Monday, November 11, 2024

Emulation Names - Part 7

Hiromitsu Shioya


Sega Ages 2500 - Space Harrier (PS2), Mazin Saga (SMD) and Cosmic Carnage (32X)

Hiromitsu Shioya, known in the emulation world as Hiro-Shi and Shica, was an important Japanese programmer, sound designer and systems programmer. He began his career around 1991, with the game Aerostar for Game Boy. Shortly after, in 1993, he joined Almanic Corporation, where he participated in the creation of several 16-bit games for consoles such as Mega Drive, 32X and SNES, the latter being the one for which he produced the most games. Among them are Cosmic Carnage for 32X, Mazin Saga for MD, River City Girls Zero (Shin Nekketsu Kouha: Kunio Tachi no Banka) for SNES, among others. He remained with the company until 1994. After that, he worked for several other companies.

Aerostar (GB) and Kunio Tachi no Banka (SNES)

In 1996, he was involved in the creation of the N64 game, Wonder Project J2. Between 1997 and 1999, he was away from the gaming world. It was during this period that he became most active in the world of emulation, which we will mention later. From 1999 onwards, he participated in games for several consoles, such as Dreamcast, PS2, GameCube, Windows, PSP, Xbox 360 and Wii. During this period, we can highlight the 3D version of Space Harrier, released in 2003 for PS2 in the Sega AGES 2500 collection. His last participation in the gaming world was in 2007.

Yamaha 2413 and PSG SN-76496 (Meka)

He entered the world of emulation in 1997, when he created the YM2413 chip emulator, which released the Master System's FM sound, used only in the Japanese version of the console. The first emulator to use it was Massage in 1997, followed by Meka in 1998 and SMS Plus in 1999. And speaking of Meka, he also implemented PSG sound in the project in 1998. In 2002, the YM2413 was replaced in Meka by Mitsutaka Okazaki's.

YM2610, M6295 and MSM5205 (Raine)

Also in 1998, he joined the Raine project, alongside Richard Bush, its creator, especially to develop the sound part. For the project, he developed the YM2608 and YM2610 emulators, written by Tatsuyuki Satoh, present in several arcades, including SNK Beast Busters and SNK Neo Geo MVS. In addition, he also wrote and emulated the M6295 and MSM5205 chips, present in boards such as Toaplan Version 2 and Taito Unique. He was also responsible for implementing Jarek Burczynski's YM2151 chip and the Seal audio library. All of this in 1998. In 1999, he implemented FM sound in Tatsuyuki Satoh's YM2610 and YM2203. He left the project in 1999. Still in 1998, he joined the MAME project, where he brought the YM2608 and 2610 chip emulator to the project. Neo Geo MVS began to have sound thanks to the entry of its 2610 into the project.

Konami PCM, Darius (Game) and Sega 16ch 8bit PCM (MAME) Documentation

He also contributed other previously unreleased sound emulators to the project. Among them were the Konami 007232, from Konami TMNT, SegaPCM from Sega's Out Run, Space Harrier, and X and Y Board in 1999 and MSM5232 (alongside Jarek) from Taito Z80 in 2001. In addition, he also helped with Sega System 8 games in 1998. Also regarding games, he made improvements to the sound of some titles, such as After Burner and Darius in 2001 and Hot Chase in 2002. In 2001, Tatsuyuki Satoh created the Yamaha Delta-T ADPCM Sound Emulation, which brought together the emulation of the Y8950, YM2608, YM2610 and YM2610B chips. This program was based on Hiromitsu's YM2610 emulator. He was on the project until 2000, returning on certain occasions in 2002 and 2007. In the same year he joined MAME, he also had a brief stint at MESS, where he helped implement FM sound (YM2612) on the Mega Drive.

MSM5232, YM2610/2612 and Yahama Delta-T ADPCM Sound Emulation Documentation

In addition to the Raine and MAME projects, his 2608 and 2610 chips were also used in other projects, such as the 2608 in the Mega Drive Generator in 2000, and the 2610 in the DGen emulators in 1999 and Generator in 2000 for the Mega Drive, NEOCD/SDL for the Neo Geo CD in 2001, Generator, GNGeo for the Neo Geo MVS and WinKawaks for the Arcade in 2002 (replacing Jarek Burczynski's) and Regen, a Sega 8 and 16-bit multi-emulator, in 2007. His SegaPCM and MSM5232 chips for use in MAME were also used in the FinalBurn Alpha project, in 2007 and 2008, respectively. Hiromitsu also helped with information for some projects, such as NeoRage X, with information from the YM2608 source in 1999.

