just put a random brain diagram sprite and call it a day? I tried interacting with it, but nothing happened, it was just a background object. After a few seconds, the screen faded to black. Then, a cutscene started playing. It was rather unfinished, and it had no background. Basically, Sonic was falling down (using his "hurt" animation), and then Sharps the Chicken swooped in to rescue him. But the distorted Tails came in and attacked Sharps with a spin attack, resulting in both Sonic and Sharps falling down. It then cut to a screen taking place in Green Hill Zone, with Sonic and Sharps' bodies laying on the ground, with...with....I can't 🤢🤢 say it 🤢🤢🤢🤢🤢🤢🤢🤢 BLOOD ALL OVER THE PLACE 🤮🤮🤮🤮🤮🤮🤮🤮 AND IT WAS SUPER DUPER HYPER MEGA REALISTICCK NOOOOOOO 😱😱😱😱😱😱😱😱😱😭😭😭😭😭😭😭😭😭 Anyway, Tails was standing at the center of the scene, facing the camera. Above him, there was red text saying: "THE END". So this was how the game originally ended? Nah, my friend probably did an epic funny and hacked the actual prototype like the asshole he is, he probably has the original one xddddddddd 🤣🤣🤣🤣🤣🤣🤣🤣🤣 I closed my emulator, still shocked (I guess?) because of what I saw. I wasn't expecting any of this to happen in a Sonic 1 prototype, of all things. And I wasn't expecting it to be so...r e a l i s t i c But what did all of it mean? Was there a connection between everything that happened? Were Tails and the brain diagram somehow connected? Probably not, and I'm overthinking shit like I always do XDDDDDDDDDDDDD I thought this prototype would have finally answered my and other Sonic fans' questions, but it raised even more. Right now, I've sent the ROM to another friend of mine who can disassemble ROMs so he can look for whatever epic funny is there xddddd (and he may also see whether it's a fucking prototype or not Im so confused about this AAAAAAAAAAAAAAAAAAAA). It may take a while, but maybe we will finally find some answers to this. I just hope I can live long enough to see the answers being found...I'm feeling like I'm constantly being watched by someone...I just hope that's not true...Or maybe I'm just paranoid because I get scared easily like a pussy XD Hmm, time for me to play some good ol' Super Mario 64. Sure hope nothing terrible happens to me while I play it... 😆😆😆😆😆😆😆😆😆😆😆😆
It’s the moment you’ve surely been waiting for: the release of MAME 0.212! A huge amount of work has gone into this release in a number of different areas. Starting with the software lists, you’ll find hundreds more clean cracks for Apple II, the Rainbow on Disk collection for Tandy Color Computer, all the latest Game Boy Advance dumps, and thousands more ZX Spectrum cassette images. Chess computers now support chess piece simulation using the built-in artwork, support has been added for several more chess computers from Hegener & Glaser, Novag and Saitek, and the Tasc ChessSystem R30 is now working. Three Game & Watch titles, Bomb Sweeper, Gold Cliff and Safe Buster, have been added for this release. Protection microcontrollers continue to fall, with Rainbow Islands – Extra Version, Choplifter, Wyvern F-0, 1943: The Battle of Midway and Bionic Commando no longer needing simulation, hacks or patches. In some cases, the dumps have confirmed that the protection had been reverse-engineered correctly and the simulation was correct, but it's still important to preserve these programs. It’s also important for people repairing these systems if the original microcontrollers have failed. There are three important sound-related fixes in this release: FM Towns CD audio playback positions have been fixed, Konami System 573 digital audio synchronisation has been improved, and a special low latency mode has been added for the PortAudio sound module. For more advanced users and developers, more functionality has been exposed to Lua scripts and plugins. The layout file format has been overhauled to better support systems that make creative use of LEDs and LCDs. Disassembler support has been added for the Fujitsu F2MC-16 and National Semiconductor CompactRISC CR16B architectures. And if you've been following along, you might notice that we’ve waved goodbye to a little more of our C legacy with the removal of the MACHINE_CONFIG_START macro and its associated crud. We don't have space to list all the Apple II and ZX Spectrum software list additions here, but they’re in the whatsnew.txt file. You get the source and Windows binary packages from the download page.
