?tab=readme-ov-file# Loader Dumps Arcade Emulator (wip)
All this is a homebrew development with reverse engineering, non official technical documentation and a lot of personal time.
- CreateProcess and OpenProcess
- CreateRemoteThread and LoadLibrary
- Portable Execute
- Hook Injection
- Virtual Method Table
- Vectored Exception Handling
- Trampoline/Columpio
- DetourFunction
- Api Windows
- Api Native NTxxx
- Api Native ZWxxx
- Crypto
- DDraw
- D3D8
- D3D8Device
- D3D8InputDeviceA
- DSound8
- DSoundBuffer
- D3D9
- D3D9ex
- D3D9Device
- Opengl32
- Glu32
- iDmacDrv32
- Addressing
Year : 2005
CPU : Celeron - Pentium 4
Chipset: Intel 865G
GPU: ATI Radeon 9600SE/9600XT(128 MB) / X700PRO (256 MB), Bahia AGP 2.0/3.0 Soporte 1x/4x/8x
SO: Windows XP Embedded
Year : 2005
CPU : Intel Core 2 Duo E6400/Pentium 4 651/Celeron D 352
Chipset: Intel Q965 + ICH8
GPU: ATI RADEON X1600Pro/X1300LE o nVIDIA GeForce 7900GS/7600GS/7300GS
SO: Microsoft Windows XP Embedded SP2
Arcade System Board
Run w/ Taito Type X, X2, X Zero, X3 and X4
Loader | Based on Injection's
Boolean isLoaded { get; }
Boolean isActive();
int Open(String name);
Task OpenAsync(String name);
Kernel32Native.PROCESS_INFORMATION Create(String name, uint securityAttr);
Boolean Attach(String name);
Boolean InjectDLL(String name);
List<IntPtr> SuspendAllThreads();
Boolean ReadMemory(IntPtr processID, IntPtr address, int numOfBytes, byte[] buffer, out int bytesRead);
Boolean WriteMemory(IntPtr hProc, IntPtr address, byte [] buffer, out int bytesWrited);
List<IntPtr> ResumeAllThreads();
Boolean Terminate();
- Keyboard Windows Native (GetAsyncKeyState)
- Direct Input
- Keyboard
- GamePad + Keyboard
Example | File.properties
- Player 1
P1_SERVICE = 3
P1_START = 1
P1_COIN = 5
P1_UP = UP
P1_DOWN = DOWN
P1_LEFT = LEFT
P1_RIGHT = ALT
P1_BUTTON_1 = SPACE
P1_BUTTON_2 = CTRL
P1_BUTTON_3 = C
P1_BUTTON_4 = A
P1_BUTTON_5 = V
P1_BUTTON_6 = B
- Player 2
P2_SERVICE = 4
P2_START = 2
P2_COIN = 6
P2_UP = R
P2_DOWN = F
P2_LEFT = G
P2_RIGHT = D
P2_BUTTON_1 = A
P2_BUTTON_2 = S
P2_BUTTON_3 = E
P2_BUTTON_4 = Q
P2_BUTTON_5 = W
P2_BUTTON_6 = E
- Board
TEST_TILT1 = 3
TEST_TILT2 = 7
TEST_TILT3 = 8
TEST_MODE = T
EXIT_CODE = ESC
Direct Input | Based on Hook's | DIKCodes
- Player 1
[Display address] [Value] [Byte] [Key]
0000000000000000 00 . Start
0000000000000004 00 . Coin
0000000000000008 00 . Service
000000000000000C 00 . Up
0000000000000010 00 . Down
0000000000000014 00 . Left
0000000000000018 00 . Right
000000000000001C 00 . Btn 1
0000000000000020 00 . Btn 2
0000000000000024 00 . Btn 3
0000000000000028 00 . Btn 4
000000000000002C 00 . Btn 5
0000000000000030 00 . Btn 6
- Player 2
[Display address] [Value] [Byte] [Key]
0000000000000034 00 . Start
0000000000000038 00 . Coin
000000000000003C 00 . Service
0000000000000040 00 . Up
0000000000000044 00 . Down
0000000000000048 00 . Left
000000000000004C 00 . Right
0000000000000050 00 . Btn 1
0000000000000054 00 . Btn 2
0000000000000058 00 . Btn 3
000000000000005C 00 . Btn 4
0000000000000060 00 . Btn 5
0000000000000064 00 . Btn 6
- Board
[Display address] [Value] [Byte] [Key]
0000000000000068 00 . Test Mode
000000000000006C 00 . Exit
- GamePad Input (Reverse Engineering)
Is JOY = (n & 0x80000000)
Is JOY AXIS = (n & 0x000F0000)
Buttons
0x800000ZZ
0x80 - JOY Enum [00 - 01 - 02 ... ]
0x00
0x00
0xZZ - JoyButton [00 - 01 - 02 - 03 - 04 ...]
Example:
0x80000001 (Joy 00 Button 01)
0x80000002 (Joy 00 Button 02)
..
