UPCOMING OR DUMPED GAMES FOR MAME 0.153

Art of Fighting
24th January 2014: Smitdogg - dlfrsilver got the source code for Art of Fighting.

Astro Ambush
23rd August 2006: Guru - Unfortunately I forget what it is or who sent it! Update: Mystery solved. Thanks to Tony for the PCB. He thought it to be a rare Omori PCB. Looking at the PCB markings, it's obviously not. It's a somewhat rare-ish version of Scramble called Astro Ambush running on a PCB made by Falcon. Dox made a couple of early shots...

Auscom Host Invaders CD
22nd February 2005: Guru - Auscom Host Invaders CD just arrived.

Baseball Heroes
23rd August 2012: Smitdogg - We got a box of Baseball Heroes system and application discs. Included are discs for: Baseball Heroes 2, Baseball Heroes 3, Baseball Heroes 2008, Baseball Heroes 2009 and Baseball Heroes 2010 Winner.

Basket LC
29th January 2010: Smitdogg - We threw in money with Team Europe to help pay for some boards (like Basket LC/Bootleg). Thanks to a donation from Rene Single.

Bang Bang Busters
RAINE 0.63.5           

Battalion
1st August 2009: Smitdogg - As some of you probably already know, there used to be a law in Japan where cabinets had to be sold with a game in them. To deal with this, companies had 1 or more PCB's they could produce super cheaply that they would include in the cab. For Namco this game was Battalion (1993). While it looks like it's from the early 80's, it actually uses a rom that isn't so simple to dump, so that part is on hold, but we do have a picture and a high quality video of it thanks to Stefan Lindberg.

Beatmania
23rd February 2012: Guru - Some nice items arrived from Japan this week. One Konami Beatmania III Dallas i-button security dongle (beatmania III Append Core Remix).

BeeZerk and Gambling Game
24th August 2012: Smitdogg - Bad A Billy sent us another gambling game from VLC, the makers of BeeZerk. I'm not sure what the title is.
23rd June 2012: Smitdogg - Bad A Billy loaned us a BeeZerk PCB. He posted some pics here: http://www.fileswap.com/folder/wtsVjupU/?i=0

Bishibashi Champ Online
5th May 2012: Smitdogg - We picked up the discs for Bishibashi Champ Online.

Bowler Strike Zone
17th December 2004: Dumping Project - Randy bid for what is supposed to be a Williams board called "Bowler Strike Zone" or some such thing (haven't found out what it actually is yet).

Caribbean Boule
13th October 2012: Charles MacDonald - I recently acquired some PCBs from Sega's "Caribbean Boule" (1991), a roulette game for eight players with electromechanical components. It's an interesting mix of old and new technology spread out over thirteen boards: Eight satellite boards that manage player inputs, audio, and drive their own medium resolution monitor. A video board which generates low-resolution video for a rear-projection television that all players can view. A game board that has a huge bank of TOSLINK fiber optic connectors and UARTs to network everything together. Three smaller PCBs to drive an operator's control panel, lamps, and relays. I was able to get one of the satellite boards and the game board, but not the video board; however the video board is a standard Sega X-Board so there's nothing new there. Let's delve into the hardware: The satellite boards are labeled "System M1" (1990) but have no relation to Model 1 in terms of having 3D capabilities: * 315-5292 tilemap chip with 64K of video RAM and 512K of tile RAM. * 315-5294 video mixing chip and 16K of color RAM. * 315-5242 color encoder; outputs 5:5:5 RGB. * 315-5296 programmable I/O chip (x2). * 315-5338A I/O and serial comms chip. * 68000 with 16K work RAM. * Z80 with 8K work RAM and * YM3438 FM sound chip. Two daughterboards plug into the satellite board; one is a communication board with Z80 and 8K work RAM, 2K dual port RAM, 82C51 UART and TOSLINK connector. The other has the audio amplifier, anti-pop muting circuit and unpopulated areas to drive large solid state relays. All satellite boards are identical; I bought the one that had slightly different handwritten A-revision labels while all others were the original version. Not sure why just one satellite unit out of eight would need a bug-fix though. The design reminds me of Model 1 which came out a year later; the serial-to-memory I/O chip that I thought was introduced with Model 1 showed up here first and the old System 24 parts are re-used in a similar way. I always find these intermediate steps beteween hardware platforms intriguing and this board fills in some blanks for me. The game board is from 1989 and has no system designation. It looks a lot more like older Sega board designs compared to the satellite board: * 68000 @ 12.5 MHz, 32K work RAM. * Z80, 8K work RAM. * YM2151 FM sound chip, uPD7759 ADPCM sound generator. * 315-5338A I/O and serial comms chip. * Bank of 11 UARTs and TOSLINK connectors and * 8255 PPI for I/O. It seems to run the entire game and shuttle commands to and from the other boards. I think it controls the electromechanical components like the roulette wheel and various sensors too. I also got the 195-page operator's manual that has more wiring diagrams and illustrations than one could imagine. No schematics of course. The video board seems to not do much; hardly any of the sprite ROMs are populated. It uses the same communication board as other X-Board games. The sound hardware isn't used and no sample or Z80 ROMs are specified in the ROM list. Going by the diagrams it connects to a RGB to S-Video converter, as the projection monitor only has S-Video input. Throwing in an entire X-Board just to drive a standard resolution display seems like overkill, but it's the only thing with a fiber-optic comms board Sega made at the time. Can we emulate this game? Well we still need the video board ROMs dumped, but perhaps communication can be faked so that the rest of the system works. Peformance should be an issue with 9 displays, 11 68Ks, and 17 Z80s. I can't even begin to imagine how incredibly costly this thing must have been when it was new. I guess there is good money in gambling games because it must have cost a small fortune.

Catherine Wheel
3rd September 2005: f205v dumped Catherine Wheel (Gamebar).

Champion League
15th May 2010: f205v dumped Champion League (Playmark 1998).

Chara Medal Island Pocket Monsters Sonansu ga Koronda
23rd February 2012: Guru - Some nice items arrived from Japan this week. Chara Medal Island Pocket Monsters Sonansu ga Koronda (ROMs only).

Chara Medal Island Dragon Ball Z Bucchigiri no Tyoukessen
23rd February 2012: Guru - Some nice items arrived from Japan this week. Chara Medal Island Dragon Ball Z Bucchigiri no Tyoukessen (ROMs only)

Coccinelle
23rd December 2006: f205v dumped Coccinelle (set 2) (Model Racing 1982).

Cosmic Invaders
27th January 2010: Smitdogg - We got a Cosmic Invaders (E-Coin) PCB thanks to MrGoodwraith. This one was produced by E-Coin. Andrew Welburn has a different Cosmic Invaders PCB that he will hopefully be dumping at some point but it isn't the E-Coin version and uses different size roms.

Cowboy
12th January 2012: Smitdogg - Andrew Welburn found and dumped what appears to be an extremely rare early Taito game labeled "Cowboy" running on modified Space Invaders hardware.

CPS1 14-in-1
15th August 2009: Guru - From Smitdogg/The Dumping Union we got 14-in-1 CPS1 bootleg.
2nd August 2009: Smitdogg - We got a CPS1 14-in-1 PCB set. This has 14 Capcom games and some are hacks. One of them is a hack of Final Fight that lets you play as enemies. It uses an original main board. The DIP switches have been replaced with cables that go to the top board. The C-board is original too, with no battery and the mod applied described on Tim's page about CPS1 revival (one pin cut and tied to +5V). There's an extra JAMMA adapter with an MCU on it (probably contains the menu, the manual says 'hold start for 5 seconds to bring up the menu', and this intercepts it). There are 4 unknown scratched chips on the top board. The rom on the top board nearest the DIPs is a common 4M SOP44. The 2 MX chips are 16M SOP44. The other 3 are 512M SSOP70. We can't dump SOP70s quite yet though, unfortunately.

Crazy Dou Di Zhu
22nd December 2008: Guru - I've actually dumped Crazy Dou Di Zhu. Watch Luca's page for more on that.
20th July 2008: Guru - Crazy Dou Di Zhu arrived from China. This is a mahjong game, thanks to bnathan and Dyq.

Crazy Dou Di Zhu II
23rd December 2008: Guru - I've dumped Crazy Dou Di Zhu II.
20th July 2008: Guru - Crazy Dou Di Zhu II arrived from China. This is a mahjong game, thanks to bnathan and Dyq.

Crazy Kong II
1st June 2012: Smitdogg - Got an impossibly rare version of Crazy Kong II upgraded by Linear Electronics. It has an added daughter card with an extra rom, dip switches, and some other chip which is sanded down. Maybe a PAL or just RAM. What does the card do? Most likely it speeds Mario/Jumpman up, possibly similar to the speed of a chicken with his head cut off.

Crazy Otto
10th December 2009: Andrew - The board and ROMs are from October 12, 1981. The board is the same one from their first visit to Midway on October 9, 1981 but the ROMs from that version have yet to be located.
9th December 2009: Andrew - I'm happy to report that I received word from Steve Golson this morning that Crazy Otto is alive and well. The Ms. Pac-Man/Crazy Otto story along with screen shots (courtesy of MAME) will appear in the January issue of GameInformer which should be out next week. Gameplay video will follow at their site or posted soonish on YouTube. The Crazy Otto prototypes (yes there's more than one) will be submitted to MAME early next year. For me, this ends a journey I started over seven years ago when I first contacted Steve about the existence of Crazy Otto and it's possible preservation in MAME. He endured almost monthly e-mails from me and still managed to find some time to make this happen. I am still not over the shock that Crazy Otto will once again "scuttle about maze, eating dots." Thanks Steve!

