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meteorts: MAME ROM Information.


History:

Meteorites (c) 1979 VGG.


- TRIVIA -


This game is a bootleg of "Asteroids". For more information about the game itself, please see the original Atari Upright entry.


Official products releases:

Asteroids [Upright model]

Asteroids [Cocktail model]

Asteroids [Cabaret model]


Licensed products:

Asteroids (Taito Corp.)

Asteroids (Sega)

Meteor [Upright model] (Hoei)

Meteor [Cocktail model] (Hoei)

Super Meteor [Upright model] (Hoei)

Super Meteor [Cocktail model] (Hoei)


Unofficial products:

Asterock (Sidam)

Asteroide (Maxenti)

Meteor (Omni)

Meteorites (VGG)

Planet (Alca)

Hyperspace (unknown)


- SOURCES -


Game's rom.




MAME Info:

0.132u2 [Andy Welburn, Dumping Union]

0.33b7 [?]

0.26 [Brad Oliver, Bernd Wiebelt, Allard van der Bas, Al Kossow, Hedley Rainnie, Eric Smith]


Artwork available


Bugs:

- asteroidb: Game is not booting correctly. haynor (ID 04174)


WIP:

- 0.145: Byte Surfer added clone Hyperspace (bootleg of Asteroids). Changed description of clone 'Asterock' to 'Asterock (bootleg of Asteroids)'.

- 0.141u4: Changed description of clones 'Meteorites' to 'Meteorites (bootleg of Asteroids)' and 'Meteor' to 'Meteor (bootleg of Asteroids)'.

- 0.141u2: Derrick Renaud fixed broken discrete sound in Asteroids.

- 0.140u1: Derrick Renaud optimized speed of DISCRETE_DAC_R1.

- 10th June 2010: Smitdogg - TrevEB dumped a bootleg of Asteroids called Space Carrier.

- 0.133u1: Renamed (asteroi2) to (asteroid2), (asteroi1) to (asteroid1), (asteroib) to (asteroidb).

- 13th July 2009: Smitdogg - Andy Welburn has found what appears to be an Asteroids Rev.3 PCB on his travels in the US! It isn't dumped yet but looks to be Rev.3 from markings on the chips, so hopefully the dump will go in our favor.

- 0.132u3: Brian Troha fixed rom names in Asteroids and clones. Added a new vector rom (035127-01.np3) to clone Asteroids (bootleg on Lunar Lander hardware).

- 0.132u2: Andy Welburn and Dumping Union added Asteroids (rev 4). Renamed (asteroid) to (asteroi2).

- 20th June 2009: Smitdogg - Thanks to Andrew Welburn we have the exclusive Asteroids (rev 4). His readme: I picked up a haul of NOS Atari proms recently, about 150 in all, 85 different types, in amongst them were a small number of 'normal' roms. Two of them looked a bit odd, they had paper labels, but they looked pretty official... So here they are, Asteroids Revision 04E as mentioned in the Star Tech Journal Vol 2 #5.

- 0.129u5: Couriersud added save state support to Asteroids.

- 0.128u4: Luigi30 derived clocks from crystals in the Asteroids driver.

- 0.125u9: Couriersud fixed assertions in all Asteroids driver sets.

- 0.125u4: Discrete sound update [Couriersud]: Added NODE_RELATIVE(NODE, offset) macro to discrete.h. Fixed driver to use this macro instead of adding directly to the node. This fixed abnormal discrete sounds.

- 0.125u1: Fabio Priuli fixed unable to credit up or play the game.

- 0.123u2: RansAckeR added DIP locations to Asteroids.

- 0.120u1: Andreas added clone Meteor (Hoei 1980).

- 0.115u1: Changed region proms to user1.

- 0.114u4: Aaron Giles fixed Asteroids and Lunar Lander controls to be buttons not joysticks.

- 18th February 2007: Mr. Do - The cocktail table artworks for Asteroids were vectored by Jcroach.

- 11th February 2007: Mr. Do - Jcroach was nice enough to vector the border frame for an Asteroids cocktail picked up from Gene at Vintage Arcade Superstore. Nice thing is this can serve as a template for quite a few Atari cocktail tables. First one up this week is Asteroids Deluxe, thanks to additional graphics from the BYOAC purchase.

