Ghosts'n Goblins (prototype)

Arcade 1985 Capcom Platform Fighter Scrolling
For more information about the game itself, please see the original Japanese version entry; "Makaimura".

Partager Ghosts'n Goblins (prototype)

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Technical

CPU
  • maincpu M6809 (@ 1 Mhz)
  • audiocpu Z80 (@ 3 Mhz)
Chipset
  • YM2203 (@ 1 Mhz)
  • YM2203 (@ 1 Mhz)
Display
  • Orientation Yoko
  • Resolution 255 x 224
  • Frequency 59.59 Hz
Controlers
  • Number of players 2
  • Number of buttons 2
  • Kind of controler joy (8 ways)

Ghosts'n Goblins (prototype) and M.A.M.E.

0.22 [Mirko Buffoni, Roberto Ventura, Nicola Salmoria]

Artwork available

SETUP:
- To continue a game, insert a coin and keep fire pressed while pressing 1 or 2.

Bugs:
- gng will freeze in attract mode after a while, but can still be coined up. Haze (ID 03260)

WIP:
- 0.147: Antonio Gonzalez Jr. added clone Ghosts'n Goblins (prototype). It plays like an prototype where there are quite a few quirks that happen that do not in release versions.
- 29th July 2012: Smitdogg - Antonio Gonzalez Jr. is sorting through his prototypes from Romstar for us. So far we got: Ghosts'n Goblins (Romstar prototype).
- 0.142u3: Angelo Salese removed deprecat.h dependancy and updated irqs accordingly for GNG driver.
- 0.136u3: Corrado Tomaselli added clone Ghosts'n Goblins (World? set 3).
- 31st January 2010: Corrado Tomaselli dumped Ghosts'n Goblins (World Revision C).
- 0.135u3: Fabio Priuli added driver data struct to the GNG driver.
- 0.133u2: Corrado Tomaselli fixed music slows down while shooting in Ghosts'n Goblins and clones. Changed Z80 CPU2 clock speed to 3MHz.
- 0.133u1: Corrado Tomaselli verified/changed VSync to 59.59 Hz and Z80 CPU2 from 3MHz to 1.5MHz as verified on PCB in Ghosts'n Goblins. Brian Troha added DIP locations to Ghosts'n Goblins and clones (also restated bonus descriptions). Improved bonus verbiage for the GNG driver. Verbiage more like the actual manual. Renamed (makaimuc) to (makaimurc) and (makaimug) to (makaimurg).
- 0.131u1: MooglyGuy merged memory maps in the GNG driver.
- 0.124u4: Corrado Tomaselli added clone Ghosts'n Goblins (Italian bootleg, harder).
- 17th April 2008: Corrado Tomaselli dumped Ghosts'n Goblins (Italian bootleg, harder).
- 0.124a: Added clone Ghosts'n Goblins (bootleg with Cross). David Haywood reverted graphics ROMs in clone (World? set 2) back to its previous state.
- 0.124: Cesare Falco fixed graphics ROMs in clone (World? set 2).
- 13th January 2008: Mr. Do - I'm FINALLY getting to the rest of the instruction cards Tormod sent me about a year ago, it's the card for Ghosts'n Goblins.
- 0.112u1: Vas Crabb added save state support to Ghosts'n Goblins.
- 14th January 2007: Mr. Do - Thanks to the loan by Vintage Arcade Superstore and cleanup by Ad_Enuff, we have a shiny new bootleg Ghosts 'n Goblins bezel.
- 31st October 2006: Mr. Do - Added Ghosts'n Goblins bezel, thanks to VAS, CAG, and quick work by Addy.
- 31st July 2006: f205v dumped Ghosts'n Goblins (bootleg with Cross).
- 0.106u12: MASH added pld ($0 - gg-pal10l8.bin) to Ghosts'n Goblins.
- 0.99u3: Pierpaolo Prazzoli increased REGION_GFX3 to address 0x400 sprites, to avoid Ghosts'n Goblins from drawing a bad sprite.
- 0.67: Changed description of clones 'Makai-Mura' to 'Makai-Mura (Japan)', 'Makai-Mura (Revision C)' to 'Makai-Mura (Japan Revision C)' and 'Makai-Mura (Revision G)' to 'Makai-Mura (Japan Revision G)'.
- 0.37b7: Changed palettesize from 192 to 256 colors.
- 28th August 2000: Zsolt Vasvari added cocktail mode and fixed sprite lag in Legendary Wings / Trojan and Ghosts'n Goblins.
- 0.37b6: Added proms ($0, 100 - video timing and priority).
- 6th August 2000: Nicola Salmoria implemented correct tile/sprite priority system in Ghosts 'n Goblins.