MAMETesters Bugs Fixed
00349: [Graphics] (shaolins.cpp) kicker: Graphical artefacts after going through service mode tests. (Angelo Salese)
Photo Y2K 2 / Chaoji Bi Yi Bi 2 / Dajia Lai Zhao Cha 2 / Real and Fake 2 Photo Y2K (ver. 100, Japanese Board) [GC8TECH]
Tangerine Microtan 6809 System [Nigel Barnes]
Video Hustler (bootleg, set 4) [f205v]
New working software list additions
apple2_flop_orig: 2400 A.D., Advanced Math Shop, Algebra Shop, Alice in Wonderland, Alternate Reality: The Dungeon (Version 2.1), Both Barrels, Bureaucracy (Release 116 / 870602), Congo, Copy II Plus (Version 2.0), The Dark Crystal, Dark Lord, Dr. Ruth's Computer Game of Good Sex, Enchanter (Release 15 / 831107), Escape!, Hollywood Hijinx (Release 37 / 861215), Infidel (Release 22 / 830916), Maniac Mansion, Math Shop, Math Shop Jr., Maxwell Manor, MECC-A279 Lewis and Clark Stayed Home (Version 1.0), MECC-A315 Freedom! (Version 1.0), Moonmist (Release 9 / 861022), The Neverending Story, Operation: FROG, Quadrant 6112, Sherwood Forest, Short Circuit, Space Shuttle: A Journey Into Space, The Sporting News: Baseball, Suspect (Release 14 / 841005), Suspended (Release 8 / 830521), Tetrad, Witness (Release 22 / 840924), World War III [4am, Firehawke]
coco_flop: Rainbow on Disk 1986-10 issue, Rainbow on Disk 1986-11 issue, Rainbow on Disk 1986-12 issue, Rainbow on Disk 1987-01 issue, Rainbow on Disk 1987-02 issue, Rainbow on Disk 1987-03 issue, Rainbow on Disk 1987-04 issue, Rainbow on Disk 1987-05 issue, Rainbow on Disk 1987-06 issue, Rainbow on Disk 1987-07 issue, Rainbow on Disk 1987-08 issue, Rainbow on Disk 1987-09 issue, Rainbow on Disk 1987-10 issue, Rainbow on Disk 1987-11 issue, Rainbow on Disk 1987-12 issue, Rainbow on Disk 1988-01 issue, Rainbow on Disk 1988-02 issue, Rainbow on Disk 1988-03 issue, Rainbow on Disk 1988-04 issue, Rainbow on Disk 1988-05 issue, Rainbow on Disk 1988-06 issue, Rainbow on Disk 1988-07 issue, Rainbow on Disk 1988-08 issue, Rainbow on Disk 1988-09 issue, Rainbow on Disk 1988-10 issue, Rainbow on Disk 1988-11 issue, Rainbow on Disk 1988-12 issue, Rainbow on Disk 1989-01 issue, Rainbow on Disk 1989-02 issue, Rainbow on Disk 1989-03 issue, Rainbow on Disk 1989-04 issue, Rainbow on Disk 1989-05 issue, Rainbow on Disk 1989-06 issue, Rainbow on Disk 1989-07 issue, Rainbow on Disk 1989-08 issue, Rainbow on Disk 1989-09 issue, Rainbow on Disk 1989-10 issue, Rainbow on Disk 1989-11 issue, Rainbow on Disk 1989-12 issue, Rainbow on Disk 1990-01 issue, Rainbow on Disk 1990-02 issue, Rainbow on Disk 1990-03 issue, Rainbow on Disk 1990-04 issue, Rainbow on Disk 1990-05 issue, Rainbow on Disk 1990-06 issue, Rainbow on Disk 1990-07 issue, Rainbow on Disk 1990-08 issue, Rainbow on Disk 1990-09 issue, Rainbow on Disk 1990-10 issue, Rainbow on Disk 1990-11 issue, Rainbow on Disk 1990-12 issue, Rainbow on Disk 1991-01 issue, Rainbow on Disk 1991-02 issue, Rainbow on Disk 1991-03 issue, Rainbow on Disk 1991-04 issue, Rainbow on Disk 1991-05 issue, Rainbow