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dlital: MAME ROM Information.


Dragon's Lair (c) 1983 Sidam.


Italian licensed version. For more information about the game itself, please see the original entry.


Game's Manual.

Game's ROM.

MAME Info:

0.110u4 [?]

0.74u2 [Nicola Salmoria]

0.63 [?]

0.35b13 [Nicola Salmoria]

Artwork available


* Dump Laserdisc


- 0.144u6: Replaced 'Laserdisc Analog' sound with 'Pioneer LD-V1000' in dlair, dlairf, dlaire and dlaird, with 'Pioneer PR-7820' in dlairc, dlairb and dlaira and with 'Phillips 22VP932' in dleuro and dlital.

- 0.143u4: Changed VSync to 59.940057 Hz.

- 0.143: Re-added Z80 (2.5MHz) CPU2.

- 0.142u3: Removed Z80 CPU2.

- 0.139u2: Changed VSync to 60.054442 Hz in clones Dragon's Lair (European) and (Italian).

- 0.137u2: f205v added correct ROMs to clone Dragon's Lair (Italian).

- 0.129u4: Changed Custom sound to Laserdisc Analog.

- 0.127u7: Added 2nd Z80 (2.5MHz) CPU.

- 0.127: Aaron Giles added DISK_REGIONS to all laserdisc drivers. Changed visible area to 704x480.

- 0.126u5: Changed visible area to 720x240 and VSync to 59.940052.

- 0.121u1: Changed palettesize from 9 to 16 colors in clones Dragon's Lair (European), (Italian) and Space Ace (European).

- 30th September 2007: Mr. Do - A few months ago, Jcroach finished up the vector job for a Dragon's Lair scoreboard. I wasn't in too big of a hurry to release it, as the games still aren't working yet; plus I didn't have a speaker cover for it yet. Well, I finally got the speaker cover, so here it is. The games still aren't working, but at least you'll have the artwork when it's ready. The scoreboard is used in Dragon's Lair, Thayer's Quest, and for cabinets that were converted to Space Ace. (Still looking for a dedicated Space Ace scoreboard, btw. Let me know if you find one. You can see one here). Also included in Thayer's Quest is a scan of the keyboard, so you know what you're doing. And thanks to Ad_Enuff for that nice little graphic to finish off the speakers.

- 0.113u2: Changed VSync to 59.940000 Hz.

- 0.111u4: Added clones Dragon's Lair (European) and (Italian). Changed VSync to 59.939999 Hz.

- 0.111u3: More updates to the laserdisc emulation, based on more complete understanding of how the discs are encoded and how they will eventually be stored [Aaron Giles]. Added Custom sound (2 channels) and changed VSync to 59.940060Hz. Added dipswitches 'Engineering mode' and 'Service Mode' and removed 'Diagnostics' and 'Joystick Feedback Sound'.

- 12th December 2006: Aaron Giles - I'm looking for someone, preferably in the U.S., who owns an original Dragon's Lair laserdisc and is willing to loan it out for a couple of months. Either contact me via my webform (http://aarongiles.com/email.html), or reply to this post. Thanks!

