game
icon
title Starblade
set name starblad
manufacturer Namco
year 1991
genre Shooter (hof)
category Shooter / Command (hof)
driver status imperfect
driver source namcos21.c
snapshots MW: in game / CT: in game | title | wallpaper / PS: in game | title
zoom
rating

67% after 43 votes
 
display
colour emulation good
palette 32768
display type raster
orientation horizontal
resolution 496x480
frequency 60.000000Hz
sound
sound emulation good
channels stereo
controls
players 1
nplayers 1P
controls stick
buttons 4
coin slots 3
hardware
cpu 68000 @ 12.288MHz
cpu 68000 @ 12.288MHz
cpu M6809 @ 3.072MHz
cpu HD63705 @ 2.048MHz
cpu TMS32025 @ 24MHz
cpu TMS32025 @ 96MHz
audio C140 @ 0.02139MHz
audio YM2151 @ 3.57958MHz
data
version added .062
last change(s) .119u1
roms
name size crc set flags sha1
st1-mp-u.bin  524288  483a311c  starblad    dd9416b8d4b0f8b361630e312eac71c113064eae 
st1-mp-l.bin  524288  0a4dd661  starblad    fc2b71a255a8613693c4d1c79ddd57a6d396165a 
st1-sp-u.bin  262144  9f9a55db  starblad    72bf5d6908cc57cc490fa2292b4993d796b2974d 
st1-sp-l.bin  262144  acbe39c7  starblad    ca48b7ea619b1caaf590eed33001826ce7ef36d8 
st1-snd0.bin  131072  c0e934a3  starblad    678ed6705c6f494d7ecb801a4ef1b123b80979a5 
sys2mcpu.bin  8192  a342a97e  starblad    2c420d34dba21e409bf78ddca710fc7de65a6642 
sys2c65c.bin  32768  a5b2a4ff  starblad    068bdfcc71a5e83706e8b23330691973c1c214dc 
c67.bin  8192  6bd8988e  starblad    c9ec18d5f88d53976b94444eedc64d5568155958 
c67.bin  8192  6bd8988e  starblad    c9ec18d5f88d53976b94444eedc64d5568155958 
st1-obj0.bin  524288  5d42c71e  starblad    f1aa2bb31bbbcdcac8e94334b1c78238cac1a0e7 
st1-obj1.bin  524288  c98011ad  starblad    bc34c21428e0ef5887051c0eb0fdef5397823a82 
st1-obj2.bin  524288  6cf5b608  starblad    c8537fbe97677c4c8a365b1cf86c4645db7a7d6b 
st1-obj3.bin  524288  cdc195bb  starblad    91443917a6982c286b6f15381d441d061aefb138 
st1-data-u.bin  131072  2433e911  starblad    95f5f00d3bacda4996e055a443311fb9f9a5fe2f 
st1-data-l.bin  131072  4a2cc252  starblad    d9da9992bac878f8a1f5e84cc3c6d457b4705e8f 
st1-pt0-h.bin  524288  84eb355f  starblad    89a248b8be2e0afcee29ba4c4c9cca65d5fb246a 
st1-pt0-u.bin  524288  1956cd0a  starblad    7d21b3a59f742694de472c545a1f30c3d92e3390 
st1-pt0-l.bin  524288  ff577049  starblad    1e1595174094e88d5788753d05ce296c1f7eca75 
st1-pt1-h.bin  524288  96b1bd7d  starblad    55da7896dda2aa4c35501a55c8605a065b02aa17 
st1-pt1-u.bin  524288  ecf21047  starblad    ddb13f5a2e7d192f0662fa420b49f89e1e991e66 
st1-pt1-l.bin  524288  01cb0407  starblad    4b58860bbc353de8b4b8e83d12b919d9386846e8 
st1-voi0.bin  524288  5b3d43a9  starblad    cdc04f19dc91dca9fa88ba0c2fca72aa195a3694 
st1-voi1.bin  524288  413e6181  starblad    e827ec11f5755606affd2635718512aeac9354da 
st1-voi2.bin  524288  067d0720  starblad    a853b2d43027a46c5e707fc677afdaae00f450c7 
st1-voi3.bin  524288  8b5aa45f  starblad    e1214e639200758ad2045bde0368a2d500c1b84a 
cabinet art
cabinet starblad.png starblad.png
control panel starblad.png
flyer starblad.png
additional information
info 0.62 [Phil Stroffolino]

0.55 [Phil Stroffolino]