on Disk 1991-06 issue, Rainbow on Disk 1991-07 issue, Rainbow on Disk 1991-08 issue, Rainbow on Disk 1991-09 issue, Rainbow on Disk 1991-10 issue, Rainbow on Disk 1991-11 issue, Rainbow on Disk 1991-12 issue, Rainbow on Disk 1992-01 issue, Rainbow on Disk 1992-02 issue, Rainbow on Disk 1992-03 issue, Rainbow on Disk 1992-04 issue, Rainbow on Disk 1992-05 issue, Rainbow on Disk 1992-06 issue, Rainbow on Disk 1992-07 issue, Rainbow on Disk 1992-08 issue, Rainbow on Disk 1992-09 issue, Rainbow on Disk 1992-10 issue, Rainbow on Disk 1992-11 issue, Rainbow on Disk 1992-12 issue, Rainbow on Disk 1993-01 issue, Rainbow on Disk 1993-02 issue, Rainbow on Disk 1993-03 issue, Rainbow on Disk 1994-01 issue [Firehawke]
fmtowns_cd: Cat's Part-1, DOR Best Selection Gekan, G5, Gokko Vol. 01 - Doctor, Leading Company, Professional Mahjong Goku, Sekigahara, Shinjuku Labyrinth, Taiken Shiyou! Marty Channel [redump.org, r09]
gba: Aging Cartridge (World, Rev. 1), Bibi und Tina - Ferien auf dem Martinshof (Ger, Rev. 1), Blue Angelo - Angels from the Shrine (Europe, Prototype 1), Blue Angelo - Angels from the Shrine (Europe, Prototype 2), Disney's Peter Pan - Return to Neverland (USA, Rev. 1), Dogz 2 (USA, Rev. 1), EX Monopoly (Jpn, Rev. 1), Hardcore Pool (Fra), Hunter X Hunter - Minna Tomodachi Daisakusen!! (Jpn, Rev. 1), J.League Pocket (Jpn, Rev. 1), The Lord of the Rings - The Fellowship of the Ring (USA, Rev. 1), King Kong - The Official Game of the Movie (Euro, English / Swedish / Norwegian / Danish / Finnish), Matantei Loki Ragnarok - Gensou no Labyrinth (Jpn, Rev. 1), Paws & Claws - Pet Vet (USA), Pocket Monsters - Leaf Green (Jpn, Rev. 1), Power Pro Kun Pocket 5 (Jpn, Rev. 1), Prince of Persia - The Sands of Time (USA, Rev. 1), Racing Fever (Fra), Riviera - Yakusoku no Chi Riviera (Jpn, Rev. 1), Shrek - Swamp Kart Speedway (USA, Rev. 1), Sim City 2000 (USA, Rev. 1), SN Systems (Jpn), Strawberry Shortcake - Ice Cream Island - Riding Camp (Euro, Rev. 1), Super Dodge Ball Advance (USA, Rev. 1), Super Puzzle Fighter II Turbo (USA, Rev. 1), Tweety and the Magic Gems (Ned), Ultimate Card Games (USA, Rev. 1), Ultimate Card Games (USA, Rev. 2), Wizardry Summoner (Jpn, Rev. 1), Zoids Saga (Jpn, Rev. 1) [No-Intro, FakeShemp]
ibm5150: SimEarth: The Living Planet (3.5", v1.1), SimEarth: The Living Planet (3.5", v1.3), SimEarth: The Living Planet (5.25", v1.1), SimEarth: The Living Planet (Europe, 3.5", v1.0) [Justin Kerk]
mt65_cass: Columbia Word, PGM Design Aid, Space Invasion, TUG EPROM Programmer, Tan-Forth [microtan.ukpc.net]
mt65_rom: 2-Pass Assembler v1.2, DASM, Fig-FORTH 1.2, HRG Toolkit, Microsoft BASIC, Microsoft BASIC (Mousepacket Colour VDU), PGM Toolkit, Space Invasion, Toolkit, Video 80/82 Toolkit, XBug 5.2, XBug 5.3 [microtan.ukpc.net]
odyssey2: AMOK!, Calculator!, Pong for Videopac and Odyssey²! [Justin Kerk]
saitek_egr: Endgame ROM (ver. 1), Endgame ROM (ver. 2) [hap, Berger]
sorcerer_cart: System Software Basic v1.1 [Robbbert]