MMSMD: App and Website

In 1998, he created MMSMD, an emulator/player based on the YM2610 extracted from MAME, playing music mainly from Sega, and some from Konami, Taito, Jaleco, Capcom and Namco, from games released between 1982 and 1993. Both the development of the program, and the updates placed in MAME, were added to his personal website. Speaking of personal websites, around 2000, he had a website dedicated to the game Galaxy Force II for the Sega Y Board arcade, released in 1988. In 2014, he had a blog, where he posted about Petit Computer 3, a tool for creating games for the Nintendo 3DS, and Unity, a game creation engine, but he has not updated it since 2015.

Personal Website and Galaxy Force II

Hiromitsu also has a GitHub account, created in 2009, using the pseudonym Hiroshica. In it, he forked the VirtualSCCI emulator for FM chips such as YM2608 and YM2612 in 2019, building the 32-bit architecture, and was involved in the Mucom88 emulator projects in 2019, a synthesizer used in the PC-88, a famous Japanese home computer, present in the creation of soundtracks for games such as Far East of Eden and Dream Machine, with the intention of developing and playing music created by this synthesizer, from the Picodrive fork in 2020, for portable devices such as GP2X, Wiz, Caano, OpenDingux, GCW Zero and Amberic RG350, adding support for the MIPS, ARM64 and RISC-V architectures for the 32X SH-2 recompiler, synchronizations of the M68K and SH2 CPUs, among others, from the Temper fork of PC Engine for Linux and Anbernic RG350 in 2020, where he contributed with a easier to use interface, improved software speed, increased compatibility with other devices, among others, from ToolChain in 2021, a set of utilities and software development libraries (emulators, for example) for the Anbernic RG350 and PocketGo 2 portable devices, from YMFM in 2023, the sound library for Aaron Giles' Yamaha chips, which contains the OPM, OPN, OPL, OPLL and OPZ families, from the rewrite of the VGMPlay player in 2024, the Meka SMS emulator (once again in the project) in 2024, among others.

GitHub and Blogger

Despite this, most of the projects placed in its repository are third-party projects that have an interest or that supposedly contributed. Among them, we have the MAME arcade emulators, 77AVEmu for the Fujitsu FM-7 PC, TownsEmu for the FM Towns PC, OpenMSX for MSX, Gearsystem for SMS, Arcade64, a version of MAME with only functional games, BizHawk for arcade, Essgee for Sega 8-bit, Neko's x86 Virtual Machine for PCx86 and Free386 for MS-DOS for 32-bit programs, the development kits and software libraries, such as SGDK for SMD, SVPDev, tools for developing the Sega SVP chip, DevKitSMS, a development kit and library for SMS, GG and SG-1000, YMF825, a library and utilities for the Yamaha chip in question, the Jo Engine game engines, for 2D and 3D games for Sega Saturn and Cannonball, the OutRun game engine improved for the GCW Zero portable, in addition to the KallistiOS library, for creation of games for Dreamcast, of the MDPlayer player, for Mega Drive sound files in the .VGM extension, of the source code of the 1981 arcade game Defender, of the MucomMD2VGM converter of MML files to VGM, which are the SMD audios, of the YMF825 MIDI driver Driver designed for creation and manipulation of MIDI sounds on the YMF825 chip, among others. Hiromitsu usually uses the Unity, Godot and Roblox engines in the creation of games and software.

Games:
Game Boy: Aerostar (1991)
Sega Genesis: Fighting Masters (1991), Mazin Saga: Mutant Fighter (1993), 
32X: Cosmic Carnage (1994)
SNES: EVO: Search for Eden (1992), River City Girls Zero (1994), Shien's Revenge (1994), Wonder Project J: Kikai no Shōnen Pino (1994), Super Mad Champ (1995)
N64: Wonder Project J2 (1996)
Sega Saturn: Code R (1998)
Dreamcast: Godzilla Generations: Maximum Impact (1999)
PSX: Inuyasha (2001)
GameCube: International Superstar Soccer 3 (2003)
PS2: Sega Ages 2500: Vol.4 - Space Harrier (2003), WWE Smackdown vs. Raw (2004), Rumble Roses (2004)
Wii: Victorious Boxers: Revolution (2007), Harvest Moon: Tree of Tranquility (2008)

