This is a quick pipeline test converting tilemaps data for IGS PGM and MVS, mainly to get a feeling for tilemap memory requirements. To try this you'll need to merge them with your own kov2.zip and ssideki2.zip, because these archives only contain my changed files. They are 7-zip archives wrapped in zip archives. It's probably easiest to set up a separate MAME so you don't mess up your main copy. Apparently the only way to launch games in MAME with invalid checksums is to use the command line.
The stick scrolls the map, buttons select the next or previous map.
The original graphics are from the old Amiga game "Disposable Hero", chosen for their size and colour depth (And because I was able to rip the maps with Maptapper). The original graphics are 16x16 tiles by 32 colours, with some tiles mirrored in Y. For PGM I'm combining 2x2 tiles to 32x32, and for NeoGeo I'm repacking the colours into 16 colour palettes.
So far I didn't have a chance to burn EPROMs to try either on original hardware. (Or find an MVS flash cartridge for sale.)
The stick scrolls the map, buttons select the next or previous map.
The original graphics are from the old Amiga game "Disposable Hero", chosen for their size and colour depth (And because I was able to rip the maps with Maptapper). The original graphics are 16x16 tiles by 32 colours, with some tiles mirrored in Y. For PGM I'm combining 2x2 tiles to 32x32, and for NeoGeo I'm repacking the colours into 16 colour palettes.
So far I didn't have a chance to burn EPROMs to try either on original hardware. (Or find an MVS flash cartridge for sale.)