ti99_cart: Myarc Extended Basic II [Michael Zapf]
vsmile_cart: Disney's Princess Cinderella - Lernen im Märchenland (Germany, Rev. 204), Disney/Pixar Findet Nemo - Nemos Unterwasserabenteuer (Germany) [TeamEurope]
Software list items promoted to working
fmtowns_cd: The Legend of Kyrandia [redump.org, r09]
spectrum_cass: Batman (set 8, The Hit Squad), Seymour - Take 1 (Minigame / Demo), Turbo The Tortoise (set 2, Codemasters), Wonder Boy (set 1), Wonder Boy (set 2) [AmatCoder, David Haywood]
New NOT_WORKING software list additions
cd32: Brutal Sports Series: Football, Cannon Fodder, Castles II: Siege & Conquest, Frog Feast (Demo), Gulp!, PGA European Tour, Pierre Le Chef is... Out to Lunch, Power Drive, Power-Games, Prey: An Alien Encounter, The Seven Gates of Jambala, Sheer Delight, Simon the Sorcerer, The Speris Legacy, Strip Pot, Subwar 2050, Summer Olympix, Super Methane Bros., Super Skidmarks (set 2), Superfrog, Surf Ninjas, Syndicate, Theme Park, Trivial Pursuit, Trolls, UFO: Enemy Unknown, Ultimate Body Blows, Wembley International Soccer, Whale's Voyage, Wild Cup Soccer, Worms, Zool 2, Zool: Ninja of the "Nth" Dimension [redump.org, FakeShemp]
Added dump and skeleton device for Caravalle CD-R N820s. [I-Shou University File Server]
spectrum_cass.xml: Added proper metadata for MicroHobby stuff. [ICEknight]
bfm_ad5.cpp, bfm_sc5.cpp: Dumped PLDs from the Bellfruit Scorpion Five main PCB and ISS Adder 5 Video Card. [jordigahan, ClawGrip]
hiscore.dat: Updated for latest changes in MAME. [Leezer]
model2.cpp: Dumped correct sound ROMs for Sega Rally DX sets. [Mattia Negri]
system1.cpp: Re-dumped Choplifter microcontroller, allowing ROM patches to be removed. [Porchy]
at.cpp: Added additional RAM and BIOS options, and updated some notes and metadata. [rfka01]
wyvernf0.cpp: Dumped and hooked up 68705 microcontroller. [Sean Riddle, jordigahan, ClawGrip, David Haywood]
cps1.cpp: Dumped CDT 21 ROM for dinoa. [SHVB]
socrates.cpp: Verified that French system and cartridge ROMs match existing dumps. [TeamEurope]
konmedal.cpp: Dumped color PROMs for Fuusen Pentai. [TeamEurope, SpinalFeyd]
spectrum_cass.xml: Added thousands of tape images. [TZX Vault, SPA2, Steve Brown, Andrew Barker, Paul Hurd, Tony Barnett, Claus Jahn, Donald Graham, Guy Bearman, Jose Luis Soler, Krasimir Hristov, Andrew Blood, Dave Stevens, John Wilson, Edwina Brown, Walter Pooley, Tomaz Kac, Martijn van der Heide, Ramsoft, Dunny, Woody, Mikie]
It’s time for MAME 0.218, the first MAME release of 2020! We’ve added a couple of very interesting alternate versions of systems this month. One is a location test version of NMK’s GunNail, with different stage order, wider player shot patterns, a larger player hitbox, and lots of other differences from the final release. The other is The Last Apostle Puppetshow, an incredibly rare export version of Home Data’s Reikai Doushi. Also significant is a newer version Valadon Automation’s Super Bagman. There’s been enough progress made on Konami’s