Sound Chips:
YM2413: Master System (Massage, Meka, SMS Plus) (1997)
SN76496 (Sega PSG): Master System (Meka) (1998)
YM2608 (written by Tatsuyuki and emulated by Hiromitsu): SNK Beast Busters (Raine, Generator) (1998)
YM2610 (written by Tatsuyuki and emulated by Hiromitsu): SNK Neo Geo MVS (Raine, DGen, Generator, NEOCD/SDL, GNGeo, WinKawaks, Regen) (1998)
M6295: Toaplan Version 2 (Raine) (1998)
MSM5205: Taito Unique (Raine) (1998)
YM2612 (only one implemented in the project): Mega Drive (MESS) (1998)
K007232: Konami TMNT (MAME) (1999)
SegaPCM: Sega Out Run (MAME, FBA) (1999)
MSM5232 (next to Jarek): Taito Z80 (MAME, FBA) (2001)
Konami PCM Controller Fixes: Konami Twin 16/TMNT Based (MAME) (2002)

Emulators:
MMSMD (1998), Mucom88 (2019), VirtualSCCI (2019), Picodrive (GCW Zero/RG350) (2020), Temper (Linux/RG350) (2020)

Tools/Libraries:
ToolChain (2020), YMFM (2020)

Bart Trzynadlowski


Bart Trzynadlowski (also known as Trzy) has a degree in electronic engineering and works as a quant, an investor who uses mathematical techniques for investment strategies. Bart was born in Nevada, USA and became known as the creator of the Genital Mega Drive emulator in the year 2000, taking care of it until 2001. In December 2000, he released his 68k emulator called Genital68k especially for his Genesis emulator.

Genital (SMD)

Turbo68k Processor (M68K) and Genital Emulator (SMD) 

In July 2001, it changed its name to Turbo68k, updating it until January 2002. Its 68k emulator comes bundled with a debugger. Its emulator was used in several other projects, such as Win Kawaks for Arcade only in 2001, SSE for Sega Saturn, Project Tempest for Atari Jaguar, CD-iCE for Phillips CD-i and Titan for Sega Titan Video, both in 2002 and Saturnin for Sega Saturn in 2003, as well as the Konami GX Player, the arcade board of the same name in 2001 and the YMF292 SCSP Plug-in for the Saturn emulator in 2003.

GROM, Sega Genesis Emulator Save State, SMD ROM Format Documentation and Nesinfo

It also had several support programs for the Mega Drive, such as GROM, which converted SMD games to BIN, Sega Genesis Emulator Save State Reference, which documented the various save state formats of the emulators of the time, SMD ROM Format Documentation, the documentation on the Genesis ROM format in question, vram2bmp, which converts VRAM data from save states of the Genecyst, KGen98 and Genital emulators to BMP, later also vram2pcx, which performs the same function but for the PCX format, among others, in addition to Nesinfo, which displayed information on NES ROMs. It also helped in the creation of the MD and SMS emulator, BlastEm in 2017, with information on save states and mapping of the game Super Street Fighter 2.

Sat68k Debugger, and i960 and SH-2 Disassemblers

Disassemblers 68K and Z80

Disassembler 6502

68000 Undocumented Behavior Notes

In addition to his passion for the Mega Drive, he also wrote about the Sega Saturn hardware, which he enjoyed studying. He even created the 68k (sat68k) and SH2 debuggers for the console. Despite this, the Sega Saturn projects that chose to use his debuggers chose the 68k used in the Mega Drive Genital. The SH2 debugger was used in the Yabause emulators in 2003 and Kronos in 2018. He also developed several disassemblers, which are used to convert raw code into editable code. Among them are the Intel i960 processors, used in the Sega Model 2, SH-1 and 2, used in the Sega Saturn, 68000/68010 used in the Mega Drive (and its Genital), as well as the 6502, used in the NES and the Z80 used in the Mega Drive. Among several other programs. Thanks to all his knowledge about the Motorola 68k Processor, he developed the 68000 Undocumented Behavior Notes, which were undocumented notes about the processor's behavior. This article, among others, helped update the 68k emulator, Karl Stenerud's Musashi, in version 3.32 of 2008, within the MAME project (this version of Musashi was also in the FBA in 2014).

Snake (MS-DOS)

Bart's Workspace

In addition to the emulation project, he also created two games, Snake, inspired by the Snake game for the Nokia 3310 cell phone, and Beast, where you smash beasts between blocks to survive, both released in 2001 for MS-DOS. All of these projects existed between 2001 and 2002.