Joystick
0x80PPZ8YA
0x8X - JOY Enum [00 - 01 - 02 ... ]
0xPP - AXIS -> 01 (X+) | 11 (X-) | 02 (Y+) | 12 (Y-) | 03 (Z+) | 13 (Z-)
0xZ8YA - RANGE
Example: | Joy00 | -Y | -1000 |
0x8012FC18 | 1000 0000 0001 0010 1111 1100 0001 1000 ( Joy00 Axis -Y -1000)
| Joy01 | +Y | +1000 |
0x810203E8 | 1000 0001 0000 0010 1111 1100 0011 1000 ( Joy01 Axis +Y +1000)
Resume:
[Display address] [Hexa Code] [Hexa Code] [Ascii Code]
0000000000000000 18 FC 12 80 06 00 00 00 06 00 00 00 C8 00 00 00 ................
0000000000000010 D0 00 00 00 CB 00 00 00 CD 00 00 00 02 00 00 00 ................
0000000000000020 03 00 00 00 04 00 00 00 05 00 00 00 06 00 00 00 ................
0000000000000030 07 00 00 00 32 00 00 00 31 00 00 00 30 00 00 00 ....2...1...0...
0000000000000040 2F 00 00 00 2E 00 00 00 01 00 00 X1 03 00 00 X1 /...............
0000000000000050 02 00 00 X1 25 00 00 00 24 00 00 00 23 00 00 00 ........$...#...
0000000000000060 22 00 00 00 21 00 00 00 01 00 00 08 02 00 00 08 "...!...........
- Input Tool to map output file *.bin
Inicializando
Logger: 2019-06-07_00-48-04-LoggerJvs.log
Escribo 6 bytes... -> [ E0 FF 03 F0 D9 CB ] 0xE0FF03F0D9CB
[E0] = SYNC_CODE OK
[FF] = BROADCAST A TODOS LOS NODOS
[03] =
[F0] = RESET ALL NODES
[D9]
[CB] =
Envío 0 bytes... -> [ ]
............................
Escribo 6 bytes... -> [ E0 FF 03 F1 01 F4 ] 0xE0FF03F101F4
[E0] = SYNC_CODE OK
[FF] = BROADCAST A TODOS LOS NODOS
[03] =
[F1] = Set Address
[01]
[F4] =
Envío 6 bytes... -> [ XXXXXXXXXXX ]
............................
Escribo 5 bytes... -> [ E0 01 02 10 13 ] 0xE001021013
[E0] = SYNC_CODE OK
[01] = ESCLAVO
[02] =
[10] = I/O IDENTIFICADOR
[13] =
Envío 58 bytes... -> [ XXXXXXXXXXX ]
............................
Escribo 5 bytes... -> [ E0 01 02 11 14 ] 0xE001021114
[E0] = SYNC_CODE OK
[01] = ESCLAVO
[02] =
[11] = COMANDO REVISION FORMATO
[14] =
Envío 7 bytes... -> [ XXXXXXXXXXX ]
...
............................
Escribo 5 bytes... -> [ E0 00 02 00 02 ]
[E0] = SYNC_CODE OK
[00] = MAESTRO
[02] =
[00] = RESETEANDO MAQUINA (Exit Game)
[02] =
Envío 6 bytes... -> [ XXXXXXXXXXX ]
Inicializando
Logger: 2020-01-19_14-50-21-LoggerFAST-io.log
Abriendo conexion
Hook_iDmacDrvOpen[_in_] (deviceId: 1 | outBuffer: 00000000 | flags: 00000000)
Hook_iDmacDrvOpen[_out_] (deviceId: 1 | outBuffer: 00000001 | flags: FFFFFFFF)
............................
Leyendo datos
Hook_iDmacDrvRegisterRead
Discovery [0x400]
XXXXXXXXX [0x4000] ?
XXXXXXXXX [0x4004] ?
XXXXXXXXX [0x4000] ?
............................
** FOR:
Escribiendo datos
Hook_iDmacDrvRegisterWrite
XXXXXXXXX [0x4000] ?
............................
Leyendo datos
Hook_iDmacDrvRegisterRead
XXXXXXXXX [0x4004] ?
............................
Escribiendo datos
Hook_iDmacDrvRegisterWrite
XXXXXXXXX [0x4004] ?
............................
Leyendo datos
Hook_iDmacDrvRegisterRead
Input Key P1 - P2 [0x4120]
XXXXXXXXX [0x4124] ?
XXXXXXXXX [0x4128] ?
XXXXXXXXX [0x412C] ?
XXXXXXXXX [0x41A0] ?
XXXXXXXXX [0x41A4] ?
XXXXXXXXX [0x41A8] ?
XXXXXXXXX [0x41AC] ?
............................
Escribiendo datos
Hook_iDmacDrvRegisterWrite
XXXXXXXX [0x4100] ?
XXXXXXXX [0x4104] ?
XXXXXXXX [0x4108] ?
XXXXXXXX [0x410C] ?