medal games for a number of them to be considered working, including Buttobi Striker, Dam Dam Boy, Korokoro Pensuke, Shuriken Boy and Yu-Gi-Oh Monster Capsule. Don’t expect too much in terms of gameplay though — they’re essentially gambling games for children. There are several major computer emulation advances in this release, in completely different areas. Possibly most exciting is the ability to install and run Windows NT on the MIPS Magnum R4000 “Jazz” workstation, with working networking. With the assistance of Ash Wolf, MAME now emulates the Psion Series 5mx PDA. Psion’s EPOC32 operating system is the direct ancestor of the Symbian operating system, that powered a generation of smartphones. IDE and SCSI hard disk support for Acorn 8-bit systems has been added, the latter being one of the components of the BBC Domesday Project system. In PC emulation, Windows 3.1 is now usable with S3 ViRGE accelerated 2D video drivers. F.Ulivi has contributed microcode-level emulation of the iSBC-202 floppy controller for the Intel Intellec MDS-II system, adding 8" floppy disk support. Of course there are plenty of other improvements and additions, including re-dumps of all the incorrectly dumped GameKing cartridges, disassemblers for PACE, WE32100 and “RipFire” 88000, better Geneve 9640 emulation, and plenty of working software list additions. You can get the source and 64-bit Windows binary packages from the download page (note that 32-bit Windows binaries and “zip-in-zip” source code are no longer supplied).
MAME Testers Bugs Fixed
04300: [DIP/Input] (cliffhgr.cpp) cliffhgr, cliffhnga: DIP switch values are reversed for “Short Scenes”. (italiandoh)
06897: [Graphics] (stfight.cpp) empcity: Red screen during scene transitions. (sasuke)
07336: [Sound] (intv.cpp) intv, intvoice [b17bomb]: No speech in Mattel Intellivision games. [iwilliamson]
07516: [Crash/Freeze] (twins.cpp) twins, twinsed2: Games lock up or reset after level 1-5. (Angelo Salese)
07530: [Crash/Freeze] (apollo.cpp) dn3000, dn3500, dn5500: Resetting via typing RE crashes the emulator. (Ivan Vangelista)
07531: [Crash/Freeze] (pong.cpp) breakout: MAME crashes with exception with -video bgfx. (Couriersud)
07533: [Graphics] (bnstars.cpp) bnstars1: Broken sprites and missing graphics. (cam900)
07534: [Timing] (apple2e.cpp) apple2ee: Time advances too quickly when using Thunderclock. (R. Belmont)
07554: [Graphics] (m68705prg.cpp) All machines in m68705prg.cpp no longer show LED values (default 000) when booting. (hap)
New working machines
The Apprentice (Senario, Plug and Play) [Sean Riddle, David Haywood]
Big Bonus Slots (Senario, Plug and Play) [Sead Riddle, David Haywood]
Conny PDC100 - Pocket Dream Console [Sean Riddle, David Haywood]
Cosmo Girl (Senario, Plug and Play) [Sean Riddle, David Haywood]
Takara / SSD Company LTD / newgent e-kara (Spain, includes 3 songs) [Sean Riddle, ClawGrip]
TD-4IP-UMC-AIO [rfka01]
VS Computer Mahjong [ShouTime]
Wild Cat 3 (CMV4 hardware) [Ioannis Bampoulas]