- 0.108u5: Mathis Rosenhauer rewrote the Atari vector generators, using the schematics and actual state machine PROMs. The state machine is now emulated so timing should be much more realistic. Clipping hardware in bzone and others is emulated instead of hardcoded. Improved accuracy of clocks and various other bits of cleanup. Changed M6502 CPU clock speed to 1512000 Hz and added prom ($0 - DVG PROM).

- 0.108u1: Brian Troha improved documentation in the Asteroids driver.

- 0.102: Hans Andersson and Derrick Renaud updated the discrete thump sound in Asteroids to use component values instead of derived equations.

- 0.100u4: Kevin Jonas filled in missing Asteroids DIPs. Added dipswitches 'Center Mech' and 'Right Mech'.

- 0.90u3: Derrick Renaud fixed gain in Asteroids etc. broken in 0.90.

- 0.88u3: Pierpaolo Prazzoli added clone Meteorites.

- 0.85: Pierpaolo Prazzoli added conditional dipswitch support to Asterock.

- 0.76u2: Pierpaolo Prazzoli fixed dipswitches in to clone Asterock. Added 'Records Table' and 'Coin Mode'.

- 0.76u1: Pierpaolo Prazzoli added clone Asterock (Sidam 1979).

- 24th October 2003: Pierpaolo Prazzoli added Asterock, an Asteroids clone to the Asteroids driver.

- 0.68: Frank Palazzolo added new filter implementations to the asteroid/astdeluxe thrust sound. Derrick Renaud cleanup the discrete sound code and setup proper gain ratios and fixed saucer fire sound.

- 9th March 2003: Derrick Renaud submitted an improvement to Asteroids explosion sounds.

- 17th February 2003: Craig Aker fixed a problem in handling the LEDs in Asteroids Deluxe.

- 0.62: Improved sound in Asteroids [Ken Reneris].

- 3rd August 2002: Ken Reneris submitted another small improvement to the Asteroids discrete sound emulation and added phosphorescent persistence emulation to the vector graphics drawing code, possibly improving the look & feel of vector games.

- 24th July 2002: Ken Reneris and Keith Wilkins both submitted improvements to the discrete sound system in Asteroids.

- 0.58: Changed palettesize from 33024 to 32768 colors.

- 18th November 2001: Frank Palazzolo reported some progress with Asteroid sound emulation - only one of the sound effects remains incorrect.

- 17th January 2001: Bernd Wiebelt fixed a bug causing static in the discrete sound functions.

- 0.37b11: Some support for discrete component sound emulation [Keith Wilkins]. Replaced Custom sound with Discrete.

- 28th November 2000: Keith Wilkins sent in a discrete sound system update, fixing some sounds in Asteroids.

- 7th November 2000: Keith Wilkins sent in a preliminary version of discrete sound system emulation, not supporting any game yet.

- 0.37b3: Changed palettesize from 256 to 33024 colors.

- 0.36RC2: Added clone Asteroids (bootleg on Lunar Lander hardware).

- 28th February 2000: Juergen Buchmueller significantly improved the Asteroids sound simulation.

- 0.36RC1: Added Custom sound. Samples are no longer needed in Asteroids [Juergen Buchmueller].

- 15th February 2000: Juergen Buchmueller fixed some bugs in the Asteroids sound simulation.

- 13th February 2000: Juergen Buchmueller added preliminary analog sound simulation to Asteroids.

- 6th February 2000: Jarek Parchanski added better samples to Asteroids and Asteroids Deluxe.

- 0.33b7: Renamed (asteroid) to (asteroi1) and (asteroi2) to (asteroid). Inspired by Retrocade and Vector Dream, Bernd Wiebelt changed the vector games to use translucent vectors. Color intensities had to be lowered, if it feels to dark for you now, increase the gamma correction value.

- 0.30: Brad Oliver fixed the hiscore save. Changed description to 'Asteroids (rev 1)' and clone '(alternate version)' to 'Asteroids (rev 2)'.

- 0.29: Andrew Scott fixed high score saving in Asteroids.

- 0.27: Added clone Asteroids (alternate version).

- 0.26a: Some credits that were left out last time: Thanks to Al Kossow, Hedley Rainnie and Eric Smith for the code to their vecsim emulator which had emulated these games previously on the unix and the mac, and thanks to Neil Bradley for pointing out the critical bug in the vector generator engine which prevented Tempest from working.