Coin Input P1 [0x4140]
Coin Input P2 [0x4144]
XXXXXXXX [0x4180] ?
XXXXXXXX [0x4184] ?
XXXXXXXX [0x4188] ?
XXXXXXXX [0x418C] ?
............................
Leyendo datos
Hook_iDmacDrvRegisterRead
Coin Input P1 [0x4140]
Coin Input P2 [0x4144]
Coin Input P2 [0x4144]
XXXXXXXX [0x41C0] ?
XXXXXXXX [0x41C4] ?
** FOR
...
Cerrando conexion
Hook_iDmacDrvClose (deviceId: 1 | access: 004E4BDC) -> You can only close game with Test Mode
- Color Inverting per-stage texture processing
- No filter stretch
- Fetch stream vertex
- Primitives to render
- Rendered entities without alpha
- Filters in runtime
- Reverse pixel mode in runtime / Nearest-Point Sampling
- Diffuse CyberPunk Lights
- Spot Light Type
- Linear Filter (LF)
- Bilinear Filter (BF)
- Anisotropic Filter (AF)
- Sound Create
- Sound Capture
- Sound Full Duplex
- Sound Full Duplex Create
- Sound EnumerateA
- Sound EnumerateW
- Sound Buffer
- Dynamic virtual Hard Disk (VHD)
- Substitute a drive letter for local path
- Save/Config0000.bin
- setting.dat
- hiscore.dat
- game.dat
- Clone
- Extends
- Monitor_1
- Monitor_2
- Windowed
- Windowed Center
- Fullscreen (Windowed Magnifier)
- Fullscreen Native
- 1:1
- 2:1
- 3:2
- 3:4 - Vertical
- 4:1
- 4:3
- 5:3
- 5:4
- 6:5
- 7:9 - Vertical
- 8:3
- 8:7
- 9:16 - Vertical
- 16:9
- 16:10
- 16:15
- 19:12
- 19:14
- 30:17
- 32:9
- 0°
- 90°
- 180°
- 270°
- Show
- Hidden
- Animation
- Controller
- Menu
- Video
- System
- Classic
- Blur Effect w/fullscreen
- Cosplay 3D Mahjong - 401300 - Video (WIP)
- Puzzle Bobble - 301200 - Inputs (WIP)
PLATFORM | NAME | MANUFACT | YEAR | GENRE | Intel HP Graphics 4500 | Intel HP Graphics 620 | ATI HD 4770 | ATI HD 5870 | AMD RX 570 | AMD RX 580 | |
---|---|---|---|---|---|---|---|---|---|---|---|
TTX | Chaos Breaker | Eolith | 2004 | Fighter | 45FPS | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | |
TTX | Giga Wings Generations | Takumi Corporation | 2004 | SHMUP | 50FPS | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | |
TTX | Homura | skonec | 2005 | SHMUP | 50FPS | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | |
TTX | Raiden III | MOSS | 2005 | SHMUP | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | |
TTX | Raiden III Export | MOSS | 2005 | SHMUP | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | |
TTX | Raiden IV | MOSS | 2005 | SHMUP | 50FPS | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | |
TTX | Spica Adventure | Taito | 2005 | Platform | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | |
TTX | Tetris The Grand Master 3 Terror Instinct | Arika | 2005 | Puzzle | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | |
TTX | Shikigami no Shiro III | Alfa System, Skonec, Barnhouse Effect | 2006 | SHMUP | 45FPS | 60FPS | 50FPS | 60FPS | 60FPS | 60FPS | |
TTX2 | Battle Fantasia | Arc System Works | 2007 | Fighter | -- | 60FPS | 50FPS | 60FPS | 60FPS | 60FPS | |
TTX2 | BlazBlue: Calamity Trigger | Arc System Works | 2008 | Fighter | -- | 50FPS | 45FPS | 60FPS | 60FPS | 60FPS | |
TTX2 | BlazBlue: Continuum Shift 1 | Arc System Works | 2009 | Fighter | -- | 50FPS | 40FPS | 55FPS | 55FPS | 60FPS | |
TTX2 | BlazBlue: Continuum Shift 2 | Arc System Works | 2010 | Fighter | -- | 55FPS | 50FPS | 60FPS | 60FPS | 60FPS | |
TTX2 | King of Fighters Maximum Impact Regulation A | SNK Playmore | 2007 | Fighter | -- | 50FPS | 40FPS | 60FPS | 60FPS | 60FPS | |
TTX2 | Power Instinct 5 Matrimelee 2: Goketsuji Ichizoku Matsuri Senzo Kuyou | Atlus and Noise Factory | 2009 | Fighter | 45FPS | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | |
TTX2 | The King of Fighters XII | SNK Playmore | 2012 | Fighter | -- | 55FPS | 45FPS | 60FPS | 60FPS | 60FPS | |