ZIDA 4DVS [rfka01]
New working software list additions
apple2_flop_clcracked:
Air Navigation Trainer (cleanly cracked), Barron's Computer SAT Study Program (Version 1.0) (cleanly cracked), The Boy Jesus (cleanly cracked), Diascriptive Reading I (cleanly cracked), Green Globs and Graphing Equations (cleanly cracked), In Search of the Most Amazing Thing (First Revision) (cleanly cracked), Instant Recall (Version 1.1) (cleanly cracked), Magic Mailer (Version 1.1) (cleanly cracked), MicroChess (Version 2.0) (cleanly cracked), Mind Over Minors (cleanly cracked), The Spy's Adventures in North America (Version 1987-10-31) (cleanly cracked), Temple of Apshai (cleanly cracked), What's My Logic? (Version 1.0) (cleanly cracked), Wiziprint (Version 2.01) (cleanly cracked) [4am, Firehawke]
Adventure Creator (cleanly cracked), Construct-A-Word II (cleanly cracked), Life Science (cleanly cracked), MIDI/4 (Revision 5) (cleanly cracked), The Quarter Mile (Version 4.0) (800K 3.5") (cleanly cracked) [4am, san, Firehawke]
apple2_flop_orig: The Abyssal Zone, Adventure, Adventure Construction Set, Alien Typhoon, The Alpine Encounter, Amazon, Amnesia, The Ancient Art of War, Arthur: The Quest for Excalibur, The Bard's Tale, Borg, The Breckenridge Caper of 1798, Chess (Odesta) (Version 7.0), Crown of Arthain, Cuban Fantasy, The Dark Heart of Uukrul, Dave Winfield's Batter Up!, Diamond Mine, Dinosaur Days Plus!, Drug Alert!, Dunjonquest: Hellfire Warrior (Version 1), Dunjonquest: Hellfire Warrior (Version 2), Dunjonquest: Hellfire Warrior (Version 3), Dunjonquest: The Temple of Apshai (Revision 1), Dunjonquest: The Temple of Apshai (Revision 2), Dunjonquest: The Temple of Apshai (Revision 3), Dunjonquest: The Temple of Apshai (Revision 4), Earth Orbit Stations, Ecology Simulations II, Galactic Attack, Gears, Gold Rush! (Version 1.0M), Green Globs and Graphing Equations, Horizon V, The Hunt for Red October, In Search of the Most Amazing Thing, Interpreting Graphs, Into The Eagle's Nest, Journey (version 16), King's Bounty, Koronis Rift, Lords of Karma, Neuromancer, New World, Nord and Bert Couldn't Make Head or Tail of It (Release 19 / 870722), Now You See It, Now You Don't - Was it there? Was it missing?, Portal, Quest for the Scarlet Letter, Questprobe featuring The Hulk (Version 2.3/127), Rambo: First Blood Part II, Shogun, Southern Command, Space Quest: The Sarien Encounter, Star Trek: Strategic Operations Simulator, SwordThrust, Tangled Tales, Thrilogy, Wizardry II: The Knight of Diamonds (Version PV3S2V1/10-MAR-82), Wizardry IV: The Return of Werdna, Wizardry: Proving Grounds of the Mad Overlord (Version 2.1), Wiziprint (Version 2.1), Xyphus, Zork Zero [4am, Firehawke]