Websites The Site of Bart Trzynadlowski, Bart Trzynadlowski's Home Page, Supermodel, SourceForge and GitHub

His website was initially hosted on Neil Bradley's server, and had its own domain from 2003 onwards. In 2003, he began to be part of the Model 3 Emulator project alongside Ville Linde and Stefano Teso, creators of the Project Tempest and SSE emulators, with which Bart helped. In 2004, the project, already well advanced, moved to MAME and continued its development. At the time, its name was changed to Supermodel. In 2011, Bart decided to release the emulator independently, adding modifications and updates to the version currently available on MAME.

Supermodel (Sega Model 3)

PowerPC 603e Disassembler (Sega Model 3)

The Supermodel was released until 2013. In 2015, he began a project to write new code within the Model 3 arcade machine he owned, version 1.0, which ran Virtua Fighter 3, which he had had since the time he reverse engineered the creation of the Supermodel. The program to modify it was called libmodel3. The project has not been updated since. He worked on MAME on two occasions: in 2004, when he helped transport the PowerPC 403 emulator, the basis for the Model 3's PowerPC603, alongside Ville and Stefano, and in 2011, the month of the Supermodel's release, when he helped with the arcade's sound communication, alongside Richter Belmont, with whom he worked on the Sega arcade project.

University of Nevada, Reno and University of Washington

Bally Technologies and NV Energy

In his academic life, he attended the University of Nevada, Reno, in the state and city of the same name, between 2002 and 2006, graduating in Electrical Engineering. In 2006, he attended another university, the University of Washington, also graduating in Electrical Engineering (postgraduate?), and a PhD as a Doctor of Philosophy, finishing the course in 2013. In his professional life, he started at Bally Technologies in 2003 in Reno, Nevada, as a firmware engineering intern (which is software embedded in hardware to control its functions), working with machine testing, quality control, configuring gaming machines, configuring EPROM (reprogrammable ROM memory) and tracking bugs. He stayed at the company for only three months. In 2004, he joined NV Energy, as an intern in energy management systems, for two years, also in Reno, Nevada. He worked with electrical grid support and with IT in software control. His last internship was in 2006, at the Nevada Terawatt Facility, still in Reno, as a research intern. At the company, he developed a camera-based diagnostic system using LabView software for the high-power laser system. He spent four months in this position. In 2007, he began working as a research assistant at the University of Washington, where he was a student. Among his tasks, he investigated in detail the defects in silicon in the manufacturing of semiconductors, using ab initio calculations, which are computer simulations based on quantum mechanics, and developed models that can predict and control these defects. He also collaborated extensively with partners in the semiconductor (VLSI) and solar cell industries, such as Sony and Texas Instruments, helping with the modeling, performance and yield of the devices in question.

Nevada Terawatt Facility, University of Tokyo and National Tsing Hua University
 
In 2007, he began working as a research assistant at the University of Washington, where he was a student. Among his tasks, he investigated in detail the defects of silicon in the manufacture of semiconductors, using ab initio calculations, which are computer simulations based on quantum mechanics, and developed models that can predict and control these defects. He also collaborated extensively with partners in the semiconductor (VLSI) and solar cell industries, such as Sony and Texas Instruments, helping with the modeling, performance and yield of the devices in question. He remained in this position until he finished his degree at the university in 2013. In parallel with his work at the university, he always did some internship at a different university or company at the end of the year, starting in 2008, when he went to Japan to work as a research assistant at the University of Tokyo. In teaching education, he assists Prof. Hiroyuki Fujita, developing a simulator in C to explain the process of a stochastic microfluidic system (i.e., the movement of body fluids in narrow channels and their random behavior). He remained in this position for three months. In 2009, he worked for four months as a consultant at the university where he was studying (University of Washington). There, he helped develop a commercialization plan for an image detector invented by the university. He also conducted research on competitiveness using technical and market analysis. And he sought private and federal partners for future research at the university. In 2010, he spent four months at National Tsing Hua University in Hsinchu City, Taiwan, working as a research assistant to Prof. Yu-Lun Chueh in the Department of Material Science and Engineering, helping in the development of advanced materials (based on CIGS) to improve the efficiency of solar harvesting devices, as well as the development of their semiconductors (with the help of the TCAD computer simulation created by Bart). All this work with solar energy and semiconductors was already being developed at the University of Washington.