- 4th December 2006: Aaron Giles - It should be pretty obvious with the update to the Dragon's Lair driver in 0.110u4 that something is brewing on the laserdisc front. There has been a lot of discussion over the years about how to make it happen, what video formats to use, etc, etc. In the end, it seemed that nobody was ever happy enough with the proposed ideas to actually take them and run. But with the discs and equipment getting older and older, and my (relatively) recent success in reading an NFL Football CED (http://www.cedmagic.com/featured/nfl.html) (thanks to Tim's (http://arcadecollecting.com/) help), I figured it was finally time to just pick a direction and move forward. One of the big stumbling blocks is that pretty much all existing video compression algorithms are heavily patented. Which means that for freely developed and freely available software, there isn't really a good way of utilizing standards such as MPEG. Plus, MPEG hardly qualifies as 'archival' quality. For this reason, MAME will be going its own way, but it won't be straying too far from the usual paths. The container format for the data will be CHD (which originally stood for Compressed Hard Drive, but has since been redubbed as Compressed Hunks of Data). Each frame, including audio and video data, will be a fixed length (some frames will have one fewer audio sample due to rounding, but this is easy to compute). The video frame rate, height, width, audio sample rate, and number of channels will be encoded in the CHD metadata. Each frame is independently compressed. Audio data is stored as multiple 16-bit channels at an arbitrary sample rate (we will be shooting for 44.1kHz stereo during sampling). The audio data is compressed losslessly using Huffman-compressed deltas. This gives a nice compromise between storing the data raw and doing something more complex and aggressive like FLAC. Audio data is just a drop in the bucket anyway from a data rate perspective, so why skimp? This compression may also be used in the future for CHD-CD's with audio tracks, and for systems that read/playback tape-based data. Video data compression is still being fine-tuned, and is waiting some good quality source data to experiment with, both animated and filmed. At a minimum, a lossless compression based on Huffman-compressed per-channel (Y,Cb,Cr) deltas will be available. This is essentially what HuffYUV does. I have also written a lossy DCT-based compressor that is tuned for archival purposes rather than bit rate limiting. That is, with an MPEG compressor you specify your data rate, and the compressor quantizes the DCT coefficients to fit the data rate. With our video compression, you specify a maximum error and a maximum average error for each channel, and the compressor tweaks the quantization on each 8x8 block indepedently to ensure that those criteria are met. The source material will be sampled at DVD resolutions (720x486 for NTSC video) in 'uncompressed' form - which is actually slightly compressed in that it is 4:2:2 subsampled, so each Cr and Cb sample covers two pixels horizontally. This is oversampling for laserdisc video, but it's better to have more data than not enough data. This effectively gives you 16 bits per pixel uncompressed, or 720 x 486 x 2 = 699,840 bytes per frame. Add in a frames' worth of audio data (assuming 29.97fps) at 44100Hz gives an extra 5886 bytes, for a total per-frame average of 705,726 bytes (5.4 MBits) per frame. Once you start multiplying that out, it's a lot of data: 20.6 MB/second, 1.18 GB/minute, or 70.9 GB/hour. Most video game laserdiscs are CAV, which maxes out at 54000 frames, or just over 30 minutes. Lossless tends to give you between 2:1 and 3:1 compression.
Going up to lossy with medium deltas (up to 4/256 per component) gets you closer to 4:1 and 5:1 compression with almost no visible difference. Increasing the max deltas beyond that helps further with compression, but it definitely starts to become visible. Not everything is nailed down yet, and it will probably take a couple of months to materialize, but those are the basics. The first game I'm looking at is obviously Dragon's Lair, but coincidentally, I just received in the mail a driver for the American Laser Games series (http://www.dragons-lair-project.com/tech/pages/alg.asp) of shooters as well, which were all run on an Amiga 500 with a genlock. Fortunately, the Amiga emulation is pretty decent these days, so things are progressing well there. Now that the basic system is up and running, I'm hoping others can help get the rest of the laser games moving forward. In 0.110u4 I included support for a couple of common laserdisc players. Even though you can't see any video yet, you can at least watch their operation to see if things are working properly. In 0.110u5 I'll have support for the Sony LDP-1450 (http://www.dragons-lair-project.com/tech/ldguide/sony.asp) laserdisc player and the ability to display dummy frames (each frame is solid color and gets a unique Cb/Cr value) so that you get a little better sense of the operation. And hopefully in the next month or so, I'll have the first video running at last...

- 0.110u4: Added Dragon's Lair (US Rev. F2) and clones (US Rev. A, Pioneer PR-7820), (US Rev. B, Pioneer PR-7820), (US Rev. C, Pioneer PR-7820), (US Rev. D, Pioneer LD-V1000), (US Rev. E) and (US Rev. F). Removed the old Dragon's Lair version. Aaron Giles rewroted the Dragon's Lair driver from the schematics. Added new module machine\laserdsc.c which has laserdisc emulation for the PR-7280 and LD-V1000 laserdisc players. Full emulation of the laserdisc is pending support for CHD audio/video and high quality rips, but you can operate the game and see the frame numbers that would be displayed. Added built-in layout to display the scores, lives and credit information. Changed Z80 clock speed to 4MHz, VSync to 48Hz and added AY8910 (2MHz) sound. Added dipswitches 'Coinage', 'Difficulty Mode', '2 Credits/Free play', 'Lives', 'Pay as you go', 'Diagnostics', 'LD Player', 'Sound every 8 attracts', 'Demo Sounds', 'Unlimited Dirks', 'Joystick Feedback Sound', 'Pay as you go options' and 'Difficulty'.