- 0.35RC2: Yasuhiro Ogawa added clones Makai-Mura (Revision C) and Makai-Mura (Revision G). Changed parent description to 'Ghosts'n Goblins (World? set 1)' and clone '(Cross)' to '(World? set 2)'. Renamed (gngcross) to (gnga) and (gngjap) to (makaimur).
- 20th June 1999: Yasuhiro Ogawa added some new romsets for Ghosts'n'Goblins.
- 0.35b5: The TileMap code is now mature enough to be used in new drivers. For examples, look into gng, gaiden and travrusa [Phil Stroffolino].
- 5th March 1999: Phil Stroffolino has continued his work on tilemaps, added support for Ghosts'n'Goblins cocktail mode and Gaiden video driver has some fixes.
- 0.35b3: Phil Stroffolino added a new experimental TileMap code, used by Ninja Gaiden and Ghosts and Goblins. This makes the driver code cleaner and gives a major performance boost in the video rendering.
- 0.34b8: Zsolt Vasvari replaced Ghosts'n Goblins (Cross) with a new set. Changed description of clone 'Makai-mura (Japan)' to 'Makai-Mura'.
- 0.34b4: Nicola Salmoria added clone Ghosts'n Goblins (US). Changed parent description to 'Ghosts'n Goblins (World?)'.
- 0.33b7: Changed description of 'Ghosts'n Goblins (Japan)' to 'Makai-mura (Japan)'.
- 0.33b6: Changed description to 'Ghosts'n Goblins (US)' and clone to '(Japan)'.
- 0.31: mbeighau@iies.es added 'Invulnerability' dipswitch to clone Ghosts'n Goblins (Japanese).
- 0.30: Nicola Salmoria added clone Ghosts'n Goblins (Japanese) / Makai-mura.
- 0.29: Aaron Giles did some optimizations to the 6809, and modified it to always fetch opcodes directly from RAM (much faster). The Ghosts 'n Goblins, Star Wars and Williams drivers needed reworking to support that.
- 0.28: John Butler added optimizations to GnG.
- 0.27: Added clone Ghosts'n Goblins (Cross). Alternate version with different graphics (the last weapon is a cross instead of a shield).
- 0.26a: Fixed a bug in Ghosts 'n Goblins high score saving. Now GnG does the self test too.
- 0.26: Morten Eriksen added high score saving to Ghosts 'n Goblins.
- 0.23: Ghosts 'n Goblins has 100% correct colors [Mirko Buffoni]. Thanks to Gabrio Secco that provided us the complete colors LOG file. Ghosts 'n Goblins doesn't have a color PROM, it uses a RAM to generate colors and change them during the game. "And there was MUSIC!" [Mirko Buffoni]. Thanks to Ishmair's YM-2203 FM engine, music is supported in Commando, Ghosts 'n Goblins, Diamonds. Since the synthesis is based on FM generation via OPL, you must have a SoundBlaster, Adlib, or compatible to get the music. However I heavily dislike this approach and I'm looking for documentation on FM generation. If anyone want to join to the party forward me a mail!
- 0.22: Mirko Buffoni added Ghosts'n Goblins (Capcom 1985). Thanks to Roberto Ventura's superdetailed documentation. I lost one week because of a bug in the new 6809 emulator, so I switch back to the previous one. Big thanks to Nicola Salmoria that fixed some stupid bugs in color palette generation. We need a skilled player. READ THE README.TXT FILE! Game is playable with accurate colors and partial sound. Control: Arrows = Move around, CTRL = Fire, ALT = Jump and F2 = Test mode. Known issues: To continue a game, insert coin and keep pressed CTRL+1 (or CTRL+2). Music is missing. Maybe the original arcade uses YM2203 sound chips. Original machine has 4096 colors. We now simulate them with a palette of 256. We need a skilled player, with a powerful machine (Pentium 133 or better, so he doesn't have to skip frames), that can finish the game with the -log option and send us the log file so we can implement 100% correct colors.

LEVELS: 6

Other Emulators:
* FB Alpha

Romset: 321 kb / 20 files / 150.6 zip
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