Cybersterra
13th October 2012: Smitdogg - ShouTime somehow got the impossibly rare Cybersterra boardset from the peak of Taito's arcade hardware awesomeness, 1993. According to rumors on the web, only 50 units were made and some were later converted. I've never seen it for sale ever. Unfortunately he is out of town and I lack the patience to wait on announcing it until getting pics from him so I'm just using pics from the web but, we got it.

Daemon Bride
3rd November 2012: Dullaron - Good thing no ROM's and no MAME require to run this. Run on Windows at full speed.
1st November 2012: CTOJAH - As title says (Daemon Bride), exact dump from the exboard is floating on internet since this Monday (29-10-2012). So I think this game belongs to MAME set (it's not changed/hacked in any way).

Dinosaur King
11th May 2012: Smitdogg - Mark F. got Dinosaur King.

Disco Fever
8th May 2005: f205v dumped Disco Fever (5 balls).

Dong Fang Shen Long (Oriental Dragon)
22nd December 2008: Guru - I've actually dumped Dong Fang Shen Long (Oriental Dragon). Watch Luca's page for more on that.

Drummania 10th Mix Multi-Session
23rd February 2012: Guru - I've completed the dump of Konami's Drummania 10th Mix Multi-Session although you shouldn't expect to see any of the system 573 multi-session games emulated at a playable level any time soon.

Drum Mania V3
31st May 2012: Smitdogg - Got Drum Mania V3 disc.

Dynamite Baseball '98
8th February 2012: Smitdogg - I redumped some of the mask roms for the original Dynamite Baseball '98 and Layne got the roms loading in the source.

Exotic Dream
25th February 2005: Guru - Exotic Dream arrived, purchased by Randy from a PCB Shop. Thanks to the donators for keeping up the support.

Ez2Dancer 2nd Move
5th September 2013: Smitdogg - RetroRepair dumped Ez2Dancer 2nd Move.

The Fast And The Furious
13th July 2013: Smitdogg - Bad A Billy dumped the hard drive and restore disc for The Fast And The Furious.

Fighting Jam Magic Gate
12th March 2009: Guru - Capcom Fighting Jam Magic Gate security dongle arrived from Japan.

Fire Hawk II
18th May 2013: Smitdogg - We got Fire Hawk II by ESD. But it turns out it's just another one of the million names Afega came up with for Guardian Storm. It's the China region version of Guardian Storm, basically. 3 roms didn't match so they might have tweaked out a lot of changes, I don't know.

Frenzy Express
15th June 2013: Smitdogg - ShouTime has recently spent a ton of money on undumped boards and needs some help paying for it all and the international shipping costs involved. If anyone can help out, send me a private message and I'll send you his private paypal address to send your help to. Some of the games he has picked up include: Frenzy Express.

Flash Poker
29th January 2010: Smitdogg - We threw in money with Team Europe to help pay for some boards (like Flash Poker/Bootleg). Thanks to a donation from Rene Single.

Franco 10
14th February 2009: f205v and Mirko Buffoni dumped Franco 10 (High Video 2000).

Galaxy Force
19th July 2010: Smitdogg - We won the Galaxy Force PCB.
17th July 2010: Smitdogg - There is a Galaxy Force PCB for sale. There's maybe a 25% chance it's Galaxy Force I (most wanted) and 75% chance it's an undumped revision of part II (still quite wanted). Galaxy Force I and II are highly sought after by collectors and usually sell for a few hundred bucks. We can try to get it if enough donations come in and if we lose, there's tons of stuff available for decapping. So if you'll help us out, we'll give it a shot.

Gals Panic (Extended version)
24th February 2005: Guru - Gals Panic (Extended version) arrived, purchased by Randy on eBay. Thanks to all that chipped-in for donations.

Gambling Games: A-Plan and Dai Ban City
14th April 2005: Guru - As part of our never ending shopraids, another package arrived from Hong Kong containing a couple of cheap skill-based gambling games: A-Plan and Dai Ban City (Dynax).

Ggot Bi Nyu
6th June 2011: Guru - Some items arrived: Ggot Bi Nyu 1997 Barco. Thanks to gp-lee.

Ggot Bi Nyu special
6th June 2011: Guru - Some items arrived: Ggot Bi Nyu special 1997 SHINWHAJIN. Thanks to gp-lee.

Gigas Mark 3
15th May 2002: Guru - Gigas Mark 3 received and a lot of other things over the last few weeks but i have been very busy. Thanks to Theo for donations.

Golden Tee Complete
22nd September 2010: Smitdogg - gamerfan got us box of arcade discs, including some Need For Speed Underground discs, Golden Tee Complete, Megatouch Maxx Jade 2 and also some mystery game (not pictured). These probably won't be emulated for a long time but we'll go ahead and back them up.

Golden Tee Fore Series
8th July 2013: Smitdogg - I picked up 7 Golden Tee Fore hard drives / revisions with recycle funds: Golf Fore! v1.00 USA (2000), Golf Fore! v1.00.25 USA (2000), Golf Fore! 2002 v2.00.00 (2001), Golf Fore! 2002 v2.01.04 (2001), Golf Fore! 2002 v2.01.06 (2001), Golf Fore! 2003 v3.00.04 (2002) and Golf Fore! v5.01.02 (2004).
10th May 2009: Smitdogg - The remaining AT90S2313 chips have also been processed from Golden Tee Fore (#179, 181, 182, 183 and 184).
16th April 2009: Guru - The first of the decapped chips arrived today, for example the AT90S2313 for Golden Tee Fore Series Chip labelled 'G44-US-U(C)2003'. They were successfully decapped and the data extracted from the chips.

Gradius (Bubble Memory Version)
28th July 2007: Guru - The rare Konami's Gradius (Bubble Memory Version) PCB arrived yesterday from my top secret Agent in Japan. It's the Bubble Memory version of Konami's 'Gradius'. I had it air-expressed over to me due to the fragile nature of this system. It works great! It will probably be difficult to dump the bubble memory but I'm hopeful there is a way. So far I've dumped all of the ROMs/PROMs and documented the hardware. Special thanks to Vas Crabb for donating a massive US$800 so we could snap this up!

GTI Club - Corso Italiano
22nd December 2012: Ville Linde - GTI Club - Corso Italiano: Konami Viper hardware. Still has some severe texture problems. Not playable (hangs after car selection) (http://www.system16.com/hardware.php?id=584&page=1#888). First look at: http://www.youtube.com/watch?v=-7dzooq0G28

Guitar Freaks V3
31st May 2012: Smitdogg - Got Guitar Freaks V3 disc.

Hairstyles Illusions
31st May 2012: Smitdogg - We haven't been able to read out the hard drive from Hairstyles Illusions
23rd May 2012: Smitdogg - We got a computer setup for Hairstyles Illusions. It's an arcade machine that took your picture and then let you make hairstyle alterations. It used a typical arcade game control panel with a joystick. Pretty cool. The hard drive is giving me trouble so I'm going to hand it off to Lord Nightmare to work on.

Happy Fish
0.144u5: Lots of s3c24xx changes for future Happy Fish 302-in-1 and Palm Z22 (MESS) drivers [Tim Schuerewegen].
2nd June 2011: Smitdogg - Brian Troha got an obnoxious Happy Fish 2.0 board. I think it's a 302-in-1. Update (R. Belmont): Happy Fish 2 is a Chinese 302-in-1 MAME ripoff running on a Samsung S3C2440A (ARM9 system-on-chip) at 400 MHz. Googling around it seems people are not very impressed with how well it runs. We already support the S3C24xx series, so if there's not protection and so on it might be easy to get working. Just very slow.

Hog Wild
15th June 2013: Smitdogg - ShouTime has recently spent a ton of money on undumped boards and needs some help paying for it all and the international shipping costs involved. If anyone can help out, send me a private message and I'll send you his private paypal address to send your help to. Some of the games he has picked up include: Hog Wild.

Horse Racing
29th January 2010: Smitdogg - We threw in money with Team Europe to help pay for some boards (like Horse Racing). Thanks to a donation from Rene Single.

Jantei
20th July 2008: Guru - Jantei (mahjong) arrived. Thanks to Dyq.

Joy Stand Private
10th October 2005: Guru - Joy Stand Private arrived from Japan. Purchased by the Dumping Project Team.

Jumanji
25th November 2009: Filippo dumped Jumanji (International Amusement Machine).

Kkot bi Nyu
4th December 2012: Guru - A lack of updates here does not mean I'm doing nothing. Here's a list of the dumps since the last update: Kkot bi Nyu etc.

Lacucaracha
29th September 2004: Tomasz Slanina - And now for something completely different ... (Pictures from Lacucaracha)

Let's Go Island
13th June 2012: Smitdogg - This system is way too new to emulate but the disc was too cheap to turn down and I'm curious what type of beast we are dealing with, or rather will deal with in a few years. Anyway, got a minty Let's Go Island disc.

Live Action Ping Pong
22nd July 2012: Smitdogg - Andrew Welburn got the prototype Live Action Ping Pong game from the 2002 ATEI London trade show.

Mad Rider
12th May 2006: Guru - An original (and undumped) Data East Mad Rider PCB arrived today. Thanks to Andrew S.

Magic Touch 2
29th January 2011: Smitdogg - We got a touchscreen multigame gambler called Magic Touch 2. It looks like it might have been an upgrade kit for Megatouch XL era machines. This is an old one, apparently they have made Magic Touch 12 already, maybe even more. Siftware dumped the original Magic Touch last year.