bbcb_flop: AMX Stop Press, BBC-Z88 Transfer Link, Beeb OPL: AdLib Christmas Carols, Beeb OPL: AdLib Classical Favourites #1, Beeb OPL: AdLib Jukebox, Beeb OPL: AdLib Jukebox Bonus Disc, Beeb OPL: AdLib Pop/Rock Grooves, Beeb OPL: Brix, Beeb OPL: Droplay, Beeb OPL: DynaBlaster, Beeb OPL: Jill of the Jungle, Beeb OPL: KiloBlaster, Beeb OPL: Solar Winds, Beeb OPL: Wacky Wheels, Beeb OPL: Xargon, Beeb OPL: Zone 66, BeebSID 19 - Classical, Chauffeur, Christmas Crackers, Enigma, EV1 Camera Interface, Harston ADFS System Disk 6.10, Icon Art Master, The Krystal Connection, MagScan - The Beebug Bibliography Disc v1.31, MEDL Tracker Ball Utilities, Mountain Panic, MR4200 32K RAM Board, Paranoid, UTILRAM: The Utility RAM, Video Camera Interface, VideoNuLA Support Disc, The Wapping Editor Utilities 1.21, The Wapping Editor Utilities 1.30, White Light, Zap! [Nigel Barnes]
c64_cass:
BMX Racers (set 4, Visiload loaders), The CF Power Pack Tape 5, Hero of the Golden Talisman, Match Point (set 2), Mermaid Madness, On Court Tennis, On Field Football, Outlaws, Rad Ramp Racer, Run the Gauntlet, Short Circuit, Skate Rock Simulator, Space Hunter, Spellbound, Sweep, Talladega, Yogi's Great Escape (set 2) [FakeShemp]
Hole In One [FakeShemp, c64tapes.org]
fmtowns_cd:
Emit Vol. 3 - Watashi ni Sayonara o, The New Zealand Story (HMA-213) [redump.org, r09]
Shooting Towns [rockleevk, r09]
gameking: 4 in 1 - SeaGuard + Whirlybird + Spectask + Captain (set 2), 4 in 1 - Three Battles + Light Sword + Risker + Metal Deform (1MB cartridge), 4 in 1 Vol. 10 - Soldier + Seatercel + General + Seafight (1MB cartridge), [TeamEurope, SSJ]
gmaster: Finite Zone [SSJ, Maxime Cohin, PeT]
ibm5150:
UCSD p-System [Davide Cavalca]
Apogee Software Bonus Disk (Jumpman Lives!, Commander Keen in Invasion of the Vorticons) [Justin Kerk]
ibm5170: Goal!, Street Fighter II [ArcadeShadow]
jupace_cass: Forth Surround, Superchess II [Robbbert]
jupace_snap: Casse Briques, Champs De Mines, Millipede, Pacman, Valkyr [Robbbert]
megadriv: Sonic the Hedgehog 2 (World, prototype 19920821), Sonic the Hedgehog 2 (World, prototype 19920914) [drx, FakeShemp]
n64: 007 - The World Is Not Enough (prototype, version 21) [Paulweeze71, FakeShemp]
casloopy: Little Romance, Video Seal Wordprocessor [SSJ, TeamEurope]
gmaster: Space Warrior [SSJ, Maxime Cohin, PeT]
iqunlim_cart: Englisch für Anfänger [TeamEurope]
pi_storyreader_cart: Toy Story 2 [Sean Riddle, ClawGrip]
pi_storyreader_v2_cart: Toy Story 2 [Sean Riddle, ClawGrip]
sega_beena_cart: Kazoku Minna no Nouryoku Trainer, Meet Bub-Bub to Eigo Tanken, Oshare Majo Love and Berry-Cute ni Oshare, Oshare ni Henshin HeartCatch PreCure!, Pocket Monsters Best Wishes! Chinou Ikusei Pokémon Daiundoukai [TeamEurope]
telestory_cart: La Cenicienta - Bellezas en Flor / Cinderella - Beauties in Bloom (Spain), El Rey León II - El orgullo de Simba / The Lion King II - Simba's Pride (Spain), Winnie the Pooh - Salta, Tigger, Salta / Winnie the Pooh - Bounce, Tigger, Bounce (Spain) [Sean Riddle, ClawGrip]
vbaby_cart: El Jardín de los Sueños... (Spain) [Sean Riddle, ClawGrip]
Source Changes
bus/ss50/dc5.cpp: Added configuration option to force ready when motor is enabled. [68bit]
Allows SWTBUG to boot without patching the ROM to ignore the ready status.