TTX2 | Trouble Witches AC | Taito | 2008 | Action | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | |
TTX2 | Street Fighter IV | Capcom | 2008 | Fighter | -- | 55FPS | 40FPS | 655FPS | 55FPS | 60FPS | |
TTX2 | Super Street Fighter IV Arcade Edition (NESYS) | Capcom | 2010 | Fighter | -- | 55FPS | 40FPS | 55FPS | 55FPS | 60FPS | |
NESICAxLive | Raiden III | MOSS | 2012 | SHMUP | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | |
NESICAxLive | Daemon Bride | Examu | 2009 | Fighter | 45FPS | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | |
NESICAxLive | Elevator Action | Taito | 2014 | Action | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | |
NESICAxLive | Arcana Heart 2 v2.1 | Examu | 2012 | Fighter | 45FPS | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | |
NESICAxLive | Rastan Saga | Taito | 2012 | Action | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | |
NESICAxLive | Space Invaders | Taito | 2012 | Action | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS | 60FPS |
- Homura (ほむら) Arcade (2005) | 15Khz CRT Widely mode
- Blazblue Continuum Shift I (ブレイブルーコンティニュアムシフト) | 15Khz CRT Gameplay
- Battle Fantasia (バトルファンタジア) Batoru Fantajia | 1cc 15Khz CRT Gameplay
- Trouble Witches AC (トラブル☆ウィッチーズAC) Arcade (2008) - Taito Type x2 | 15Khz CRT Gameplay
- Loader Dumps Arcade Emulator Snap in Sega Astro City Cabinet - (アストロシティ - ASUTOROSHITI) CRT 15 Khz
- King of Fighter Maximum Impact A | (ケーオーエフ マキシマムインパクト) Taito Type X2 - Pad-controller)
- King of Fighter Maximum Impact A | (ケーオーエフ マキシマムインパクト) Taito Type X2 - Improving Emulation
- Super Street Fighter IV: Arcade Edition v1.0 (NESYS) | (スーパーストリートファイターIV アーケードエディション) Pair Device
- Hyperspin - Super Street Fighter IV: Arcade Edition v1.0 (NESYS) | (スーパーストリートファイターIV アーケードエディション)
- Super Street Fighter IV: Arcade Edition v1.0 (NESYS) | (スーパーストリートファイターIV アーケードエディション)
- Hyperspin - Street Fighter IV (ストリートファイター IV, Sutorīto Faitā Fō)
- Street Fighter IV (ストリートファイター IV, Sutorīto Faitā Fō) - Native Resolution
- Street Fighter IV (ストリートファイター IV, Sutorīto Faitā Fō) - GamePad PoC 3
- Street Fighter IV (ストリートファイター IV, Sutorīto Faitā Fō) - GamePad PoC 2
- Street Fighter IV (ストリートファイター IV, Sutorīto Faitā Fō) - GamePad PoC 1
- Street Fighter IV (ストリートファイター IV, Sutorīto Faitā Fō) - Curiosidades
- Street Fighter IV (ストリートファイター IV, Sutorīto Faitā Fō) - Windowed Mode 60FPS
- Street Fighter IV (ストリートファイター IV, Sutorīto Faitā Fō) - Taito Opening
- Street Fighter IV (ストリートファイター IV, Sutorīto Faitā Fō) - Taito JVS i/o error
- Hyperspin - The King of Fighters XII (ザ・キング・オブ・ファイターズ) 60 FPS
- Hyperspin - BlazBlue Calamity Trigger (ブレイブルー カラミティトリガー) 50 FPS
- Blazblue Continuum Shift II (ブレイブルーコンティニュアムシフト) - Opening
- Arcana Heart 2 (すごい! アルカナハート 2) - NESICAxLive Battle 3/3
- Arcana Heart 2 (すごい! アルカナハート 2) - NESICAxLive Battle 2/3
- Arcana Heart 2 (すごい! アルカナハート 2) - NESICAxLive Battle 1/3
- Arcana Heart 2 (すごい! アルカナハート 2) - NESICAxLive Battle 2/2
- Arcana Heart 2 (すごい! アルカナハート 2) - NESICAxLive Battle 1/2
- Arcana Heart 2 (すごい! アルカナハート 2) - NESICAxLive Openning
- Arcana Heart 2 (すごい! アルカナハート 2) - NESICAxLive - Windowed Mode & Test Board
- Blazblue Continuum Shift I (ブレイブルーコンティニュアムシフト) - Disable Texture Filtering 2/2
- Blazblue Continuum Shift I (ブレイブルーコンティニュアムシフト) - Disable Texture Filtering 1/2
- BlazBlue Calamity Trigger (ブレイブルー カラミティトリガー) 60 FPS
- Blazblue Continuum Shift I (ブレイブルーコンティニュアムシフト) - Opening
- BlazBlue Calamity Trigger (ブレイブルー カラミティトリガー) 50 FPS - Pause with Blur Effect
- Tab-Menu - Dynamic resolution at runtime -Power Instinct 5 (豪血寺一族) - Taito Type x2
- PAUSE - Power Instinct 5 (豪血寺一族) - Taito Type x2