Mahjong
13th July 2005: Guru - A unknown Mahjong (Dynax 199?) received in a box with a pile of Dynax Mahjong games. Big thanks to BNathan for these.

Mahjong Cafe Paradise
13th January 2009: Guru - A few packages arrived yesterday. From Japan we have Mahjong Cafe Paradise. Thanks to Dyq.

Mahjong Gorgeous Night
13th January 2009: Guru - A few packages arrived yesterday. From Japan we have Mahjong Gorgeous Night.

Mahjong Hanagokou Bangaihen SP
13th January 2009: Guru - A few packages arrived yesterday. From Japan we have Mahjong Hanagokou Bangaihen SP. Thanks to Dyq.

Mahjong Ougon No Pai
13th July 2005: Guru - Mahjong Ougon No Pai (Dynax 1991) received in a box with a pile of Dynax Mahjong games. Big thanks to BNathan for these.

Mahjong PCBs
21st February 2006: Guru - 6 Mahjong PCBs arrived, thanks to BNathan.

Mahjong Summer Story
30th March 2007: Guru - 'Mahjong Summer Story' just arrived, the next haul from Japan.

Mahjong Tycoon
11th October 2009: Luca Elia - The new batch of dumped IGS games made me look again at emulating the IGS031 custom ASIC. It's the graphics processor used by several titles from the late nineties (currently scattered in the igs_m68.c, igs_m027.c and tarzan.c drivers, as non-working). I started with Mahjong Tycoon, decrypting the program rom, and noting a striking similarity with an igs017.c game I emulated before. Then everything fell into place. Thanks to Guru, Dyq, Bnathan, Pierpaolo Prazzoli and The Dumping Union.
15th August 2009: Guru - From Smitdogg/The Dumping Union we got Mahjong Tycoon.
24th May 2009: Smitdogg - Thanks to D. Alves we got Mahjong Tycoon LE.

Megatouch MAXX, MAXX-2K, MAXX-2K Plus Upgrade Kit...
23rd February 2010: Smitdogg - Thanks to B. Sparks we got a bunch of touchscreen game discs including: Midway Infinity 2.0 (Ver. 2.03), Megatouch MAXX (PG0014), Megatouch MAXX-2K (PG0011 RO1) (Upgrade to V4.0), Megatouch MAXX-2K Plus Upgrade Kit (V4.0 to V5.0) and Megatouch MAXX-2K Plus Upgrade Kit (PA0014-02 R-B) (not complete, missing 1 disc). Side note: Dave France dumped MAXX V3.02, MAXX-2K Plus v5.01, and a decrypted bootleg hard drive of JADE v14.22A a few weeks ago.
18th October 2009: Smitdogg - Dave France dumped some Megatouch MAXX drives.

Megatouch MAXX Jade
12th April 2010: Smitdogg - We got a set of Megatouch MAXX Jade CDs today thanks to Kevin Eshbach. Apparently these are from 2004. I thought they were a little older than that. Oh well. I'm guessing it will be a while before a driver is started for these as we don't even have their BIOS dumped yet.

Megatouch Maxx Jade 2
22nd September 2010: Smitdogg - gamerfan got us box of arcade discs, including some Need For Speed Underground discs, Golden Tee Complete, Megatouch Maxx Jade 2 and also some mystery game (not pictured). These probably won't be emulated for a long time but we'll go ahead and back them up.

Megatouch Super 5000
2nd March 2010: Smitdogg - Thanks to Hurray Banana we got an upgrade kit for Megatouch Super 5000 (3000-00-01-R51). This is the first time I've found kits with rom updates. So an obvious question is, which other Megatouch games require a rom swap. I don't know the answer.

Megatouch XL
6th February 2010: Smitdogg - We got a motherboard for Megatouch XL.

Megatouch XL 5000
14th April 2010: Smitdogg - Thanks to TrevEB we got a full Megatouch XL 5000 (3000-00-01 R5B) kit.

Megatouch XL 6000
29th May 2010: Smitdogg - We got another version of Megatouch XL. It has PG3001-00-01-R02 printed on the disc and came with instructions for XL 6000, so I'm not sure yet if it's actually an alt version of the first XL release or if it's actually XL 6000. Probably the latter. Edit: It is XL 6000. It adds these games: Hooter, Trip Flip, Tennis Ace, Fast Lane, 3 Blind Mice, Super Route 66 and Route 66.

Megatouch XL Extreme
2nd March 2010: Smitdogg - Thanks to B. Sparks we got a disc for Megatouch XL Extreme (3000-00-01 R5E). And thanks to dopefishjustin we got an upgrade kit for Megatouch XL Extreme (3000-00-01 R5B). This is the first time I've found kits with rom updates. So an obvious question is, which other Megatouch games require a rom swap. I don't know the answer.

Merit Boardwalk
22nd May 2012: Smitdogg - Mark F. sent me a hard drive for Merit Boardwalk. It's too new to emulate and we don't have the BIOS but we have a hard drive secured.

Merit Trivia
21st November 2009: Guru - I did get some stuff from Smitdogg. Some of it was dumped several weeks ago... Merit Trivia security brick.
7th August 2009: Smitdogg - Thanks to D. Beneke we got a box of PCB's from a dealer in NY for pretty cheap. I've dumped all but one, which looks like a newer version of Merit Trivia than anything dumped. I'm calling it the Han Solo Trivia Game as some chips are frozen in carbonite except really it's not carbonite. But it is.

Mobile Suit Gundam SEED
8th April 2011: Smitdogg - We picked up another Gundam game, this time a kit for Mobile Suit Gundam SEED: Federation Vs. Z.A.F.T. II.

Multigame 161 in 1
26th April 2013: Smitdogg - I got a 161-in-1 MVS cart to make my Neogeo motherboard worth owning. It uses a million surface mount roms that my programmers don't support yet so maybe (hopefully) someone else will beat me to it and dump theirs and save me the trouble. If not I'll dump it...some time.

Multigame ID
20th April 2011: f205v, Smitdogg and The Dumping Union dumped Multigame ID (Elsy)

Nakshi Mania 3
10th October 2005: Guru - Nakshi Mania 3 arrived. Thanks to our new Korean contact.
30th September 2005: Dumping Project - Our Korean contact has bought Nakshi Mania 3 at a Korean shop.

Nichibutsu laserdisc
21st August 2012: Smitdogg - We picked up a Nichibutsu laserdisc upgrade kit that was too cheap to pass up. Maybe Aaron will read out the disc and get the laserdisc stuff rolling again?

Orient Dragon
20th July 2008: Guru - Orient Dragon arrived from China. This is a mahjong game, thanks to bnathan and Dyq.

Otomedius
7th December 2012: Smitdogg - We got Otomedius by Konami, which is sort of a boobied-spiritual successor to the Gradius and Parodius series. It has had some sequels/ports to consoles but for whatever reason the original arcade version is very hard to come by. There is some warez rip loader version floating around the webs but obviously that isn't suitable for MAME. For MAME we need a 1 to 1 copy of the hard drive, a BIOS chip dump and the full specs. It runs on a PC based system put together by Konami.

Pac & Paint
10th September 2004: Guru - Finally got Pac & Paint from Japan. Thanks to MAMEWorld donations and several anonymous (private/direct) donations.

Palla Volo
29th June 2009: Smitdogg - Thanks to MrGoodwraith we were able to throw in $ with Team Europe so they could pick up some really old and strange PCB's from Austria: World Cup '85 and Palla Volo.

Paradar
18th September 2007: f205v, Corrado Tomaselli and Gnoppi dumped Paradar (Italy).

PGA Tour Golf Team Challenge
13th November 2012: Smitdogg - We got PGA Tour Golf Team Challenge.

Poker game
27th August 2012: Smitdogg - William Smith sent an old poker game that is an undumped set of...Hi Lo Joker Poker or similar, I'm not really sure yet. Looks like norautp.c hardware.

Police Trainer 2
4th June 2012: Smitdogg - We got Police Trainer 2. My supergun doesn't fully agree with the hardware so the video quality is in and out but it's a lot better than nothing.

Print Club Sabnrio USA
15th August 2009: Guru - From Smitdogg/The Dumping Union we got Print Club Sabnrio USA Vol.3.
27th May 2009: Smitdogg - Thanks to Gatinho we got Print Club Sanrio USA Vol.3.

Real Pignapoke
11th January 2011: Smitdogg - I bought a box of random gambling games. With a game something called "Real Pignapoke".

Ring Riders
25th October 2011: Smitdogg - We got Ring Riders.

