Winning Run Suzuka Grand Prix (Japan)

Arcade 1989 Namco Driving Race 1st Person
Same game as the 1988 version except now the track is a 'representation' of Japan's Suzuka Circuit.
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Winning Run Suzuka Grand Prix (Japan)

Partager Winning Run Suzuka Grand Prix (Japan)

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Technical

CPU
  • maincpu 68000 (@ 12 Mhz)
  • slave 68000 (@ 12 Mhz)
  • audiocpu M6809 (@ 3 Mhz)
  • mcu HD63705 (@ 2 Mhz)
  • dsp TMS32025 (@ 24 Mhz)
  • gpu 68000 (@ 12 Mhz)
Chipset
  • C140 (@ 0 Mhz)
  • YM2151 (@ 3 Mhz)
Display
  • Orientation Yoko
  • Resolution 255 x 255
  • Frequency 60 Hz
Controlers
  • Number of players 1
  • Number of buttons 2
  • Kind of controler stick

Winning Run Suzuka Grand Prix (Japan) Screenshots

Winning Run Suzuka Grand Prix (Japan) - Screen 1
Winning Run Suzuka Grand Prix (Japan) - Screen 2
Winning Run Suzuka Grand Prix (Japan) - Screen 3
Winning Run Suzuka Grand Prix (Japan) - Screen 4
Winning Run Suzuka Grand Prix (Japan) - Screen 5

Winning Run Suzuka Grand Prix (Japan) and M.A.M.E.

0.97u1 [Phil Stroffolino]

SETUP:
- Press service switch (F2), then hold down service (9) on reset to display the analog control calibrator. Apply the controls to their limits and then press service switch again.

WIP:
- 0.145u1: Phil Bennett fixed Winning Run Suzuka Grand Prix - Game now playable. Writing a C148 IRQ priority register now clears the prior interrupt state (required by winrun) [Phil Bennett]. Renamed (winrun) to (winrungp).
- 0.130u1: Phil Bennett fixed C140 ROM loading in Winning Run Suzuka Grand Prix. Changed description to 'Winning Run Suzuka Grand Prix (Japan)'.
- 0.119u1: Changed description to 'Winning Run Suzuka Grand Prix'. Added TMS32025 (24MHz) CPU5. Changed visible area to 496x480. Changed region cpu5 to cpu6. Fixed user1/2/3 roms addresses. Changed input to 2 buttons and 2x coin slots. Fixed rom names.
- 10th September 2007: Phil Stroffolino - I was able to review some high quality video capture of winning run, and there's a lot of subtle things that still need to be fixed in Winning Run emulation, including: 1) one of the uses of the (unemulated) scanline interrupt is to have the player car chasis jitter up/down while you're driving at high speeds. The top part of the bitmap layer shows a bird's eye view of the road, and isn't affected by this scrolling. 2) confirmed that the real game runs silky smooth without any obvious polygon drawing glitches. 3) the real game has some "building" graphics showing up in the background that are missing in MAME's emulation. 4) the unmapped video registers (for bitmap layer) appear to include clipping and zooming effects. 5) system21 video output appears to be interlaced. 6) the bitmap layer supports translucency - the thin "glass" frame of the player's car looks 50% translucent, and you can see (polygon) playfield graphics through it.
- 4th September 2007: Phil Stroffolino - Winning Run seems to be fully playable, but there are a few minor graphics glitches that still need to be looked into, including: Display registers for the bitmap layer aren't fully understood. Sometimes the bitmap layer is visible when it shouldn't be. The game appears to use scanline effects, but these aren't hooked up.
- 0.97u3: Added new Winning Run roms.
- 0.97u1: Phil Stroffolino added Winning Run (Namco 1988).
- 4th April 2005: Dumping Project - Randy have won a boardset for Namco's 'Winning Run'.
- 18th March 2005: Guru - Winning Run (Namco 1988, System21 Hardware) arrived and dumped. Purchased by Randy on eBay.
- 7th March 2005: Dumping Project - We've continued our recent tear, acquiring a full Namco 'Winning Run' boardset.

Other Emulators:
* Mjolnir

Romset: 4264 kb / 25 files / 1.22 zip
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