- PAUSE - Rastan Saga (ラスタンサーガ) Arcade (2014) - NesicaxLive
- TAB-Menu - Runtime hacking colors - Rastan Saga (ラスタンサーガ) Arcade (2014) - NesicaxLive
- TAB-Menu - Attached to the game
- TAB-Menu - Read properties & save state
- TAB-Menu - PoC
- BlazBlue: Calamity Trigger (ブレイブルー カラミティトリガー) 50 FPS - Cached Shaders Filter LP
- BlazBlue: Calamity Trigger (ブレイブルー カラミティトリガー) 35 FPS (Poor) - Textures OK
- BlazBlue: Calamity Trigger (ブレイブルー カラミティ トリガー BureiBurū: Karamiti Torigā) - Opening extract
- BlazBlue: Calamity Trigger (ブレイブルー カラミティ トリガー BureiBurū: Karamiti Torigā) - Filter crash
- BlazBlue: Calamity Trigger (ブレイブルー カラミティ トリガー BureiBurū: Karamiti Torigā) - Opening
- Daemon Bride (デモンブライドが ) Additional Gain - NESICAxLive - 60FPS (Cut)
- Daemon Bride (デモンブライドが ) Additional Gain - NESICAxLive - 60FPS
- Daemon Bride (デモンブライドが ) Additional Gain - NESICAxLive | Decode Video Fixing
- Daemon Bride (デモンブライドが ) Additional Gain - NESICAxLive | Windowed Crash | WIP
- Loader Dumps Arcade - POC Display 2 control
- Loader Dumps Arcade - POC clone monitors
- Loader Dumps Arcade - POC extend display
- Loader Dumps Arcade - Splash v.0.0.7
- Battle Fantasia (バトルファンタジア) Batoru Fantajia - Loader Dumps Arcade | Match 8 (Final Boss) - 60 FPS
- Battle Fantasia (バトルファンタジア) Batoru Fantajia - Loader Dumps Arcade | Match 7 - 60 FPS
- Battle Fantasia (バトルファンタジア) Batoru Fantajia - Loader Dumps Arcade | Match 6 - 60 FPS
- Battle Fantasia (バトルファンタジア) Batoru Fantajia - Loader Dumps Arcade | Match 5 - 60 FPS
- Battle Fantasia (バトルファンタジア) Batoru Fantajia - Loader Dumps Arcade | Match 4 - 60 FPS
- Battle Fantasia (バトルファンタジア) Batoru Fantajia - Loader Dumps Arcade | Match 3 - 60 FPS
- Battle Fantasia (バトルファンタジア) Batoru Fantajia - Loader Dumps Arcade | Match 2 - 60 FPS
- Battle Fantasia (バトルファンタジア) Batoru Fantajia - Loader Dumps Arcade | Match 1 - 60 FPS
- The King of Fighters XII (ザ・キング・オブ・ファイターズ) KOF XII - Loader Dumps Arcade - Match 3 60 FPS
- The King of Fighters XII (ザ・キング・オブ・ファイターズ) KOF XII - Loader Dumps Arcade - Match 2 60 FPS
- The King of Fighters XII (ザ・キング・オブ・ファイターズ) KOF XII - Loader Dumps Arcade - Match 1 60 FPS
- The King of Fighters XII (ザ・キング・オブ・ファイターズ) KOF XII - Loader Dumps Arcade - Opening 60 FPS
- The King of Fighters XII (ザ・キング・オブ・ファイターズ) KOF XII - Taito Type x2 | AlphaBlending
- The King of Fighters XII (ザ・キング・オブ・ファイターズ) KOF XII - Taito Type x2 | Pallete Color Hack
- The King of Fighters XII (ザ・キング・オブ・ファイターズ) KOF XII - Taito Type x2 | Aspect Ratio supported
- Homura (ほむら) Arcade (2005) - Taito Type x | Vertical Aspect Ratio supported
- Power Instinct 5 (豪血寺一族) - Taito Type x2 | Aspect Ratio 4:3 Fullscreen vs Native
- Aspect ratio / Resolutions screen
- Power Instinct 5 (豪血寺一族) - Taito Type x2 | Test gaming Elizabeth
- Power Instinct 5 (豪血寺一族) - Taito Type x2 | Test gaming Ume
- Power Instinct 5 (豪血寺一族) - Taito Type x2 | Invert Color
- Power Instinct 5 (豪血寺一族) - Taito Type x2 | Fullscreen 60 FPS
- Power Instinct 5 (豪血寺一族) - Taito Type x2 | Windowed Hack 60 FPS
- Battle Fantasia (バトルファンタジア) Batoru Fantajia - Taito Type x2 | Hack Scaling Players - Deathbringer 2
- Battle Fantasia (バトルファンタジア) Batoru Fantajia - Taito Type x2 | Hack Scaling Players - Deathbringer
- Battle Fantasia (バトルファンタジア) Batoru Fantajia - Taito Type x2 | Hack Scaling Players - Ves
- Shikigami no Shiro III (式神の城III) Arcade (2006) - Taito Type X | Stage 1 & 2
- Battle Fantasia (バトルファンタジア) Batoru Fantajia - Taito Type x2 | Opening
- Shikigami no Shiro III (式神の城III) Arcade (2006) - Taito Type X | Invert Color
- Shikigami no Shiro III (式神の城III) Arcade (2006) - Taito Type X | Improve FPS