NOTE:
  • Starblade is available on the Playstation as Starblade Alpha, with the option to play in the original setting or an update with texture mapping on the polygons.
WIP:
  • 0.120u1: Phil Stroffolino added gradient colors in Starblade and fixed crash in 2nd stage.
  • 4th October 2007: Phil Stroffolino - One more mystery solved - background colors for Starblade's animated high score presentation are now correct - see the screenshot below. An updated MAME driver will be submitted soon.
  • 0.119u1: Changed TMS32025 CPU6 clock speed to 96MHz. Added 2x c76.rom's to cpu5 and 6. Fixed rom names.
  • 5th September 2007: Phil Stroffolino - I'm wrapping up what should be the last few bits of DSP Integration. A few open issues remain, but the final driver should be ready to publish by this weekend.
  • 27th August 2007: Phil Stroffolino - Trojan for Namco System21 DSP BIOS is essentially complete, and ready to test on real hardware, but I ran into a wrinkle. The original intention was to extract the BIOS code, export it to shared RAM, then write it to EPROM, where it could be extracted using an off-the shelf eprom reader. As it happens, the (Namco) EPROM handling currently implemented in MAME is not at all accurate to real hardware. It basically treats the address range for the EPROM as if it were normal RAM, and always reports "not busy" when EPROM state is queried. This is enough to satisfy the typical emulated game's use of EPROM for saved settings, etc. However, it would be very easy to write code that works in MAME, but fails completely on real hardware. When using real EPROM, busy states are important, you must take care to only write single bytes (not whole words), and you must take special care to "reinitialize" chunks of EPROM before storing replacement values there. Even more troublesome is that there physically isn't enough EPROM space on the System21 boardset to store the entire DSP BIOS. In any event, I will be further studying the ues of EPROM to improve emulation accuracy and better smoke-test the trojan. I will also be adding code to the trojan to display the BIOS contents onscreen in ascii using System21's sprite system as a backup plan. I don't want to waste anyone's time running trojans that are flawed, or my time rewriting experimental trojans.
  • 24th August 2007: Phil Stroffolino - Something interesting about Starblade - the extra graphics aren't just decorative, as I'd thought. The big "static" objects that are now appearing can hide enemy starships and block your shots, explaining why the collision detection seemed kludgy when those large objects are invisible. The extra objects also often contain shootable "weak point" targets that can be blasted, explaining why shots into thin air sometimes caused a firey (sprite-based) explosion to appear. While the game is still at its heart a simple rails shooter, the extra graphics do make the game considerably more interesting. A small puzzle - occasionally, the DSPs draw quads "directly" to the screen, without using the 3D models encoded in the Point ROMs. This is usually done only for simple backdrop graphics, i.e. a series of quads to simulate a sky-box gradient. The color references for these quads, however, are a complete mystery. They don't appear to be pen references, as they are clearly wrong for all of the selectable color banks. I suspect a color-lookup table specific to "directly-drawn-quads" that is initialized on startup. In any event, all due (Sys21) focus is now on completing my trojan for the System21 DSP BIOS.
  • 22nd August 2007: Phil Stroffolino - Starblade! As I'd suspected, the missing graphics had nothing to do with DSP emulation or use of a fake BIOS, but rather bugs in the 68k emulation - specifically subtleties with interrupt handling. I still have some tidying up before it's ready to submit. Moreover, I'd like to complete a proper trojan to extract the real BIOS code, which will allow a number of kludges and hacks to be removed from the driver.
  • 21st August 2007: Phil Stroffolino - I finally found the missing graphics in MAME's emulation of Starblade. The master 68k sends object descriptions for all "dynamic" 3D objects directly to the DSPs for rendering - these are the graphics that are drawn correctly by MAME even now. Specifications for the remaining "static" 3D objects are written by the slave 68k cpu to a block of shareram that is normally used only for communication between the master and slave 68k. All the missing object descriptors are there, and it would be easy enough to hack the starblade driver to draw them, but it's not yet clear how they end up being transfered to the DSPs for rendering. Should be untangled soon.
  • 20th August 2007: Phil Stroffolino - I've made decent progress with Namco System21 hardware, particularly with the older titles. Findings include: Winning Run is the original prototype hardware, with significant differences from newer hardware (Starblade, Cybersled). Winning Run uses a single DSP, and has (apparently) no internal BIOS. The master 68k uploads 100% of the DSP code at boot time. Winning Run doesn't use sprite hardware, but rather has an additional 68k processor whose sole function is to manage a 256 color bitmap layer. The most interesting discovery is use of Point RAM. A table of quad attributes is stored there, explicitly by the master 68k, that provide color and vertex indices relative to {x,y,z} coordinates in the Point ROMs. This same table is also used by the newer System21 games - games that were "mostly working" did so only because there similar information happens to be redundantly encoded in the Point ROMs themselves. winrun.zip is actually "Winning Run: Suzuka Grand Prix" Driver's Eyes runs on transitional hardware - it replaces the bitmap layer and GPU with the more modern sprite hardware, but still uses the older DSP configuration. The point ram control registers have been more fully documented. No progress yet with Stadblade's missing graphics, but I hope to untangle that soon.
  • 0.118u2: Atari Ace fixed MACHINE_RESET in the Namco System 21 driver, this fixed MAME crashes when you reset
  • 0.102: Aaron Giles fixed missing 3D graphics.
  • 0.97u1: Phil Stroffolino updated the Namco System 21 driver. Starblade is working with emulated master/slave DSPs. Graphic updates are a bit choppy; I believe there are 4 slaves and one master on the real PCB, with work distributed across the slaves. Some background objects are still missing in Starblade - the giant "starships" in the background of the first stage, for example (sprites are present showing burning fires which are supposed to be superimposed on them). The "direct drawing" feature is used during the high score presentation; colors are likely wrong, and there are missing graphics there as well (hexagons).
  • 0.86u3: R. Belmont restored polygon drawing in Starblade.
  • 0.78u5: Phil Stroffolino hooked up the view transform, used in Starblade to tilt the screen when player is targeting the edges of the playfield.
  • 0.62: Phil Stroffolino added Starblade (Namco 1991).
  • 0.55: Added Starblade (Testdriver). Issues: Some corrupt point data.
LEVELS: 2

