It's the same version that's been in MAME forever. But it insists on doing things that shouldn't be possible (some weird protection?) and so we can't get it to coin up.
And yeah, I think when the entire point of your game that makes it different is dinosaurs, it's pretty weak to switch to generic humans in the sequel.
> Apparently your characters can transform into dinosaurs when doing a special move or > something like that. > > It's similar to the Bloody Roar serie.
> And yeah, I think when the entire point of your game that makes it different is > dinosaurs, it's pretty weak to switch to generic humans in the sequel.
...That are giant. Or is it that the people watching them fight are micro sized?
> > And yeah, I think when the entire point of your game that makes it different is > > dinosaurs, it's pretty weak to switch to generic humans in the sequel. > > ...That are giant. Or is it that the people watching them fight are micro sized?
The Claymation kind of destroys the giant effect. Anyway, it's obvious the game was intended to be a "Killer Instinct made a lot of money, let's clone it!" but done on a much lower budget, not unlike Tattoo Assassins
First thing I noticed was the Freeze the Cat marquee! I worked on PR2 and when it was shelved it was COMPLETELY FINISHED! Kudos for booting up successfully and playing! The Dinosaur characters ARE selectable - normally they'd be unocked simply through more and more plays - there are definiely secret unlock combos (or maybe do so in options before bootup?) for individual if not ALL of them. The building structure which shows the seven human characters adds the corresponding Dino characters on top
I also noticed at 3:45 the ennemie actually transform into a monster/dinosaur?
> > Maybe that dude can help with the emulation? > > Guys, coming up with helpful and knowledgeable former Atari employees has never been > the problem. > > - Stiletto
What would help would be to find out when/why it regressed in MAME. Unless I'm doing something wrong it doesn't even reach the attract mode now.
> > > Maybe that dude can help with the emulation? > > > > Guys, coming up with helpful and knowledgeable former Atari employees has never > been > > the problem. > > > > - Stiletto > > What would help would be to find out when/why it regressed in MAME. Unless I'm doing > something wrong it doesn't even reach the attract mode now.
My testing shows regression is only in the very current SVN.. like within the last 2 days. If I had to guess, there was restructuring of PSX core and there is likely something missing or unattached after the move.
> > What would help would be to find out when/why it regressed in MAME. Unless I'm > doing > > something wrong it doesn't even reach the attract mode now. > > My testing shows regression is only in the very current SVN.. like within the last 2 > days. If I had to guess, there was restructuring of PSX core and there is likely > something missing or unattached after the move.
Hmm, I tested it before the latest changes. I may investigate it further if I can spare the time.
> > > What would help would be to find out when/why it regressed in MAME. Unless I'm > > doing > > > something wrong it doesn't even reach the attract mode now. > > > > My testing shows regression is only in the very current SVN.. like within the last > 2 > > days. If I had to guess, there was restructuring of PSX core and there is likely > > something missing or unattached after the move. > > Hmm, I tested it before the latest changes. I may investigate it further if I can > spare the time.
For the record, the original problem is that it frequently tries to DMA CD data over things you can't stomp, like the first 64k (the BIOS / OS uses that) and even the code that's currently executing. It's hacked to not do that enough that it'll run (modulo the IDE changes that just went in) but good luck
> For the record, the original problem is that it frequently tries to DMA CD data over > things you can't stomp, like the first 64k (the BIOS / OS uses that) and even the > code that's currently executing. It's hacked to not do that enough that it'll run > (modulo the IDE changes that just went in) but good luck
Ok. So with Peter's IDE changes now reverted and a local hack I made to idectrl.c to get Turret Tower working removed (duh) it's now back to its partially-working state