- Shikigami no Shiro III (式神の城III) Arcade (2006) - Taito Type X | Rotation & Windowed Hack
- Space Invaders (スペースインベーダー) Arcade (2012) NESICAxLive | Fullscreen
- Space Invaders (スペースインベーダー) Arcade (2012) NESICAxLive | Windowed Hack
- Space Invaders (スペースインベーダー) Arcade (2012) NESICAxLive - iDmacDrv32 | PCB FAST I/O Buttons Board Test
- Space Invaders (スペースインベーダー) Arcade (2012) NESICAxLive - Hooking iDmacDrv32 | PCB FAST I/O Coin Error
- Space Invaders (スペースインベーダー) Arcade (2012) NESICAxLive - Hooking iDmacDrvRegisterRead | PCB FAST I/O
- Space Invaders (スペースインベーダー) Arcade (2012) NESICAxLive - Hooking iDmacDrv32Open | PCB FAST I/O
- Space Invaders (スペースインベーダー) Arcade (2012) NESICAxLive - Fast-io Error
- Rastan Saga (ラスタンサーガ) Arcade (2014) - NesicaxLive | Invert Color
- Elevator Action (エレベーターアクション) Arcade (2014) - NesicaxLive | Invert Color
- Elevator Action (エレベーターアクション) Arcade (2014) - NesicaxLive | Fullscreen Hack
- Elevator Action (エレベーターアクション) Arcade (2014) - NesicaxLive | Windowed Hack
- Spica Adventure (スピカアドベンチャー) Arcade (2005) - NesicaxLive | Level 3 - Space Invader Boss
- Spica Adventure (スピカアドベンチャー) Arcade (2005) - NesicaxLive | Fullscreen Mode
- Spica Adventure (スピカアドベンチャー) Arcade (2005) - NesicaxLive| Windowed Mode
- Tetris The Grand Master 3 Terror Instinct / TGM3 (の認定モードに挑戦のムービー) Arcade (2005) | Fullscreen Mode
- Tetris The Grand Master 3 Terror Instinct / TGM3 (の認定モードに挑戦のムービー) Arcade (2005) | Fullscreen w/Border
- Tetris The Grand Master 3 Terror Instinct / TGM3 (の認定モードに挑戦のムービー) Arcade (2005) | Windowed Mode
- Tetris The Grand Master 3 Terror Instinct / TGM3 (の認定モードに挑戦のムービー) Arcade (2005) | Viewport Hacking
- Tetris The Grand Master 3 Terror Instinct / TGM3 (の認定モードに挑戦のムービー) Arcade (2005) | Game Hacking
- Giga wing Generation (翼神ギガウイング ジェネレーションズ) Arcade (2004) - Taito Type X | Longplay GameHacking
- Giga wing Generation (翼神ギガウイング ジェネレーションズ) Arcade (2004) - Taito Type X | Bad Stencil Graphic
- Giga wing Generation (翼神ギガウイング ジェネレーションズ) Arcade (2004) - Taito Type X | Windowed Mode
- Chaos Breaker (カオスブレイカー) Arcade (2004) - Taito Type X | Working 100% Stage 3-4
- Chaos Breaker (カオスブレイカー) Arcade (2004) - Taito Type X | Working 100% Stage 1-2
- Raiden IV (雷電IV Raiden Fō) Arcade 2007 Taito Type X | Anisotropico Filter
- Raiden IV (雷電IV Raiden Fō) Arcade 2007 Taito Type X | Invert Colors
- Chaos Breaker (カオスブレイカー) Arcade (2004) - Taito Type X | Anisotropico Filter
- Chaos Breaker (カオスブレイカー) Arcade (2004) - Taito Type X | Invert Color
- Chaos Breaker (カオスブレイカー) Arcade (2004) - Taito Type X | Improving 60FPS
- Chaos Breaker (カオスブレイカー) Arcade (2004) - Taito Type X | Fullscreen
- Chaos Breaker (カオスブレイカー) Arcade (2004) - Taito Type X | Windowed HD
- Chaos Breaker (カオスブレイカー) Arcade (2004) - Taito Type X | Windowed Mode
- Raiden IV (雷電IV Raiden Fō) Arcade (2007) - Taito Type X | Opening Gameplay Fixed
- Raiden III (雷電III, Raiden Surī) Arcade (2005) - Taito Type x | Opening Gameplay Fixed
- Homura (ほむら) Arcade (2005) - Taito Type x | Level 2 Invert color texture
- Homura (ほむら) Arcade (2005) - Taito Type x | Level 1 Invert color texture
- Homura (ほむら) Arcade (2005) - Taito Type x | Fixing game exit
- Homura (ほむら) Arcade (2005) - Taito Type x | Fixing Back buffer
- Homura (ほむら) Arcade (2005) - Taito Type x | Level 4
- Homura (ほむら) Arcade (2005) - Taito Type x | Level 3
- Homura (ほむら) Arcade (2005) - Taito Type x | Level 2
- Homura (ほむら) Arcade (2005) - Taito Type x | Level 2 Hack Stretch Rendered
- Homura (ほむら) Arcade (2005) - Taito Type x | Level 1
- Homura (ほむら) Arcade (2005) - Taito Type x | Fullscreen Rotation 90° - 60 FPS
- Homura (ほむら) Arcade (2005) - Taito Type x | Fullscreen Rotation 90° - Bad FPS...
