Nemesis arcade emulator. (http://www.netg.se/~drac/nemesis.html) Important: ---------- This product or parts of it can not in any way be sold. Credits: -------- Arcade hardware reverse engeneering and implementation by Johan Köhler (drac@netg.se). 68000 emulator from UAE: Bernd Schmidt (crux@Pool.Informatik.RWTH-Aachen.DE). Z80 emulator: Marcel de Kogel (m.dekogel@student.utwente.nl) AY-3-8910 emulator(fMSX): Ville Hallik (ville@physic.ut.ee) AY emu updated by: Michael Cuddy (mcuddy@FensEnde.com) Extensive testing by Jason Pimble (jpimble@onramp.uscom.com) and Chuck Cochems . Needed to run: -------------- i386 or better: You will need a Pentium 166 or better to run in full speed. Win95: I will do a dos port later. DirectX: I am not sure if DX V2.0 works but DX V3.0 does. Video Mode 320x240: You must have this video mode, 90% of the graphic cards do though. Joystick. Not needed but neat. Keys: ----- '1': 1P start. '2': 2P start. '3': Coin. Arrow keys: 1P control. Shift: 1P fire 1. Alt: 1P fire 2. Space & Return: 1P fire 3. Control:  Autofire 1P fire 2 & 3. F1: reset. F2:  Vbl sync. F12: save nemesis.bmp '6':  Switch to test mode. (Reset to activate) ALT-F4:  quit. Known bugs/unimplemented features. ---------------------------------- * Dos port. (It will be slower but the people want it). * Dip switch settings. Logfile. -------- 24-Mar-97: V0.99 Sound added. (1 z80 emu and 2 psg's) Using Marcel de Kogel's z80 emu and the PSG emu from Michael Cuddy's gyruss emu. Big thanks guys. High and low frequency sound's sounds strange. Somtimes the sound goes strange in other ways. Oh well, see if I can look into it later. 23-Mar-97: V0.9 Chuck Cochems played tru the whole game for me and noted that the sprite on the end should zoom down before it exploded. I sort of boggeld at that, I had no idea the arcade could zoom sprites. Well implemented it anyway. Also fixed the laser bug and other sprite bugs. Thanks Chunk for your help. Now I consider the gfx part of the port as almost finished I know about 3 bugs but you wont notice them if you dont try to convert the game yourself. 22 Mar-97: V0.5 Got a photo from the real arcade The colors where not right. Added gamma correction. It is still not TOTALY correct. Im not using true gamma (Anyone have the formula handy?). Counted the actual number of colors the arcade uses. 451, dont know if a 16Bit version realy is nesseary. Also noticed that the arcade screen is 1.5 times wider than the emulator, might fix that if users want it. (Thanks to George ) 20 Mar-97: V0.4 Priority in layers and joystick support. 13 Mar-97: V0.3a and V0.3b DX bug fixes + sprite fixes. 12 Mar-97: V0.2 Flip bits correct on sprites and background. 12 Mar-97: V0.1 320x240 8 bits fullscreen mode. Color is right. 11 Mar-97: V0.02 Color right on background. 10 Mar-97: V0.01 Buggy version with wrong color. 8 Mar-97: - Started. /Johan Kohler (drac@netg.se)