Rolling Extreme
20th May 2013: Smitdogg - CaH4e3 dumped the ssop70 chips on my Rolling Extreme board, so the dump is now complete.
19th October 2010: Smitdogg - Mark F. donated a Rolling Extreme board. Guru has a broken one already but it uses roms he can't dump yet. It might be possible to get a good dump from it and it could turn out to be a different revision from this one, we're not sure yet. I could use some help with current acquisitions if anyone can help out. Edit: Thanks for help so far from ranger_lennier and D. Beneke.
20th September 2006: Dumping Project - Purchased Rolling Extreme (Gaelco). Thank go to the fivepeople who recently donated after the last request. A special thanks goes to Kevin.
13th July 2006: Guru - I received another PCB that Brian T. bought on eBay several months ago. The game is called Rolling Extreme by Gaelco. Unfortunately, I won't be dumping it. Here's why... It's a powerful beast using some 3D hardware comprising TMS 320C82 DSP, Chip Express D3PLUS-4 Graphics Generator, 2 FPGA's, a large amount of RAM and a few high-capacity maskROMs... and of course, everything is surface mounted. Most of the ROMs I can dump but there's a couple of SSOP70 ROMs (similar to what is used in the newer neogeo carts like MS5 and SVC and newer Playmark PCBs) which are 256Mbit or 512Mbit ROMs with 70 legs. These probably hold the graphics, which are connected to the [documented] TMS320C82 DSP. There is only 1 programmer that has support for those ROMs and unfortunately it's not one of mine. To fully dump this board would require purchasing that specific programmer (AU$1350) and the adapter (AU$350). That's probably too much to justify for one fairly average 3d skateboarding game, although there are probably more PCBs in the future that would use these similar ROMs. I certainly can't justify that myself for just one game that is unlikely to be emulated anyway (or at least emulated at a playable speed), so it will probably remain undumped forever unless someone wants to donate about au$1800 specifically for this purpose. Bear in mind that as I mentioned above, the newer Neogeo carts and Playmark single board games also use the same SSOP70 ROMs. So if purchased, this hardware could be used to dump most of the newer original Neogeo/Playmark games, if the Dumping Project were to acquire them. Oh, almost forgot to mention, in case you were wondering, the PCB is dead. There's a small plastic fan in the housing (similar to the crappy fans used on cheap PC 3D video cards) that has seized and the poor PCB cooked itself. The top of the large graphics chip is scorched and under the PCB, the green is a brownish-green colour directly under that chip too.... tell-tale signs of over-heating. That would have happened while the game was being operated on-site, so I'm sure the eBay scumbag who sold it as 'untested and sold as-is' would have known that too... hmmmm.
10th March 2006: Dumping Project - We made some great buys recently with the funds donated so far: Rolling Extreme (Gaelco, still in post if it makes it).

Roulette
20th September 2011: Roberto Fresca - We're working on another roulette game. Still preliminary, but at least we got a disclaimer and a test screen.

Royal Ascot II
5th March 2014: Smitdogg - Gerald (COY) and ShouTime got an undumped Model 2 board set that is most likely Royal Ascot II.

Sakura Love
29th December 2008: Luca Elia - Among the recently surfaced games is a gambling by Taiwanese Subsino, that uses Mahjong tiles instead of cards. Its name roughly translates to Sakura Love (actual title?). I've written three drivers for games by Subsino. This game, as figured out by Angelo, runs on the tilemap based hardware emulated in bishjan.c, but with an AMD AM188EM CPU (basically an 80188 + peripherals). This game uncovered some previously unemulated features of the video chip, such as row and column scroll. And, unlike other Subsino games, this one has emulated sound since it uses an M6295 and an YM3812. Thanks to Guru, dyq & bnathan.
23rd December 2008: Guru - I've dumped Sakura Love.

Skins Game Tournament Edition
12th July 2012: Smitdogg - MrSinister sent us hard drive dumps for Skins Game Tournament Edition.

Sea Hunter
5th March 2014: Smitdogg - System11 got Sea Hunter which is a different version of "POKE CHAMP" with girls in the attract mode and maybe other changes.

Sea Wolf
2nd November 2010: Smitdogg - Donated was a dongle for Sea Wolf (2008). Again, won't be dumped for a long time.

Sega Rally Pro Drivin'
5th October 2003: Guru - Received and dumped Sega Rally Pro Drivin' from to B. Simpson.

Seishun Colorful Highschool
25th September 2006: Guru - Seishun Colorful Highschool arrived a few days ago from Japan with the latest PCB shipment. Thanks to Dyq and BNathan for the funds used to purchase most of the Mahjong games.

Sichuan 1
4th March 2005: Guru - Sichuan 1 PCB arrived. Purchased by Randy on eBay.

Silent Hill The Arcade
16th February 2011: Smitdogg - ShouTime got Silent Hill The Arcade.

Smashing Drive
19th April 2013: CaH4e3 - Finally Guru dumped Smashing Drive, thanks! Still waiting for the second to last Hikaru dump - Star Wars Pod Racers!  There is some issues still, we are working on it.
19th July 2011: Smitdogg - We got Smashing Drive, one of my favorites...

Space Fighter I+II
18th February 2005: Guru - Space Fighter I PCB + Rom Upgrade for Space Fighter II arrived from Japan.

Stackers
12th September 2011: Smitdogg - We have won Tecmo Stackers with recent donations. It's on the way.

Star Rider (http://my-cool-projects.blogspot.de/)
5th May 2014: Matt Ownby - Star Rider partially working! Ed Beeler sent me some spare Star Rider CPU and VGG boards to help get me unblocked. I swapped out the bad CPU board I had with one of his good ones and the game partially boots! It gets as far as the ROM test, at which point it fails all the tests, as if the ROM board is unpowered and/or disconnected. I am out of time tonight to troubleshoot any further, but I did manage to get a video capture of the game booting up this far. NOTE that this is from real hardware, not Daphne or emulation.  I used an RGB->s-video convertor board from jrok (as mentioned in a previous blog post) to make this happen.
3rd March 2014: Matt Ownby - Color palette is wrong, expander not hooked up, manchester data not being read from video signal and no sound, but otherwise working pretty well.
1st March 2014: Matt Ownby - Got Star Rider emulated counters/timers much more accurate. I've been paying more attention to fine tuning the emulated Star Rider vertical counters and timers to match the real hardware and I believe I've now got it "very accurate."
23rd February 2014: Matt Ownby - Well, since the last update, I hooked up most/all of the Star Rider inputs and then tried inserting two coins to see how well a game would play. At this point, the game locked up. I started debugging/disassembling to find out what why, and as far as I can tell, the game has either entered an error state and locked up intentionally, or... I am not sure. It is basically looping/waiting for VBLANK to start but every time VBLANK starts, the interrupt service routine starts, preventing the non-interrupt loop from ever ending. Disassembling the main CPU is much harder than the PIF CPU because it has a lot more RAM (and uses a lot more of it), and has a lot more code.
20th February 2014: Matt Ownby - Star Rider's steering mechanism: As some of you may know, Star Rider had a motorcycle-styled steering mechanism. From the CPU's point of view, this steering mechanism is digital and is composed of 6 bits. Unfortunately, I was unable to see anywhere in the schematics that described what each of these 6 bits (ST0-ST5) actually mean. Fortunately, Star Rider has a rather robust suite of diagnostics tests, one of which tests the steering mechanism. I decided to use this to figure it out by trial and error. After passing in some guesses for what the bits meant, I was left with a confused set of notes. In other words, I could see no pattern whatsoever. At any rate, it occurred to me that I did not NEED to understand how the steering bits mapped to the steering mechanism. All I had to understand was what the algorithm was. And I had already found the algorithm in the assembly language. So without understanding what the steering bits actually mean, I was able to implement the algorithm in Daphne and hook up my XBOX 360 wireless controller's analog stick to control the steering mechanism.
19th February 2014: Matt Ownby - Now this is some exciting progress: http://www.youtube.com/watch?v=Y8njK_EySf4
18th February 2014: Matt Ownby - I really was hoping to have a new, meaningful Star Rider video to show off today. But alas, it is not to be. The accuracy level demanded by emulating this game properly is greater than most of the other laserdisc games that Daphne emulates. And thus, I had to take some time to improve Daphne's overall accuracy. I am now pleased to report that Daphne will now provide hyper-accurate emulation of VBLANK* begin and end (relative to NTSC, I have not implemented the PAL counterpart). And when I say hyper-accurate, I mean that from the emulated ROM program's point of view, VBLANK will be accurate to within +/- 1 CPU instruction. And the accuracy won't drift over time, it will self-correct itself and stay accurate. This is something that's been on my TODO list for a long time so I am very happy to have finally implemented it. All games will benefit. This is something I felt like Star Rider needed since the ROM program relies heavily on accurately knowing the current vertical line. So that part is done. I also enabled strict CPU interleaving which basically means that each of Star Rider's CPUs will execute 1 instruction and then switch to the next CPU. This carries with it a potential significant performance hit but in practice, since each CPU is only 1 MHz, and since I designed my 6809 emulator with this scenario in mind, performance still perfectly adequate on my i5 CPU (may not be so good on a Raspberry Pi, though!). This pleases me greatly because accurate emulation really doesn't get any better than this (at least not in my book!). This was also something I felt was necessary for Star Rider because 1 CPU will send a signal to another CPU and expect a pretty fast response. That means they truly need to be executing in parallel. Unfortunately, none of this can be portrayed in a video. I am working on hooking up the frame number decoder now which should potentially allow me to show off a looping attract mode.
13th February 2014: Matt Ownby - Star Rider emulation progress: Got most of the ROM tests passing, two of them are still failing. Colors are not correct, I just did a rough hack for the color palette.
11th February 2014: Matt Ownby - MAMEWorld Forum: We've captured almost all of the rare/interesting discs that we'd be sad about losing using techniques we've honed over the past 10+ years. So the chance of completely losing them is pretty much gone. However, we are continually refining our capturing technique and our next goal is to capture the raw voltage coming from the laserdisc player's composite port using a analog->digital converter and that is going to take some FPGA knowledge that I don't currently have (but will work to acquire once I am done with my current projects). If we have a complete raw voltage dump of the entire disc, I think it will be pretty safe to say that we will have permanently archived them. Good news is most of my discs I've owned since 1999,2000,2001 are in pretty much the same state they were when I bought them. The advantage of living in a dry climate?
11th February 2014: Matt Ownby - Star Rider boot: Got Star Rider booting inside Daphne. Don't have blitter chips (or the ROM PCB) emulated yet so this is as far as it's gonna go for a while. The details from MAMEWorld Forum: Using the schematics to understand how the video RAM maps to the pixels rendered on the RGB monitor is quite a difficult and slow process. Total video memory capacity: 384x256 pixels. Total video memory that is addressable by the CPU and blitter ICs: 320x256 pixels. This took me FOREVER to figure out! so hard!!! (and yes, now that I've solved it, it seems kinda obvious when you consider other Williams games, but hindsight is so much clearer). The video memory is composed of six 8k DRAM chips for a total storage capacity of 49,152 bytes. Each byte contains two pixels, thus giving a total capacity of 98,304 pixels. The video hardware will render 6 pixels every 1 microsecond to the monitor (via a 6 MHz clock). The video hardware also uses the horizontal counters (divided by 2) to keep track of the horizontal position of the CRT gun. The horizontal counters loop from 0-129 which means that horizontal resolution is effectively (129/2 * 6) which is 384. Boom! This took me forever to validate even though I suspected it for quite some time because I had mistakenly calculated the DRAM size as being 2k, not 8k. 98,304 divided by 384 gives us our vertical resolution of 256. How did I conclude that the addressable video memory is 320x256? I did it by emulating the game far enough to take some screenshots. But it's easier in hindsight. I already knew that the video RAM ranges from 0-0x9FFF so simply dividing 0xA000 by 256 gives 160 bytes per line. And there are 2 pixels per byte, hence 320 pixels per line. How does the game hardware know where to put these 320 pixels on this 384 pixel line? By the Horizontal PROM, U74, which provides some margins on the left and right side to account for the horizontal blanking/sync non-visible area.
9th February 2014: Matt Ownby - Star Rider VGG timers: If you designed this timer system, in 6 months, would you really be able to explain how it worked? These were really hard to get because the design (and hence schematic) is a huge mess (I don't even know if the designers of the game knew what half of this crap did) and the timings came from a PROM. In other words, figuring this out by hand is really hard (I foolishly made an attempt). I ended up writing a little C program to figure it out for me which was a lot easier. The above graph is the results of my C program. UPDATE: Warren got a capture on real hardware and it matches my emulated version perfectly! A few observations: * The main 6809E CPU runs at 1 MHz. This was what I assumed for a long time but now I've "proven" it for sure. * The 4 MHz signal does not have a smooth rhythm. I had also assumed this since it gets derived from the 6 MZ clock. Had they derived it from the 12 MHz clock, they could've got the rhythm smooth. I assume that despite the unusual cadence that it still performs its function just fine (controlling the blitters). * Plugging in the laserdisc video signal will throw these timers off temporarily. The game has a (pretty neat) mechanism to sync up to the laserdisc's video. Once in sync, I assume the timers will resume normal operation  (not confirmed). * Despite Q2 and CAS' being slightly different on the schematic, they appear to be identical in practice (at least as long as the laserdisc video input is not plugged in). * Same thing with Q7 and 4 MHz. Q7 is connected to the 4 MHz flip-flop's clear pin, but this seems to have no effect (either that or I made a mistake). * LATCH seems intended to begin after E and end before E. * RAS' and CAS' are used to keep the video DRAM chips from losing their state. What a horrid thing to have to deal with from a designer's perspective.
7th February 2014: Matt Ownby - Physics/Engineering question (Composite sync to Vertical/Horizontal sync): I remember learning some equations about capacitors in school but I've long since forgotten this stuff and now I find that it would actually be useful for solving the below problem. Here is how the game, Star Rider, derives vertical and horizontal sync by getting a composite sync input. My question is, how?  How can one solve this on paper and predict when vsync and hsync will go low by only knowing the timing to csync and the resistance and capacitor values of this circuit? How to calculate the duration of NTSC lines and fields: I don't want to have to figure this out again, so here is the "exact" length of one horizontal line in microseconds. If you want seconds, remove the 1,000,000 number. H = (1001 * 1000000 * 2) / (1000 * 60 * 525). This can be simplified down to 4004/63. The "exact" length of one field (ie space between start of two adjacent vsync pulses) in microseconds is: V = (1001 * 1000000) / (1000 * 60). Simplified down to 50050/3.
28th January 2014: Matt Ownby - Star Rider PIF board completely emulated and disassembled: I've been continuing to reverse engineer the Star Rider PIF board and I think I'm basically done. There is only one command that I don't understand and it appears to be entirely software-related so both Daphne and Dexter can support it without me understanding what it does or how it works. Here's my wiki page with all of my notes: https://www.daphne-emu.com:9443/mediawiki/index.php/StarRiderNotes
15th January 2014: Matt Ownby - I've disassembled a vast majority of the PIF board ROM. Some sections remain unclear so I am going to try emulating just this board to decipher what the remaining functions mean.
7th January 2014: Matt Ownby - I've been digging into the Star Rider schematics, specifically the PIF board, to try to understand when it lowers the PR-8210A's "JUMP TRIGGER" line relative to VSYNC. I've pretty much decoded the entire schematic for the PIF board and documented the memory map. I'm kinda getting derailed from moving forward making a rev3 Dexter board though, so I think I won't keep continuing down this path until after the rev3 boards are made. I think I know enough about how Star Rider uses the PR-8210A to have the board made without the software being written.