NVIDIA, Morgan Stanley and Apple

Finally, in 2012, he joined NVIDIA in Santa Clara, California, as a graphics architecture infrastructure intern, also staying in that role for four months. At the company, he developed software in C++ to simulate and debug next-generation chipsets (a set of integrated circuits on a board). He also helped with new features to optimize the company's work with its internal clients. Soon after graduating, in 2013, he moved to New York and joined Morgan Stanley, a finance company, working with automated market making (AMM), a decentralized/non-traditional way of working with finance. His role was to trade assets, adjusting prices based on supply and demand. Four years later, he became vice president of the company. During this period, he worked to bring options and optimizations that reduced time for financial negotiations. He also created a system that continuously replicated base prices for trading financial assets on the stock exchange, real-time monitoring of the operation of operations in a large-scale system with many components distributed across multiple servers, and an analyzer that collects and interprets news in real time. In 2018, he left the company and went to work at Apple as a senior augmented reality software engineer in the San Francisco Bay Area. He participated in both the development and creation of augmented reality prototypes. He was involved in the creation of the Apple Vision Pro (which was launched when Bart had already left the company), a virtual reality headset to increase immersion in experiences with videos, games, and applications, and the ARkit tool, an interface for creating applications for Apple systems, taking advantage of the camera, processors, and motion systems of the device on which it is used. At the company, he also worked on developments for the iOS system, with user experience (UX), C++ and Swift programming languages, and computer vision (AI). He left the company in 2021.

Cambrian Moment and REK

In the same year, he moved to the city of Reno, Nevada, and created Cambrian Moment, a company focused on AI for older adults and AR (augmented reality) for platforms such as Apple MetaQuest, Snapchat, Unity, and OpenAI. The creation of its name (Cambrian Moment) refers to the Cambrian explosion, when a diversity of species originated on the planet, and to the current moment of AI, which takes us to a new Cambrian moment. Cambrian is also Bart's personal studio for testing all these tools. In 2022, he co-founded the company REK, focused on virtual reality/augmented reality in the world of sports in the metaverse.

BartStation

PixArt, Chat ARKit and Strike Force

Outside of university, internships and professional life, he also developed several personal projects. Among them are The World's Simplest Z80 Circuit in 2005, when he created a simple Z80 circuit, BartStation in 2006, an 8-bit homebrew video game console, which uses an 8-bit Z80 CPU, FPGA as VGA video output, storage on a flash ROM chip and six-button Mega Drive control, having won a regional competition with it, two mixed reality games for Windows within the Microsoft device, HoloLens, Doko Desu Ka, a game teaching how to walk around the city to practice the Japanese language and HEAT: High Explosives and Aerial Tactics, a helicopter action game, both in 2018, PixArt in 2019, an infrared camera to be used with Microsoft's HoloLens, the Strike Force game in 2021, an augmented reality action game for Snapchat, VR Laser Tag at Home (MRLaserTag) in 2021, a mixed reality project that builds a virtual world in accordance with the exact geometry of a physical space and low camera costs, making Bart win the OpenCV AI 2021 competition with the project, ChatARKit in 2022, a test of ChatGPT in generating codes to manipulate, create and animate 3D objects for augmented reality, the Rek.tv prototype in 2023, which creates fighting games between real people through virtual reality glasses, and Break Point in 2023, a game that transforms your physical space into a war game, using Apple's Vision Pro headset glasses.

Rek.tv

Laughprop

Many of his personal projects were developed in the studios of his company Cambrian Moment, such as Rek.tv, Strike Force and Break Point. Bart also has a GitHub (created in 2011), where he puts these and many other programs, such as Quest-Portal-Example in 2020, a basic example of how to create a portal that combines stereoscopic scenes (slightly different images in each eye) in a virtual reality environment using the Unity platform, intended to run on the VR headset, Meta Quest, a clean and readable implementation of FasterRCNN (machine learning for object detection in images) in 2021, in PyTorch (learning library for computer graphics) and TensorFlow 2 (machine learning platform with tools and libraries) through Keras (predefined interface for communicating software with each other), LLaVA C++ Server in 2023, a simple API server (that interconnects systems) called LLaVA, and built by the software library llama.cpp, the browser game, Laughprop in 2023, inspired by the game Stable Diffusion, which has three minigames, the first where you write a prompt to generate a theme image, the second to be the director of a chosen film, modifying its cast, and the third a drawing of a described scene made with scribbles, all chosen and voted on by the players in question, Robot Arm in 2023, and several other projects, totaling 39 projects in all.