formats/ap2_dsk.cpp: Don’t use symbolic names in the options specification, as the values are used as preprocessor tokens. [68bit]
cpu/t11: Changed disassembler and register display to use octal number format, and fixed disassembly of SOB instruction. [AJR]
cpu/v60: Sign-extend displacements for various addressing modes and DB/TB instructions. [AJR, Tahg]
Added disassembler and preliminary emulation for National Semiconductor PACE CPU architecture. [AJR]
Added disassembler AT&T WE32100 CPU architecture. [AJR]
rendebgfx: Fixed incorrect swapping of red and blue components of screen tint. [AJR]
Overview A compilation of gambling mini-games for the Sega Master System and the follow up to Compile's earlier Parlour Games. VenomRush1997 rates this game: 3/5 A generic compilation of gambling games with surprisingly nice visuals. CoolROM.com's game information and ROM download page for Casino Games (Sega Master System). Sega Master System - Mark III (2020-04-29) Romset Download The Sega Master System is a 3rd-gen 8-bit video game console by Sega. It was originally a remodeled export version of the Sega Mark III, the third iteration of the SG-1000 series of consoles, which was released in Japan in 1985 and featured enhanced graphical capabilities over its predecessors. To play Master System roms, an emulator is required. Popular Master System emulators include Meka v0.65 for Windows, eSMS v1.01 for Windows, Fusion v3.51 for Windows. View all Master System Game Gear emulators. Home/ ROMs/ Sega Master System. Game Title Rating Dowloads ; Casino Games ROM For SMS (SEGA MASTER SYSTEM) 0/5: World Class Leaderboard: 0/5: 656: Batman Returns: 0/5: 1655: Video Flipper: 0/5: 931: Walter Payton Football: 0/5: 645: Ultima IV – Quest Of The Avatar: 0/5: 638: Trans-Bot: 0/5: 980: Bomber Raid: 0/5: 1197: California Games: 0/5 Casino Games. Download Casino Games ROM for Sega Master System / SMS. Casino Games game is available to play online and download for free only at Romsget. Casino Games ROM for Sega Master System download requires a emulator to play the game offline. Casino Games is English (USA) varient and is the best copy available online. Download Casino Games (UE) [!] ROM for Sega Master System (SMS) from Rom Hustler. 100% Fast Download. SMS roms - Sega Master System GAMES Download Sega Master System roms and play it on your favorite devices windows pc, android, ios and mac romskingdom.com is your guide to download SMS roms and please dont forget to share your SMS roms and we hope you enjoy the website Description of Casino Games SEGA Master System. 1989, the year Casino Games was released on SEGA Master System. Made by Compile and published by SEGA of America, Inc., this simulation game is available for free on this page.
Master System Longplay [001] Wonder Boy III: The Dragon's ...
The 1980s was the height of the arcade gaming industry and featured some amazing games including Outrun, Bubble Bobble, Rampage any many more. Why not tell m... http://www.longplays.netPlayed By: T-0815Enjoy my wild ride with one of the coolest Pixelheros ever! Evolution of Sonic the Hedgehog Games 1991-2018List Sonic the Hedgehog (1991) Waku Waku Sonic Patrol Car (1991) Sonic's Edusoft (1991) Sonic Eraser (1991) So... http://www.longplays.orgPlayed By: T-0815Round 01: 00:07Round 02: 01:38Round 03: 05:17Round 04: 07:52Round 05: 11:26Round 06: 14:29Round 07: 17:28Round 08: 2... Game: Sonic the Hedgehog (1991)Console: Mega DriveReleased: 1991_____TIMESTAMPS:LEVEL 01: GREEN HILL ZONEAct 1 →... Check out all 1107 SEGA Saturn games in one video.SUBSCRIBE TO OUR PARTNER:iPlaySEGA - https://www.youtube.com/iPlaySEGAThe SEGA Saturn is a 32-bit fifth-gen... Played and recorded by:NTom64 - - -Played and recorded by:NTom64- - -Some time after stopping Dr. Eggman once again, Sonic the Hedgehog grows restless, decid...