Street Fighter Vs. Knights of Valour
19th December 2012: Smitdogg - We got Street Fighter Vs. Knights of Valour until someone translates the sticker (PGM cart). It's a version of KOV with Street Fighter characters. Yes it rules that hard. It's one of the most interesting bootlegs I've seen, and really I should put quotes around the word "bootleg". The hardware has IGS etchings, reflective IGS stickers, roms with Sammy stickers(?), a dremeled down PLCC chip and a Lattice PLD surface mount chip that I'm guessing handles what the IGS027A used to? All in all it's probably the best made bootleg I've ever seen, to the point where I start to wonder if IGS set up a separate factory in mainland China to take advantage of the lack of copyright laws. Not that I'm familiar with Taiwanese copyright laws, but the quality and trouble they went to make it look official even after it's taken apart is baffling, if it really has no direct ties to IGS in Taiwan.

Super Triv
17th April 2012: Smitdogg - We got an unknown/undumped version of Super Triv.

Tekken 6
6th June 2011: Guru - Some items arrived: Tekken 6 (PS3-based with 80GB HDD). Or maybe Tekken 6 Bloodline Rebellion, I won't know until it's repaired.

Taiyojidoki and Success
8th December 2012: Smitdogg - We picked up a very rare medal game called... I don't know what. It's by Taiyojidoki and Success.

Target Terror Gold
12th July 2012: Smitdogg - MrSinister sent us hard drive dumps for Target Terror Gold (2 revisions).

Tatsunoko Vs. Capcom
29th March 2012: Smitdogg - gamerfan got us a boardset of Tatsunoko Vs. Capcom. The hardware is an alteration of the Wii. It's a shame they didn't release more games to this hardware for arcades such as Marvel Vs. Capcom 3. All the hard work was done already and it was just abandoned. The game appears to be stored in a single flash rom on the back of the motherboard and there is a chip on the front side that contains fonts and other things according to a quick Google search. It will be a while before it's running in MAME but you can find copies for consoles pretty easily. It's a fun game if you're into fighters. The gameplay is similar to Marvel Vs. Capcom 2.

Tetris Extra
29th January 2010: Smitdogg - We threw in money with Team Europe to help pay for some boards (like Tetris Extra/Bootleg). Thanks to a donation from Rene Single.

Thrill Drive 3
6th June 2011: Guru - Some items arrived: Thrill Drive 3 (PS2-based with 40GB HDD). These PS2-based arcade games are failing quite a bit now and it's usually the PS2 motherboard that's at fault, along with the HDD. Almost impossible to repair and not easy to find another one working since they are the Japanese NTSC/J version. It's a good idea to not buy anything like this if you plan to run it privately in your home. My Sega Rally 2 built in 1998 is still going strong.

Treasure of the Caribeans
RAINE 0.63.5

Trivia R Us
24th July 2012: Smitdogg - We got Trivia R Us. It looks a bit interesting despite the cheese. It's a trivia game running on a cherrymaster style board, which works out since cherry master button layouts could convert pretty well to trivia games. Additionally the board can switch between using buttons or a touch screen. Pretty cool. I thought it was old because the price was super cheap but apparently it's from 2009.

Tuning Race
24th August 2011: Smitdogg - Mark F. lent out a board set of Tuning Race.

Ultra Champion
6th June 2011: Guru - Some items arrived: Ultra Champion 1995 Amed. Thanks to gp-lee.

Ultracade
21st June 2012: Smitdogg - We got an installation disc for Ultracade.

Unknown
31st August 2005: Dumping Project - Randy have won an unknown 1982 Status PCB.

Unknown (Gambling game with M6809 CPU)
27th September 2010: Roberto Fresca - Here a strange unknown game running in a M6809 CPU hardware. Graphics are blitter-based. Far from working, still needs a lot of work. Will see what can I do about...

Unknown (Free Enterprise Games)
16th November 2008: Guru - I recently picked up a pile of junk for spares and repairs from a local friend. It turned out there was quite a bit of interesting stuff in this lot. As far as I can make out, I got something by 'Free Enterprise Games' on a Konami Scramble PCB.

Unknown (Elettronica Video Games)
31st January 2009: Pierpaolo Prazzoli - I've started working on an Italian prototype game found by Yoshi, a new MAME arcade operator friend. It was developed by Elettronica Video Games (or Electronic Devices). What is strange about this PCB, it's that it appears to be hand-made!