- 0.26: Added Asteroids (Atari 1979). Game is playable with accurate colors and no sound. Thanks to the outstanding combined efforts of Brad Oliver, Bernd Wiebelt and Allard van der Bas, MAME entered in vectorial emulation world! All in a time, we have support for Asteroids, Asteroids Deluxe, Black Widow, Battlezone, Gravitar, Lunar Lander, Red Baron, Spaceduel and Tempest. Thanks to Al Kossow, Hedley Rainnie and Eric Smith for the code to their VECSIM emulator which had emulated these games previously on the UNIX and MAC. Control: Arrows = Left & Right rotate ship and Up trust, CTRL = Fire and ALT = Hyperspace.

- 15th September 1993: Dumped Asteroids (rev 1).


LEVELS: 1 (endless)


Other Emulators:

* AAE

* HiVE

* JAE

* Retrocade


Recommended Games (Asteroids):

Blasto

Asteroids

Asteroids Deluxe

Dai San Wakusei Meteor

Astropal

Space Duel

Space Force

Vortex

Moon Shuttle

Moon War

Space Fortress

Sinistar

Spectrum I+ (Vectrex - Mine Storm)

Blasteroids

Space Lords


Romset: 9 kb / 5 files / 7.00 zip




MAME XML Output:

       <game name="meteorts" sourcefile="asteroid.c" cloneof="asteroid" romof="asteroid">
              <description>Meteorites (bootleg of Asteroids)</description>
              <year>1979</year>
              <manufacturer>bootleg (VGG)</manufacturer>
              <rom name="m0_c1.bin" size="2048" crc="dff88688" sha1="7f4148a580fb6f605499c99e7dde7068eca1651a" region="maincpu" offset="6800"/>
              <rom name="m1_f1.bin" size="2048" crc="e53c28a9" sha1="d9f081e73511ec43377f0c6457747f15a470d4dc" region="maincpu" offset="7000"/>
              <rom name="m2_j1.bin" size="2048" crc="64bd0408" sha1="141d053cb4cce3fece98293136928b527d3ade0f" region="maincpu" offset="7800"/>
              <rom name="mv_np3.bin" size="2048" crc="11d1c4ae" sha1="433c2c05b92094bbe102c356d7f1a907db13da67" region="maincpu" offset="5000"/>
              <rom name="034602-01.c8" merge="034602-01.c8" size="256" crc="97953db8" sha1="8cbded64d1dd35b18c4d5cece00f77e7b2cab2ad" region="user1" offset="0"/>
              <chip type="cpu" tag="maincpu" name="M6502" clock="1512000"/>
              <chip type="audio" tag="mono" name="Speaker"/>
              <chip type="audio" tag="discrete" name="DISCRETE"/>
              <display tag="screen" type="vector" rotate="0" refresh="60.000000" />
              <sound channels="1"/>
              <input players="1" buttons="5" coins="3" service="yes" tilt="yes">
              </input>
              <dipswitch name="Service Mode" tag="IN0" mask="128">
                     <dipvalue name="Off" value="0" default="yes"/>
                     <dipvalue name="On" value="128"/>
              </dipswitch>
              <dipswitch name="Language" tag="DSW1" mask="3">
                     <dipvalue name="English" value="0" default="yes"/>
                     <dipvalue name="German" value="1"/>
                     <dipvalue name="French" value="2"/>
                     <dipvalue name="Spanish" value="3"/>
              </dipswitch>
              <dipswitch name="Lives" tag="DSW1" mask="4">
                     <dipvalue name="3" value="4" default="yes"/>
                     <dipvalue name="4" value="0"/>
              </dipswitch>
              <dipswitch name="Center Mech" tag="DSW1" mask="8">
                     <dipvalue name="X 1" value="0" default="yes"/>
                     <dipvalue name="X 2" value="8"/>
              </dipswitch>
              <dipswitch name="Right Mech" tag="DSW1" mask="48">
                     <dipvalue name="X 1" value="0" default="yes"/>
                     <dipvalue name="X 4" value="16"/>
                     <dipvalue name="X 5" value="32"/>
                     <dipvalue name="X 6" value="48"/>
              </dipswitch>
              <dipswitch name="Coinage" tag="DSW1" mask="192">
                     <dipvalue name="2 Coins/1 Credit" value="192"/>
                     <dipvalue name="1 Coin/1 Credit" value="128" default="yes"/>
                     <dipvalue name="1 Coin/2 Credits" value="64"/>
                     <dipvalue name="Free Play" value="0"/>
              </dipswitch>
              <driver status="good" emulation="good" color="good" sound="good" graphic="good" savestate="supported" palettesize="0"/>
       </game>
 
 


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