If you grab another model2 game like ZeroGunner for example, extract those 3 files from it and put them with the others inside your new Daytona rom.Įdit: Just remembered another little gem with Daytona and model 2. Mpr-16310.15, mpr-16311.14, and mpr-16312.13 these are missing from most of the Daytona dumps floating about. You might also find you are missing 3 files called Mame has 4 different variants for Daytona and you need to unzip all of them and put the contents into a single zip file called Daytona.zip With Daytona you need to merge the Mame roms to get them to work. Just delete the symbol from in front of Dir1= and type the path to your rom folder there, for example Dir1=C:\model2\roms Open this up and one of the first entries is for your rom directory Dir1= Pixel fillrate: 1.When you extract the Model 2 emulator you will notice a file in the folder called emulator.ini Model 2C-CRX: 490,000 textured polygons/sec (with clipping, lighting and Gouraud shading) to 900,000 textured triangle polygons/sec (with Gouraud shading) Model 2: 300,000 textured quad polygons/sec to over 500,000 textured triangle polygons/sec, 900,000 vectors/sec Model 2C-CRX: Gouraud shading, hidden surface, z-buffering, point sampling, bilinear filtering, trilinear filtering Graphical features: Flat shading, texture mapping, perspective correction, texture filtering, texture anti-aliasing, microtexture, diffuse reflection, specular reflection, alpha blending, transparency, rasterization, mipmapping, level of detail,z-sorting and T&L (transform, clipping, and lighting) Microtexture size: Up to 128 × 128 pixelsĬolor depth: 16,777,216 (24-bit true color) Texture map resolution: Up to 1024 × 2048 pixels Monitor display resolution: 496 × 384 pixels, 24 Hz horizontal sync, 60 Hz refresh rate, progressive scan (non-interlaced) Other: 672 KB (32 KB geometry, 576 KB tiles, 64 KB colors) Main RAM: 1152 KB (9 Mbits) (1024 KB work, 64 KB network, 64 KB serial) SCSP features: 128-step DSP, 32 FM synthesis channels, 32 MIDI channels, 32 LFO channels PCM quality: 16-bit depth, 44.1 kHz sampling rate (CD quality) PCM sample ROM: 16 Mbits (Model 2), or 68 Mbits (Model 2A/2B/2C-CRX) Sound timer: Yamaha YM3834 8 MHz (Model 2 only) Sound chip: 2× Sega 315-5560 Custom MultiPCM (Model 2), or Yamaha SCSP (Model 2A/2B/2C-CRX) Sound CPU: Motorola 68000 10 MHz (Model 2), or Motorola 68000 12 MHz (Model 2A/2B/2C-CRX) Z-Sort & Clip Hardware (2× Fujitsu MB86272 Z-sorter in Model 2C-CRX) Hardware Renderer: Sega-Lockheed-Martin Custom rasterization & texture mapping hardware (Model 2), or 2× Fujitsu MB86271 AGP (Model 2C-CRX)įixed-point arithmetic: 32-bit & 64-bit instructions 240 MIPS (Model 2C-CRX) Model 2B/2C-CRX: 32-bit & 40-bit operations 120 MFLOPS ×2 (240 MFLOPS)įixed-point arithmetic: 32-bit & 48-bit instructions 80 MIPS (Model 2B-CRX) Model 2/2A-CRX: 32-bit operations 16 MFLOPS ×6 (96 MFLOPS) Geometry Engine DSP coprocessors: 6× Fujitsu TGP MB86234 (Model 2/2A-CRX), or 2× Analog Devices ADSP-21062 SHARC (Model 2B-CRX), or 2× Fujitsu TGPx4 MB86235 (Model 2C-CRX)Ĭoprocessor abilities: Floating decimal point operation function, axis rotation operation function, 3D matrix operation function GPU (graphics processing unit) video hardware Fixed-point arithmetic: 32-bit RISC instructions 25 MIPS (million instructions per second)įloating-point unit: 32-bit, 64-bit and 80-bit operations 13.6 MFLOPS (Mega-FLOPS, or million floating-point operations per second) (Whetstone)
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