Unknown (Irem)
16th November 2008: Guru - I recently picked up a pile of junk for spares and repairs from a local friend. It turned out there was quite a bit of interesting stuff in this lot. As far as I can make out, I got an unknown Irem game with 8751 MCU.

Unknown 8080
16th April 2005: Guru - An unknown 8080-based PCB (same as Midway's L-Board type) arrived. Thanks to the good boys at the Italian MAME Forum.

Unknown Amigo/Konami
18th May 2010: Smitdogg - We dumped and unknown game on Amigo/Konami Galaxian hardware.

Unknown gambling games (Burg Automaten 1995)
21st November 2009: Smitdogg - Team Europe got sn AMIGA500 board that runs gambling games. Included are 4 floppy disks (SERVICE-DISK, SYSTEMDISK, and two unknown) and a manual. Looks like there are two games included, HOLLYDAY POKER and ROYAL CARDS.

Unknown gambling games
25th August 2010: Smitdogg - ChrisQC sent a huge box of random gambling games.

Unknown Mirco game
15th April 2010: Smitdogg - We got a mid 1970's PCB which I thought was one of the remaining undumped Mirco games. It turns out it is something from a company called Micro Amusements, Inc. I don't know what game it is yet.

Unknown Seta
3rd October 2009: Smitdogg - Team Europe dumped an unknown Seta game (pic attached).

Unknown - Videopoker
15th January 2009: f205v dumped an unknown Videopoker game.

Virtual Pool
23rd August 2010: Smitdogg - We won Virtual Pool. All the money is spent and then some so if you feel the urge to donate, don't fight it.
21st August 2010: Smitdogg - I sold more dumped stuff so we have the money to bid on Virtual Pool now. I'm kind of up in the air about it, leaning more toward getting the others for decapping since we will be probably grandpas by the time it's running full speed but ranger_lennier wants Virtual Pool more and he's our biggest contributor and money talks.
19th August 2010: Smitdogg - I found out the Virtual Pool game runs on GT Fore hardware. I thought it was older than that... GT Fore hardware might not be emulated for a long while, so that makes it less attractive. On the other hand, it's rare as hell and might be our last shot, especially if it uses a hard drive.
19th August 2010: Smitdogg - There is a super rare Virtual Pool cab up for sale that we can pick up and dump if we get donations. Virtual Pool was made by Incredible Technologies and never went into full production. It's essentially a prototype were only a few were made and this might be our last shot at it. The Virtual Pool is starting at $500.

Warzaid
21st November 2009: Guru - I got hold of a Konami Warzaid cart and figured out how to clone it so it works on a real Konami Viper PCB. Still can't image it yet for MAME since CHDMAN can't copy some of the hidden data that the hardware looks for (the existing CHDMAN copy in MAME won't work on real hardware). But it's secured anyway.

Wheel 'm In
4th August 2009: Smitdogg - I got a Wheel 'm In PCB from Mike Green, it's redemption/non video but we're dumping it anyway.

Won Shi Do
8th September 2008: Guru - Won Shi Do (1989 Victor) arrived from Korea. Thanks to gp-lee.

World Cup '85
29th June 2009: Smitdogg - Thanks to MrGoodwraith we were able to throw in $ with Team Europe so they could pick up some really old and strange PCB's from Austria: World Cup '85 and Palla Volo.

World Station Poker
23rd February 2012: Guru - Some nice items arrived from Japan this week. World Station Poker series (x2).

Yakyuken Super
3rd November 2010: Smitdogg - We got a CD-i version of Yakyuken Super I thanks to ANY. Well, that's the disc name that comes up when you put it in a computer, it might not be correct/full. It's essentially an old CD-i version of the Japanese porno laserdisc game we lost a few weeks ago.




DRIVERS:

Anyworks
15th April 2012: Smitdogg - We got a system board that appears to be a venture between Sega and Anyworks (guess). I don't know much about Anyworks aside from they have collaborated with Atlus in recent years and dabbled in arcade games. The board appears to be a motherboard. There's an SD card slot that could fit games of several gigs but I'm not sure if it was used for that. The one rom chip on the board is huge (~132 MB). Which would be massive for a bios, so it could be a full game in there, like a medal or puzzle game. We'll find out shortly.

Konami
12th February 2014: Smitdogg - Kevin Eshbach started unearthing the Konami Konatech MPU system out of its epoxy hell.

Midway Athens
21st November 2009: Guru - I did get some stuff from Smitdogg. Some of it was dumped several weeks ago... Midway Athens main board for decapping. This has been stripped of all chips including the PIC16C57 so it's not all that useful.

Namco System 10
27th June 2014: Smitdogg - Shoutime picked up a couple of rare System 10 boards that ran medal games. It will be a while before I can dump them but we have them: PuzzBall and Sugorochikku Japan.
5th March 2014: Smitdogg - ShouTime got 2 undumped System 10 boards which are rare medal games and he got Dead Heat. I'm not sure of the exact titles of the System 10 games but they are probably Sugorochikku and Puzzball.
23rd February 2012: Guru - Some nice items arrived from Japan this week. Gahaha Ippatsudou 2 (Namco System 10).
23rd February 2012: Guru - Some nice items arrived from Japan this week. Tsukkomi Yousei Gips Nice Tsukkomi (Namco System 10).
23rd February 2012: Guru - Some nice items arrived from Japan this week. Taiko no Tatsujin 4 (Namco System 10 ROM board and CD). Note the CD for Taiko no Tatsujin 4 was dumped by Team Japump a few days ago.
23rd February 2012: Guru - Some nice items arrived from Japan this week. Taiko no Tatsujin 2 (Namco System 10 ROM board and CD). Note the CD for Taiko no Tatsujin 2 was dumped by Team Japump a few days ago.
23rd March 2009: Guru - Kono e Tako (Mitchell, 2003, on Namco System 10) arrived from Japan.
4th February 2009: Guru - GAHAHA Ippatsu-dou (Namco System 10) arrived. Thanks to M.F. for the donations.
27th November 2008: Guru - Taiko No Tatsujin 4 (Namco System 10) arrived this week, as part of our effort to clear out more of the stored items in Japan.
27th November 2008: Guru - Taiko No Tatsujin 5 (Namco System 10) arrived this week, as part of our effort to clear out more of the stored items in Japan.
28th May 2008: Guru - A couple of people asked about the Taiko No Tatsujin 6 PCB, so here's a few pics of it... The actual PCB is just your regular Namco System 10 job, which you can see here http://www.system16.com/hardware.php?id=540. There's an extra I/O board bolted to the main board used for RCA sound output and of course for controlling the drums. The game is _very_ strange and funny, especially the 'sausage men' or whatever the hell they are! I assume this thing would be very loud in an arcade. A cabinet pic is here http://en.wikipedia.org/wiki/Image:Taikonotatsujin.jpg
25th May 2008: Guru - A large box containing a complete Taiko No Tatsujin 6 (Namco System 10 with DVDROM) arrived recently from Japan via my contact. Unfortunately that box wiped out most of our postage funds so we're back to storing stuff in Japan again until we can get enough funds to post another box out to me.
18th March 2006: Guru - An unknown System 10 ROM board (possibly Taiko no Tatsujin 3) arrived late yesterday from Japan.

Namco System 12
6th June 2011: Guru - Some items arrived: Techno Drive (Namco System 12 hardware). Bought on ebay for too many dollars (R Belmont and I paid for it).
26th March 2011: Smitdogg - We picked up Techno Drive for Guru. It's a rare System 12 racing game with lots of minigames. gregf is crudely sketched on one of the instruction cards.
15th August 2009: Guru - Another package from Japan arrived with Attack Pla-Rail (Namco System 12), thanks to Team Japump.

Namco System 256
1st September 2010: Guru - Smitdogg sent some stuff a while ago too and I chipped in some funds towards some of them: Gundam Seed vs Zeon System 256 disc and dongle.
1st September 2010: Guru - A few things arrived from Japan including Druaga Online: The Story Of Aon - PC-based (Windows XP version 2002 Embedded) server for linking with the System 256 unit. Has a CDROM drive and an 80GB HDD (approx 68GB of it is not partitioned and not used) running Druaga Online version 1.6 software. Other CD versions secured: V1.10 (blue disc), V1.20 (green disc) and V1.40 (light blue). Druaga Online: The Story Of Aon (Namco System 256 DVD and dongle). Some other Druaga Online DVDs have also been secured: V1.10 (purple disc), V1.20 (pink disc), V1.40 (orange disc), V1.50 (yellow disc) and V1.6 (brown disc X2). Promotional DVD (approx. 1 hour of video showing game demos and info).
20th March 2010: Guru - A couple of controversial items arrived here yesterday... Thanks to my good buddy Joey for the loan of a Time Crisis 4 main unit. Time Crisis 4 runs on Namco Super System 256. The main board appears to be identical to the regular System 256 but it won't run System 256 games so the actual difference is unknown. There's a small LAN board at the right and an extra sound board plugged in on the left side at the front (both are optional, it works without them too), plus a 40GB HDD sitting at the back. All the pieces are bolted to a single piece of wood which is especially nice because it has a little handle cut out at the top of the board for dumpers to easily carry it. The small board at the front in pic #1 is the I/O board. It contains only 1 microcontroller. However the game will boot with the regular Namco System 246 I/O board. I've done a reference video and that will appear on youtube soon. Note that this is not an emulation target, at least not yet and possibly not for several years.
18th March 2006: Guru - A Magic Gate security dongle (Capcom/Banpresto 2003 - Namco System 256 hardware) arrived late yesterday from Japan.