- Homura (ほむら) Arcade (2005) - Taito Type x | Windowed
- Homura (ほむら) Arcade (2005) - Taito Type x | Hooking Video
- Launcher Sync vs Async
- Launcher Async + Destroyer Process + Modularity addons
- Loader & Demon - Capture Process w ThreadKernel
- VHD vs SUBST to mount a drive letter
- Substitute a drive letter for local path
- Hooking - Capturing pop-up window when mounting a VHD in runtime
- Trouble Witches AC (トラブル☆ウィッチーズAC) Arcade (2008) - Taito Type x2 | Alpha Blending Longplay
- Raiden IV (雷電IV Raiden Fō) Arcade (2007) - Taito Type X | Alpha Blending Level-5
- Raiden IV (雷電IV Raiden Fō) Arcade (2007) - Taito Type X | Alpha Blending Level-4
- Raiden IV (雷電IV Raiden Fō) Arcade (2007) - Taito Type X | Alpha Blending Level-3
- Raiden IV (雷電IV Raiden Fō) Arcade (2007) - Taito Type X | Alpha Blending Level-2
- Raiden IV (雷電IV Raiden Fō) Arcade (2007) - Taito Type X | Alpha Blending Level-1
- Raiden IV (雷電IV Raiden Fō) Arcade (2007) - Taito Type X | Alpha Blending Longplay
- Raiden IV (雷電IV Raiden Fō) Arcade (2007) - Taito Type X | Fullscreen 60 fps
- Raiden IV (雷電IV Raiden Fō) Arcade (2007) - Taito Type X | Working 100% | 60 fps
- Raiden IV (雷電IV Raiden Fō) Arcade (2007) - Taito Type X | Demostration gamePlay
- Raiden IV (雷電IV Raiden Fō) Arcade (2007) - Taito Type X | Automatic virtual disk
- Raiden IV (雷電IV Raiden Fō) Arcade (2007) - Taito Type X | Partition disk D
- Raiden IV (雷電IV Raiden Fō) Arcade (2007) - Taito Type X | Fullscreen & Rotation Display
- Raiden IV (雷電IV Raiden Fō) Arcade (2007) - Taito Type X | Windowed
- Raiden IV (雷電IV Raiden Fō) Arcade (2007) - Taito Type X | Error Direct3Dバックバッファ取得失敗
- Raiden III (雷電III, Raiden Surī) Arcade (2005) - Taito Type x | Spot Light Type
- Raiden III (雷電III, Raiden Surī) Arcade (2005) - Taito Type x | Diffuse CyberPunk Lights
- Trouble Witches AC (トラブル☆ウィッチーズAC) - Taito Type x2 | Texture Filtering in runtime | Nearest-Point
- Raiden III (雷電III, Raiden Surī) Arcade (2005) - Taito Type x | Reverse pixel mode in runtime
- Raiden III (雷電III, Raiden Surī) Arcade (2005) - Taito Type x | Filters in runtime
- Raiden III (雷電III, Raiden Surī) Arcade (2005) - Taito Type x | Working 100%
- Raiden III (雷電III, Raiden Surī) Arcade (2005) - Taito Type x | Rendered entities without alpha
- Raiden III (雷電III, Raiden Surī) Arcade (2005) - Taito Type x | Rotation Native Screen 90º
- Raiden III (雷電III, Raiden Surī) Arcade (2005) - Taito Type x | Proof of concept screen rotation 0 - 90 - 180 - 270
- Trouble Witches AC (トラブル☆ウィッチーズAC) Arcade (2008) - Taito Type x2 | Working 100%
- Trouble Witches AC (トラブル☆ウィッチーズAC) Arcade (2008) - Taito Type x2 | Primitives to render
- Trouble Witches AC (トラブル☆ウィッチーズAC) Arcade (2008) - Taito Type x2 | Fetch stream vertex
- Trouble Witches AC (トラブル☆ウィッチーズAC) Arcade (2008) - Taito Type x2 | Utils bad text rendering
- Trouble Witches AC (トラブル☆ウィッチーズAC) Arcade (2008) - Taito Type x2 | No filter stretch
- Trouble Witches AC (トラブル☆ウィッチーズAC) Arcade (2008) - Taito Type x2 | Hidden background
- Raiden III (雷電III, Raiden Surī) Arcade (2005) - Taito Type x | JVS working
- Raiden III (雷電III, Raiden Surī) Arcade (2005) - Taito Type x | Hooking Display
- Raiden III (雷電III, Raiden Surī) Arcade (2005) - Taito Type x | I/O Error PC
- Trouble Witches AC (トラブル☆ウィッチーズAC) - Taito Type x2 | JVS I/O Coin Error overflow w/ +40000 credits
- Trouble Witches AC (トラブル☆ウィッチーズAC) Arcade (2008) - Taito Type x2 | Test Mode input mapping w/JVS I/O