Emulators:
Genital (2000), Genital68k/Turbo68k (2000), BartStation (2006), Supermodel (2011)

Programs:
GROM (1999), Nesinfo (1999), CPUSpeed ​​(2001), VRAM2BMP (2001), VRAM2PCX (2001), BMP2Raw (2001), Zoom (2005), Genren (2005), TCAD (2010), hololens (2016), libmodel3 (2015), ARKit (2017), PixArt (2019), Quest-Portal-Example (2020), MRLaserTag (2021), FasterRCNN (2021), ChatARKit (2022), Apple Vision Pro (2023), LLaVA C++ Server (2023), Laughprop (2024), Robot Arm (2024)

Graphic Programming (Demos):
Fun Polygon (2D Polygon Demo) (2001), 8-bit Bitmap Demo (Sega Saturn) (2001), 2D Node-based BSP Demo (2D Line) (2002), 3D Node-based BSP Demo (3D Line) (2002)

Debuggers:
Sat68k (2001), SH2 (2001), 68k (2002)

Disassemblers:
SH-1/SH-2 (2000), Z80 (2001), Intel i960 (2001), 68000/68010 (2002), 6502 (2003)

Documentation:
SMD ROM Format Documentation (1999), Sega Genesis Technical Notes (2000), SSFII Genesis Technical Information (2000), Swap (2000), DOS2Unix (2000), Lower (2000), Sega Genesis Emulator Save State Reference (2001), 68000 Undocumented Behavior Notes (2001), Bin2C (2001), Unix2DOS (2002)

Games:
Snake (2001) (MS-DOS), Beast (2001) (MS-DOS), HEAT: High Explosives and Aerial Tactics (2018) (Hololens), Doko Desu Ka (2018) (Hololens), Strike Force (2021) (Snapchat), Laughprop (2023) (Browser)

Others:
VESALib (Library) (2002), BartStation (2006)

Dynamic Recompilation:
RSH2 (SH-2) (2002), drppc (PowerPC) (2003)

ElSemi


Miguel Angel Horna, known as ElSemi, was born in Alhama de Aragón, Zaragoza, Spain. He was an important developer of arcade emulators, as well as an important contributor to the MAME project. Miguel studied Computer Engineering at the University of Zaragoza from 1996 to 2001. He was a software engineer at Bioengeniería Aragonesa, in Zaragoza, from 2001 to 2009. From 2009 to 2013, he was a software engineer and firmware developer at Ibernex Engenharia, also in Zaragoza.

Nebula Website

Blitworks Website

Sonic CD and Jet Set Radio (XBox 360) and Streets of Rage 4 (Xbox One)

While working at Ibernex, in 2011 he was invited by Jorge Cabezas and Tony Cabello, owners of Blit Software, a mobile and desktop application developer, to port the Sega CD game Sonic CD to Windows, XBOX 360 and PS3. With its success, they ported another game for Sega, Jet Set Radio from Dreamcast to Windows, XBOX 360, PS3 and PS Vita in 2012. In 2013, Blit decided to create a subdivision exclusively for game porting, and BlitWorks was born. ElSemi is one of the founders, alongside Jorge and Tony. In addition to ports for Windows, PS3, Xbox 360 and PS Vita, they also ported to PS4, PS5, Nintendo Switch, Xbox One, X-Box Series X, Macintosh, Linux, Steam, Stadia, iOS, Android, among others. Among the titles that ElSemi had a hand in porting are Fez (2014), Spelunky (2014), Spelunky (2014), Kromaia Ω (2015), Bastion (2015), Super Meat Boy (2015), Salt and Sanctuary (2018), Streets of Rage 4 (2020), Baldur's Gate III (2020), Streets of Rage 4: Mr. X Nightmare (2021), among others. At the company, he works as a technical leader and lead programmer.

Nebula (CPS-1/2, NeoGeo MVS, Konami Xexex and PGM)

NEC PD4990A and SuperScale (Nebula)

In the world of emulation, his first project emerged in 2001 to emulate the CPS1 and 2 arcades, Neo Geo MVS, Konami Xexex and PolyGame Master, a Beat 'Em Up arcade from Taiwan, under the name Nebula. Most likely for Nebula, he created in 2001 the NEC PD4990A emulator, which was a clock and calendar chip present in the Neo Geo MVS, AVS and CD systems. The NeoCD/SDL emulator used this ElSemi emulator from 2001. Still on the subject of Nebula, in 2002, he created a filter called SuperScale for the emulator, classified as one of the fastest, if not the fastest, by its creator. SuperScale was used in several emulators, such as Intellivision's BlissX for XBox in 2003, ZsnexBox for XBox in 2006, Final Burn Alpha in 2008 and NeoRageX 5.2 in 2009 (both together with SuperScale75, also from ElSemi), among others.