NAOMI / Atomiswave System
23rd February 2012: Guru - Some nice items arrived from Japan this week. Shakatto Tambourine! Motto NoriNori Shinkyoku Tsuika!! (2K1 SPR)(GD-ROM and security PIC).
1st July 2011: Smitdogg - We got Hustle Tamaire Kyousou (Sammy).
20th April 2009: Guru - I'm still steadily going through the NAOMI ROM carts here and dumping a few more each day. Today's dumps include.... Quiz Ah My Goddess.
17th April 2009: Guru - I have been trying to get Makaron working for some time and finally figured out the missing pieces and got it booted. The end result is 'Capcom Vs SNK 2 Mark Of The Millennium 2001' is dumped.
27th November 2008: Guru - Victory Furlong Horse Racing (Atomiswave cart) arrived this week.
20th July 2008: Guru - Quiz Oh My Goddess (NAOMI cart) arrived. Thanks to a couple of people that donated some postage bucks, another package arrived from Japan a few days ago.
20th April 2008: Guru - 'Sangoku Senki (Knights of Valour) Shichisei Tensei' Atomis cart arrived from Japan a couple of days ago.
20th July 2003: Guru - Received Rival Schools 2 (Capcom 2000). Big thanks to Leonid81, Bob Schultz, jmurjr, Smitdogg, f205v, Kevin Eshbach and many MAMEWorld contributors.

PGM System
23rd December 2008: Guru - Dragon World EX (IGS 2000, PGM cart) just arrived. Thanks to Smitdogg.
27th April 2004: Guru - Received Chuugoku Ryu 3 SP PGM cart from Randy, Gin, Smitdogg and many Mameworld donators.

Sega Lindbergh
7th July 2013: Guru - I got hold of a Sega Lindbergh unit recently and dumped it. Here's a few pics of the hardware. Note the 40GB HDD was removed in these pics. It plugs in next to the flat IDE cable.
3rd April 2010: Alex's Rom Dumping Project - Last month i got Rambo for Sega Lindbergh, and i started to want to play it, so this pushed me to do the rewire, even that, i was out of time as allways. Rambo is a good example of an arcade game, its really short, just 5 levels, but its intense, seccond level (the jungle) is amazing, this is an example about a good arcade game that would be a crappy console game, i think that this is the reason why still hasnt been ported to consoles.

Taito Type X
17th December 2012: CTOJAH - Battle Gear 4 - Taito Type X+ Dumped: HD dump is exactly 5,936,083,555 bytes. http://www.system16.com/hardware.php?id=678

Triforce
24th January 2014: Smitdogg - I dumped Time Crisis II TSS5 Ver.A, thanks to Naoki. I also dumped 2 more Triforce hardware sets.

Tour Vision
12th December 2011: ClawGrip - TourVision PC-Engine based JAMMA PCB: PC-Engine based arcade board from the Spanish company TourVision. Two known hardware revisions, one with a sub-board with the PC-Engine chipset and the other as an integrated PCB. One TourVision cartridge (Taito SCI), the inner PCB and ROMs are protected with an epoxy block. As Guru discovered by removing the expoxy from my "Final Match Tennis" TourVision cartridge, inside there is a regular PC-Engine Hu-Card. TourVision cartridge edge connector and the adapter, designed by Charles McDonald for dumping the cart as a regular ROM. It seems that some carts were released without the resin. Using it I've finally dumped the SCI cart, I'll try to get some more carts for dumping. Thanks to Charles McDonald for all his work and AUMAP for loaning the SCI cart.
4th March 2005: Guru - Tour Vision PCB and two carts (Final Match Tennis and Formation Soccer (Human 1990)) arrived. Thanks to the good boys at the Italian MAME Forum.
1st August 2004: Guru - Well, the cart I mentioned 2 days ago isn't directly dumpable. The top of the cart called Final Match Tennis, and runs on a systems called Tour Vision. After removing the the bottom cover, there was blue resin. My trusty heatgun crumbles it like brittle toffee when heated. Removing the top white plastic cover reveals another plastic cover which seems to say on it 'HUCARD' and some Japanese text. Removing the 'HUCARD" cover and the rest of the blue resin reveals the truth. I've also removed the black resin from one of the IC's. It can be clearly seen that there are 2 embedded chips mounted here. What they are I can't say, they may be simple EPROMs, or something more complex such as a microcontroller with internal code, or even both EPROM and MCU. After discussing this with someone, it seems like it could be dumped from the edge connector (without the need to open it up) with some simple main board tracing (the connector isn't directly compatible so tracing is required to make an adapter), because it appears to be very similar to a TG-16 HuCard cart. Of course, I couldn't say that until after I opened up the epoxy block and discovered what was inside. And now that's not possible since this cart is no longer working. Either way, this thing can't be dumped. But if I got hold of another cart and the main board, it could get very interesting, now that we know what is inside is just a modified HuCard.
30th July 2004: Guru - A strange epoxy-encased cart called Final Match Tennis arrived from ClawGrip.

Virtual Reality
12th August 2011: Smitdogg - We got a pile of Beach Head (2000, 2001 etc.) discs and some other Global VR bits from that era.
4th May 2010: Smitdogg - Fronzel dumped another version of Total Recoil which appears to be revision 2.07 and he dumped a rare version of Pac-Man VR which supposedly is a beta version with 1-Player mode that was made for Motorolla.
15th April 2010: Smitdogg - Fronzel scanned a Virtuality 1000CS Service Manual and got a manual for Total Recoil which will be scanned soon, and he ordered a bunch of more VR hardware.
6th April 2010: Smitdogg - Fronzel dumped Virtuality Boxing, Ghost Train (alt. version that works on an SD2000), and he redumped Total Recoil to include the audio tracks.
22nd March 2010: Smitdogg - Dumped Missile Command VR and Dactyl Nightmare SP.
10th February 2010: Smitdogg - Rotate is dumping a bunch of his Virtual Reality stuff for us including a hard drive image, bioses, and the games Virtual Boxing and Ghost Train. So far a hard drive has been imaged.
3rd January 2010: Smitdogg - Fronzel dumped Zone Hunter (Virtuality 1994).
6th October 2009: Smitdogg - Thanks to our new friends fronzel and Alpha1, we have dumps of 9 Virtual Reality game discs! From fronzel we got: Quickshot Carnival, Trap Master, Skeet Master, Clay Master, Pac-Man VR, Zeneca Pharmaceuticals Medical Demo and Zero Hour. From Alpha1 we got: BuggyBall and Missile Command 3D. And more on the way!




No CPU Games:
=============

Block Buster
20th June 2003: Guru - An unknown very old PCB by Mirco Inc. (no CPU, no ROMs) arrived from Taucher (probably Block Buster).

Breakout
30th October 2013: AdamB - DICE 0.7 has been released! New discrete sound engine! Improves sound in Gotcha and Breakout.
1st May 2013: AdamB - DICE 0.6 has been released: Color overlay simulation in Breakout. Improved simulator core algorithm that increases performance in several games.
21st January 2013: AdamB - DICE 0.5 has been released! Several new changes in this version, including support for two new games: Atari Breakout (Driver courtesy of Mike Ellery) and Midway TV Basketball (First non-Atari game in DICE). Additional changes: Configurable DIP Switches. Configurable User-Interface controls (Pause, Quit, etc.). Improved Linux support. Fixed ROM loading when starting DICE from the command line, and other bug-fixes. Enjoy!

Crossfire
16th February 2014: AdamB - DICE 0.8 has been released! Added four new games: Crossfire, Clean Sweep, Wipe Out and Pin Pong. Crossfire (Atari, 1975): Similar to (and based on?) the board game of the same name, two players compete to move a large ball into their opponent's goal by shooting it with smaller bullets. The game also features some unique sound effects which are fully emulated! Major thanks to gregf who managed to locate the schematics for this incredibly rare game! Also new in this release: Added a -window command-line option to allow starting DICE without automatically switching to fullscreen mode. Preliminary Mac OS X support: DICE can be compiled and run on OS X, but since there are still a few bugs left to work out no official binary is being released yet. Run "make osx" to compile and build the application bundle.

Desert Patrol
28th January 2007: Mr. Do - Addy cleaned up Desert Patrol artwork for Gregf.
3rd August 2006: Dave Widel - I've been working on dumping GregF's Desert Patrol board and I was able to pull the image data out of one of the roms. Unfortunately the other image rom seems to be dead, I've been unable as of yet to coax any info out of it. It uses discrete logic instead of a CPU, there's no hope of this being emulated for a very long time so don't get your hopes up of seeing this thing in action.

Gotcha
30th October 2013: AdamB - DICE 0.7 has been released! New discrete sound engine! Improves sound in Gotcha and Breakout.
1st May 2013: AdamB - DICE 0.6 has been released: Improved sound in Gotcha. Improved simulator core algorithm that increases performance in several games.
20th July 2012: AdamB - After more than 4 years since the last release of DICE (has it really been that long?), a new version emerges (DICE 0.3)! Many new features in this version, including: * A complete rewrite of the simulation core, now both significantly faster and more accurate than before. * New GUI, allowing configurable controls including multiple mouse and joystick support.* Improved sound.* Gotcha bug fixes. * Space Race support. * And probably more.
10th February 2008: AdamB - DICE 0.2 has been released. Now supports 3 games, sound, and more. What's New: 2 new games are supported: Atari Rebound and Atari Gotcha (driver written by Dan Boris). Preliminary Sound support. Optimization: Pong runs about 30% faster than previous versions. Fullscreen Mode: Add the command line option -fullscreen to run in full screen mode. Mouse Support: Add the command line option -mouse to use the mouse for Player 1.

