0.84: Sebastien Volpe and David Haywood added Gals Panic 3 (Kaneko 1995). 28th June 2004: Sebastien Volpe added sprite emulation to Gals Panic 3 so the RAM test can be seen now, but nothing else work yet due to missing MCU simulation. Fixed input and Added 'Free Play' and 7x 'Unknown' dipswitches. 0.86u4: Added 8-way Joystick with 4x buttons and 2x coin slots for 2x Players. Added dipswitches 'Test Mode' and 'Flip Screen'. Changed region cpu2 to user1 and visible area to 240x320. 0.89u5: Sebastien Volpe improved palette, inputs and (RLE) backgounds 'decoded' and hooked up sound in Gals Panic 3. 0.126u2: Fabio Priuli fixed crash at start. Gals Panic 3 needs work on emulating the background hardware, I think it's some kind of blitter.
The real bonus was that this exposes the data tables needed by Gals Panic 3, and Jackie Chan, both of which I've spent a little time looking at. Bonk's Adventure is a bit odd (seems to use data not present in the MCU data rom) but was already figured out. As a slightly surprising bonus all the 'Toybox' data roms apart from GTMR2 use the same main encryption, and same communication method. While this still isn't true emulation of the MCU it helps, as we know the tables in the MCU data rom are correct, while the ones figured out via trojans could potentially have had inaccuracies in them (they didn't. He reported back to me with his findings, and it was good news. I asked Andreas to take a look at the MCU data rom for several of the games, to see if it could help improve the protection simulation in Blood Warriors (by finding the tables we're using in the encrypted data rom, thus no longer requiring extra tables). 12th November 2008: David Haywood - I've spent the last day looking at some Kaneko titles. Obviously the next task is to fix my RLE decompression function, and understand the blit parameters properly. After hooking up the 'layer clear' feature, and blit status, as well as drawing one of the bitmaps (which is written to directly by the game to draw the lines) Gals Panic 3 at least gets in game, and is playable, albeit with some important elements missing. The backgrounds are handled by 3 'blitter' chips which decompress RLE background data into bitmap layers. 14th November 2008: David Haywood - I'm starting to understand the hardware of Gals Panic 3 now. To emulate these with any degree of confidence I need to know what my target is. The priority mixing is non-obvious, and there are probably some blending effects as found on suprnova. To finish the emulation I think I'm going to need reference videos / screenshots of the game. This means that backgrounds can now be seen. 15th November 2008: David Haywood - I've added the RLE decompression used for the backgrounds (used the same method as the suprova sprites). Changed gfx2 rom addresses to $e00000/1 and palettesize to 17155 colors. Started work on Gals Panic 3 - Game now playable. Updated suprnova rendering to allow 2 sprite chips. 0.128u4: Kaneko changes : Added Simulation of Toybox external data rom decryption. Belmont fixed Gals Panic 3, which displays 'Illegal Instruction' after ROM Check. 6th June 2011: Guru - Some items arrived: Gals Panic 3 Korean 1995 Dong Wha.
Changed 'Gals Panic 3' to clone '(Japan)'.
0.144u1: Corrado Tomaselli, Alberto Grego and The Dumping Union added Gals Panic 3 (Euro). 0.144u2: Confirmed Gals Panic 3's clocks and xtals from original PCB measurements. 0.146u3: Tafoid flagged Gals Panic 3 (Euro) and clone (Japan) as GAME_NO_COCKTAIL due to never having working flip screen.
0.146u5: Make GalsPanic3 driver independent from kaneko16_state and use their own instead, it's cleaner to not use it now everything is devices.