SYSTEM12 - Seven More Games - Beta 2
Namco System 12 for MiSTer — 20260804
Tekken 3 and Soul Calibur, running at 60fps on real MiSTer hardware — plus six more System 12 titles.
Tekken 3 and Soul Calibur both play full speed with clean audio. Two new CPU-side optimizations:
The R3000 was stalling on its multiply/divide interlock on every mul and div, which is where a surprising amount of the in-fight slowdown was hiding on some MiSTer systems. Thank you to the beta testers who helped validate the solution.
4-word data-cache line fill — the data cache now pulls a full burst per-miss instead of one word at a time, for free (no extra memory traffic). Roughly half as many cache misses in the hot loops.
8 Titles, 27 Versions
Fully play-tested on hardware:
Tekken 3 (10 regional versions)
Soul Calibur (8 regional versions)
Ehrgeiz (3 versions)
Fighting Layer (2 versions)
Super World Stadium '98
New this build:
Super World Stadium '99 — Namco's arcade baseball
Libero Grande — 1-on-1 arcade football/soccer
Oh! Bakyuuun / Ghoul Panic
Disclaimer
All product names, company names, project names, platform names, hardware names, game titles, logos, trademarks, registered trademarks, copyrighted materials, source code, and other intellectual property referenced in this post are the property of their respective owners.
This includes, but is not limited to, MiSTer, MiSTer FPGA, MiSTerFPGA, MiSTer-devel, PSX_MiSTer, Analogue, Analogue Pocket, openFPGA, MAME, The MAME Project, GitHub, Intel, Altera, Sony, Sony Computer Entertainment, Sony Interactive Entertainment, PlayStation, Namco, Namco Limited, Namco Hometek, Bandai Namco Entertainment, Bandai Namco Holdings, Namco System 12, Arika, Atlus, Metro, MOSS, Raizing, Eighting, Square, TOMY, Mitsubishi Electric, Renesas Electronics, and their respective parent companies, subsidiaries, licensors, developers, publishers, distributors, and rights holders.
Referenced Namco System 12 game titles include, but are not limited to:
Aerosmith: Quest for Fame; Aqua Rush; Attack Pla-Rail; Bust a Groove: Arcade Edition; Bust a Groove 2: Arcade Edition; Derby Quiz My Dream Horse; Ehrgeiz; Fighting Layer; Ghoul Panic; Golgo 13; Golgo 13: Kiseki no Dandou; Golgo 13: Juusei no Requiem; Gunbarl; Kaiun Quiz; Kart Duel; Libero Grande; Mr. Driller; Oh! Bakyuuun; Paca Paca Passion; Paca Paca Passion 2; Paca Paca Passion Special; Point Blank 2; Shin Nihon Pro Wrestling Toukon Retsuden 3 Arcade Edition; Soul Calibur; Super World Stadium ’98; Super World Stadium ’99; Super World Stadium 2000; Super World Stadium 2001; Techno Drive; Tekken 3; Tekken Tag Tournament; Tekno Werk; Tenkomori Shooting; Truck Kyosokyoku; Um Jammer Lammy NOW!; and other known, region-specific, revised, prototype, location-test, unreleased, undumped, or not-yet-preserved software developed for or demonstrated on Namco System 12 hardware.
Alternate regional titles, spellings, revisions, and names—including Ghoul Panic / Oh! Bakyuuun and Point Blank 2 / Gunbarl—refer to their respective regional or hardware-specific releases. References to any title do not imply that every version, revision, prototype, or regional build has been publicly released, fully dumped, preserved, implemented, or verified as operational.
All associated characters, artwork, music, sound effects, voice recordings, audiovisual materials, game data, regional versions, software revisions, location-test versions, prototypes, undumped software, unreleased builds, cabinet designs, control systems, hardware designs, software, and derivative works remain the intellectual property of their respective rights holders.
References to SYSTEM12 MOTHER PCB, SYSTEM12 MOTHER(B) PCB, SYSTEM12 MOTHER(C) PCB, SYSTEM12 CPU PCB, COH-700, GP-15, SYSTEM12 ROM PCBs, SYSTEM12 M4F6, SYSTEM12 M5F2, SYSTEM12 M5F4, SYSTEM12 M8F2F, SYSTEM12 M8F4, SYSTEM12 M8F6, SYSTEM12 M10X64, SYSTEM12 F2M5, SYSTEM12 networking hardware, gun-interface hardware, CDXA hardware, game-specific I/O boards, KEYCUS devices, KC-series protection devices, C352 audio hardware, H8-series processors, Sony PlayStation-derived processors and graphics hardware, CPLDs, PALs, FPGAs, Flash ROM, mask ROM, EEPROM, NVRAM, SDRAM, SGRAM, JAMMA, USB-link hardware, light-gun interfaces, analog controls, steering controls, rhythm-game controls, HDMI, DDR memory, M10K memory blocks, altsyncram, FPGA implementations, emulation behavior, source-code repositories, hardware specifications, software cores, compatibility research, and related technologies are provided solely for identification, technical documentation, commentary, interoperability, preservation, educational, and research purposes.
This is an independent, non-commercial hardware-preservation and interoperability project. The use of any names, titles, trademarks, copyrighted materials, or technical information does not imply sponsorship, authorization, endorsement, affiliation, licensing, or association with this post, its creator, the MiSTer project, or any related hardware or software development project.