Hi-Way
24th April 2014: AdamB - DICE 0.9 has been released! Three new games in this version: Hi-Way, Indy 4 and Steeplechase. Hi-Way (Atari, 1975): Single-player driving game that to this day maintains a small (but loyal) fan base. Features quite complex graphics for a discrete logic game due to the use of a 1024-bit shift register to store the location of the road, shifting in new values periodically to give the effect of motion. Unfortunately causing simulator performance to vary wildly based on how curvy the road currently is! Also new in this release: Configurable video options (anti-aliasing, vsync, status bar visibility). Fixed crash on exit.

Le Mans
11th September 2009: f205v got Le Mans (Atari 1976). Note: I need help in identifying the 3 PROMs. update 20120406 According to Stiletto, the 3 PROMs should be "MK28000P", the same type of PROM was present also on TANK and TANK II board. They require a special adaptor with -12V supply.

Pin Pong
16th February 2014: AdamB - DICE 0.8 has been released! Added four new games: Crossfire, Clean Sweep, Wipe Out and Pin Pong. Pin Pong (Atari, 1974): First video pinball game by Atari, with fairly complex graphics for a discrete logic game. Features 8 knock-down targets, 4 bumpers, and a "spinner" that randomizes the direction of the ball. Beware that due to the difficulty of optimizing the background graphics this game requires about 900 MB of RAM to function, although this should allow it to run at full speed on a reasonably fast machine. Also, sound is not emulated yet unfortunately. Also new in this release: Added a -window command-line option to allow starting DICE without automatically switching to fullscreen mode. Preliminary Mac OS X support: DICE can be compiled and run on OS X, but since there are still a few bugs left to work out no official binary is being released yet. Run "make osx" to compile and build the application bundle.

Pong
10th February 2008: AdamB - DICE 0.2 has been released. Preliminary Sound support. Optimization: Pong runs about 30% faster than previous versions. Fullscreen Mode: Add the command line option -fullscreen to run in full screen mode. Mouse Support: Add the command line option -mouse to use the mouse for Player 1.
6th January 2008: AdamB - DICE 0.1: Finally got around to releasing the first version of my Discrete Integrated Circuit Emulator, DICE. This is a very early release and hasn't been tested fully, so there may be some bugs still. So far only Pong is supported, hopefully more games will be added in the future.
11th December 2007: AdamB - This screen shot might not look that different from the last one, but that 4 pixel wide ball was a pain in the ass to get working! Thanks to some help from Dan Boris I was able to figure it out though... The problem was with the ball horizontal counter, which was counting one more count on every line than it should have been. It turns out that because the propagation delays between the chips are greater than the width of a clock pulse, the horizontal counter is disabled for an extra clock cycle. Since I had not designed the simulator to take gate delays into account, this was a problem... Fortunately I was able to redesign it without taking too much of a speed hit. I also found a few bugs, fixed them, and hooked up the score counters, so the simulator is actually playable now. Hopefully I'll be able to release this sometime in the next month or so.
2nd December 2007: AdamB - Emulated the 555 timers which got the paddles working. I also hacked together a basic input system, so you can even move them around! Finishing up the rest of the circuit is going to be a bit tricky. Pretty much every part of the remaining circuitry relies on all the other parts, so I won't be able to simulate them step by step like I have been so far, it'll all have to be done at once. We'll see what happens.

Quadrapong
30th October 2013: AdamB - DICE 0.7 has been released! Added FOUR new games: Atari Crash 'N Score, Atari Jet Fighter, Atari Quadrapong and Shark Jaws (by "Horror Games" aka Atari). New discrete sound engine! Adds sound to Space Race, and improves sound in Gotcha and Breakout. Support for "Absolute" joystick mode which allows for the use of paddle controllers. Added control descriptions to the New Game menu. Improved performance in most games. Numerous bug fixes.

Rebound
10th February 2008: AdamB - DICE 0.2 has been released. Now supports 3 games, sound, and more. What's New: 2 new games are supported: Atari Rebound and Atari Gotcha (driver written by Dan Boris). Preliminary Sound support. Optimization: Pong runs about 30% faster than previous versions. Fullscreen Mode: Add the command line option -fullscreen to run in full screen mode. Mouse Support: Add the command line option -mouse to use the mouse for Player 1
11th January 2008: AdamB - Had a bit of free time recently, so I was able to get a few things done: 1) Got Atari Rebound working fairly easily, there were only a few new chips that needed to be simulated. Pretty fun pong variation. 2) Also hooked up audio to both games, although it's not perfect yet. 3) Finally I added rom loading support, we'll see if that gets used on any games in the future.

Space Race
30th October 2013: AdamB - DICE 0.7 has been released! New discrete sound engine! Adds sound to Space Race.
20th July 2012: AdamB - After more than 4 years since the last release of DICE, a new version emerges (v0.3 with Pong, Rebound, Gotcha and Spacerace).
7th July 2012: AdamB - After a long hiatus, I've finally managed to find the time to put some more work into DICE. Space Race is now emulated, and working perfectly. Stay tuned, new emulator release coming soon. It will have been worth the wait!
9th February 2010: Juergen Buchmueller - I started over from scratch with a circuit editor, this time avoiding a couple of obstacles I put in the first try. Most of all sedit2 doesn't have a bitmap oriented part library, but is all vectorized, including the font. This means you can zoom to any level you like and don't need to stay sober for a week before you can place connections. Now what I've got to do is to define a whole lot of electronic parts and add a method and function key to place a part from the library - this time it's a directory with separate files per part - inside a sheet. The look and feel intentionally resembles the Windows tool ExpressSCH very much.
16th January 2010: Juergen Buchmueller - I just wanted to report (almost) no progress with Space Race in my TTL emulation. It looks like I'm missing something serious with the 9602 monoflop emulation, or perhaps in the rest of the circuit that is supposed to create a "star field". The output just doesn't look right, even if I didn't see a screenshot of the original yet. I captured most of the schematics in an ExpressPCB *.sch file now and it looks like the circuit should be all right so far. The only progress is that I found why the rockets were missing some pixels (it was due to the 9311 timing). I wish I could understand how the star field part of the circuit is supposed to work, though. It is really complex compared to anything I've seen.
4th January 2010: Juergen Buchmueller - Good catch! I already had found Pin 13 of F4 using the unconnected pins list, but L4.13 escaped me. Now there's something like a star field. I'll take a look. The coin/reset and start section is somewhat awkward, because it's mixed with analog parts...
4th January 2010: AdamB - I took a few minutes to compare your net-list to the one I was using and noticed a few differences: - Pin 13 of L4 and pin 13 of F4 should presumably be connected to VCC, these connections weren't shown on the schematics. Depending on how your simulator works leaving these unconnected might cause those chips to be held in reset. - I have pin 1 of D6 connected to /VRESET instead of VRESET. Don't remember how I came to this conclusion, but I specifically commented it as being an error in the schematics, so you might want to look into it.
3rd January 2010: Juergen Buchmueller - Well, it looks like it's causing trouble for me, too. Currently I don't get any video signal, not even the score display. The 9602 emulation also seems to be very broken, because neither stars nor the vertical line at 256H appear.
3rd January 2010: AdamB - Interesting choice of Space Race, that was one game I tried to add to DICE back in the day but was never able to get it working fully. If I recall, I think I got everything except the stars circuit working properly. I wasn't sure if it was due to all the errors in the schematics (I found most of the same ones), or if it was due to inaccuracies with the simulation - I was using unit gate delay, so every single chip had the exact same delay, which was accurate enough for Pong, but probably not accurate enough for the more complex games. What kind of method are you using for the gate delays? I always planned on starting over from scratch with a more accurate and faster simulator, but never got around to it. So I'll be interested to see if you're actually able to get this working.

Steeplejack (No CPU)
7th February 2001: Mike Coates added Steeplejack to the Crazy Climber driver.

Trapshoot
14th March 2004: Shane Monroe - Finally gotten enough information (thanks to Bob Carroll at http://www.wallgames.com/ and Andrew Jones) to build a reasonable PC simulator of the 1975 Gremlin game at http://www.monroeworld.com/trapshoot/multimedia.php

TV Basketball
21st January 2013: AdamB - DICE 0.5 has been released! Several new changes in this version, including support for two new games: Atari Breakout (Driver courtesy of Mike Ellery) and Midway TV Basketball (First non-Atari game in DICE). Additional changes: Configurable DIP Switches. Configurable User-Interface controls (Pause, Quit, etc.). Improved Linux support. Fixed ROM loading when starting DICE from the command line, and other bug-fixes. Enjoy!

Wipe Out
16th February 2014: AdamB - DICE 0.8 has been released! Added four new games: Crossfire, Clean Sweep, Wipe Out and Pin Pong. Clean Sweep & Wipe Out (Ramtek, 1974): First Ramtek discrete logic games to be emulated! Clean Sweep is a challenging 1-Player game with similar gameplay to Breakout. Wipe Out is a 4-Player pong variation akin to Quadrapong that adds a large cross in the center of the playfield which can deflect the trajectory of the ball. The 2-Player mode also differs from Quadrapong by giving each player control of two paddles instead of disabling the top and bottom paddle. Thanks to gregf, Keven E., Stephen H., siftware, and everyone else who made emulating these games possible! Also new in this release: Added a -window command-line option to allow starting DICE without automatically switching to fullscreen mode. Preliminary Mac OS X support: DICE can be compiled and run on OS X, but since there are still a few bugs left to work out no official binary is being released yet. Run "make osx" to compile and build the application bundle.

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