Nebula Model 2 (Sega Model 2)

Sega Model 2 Emulator (Sega Model 2)

In 2002, ElSemi created the Nebula Model 2 project to emulate the 2B and 2C models of the Sega Model 2 arcade game. It was released at the end of the year. In 2004, it changed its name to Model 2 Emulator and also added the 2A model of the arcade game. In the same year, together with Richter Belmont from the Sega Model 1 Modeler project, it brought the Sega Model 2 to MAME. For the project, ElSemi emulated the Yamaha SCSP sound chip, also present in Sega's ST-V and Model 3 arcade games. This chip was used in the MAME emulator from 2003 onwards and by Bart Trzynadlowski in the Sega Model 3 Supermodel project in 2011.

Crystal System Emulator (Crystal System)

Capcom Play System 3 Emulator (CPS-3)

CPS3 Emulator For XBOX

In 2005, he created the Crystal System Emulator, emulating the Crystal System board, which ran 2D games in the style made by the recently bankrupt SNK at the time. And finally, in 2007, he launched the Capcom Play System 3, emulating the CPS-3 arcade game, a project that had begun in 2004 but had been put on hold. He also ported it to the Xbox under the name CPX3.

Nebula Audio Jukebox

He also created some utilities, such as the Nebula Audio Jukebox in 2001, which over time reproduced music and sound effects from arcade games CPS-1 and 2, ZN-1 and 2, PolyGame Master, Konami Xexex and Sega Model 2. Its last update was in 2004. And in 2004, he created XKaraPlay to play music in KAR format on the XBox, which was a format known at the time for karaoke devices. He helped in other projects, among others the Final Burn Alpha, helping with information for the addition of the QSound audio system of the CPS-1 board and sound issues of the Neo Geo MVS board in 2001, adding a cheat program in 2002, corrections to the Neo Geo MVS board and corrections to the CPS-2 in 2004, among others.

MAME Documentation: PSG System, Sega Model 2, Hyper NeoGeo 64, Crystal System and Yamaha YMF292-F (Sega Model 2/3/ST-V)

He was involved in the MAME project at various times, from 2002 to 2009, in 2014 and from 2018 to 2020. Among others, he added the Yamaha SCSP sound chip to the ST-V and Model 2 and 3 boards in 2003, the Hyper Neo Geo 64 board together with David Haywood in 2004 and the SE3208 CPU to the Crystal System board in 2005. In 2007, he also helped implement the Sega Naomi 1, 2 and Atomiswave boards. In addition, he also updated the Sega Model 1's MB86233 graphics coprocessor in 2007 and rewrote the MultiPCM sound chip in 2008.

ElSemi

MAME Documentation: Namco System FL, Sega Atomiswave and Naomi 1 and 2, Sega System 32 and Sega Model 2

He also made corrections and additions to the Crystal System, Sega Model 1 and 2, Naomi, Atomiswave, CPS-3 and PGM boards. In game additions, he brought to the project Knights of Valour, Capcom Vs. SNK Millennium Fight 2000 Pro (alongside Haywood, Belmont and others), Virtua Fighter 2 (with Belmont and others), Daytona USA Deluxe '93, the three Street Fighter III games, the two Jojo's games and Warzard from CPS3 (with Haywood and Naive), Virtua Racing (with Corvi), among others. His work in general was very much linked to arcades and Sega games, as well as sound chips in general.