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Romset: 9144 kb / 25 files / 3.05 zip
history Starblade (c) 1991 Namco.


A 3-D space shoot'em up featuring 2 separate missions; the first is to destroy the planet 'Red Eye' while the second is to wipe out the enemy fleet and their leader. The game's sit-down cabinet featured a seat that vibrated whenever the player was hit, either by incoming fire or by enemy objects such as ships, asteroids etc. The yoke joystick - which had a fire button situated at the top of the stick, underneath where the player's thumb sits - was very similar in appearance and feel to that used in Atari's 1983 wireframe classic, "Star Wars (Atari)".


- TECHNICAL -


Namco System 21 hardware

Game ID : ST


Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz), (2x) TMS32025 (@ 24 Mhz)

Sound Chips : C140 (@ 32 Khz), YM2151 (@ 3.57958 Mhz)


Screen orientation : Horizontal

Video resolution : 496 x 480 pixels

Screen refresh : 60.00 Hz

Palette Colors : 32768


Players : 1

Control : stick

Buttons : 4


- TRIVIA -


Starblade was a very obvious influence on both the visual appearance and gameplay of the superb Nintendo Super NES game, ' Starfox'- written in the UK by Argonaut Software.


Victor Entertainment released a limited-edition soundtrack album for this game (Starblade & Galaxian3 - Project Dragon : Namco Game Sound Express Vol.06 - VICL-15009) on 21/03/1992.


- SERIES -
  1. Starblade (1991)
  2. Starblade 2 - ''Starblade : Operation Blue Planet'' (2002)
  3. - STAFF -
    • Chief director : H. Nakatani
    • Assistant director : K. Kobayashi
    • Programmers : Norimasa Matsuura, Y. Saitoh, Y. Ohmori
    • Music and sound effects : Shinji Hosoe
    • Visual director : W. Yanagawa
    • Visual designers : N. Kumagai, M. Tejima, M. Kimura
    • Industrial designer : N. Yoshimatsu
    • Mechanical designers : S. Kanebako, H. Igarashi, T. Wakayama, J. Uchida
    • Electrical designers : M. Yamada, O. Morita, M. Ito
    • Producers : K. Sawano, M. Yamada
    • - PORTS -
    • * Consoles :
    • Sega Mega-CD (1994)
    • Panasonic 3DO (1994)
    • Sony PlayStation (1995, "Starblade Alpha")
    • Sony PlayStation 2 (2005, as a bonus game in "Tekken 5")
    • - SOURCES -
    • Game's rom.
    • Machine's picture.
    • Edit this entry at Arcade-History.com: http://www.arcade-history.com/?n=starblade&page=detail&id=2624&o=2
resource links view in MAWS
view in CAESAR
view high score and replay at MARP
view in Progetto EMMA (Italian)
view in arcade-history.com
view in GameFAQs
view in KLOV
view in MamEnd
view in System16
view in System16
view in The Arcade Flyer Archive
view in The Arcade Flyer Archive
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