No ownership of third-party intellectual property is claimed. No copyrighted game software, ROM images, CD-ROM images, BIOS files, firmware, sound data, MCU program data, protection-device data, security-chip key data, encryption keys, proprietary source code, or other proprietary game data is provided with this post.
Any compatibility information, research findings, hardware descriptions, implementation details, or references to incomplete, experimental, prototype, unreleased, or undumped software are presented on a best-effort basis and should not be interpreted as confirmation of availability, ownership, authorization, preservation status, or future support.
All rights are reserved by their respective owners.
Source: Github
Comments (23)
Thanks a lot for your work; the core works well for me and is very accurate—I'm running *Tekken Tag* on Namco System 12 hardware. However, I can't seem to center the image using the options on a CRT, even though I've managed to do so with other cores. https://i.imgur.com/F8EpTLP.jpeg
Installed Beta 2 and in Tekken3 and Soul Calibur had audio doubling from a different fight (idle/attract mode fight sfx playing on top of the actual games soundeffects. (in T3 after picking Ling f.e. the announcer in the fight doubles over and anounces vs. Mokujin - even though Mokujin isnt fighting in a Round 1 fight ever, so it seems to be the atract mode thats triggering it?)). Also when trying to load Tekken international (World) Version D I got one missing file. Mame romset issue (mame version number for files needed? Beta 2 release issue? Any help, or crc hashes would be appreciated. (Superstation One user)
Thanks for this! Can you add the PS1 core options to this and System 11 as you have in ZN-1? The options allow the cropping to be fixed automatically when using Direct Video.
Bug: boot-signature RAM patch gets overwritten by .vram autosave on second+ boot (ohbakyuun / XNSYSTEM12) Core: XNSYSTEM12 Core build tested: XNSYSTEM12_20260804.rbf MRA: Oh! Bakyuuun (Japan, OB1/VER.A) — setname ohbakyuun Platform: Namco System 12 (coh700b) The coh700b boot-signature mechanism (platform byte 0xA4, bit7 set) correctly unblocks the boot ROM only on the very first launch after the .vram state file does not exist. On every subsequent boot, the game hangs again on a blank dark-blue screen with a handful of garbage/residual tiles in the text layer — the same symptom as running an MRA with the boot-signature mechanism entirely disabled. Steps to reproduce Delete any existing .vram file for ohbakyuun. Load XNSYSTEM12_20260804.rbf + the ohbakyuun MRA (platform byte 0xA4, ROM set verified correct via CRC32 against the MRA-declared checksums). First boot: game boots correctly past the point where it previously hung (dark-blue screen / garbage tiles no longer occurs). Exit/reset the core (or power cycle), then boot the same MRA again. Second boot: the game hangs again, showing the exact same dark-blue screen with residual/garbage tiles that was seen before the boot-signature fix — i.e. behaves as if bit7/platform 0xA4 were not honored at all. Deleting the newly-created .vram file and rebooting restores correct behavior for exactly one more boot, then the hang recurs. This is repeatable indefinitely. Thank you for your valuable work
Is there a way to unlock the tekken 3 characters without having to wait out the 3 months or whatever the original arcade did?
I also want all characters unlocked and wondering if that's possible for Fighting layer and soul Calibur too.
Interlacing doesn't display correctly on Tekken 3 and Soul Calibur. In addition, for Soul Calibur in particular, enabling interlacing causes flashing of several textures.
@XelaNotPu is it possible to add joystick into Ghoul panic? I know its a light gun game but i currently do not have these to test with. Also if you make a copy of Oh! Bakyuuun (Japan OB1-VER.A).mra called Ghoul Panic (World, OB2-VER.A).mra. Edit lines 34 & 35 to read .......... part name="ob2vera.2e" crc="77162AE0" map="01" part name="ob2vera.2j" crc="628F0830" map="10" It will work in english. Cheers keep up the great work
Is there a way to get in touch with you directly for feedback/direct support for TEKKEN 3 and TEKKEN TAG? Please let me know.
Really thankful for this release! So far the games are running great. In Fighting Layer in particular, the UI flickers when there are some hit or super effects on screen.
Thank you for the report.
Are you using any schematics or is this part fpga open source part mame? Just trying to understand how you are creating these cores so fast
Fast for bug-fix and release is due to many months of research using real pcb and foundation development on common platform and custom chipsets. Thank you for your support.
Oh! Bakyuuun freezes at start up. Your doing a great job thanks
Very excited for when Aqua Rush hits a playable state
On soulcalibur, there is a rumbling sound during the cutscene before you fight Inferno and it does not sound correct. It is currently very distorted and should not sound like that. You can here it at this time stamp of what it should sound like: https://youtu.be/9nYj839MhnU?si=YR8gEpMWC8LKn1d1&t=754
Next release will improve audio mixing. Thank you.
Nice work, any combination for get the dipswitches menu working? first beta worked fine on tekken 3 and tried interlace mode in display option , but with last update i can't access again. (tried combinations of service on , test on, debug . . . ) but not luck.
Thank you for the report. I'll work on it.
Amazing work. Any chance of implementing deinterlacing, like the PSOne core please?
Smashing it mate
WOW!!!
Thanks