MAME Drivers
PGM System (2004)
Sega Model 2 (2004)
Hyper NeoGeo 64 (2004) [alongside David Haywood]
Brezzasoft Crystal System (2005)
Namco System FL (2005) [alongside Richter Belmont]
Sega Naomi 1 (2007) [alongside Samuele Zannoli, R. Belmont, David Haywood, Angelo Salese and Olivier Galibert]
Atomiswave (2007) [alongside Samuele Zannoli, R. Belmont, David Haywood, Angelo Salese and Olivier Galibert]
Sega Naomi 2 (2007) [alongside Samuele Zannoli, R. Belmont, David Haywood, Angelo Salese and Olivier Galibert]

MAME CPU
SE3208 CPU Emulator: Brezzasoft Crystal System (2005)

MAME Sound Chip
Yamaha YMF292-F (SCSP): Sega Model 2/3 and ST-V (2003)
MultiPCM Chip 315-5560 Emulation: Sega System Multi 32, Sega Model 1 and 2 (2008)
NEC uPD4990A: NeoGeo MVS (2009)
Sega/Yamaha AICA Emulation: Sega Naomi 1/2, Atomiswave and Hikari (2008) [kingshriek, Deunan Knute and R. Belmont]

MAME Others
Dallas DS1302 Emulator Integrated Circuit (2009)

MAME Fixes/Updates
Sega Model 1 (2004)
Sega Model 2 (2004/2008)
Brezzasoft Crystal System (2005)
PGM (2006)
Fujitsu MB86233 Graphics Co-Processor: Sega Model 1 (2007)
CPS-3 (2007)
Sega Naomi (2008)
Atomiswave (2008)

Game Creation:
Windows: Jet Grind Radio (2012), Sonic CD (2012), Spelunky (2013), Leo's Fortune (2015), Hob (2017), Baja: Edge of Control HD (2017), Streets of Rage 4 (2020), Baldur's Gate III (2020), Streets of Rage 4: Mr. X Nightmare (2021), Windjammers 2 (2022)
PS Vita: Spelunky (2013)
PS4: Fez (2014), Super Meat Boy (2015), Kromaia Ω (2015), Reus (2016), Spelunky 2 (2020)
Wii U: Super Meat Boy (2016)
Nintendo Switch: Salt And Sanctuary (2018)
iPhone: Streets of Rage 4 (2021)

Ishmair

ESNES (SNES)

Ishmair, of Spanish origin, began his career in emulation alongside Lord Esnes in 1997, working on the SNES project, ESNES. Also in 1997, he created his own emulators for specific arcade games, including Black Tiger, Kung Fu Master and Rygar. In 1998, he joined another SNES project alongside Lord, NLKE.

NLKE (SNES)

Ishmair's Maze

Outside of game emulator projects, he created microprocessor and chip emulators. Among them, in 1997, the Zilog Z80 emulator, called Maze (Multi Asm Z80 Engine). Maze was present in the arcade emulators System 8 Emulator, Replay, Rockulator++ and its Rygar and Black Tiger emulators, both in 1997, Rage, System 16 Arcade Emulator, PASMulator and System 16 for Linux in 1998, Just For Fun for arcade in 1999, among others. Maze inspired the creation of Raze in 1999, by Richard Mitton and of CZ80 in 2002, by Stephane Dallongeville.

Black Tiger Emulator

Rygar Emulator

Ishmair was very active in the sound chip creation department. He created the YM2203 core emulator, with FM generation via OPL technology in 1997, present in the System 16 Emulator (later replaced by Tatsuyuki Satoh's) and MAME (Tatsuyuki joined at the end of the year emulating the chip without OPL mode) both in 1997, Raine (later replaced by Tatsuyuki Satoh's) and Rage, MESS (along with Tatsuyuki's, the same in MAME) and Cage in 1998. This emulator was most likely used in his Black Tiger emulator in 1997, since the game had the 2203 as its sound base.

Kung Fu Master Emulator

Documentations YM2151 (MAME and S16 Arcade Emu), YM2203 (Raine) and YM2612 (Genecyst)

Ishmair even created a YM2203 player, which reproduced FM sounds from the games Black Tiger and Ghosts and Goblins. In 1997, he also created emulators for two more chips, the YM2151 alongside Neill Corlett, adapting it into the arcade emulator, Multi-Gauntlet Emulator, authored by Neill in 1997 and the Neo Geo Rage and System 16 Arcade Emulator for System 16, both in 1998. And the YM2612, which was used in the Genecyst for the Mega Drive in the same year. His YM2151 emulator helped in the creation of Jarek Burczynski's version for MAME in 1998.

ZX-ISHPECTRUM

In the year 2000, he created his last work in the world of emulation, the ZX-ISHPECTRUM emulator, for PC, ZX-Spectrum for Dreamcast.

Emulators:
Maze (Multi Asm Z80 Engine) (1997)
YM2203 (1997)
YM2151 (1997)
YM2612 (1997)
Black Tiger Emulator (1997)
Rygar Emulator (1997)
Kung Fu Master Emulator (1997)

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