- Trouble Witches AC (トラブル☆ウィッチーズAC) Arcade (2008) - Taito Type x2 | Mapping input async
- Trouble Witches AC (トラブル☆ウィッチーズAC) Arcade (2008) - Taito Type x2 | JVS I/O Error
- Trouble Witches AC (トラブル☆ウィッチーズAC) Arcade (2008) - Taito Type x2 | Speed video
- Trouble Witches AC (トラブル☆ウィッチーズAC) Arcade (2008) - Taito Type x2 | Solved JVS I/O ERROR (00)
- Rastan Saga (ラスタンサーガ) Arcade (2014) - NesicaxLive | Windowed size Optimization
- Rastan Saga (ラスタンサーガ) Arcade (2014) - NesicaxLive | icon set hwnd
- Rastan Saga (ラスタンサーガ) Arcade (2014) - NesicaxLive | Windowed screen
- Rastan Saga (ラスタンサーガ) Arcade (2014) - NesicaxLive | Hook input keyboard
- Rastan Saga (ラスタンサーガ) Arcade (2014) - NesicaxLive | Directx vertical hooking
- Rastan Saga (ラスタンサーガ) Arcade (2014) - NesicaxLive | Directx size hooking
- Rastan Saga (ラスタンサーガ) Arcade (2014) - NesicaxLive | Directx Display hooking II
- Rastan Saga (ラスタンサーガ) Arcade (2014) - NesicaxLive | Directx Display hooking I
- Inject Dll - Remote thread
- Api Hook - MessageBox | 32bits
- Api Hook - Keyboard Async GUI | 32bits
- Inject Dll - Interoperabilidad entre C# y C Nativo (APIENTRY DllMain)
- Inject Dll - Suspend & Resume
- Inject Dll - Suspend Process
- Inject Dll - Capture Handlers
- Launcher Process Async
-------------------------------------------------------------------------------
Language files blank comment code
-------------------------------------------------------------------------------
XML 142 173 345 286219
C/C++ Header 795 38483 84272 147221
C++ 114 4477 4607 16206
C 14 747 711 10235
C# 118 1478 3894 9043
MSBuild script 18 0 49 1653
Markdown 3 4 0 46
DOS Batch 8 1 0 27
XAML 2 1 0 15
JSON 5 0 0 5
Bourne Shell 2 7 22 4
Assembly 1 1 2 1
-------------------------------------------------------------------------------
SUM: 1222 45372 93902 470675
-------------------------------------------------------------------------------
- Desarrollando mi propio emulador para arquitecturas x86 en mi PC - Retroparla 2020
- Retrogaming: Una misión posible en sistemas Arcade de nueva generación - Retropolis 2019
- Podcast Taberna Nintendera - T02E16 - 037 - Programa 12_05_2019
- JVS vs JAMMA
- JVS conversion
- JVS protocols
- Jamma Video Standard
- Naomi I/O Board
- Manual Programmer NV API
- JVS
- JVS Original
- I/O Board
- Input Keys
- Cloc
- Use DLL Native with C/C++ in C# Project
- Function Pointers
- Windows Native API - Roger Orr [ACCU 2019]
- Previous Mode
- Kernel Native
- Creating a DLL with a .def file
- C++ : Gestión de memoria con std::unique_ptr (Smart Pointers)
- Game System Requirements
- FAST I/O PCB
- Texture shader
- EDA's
- Calculate CRC32 online
- Hyperspin wheels
- Media
- iDmacDrv32 dll using declspec(dllexport)
- iDmacDrv32 dll using a .def file
- Aspect Ratio
- Tab-Menu
- Fix vcruntime100.dll | win10
Loader Dump Arcade is programmed by vicboma1, all this is a homebrew development with reverse engineering, non official technical documentation and a lot of personal time.
Development environment
[2017-XXXX]
Original TTX Arcade System w/Raiden III
[2017-2019]
Macbook 2015 - CPU 2.2Ghz
Bootcamp Native - Windows 8
Intel HP Graphics 4500 | ---
8GB RAM
[2020-XXXX]
Dell
Intel Core i5-7200U
CPU 2.5Ghz | 2Cores - 4Nucleos
Intel HP Graphics 620 | ---
16GB RAM
Twitter : https://twitter.com/vicboma1
Youtube : https://www.youtube.com/channel/UCIyHFDfIyH2Z7FUQBiUxs4g
This software is provided as-is, and is licensed under the MIT License.
MIT License
Copyright (c) 2024 Victor Bolinches
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.