- 0.74u2: Added Dragon's Lair (Cinematronics 1983).

- 0.63: Added Dragon's Lair (Testdriver).

- 1st September 2001: Mirko Buffoni added support for the Dragon's Lair video. However, it only works with the DVD-ROM version and only in Windows, so inclusion is unlikely.

- 0.35b13: Nicola Salmoria added Dragon's Lair (Testdriver).

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Romset: 32 kb / 4 files / 17.2 zip

MAME XML Output:

       <game name="dlital" sourcefile="dlair.c" cloneof="dlair" romof="dlair">
              <description>Dragon's Lair (Italian)</description>
              <manufacturer>Cinematronics (Sidam license?)</manufacturer>
              <rom name="dlita45.bin" size="8192" crc="2ed85958" sha1="9651989775d215b279716b8c3e30d8e799d91b37" region="maincpu" offset="0"/>
              <rom name="dlita46.bin" size="8192" crc="8479612b" sha1="b5543a06928274bde0e1bdda0747d936feaff177" region="maincpu" offset="2000"/>
              <rom name="dlita47.bin" size="8192" crc="6a66f6b4" sha1="2bee981870e61977565439c34568952043656cfa" region="maincpu" offset="4000"/>
              <rom name="dlita48.bin" size="8192" crc="0c0b3011" sha1="c3ac7bf870dd4ef12609c9cf25a7da68204b2889" region="maincpu" offset="6000"/>
              <rom name="dlita33.bin" size="8192" crc="e7506d96" sha1="610ae25bd8db13b18b9e681e855ffa978043255b" region="gfx1" offset="0"/>
              <disk name="dleuro" status="nodump" region="ld_22vp932" index="0" writable="no"/>
              <chip type="cpu" tag="maincpu" name="Z80" clock="3579545"/>
              <chip type="audio" tag="ld_22vp932" name="Phillips 22VP932"/>
              <chip type="audio" tag="lspeaker" name="Speaker"/>
              <chip type="audio" tag="rspeaker" name="Speaker"/>
              <chip type="audio" tag="beep" name="Beep"/>
              <display tag="screen" type="raster" rotate="0" width="704" height="240" refresh="60.054446" pixclock="14318181" htotal="910" hbend="0" hbstart="704" vtotal="262" vbend="0" vbstart="240" />
              <sound channels="2"/>
              <input players="1" buttons="1" coins="2">
                     <control type="joy" ways="8"/>
              <dipswitch name="Service Mode" tag="P1" mask="128">
                     <dipvalue name="Off" value="128" default="yes"/>
                     <dipvalue name="On" value="0"/>
              <dipswitch name="Coinage" tag="DSW1" mask="3">
                     <dipvalue name="3 Coins/1 Credit" value="1"/>
                     <dipvalue name="2 Coins/1 Credit" value="0" default="yes"/>
                     <dipvalue name="Unused" value="3"/>
              <dipswitch name="Difficulty Mode" tag="DSW1" mask="4">
                     <dipvalue name="Mode 1" value="4"/>
                     <dipvalue name="Mode 2" value="0" default="yes"/>
              <dipswitch name="Engineering mode" tag="DSW1" mask="8">
                     <dipvalue name="Off" value="0" default="yes"/>
                     <dipvalue name="On" value="8"/>
              <dipswitch name="2 Credits/Free play" tag="DSW1" mask="16">
                     <dipvalue name="Off" value="0" default="yes"/>
                     <dipvalue name="On" value="16"/>
              <dipswitch name="Lives" tag="DSW1" mask="32">
                     <dipvalue name="3" value="0"/>
                     <dipvalue name="5" value="32" default="yes"/>
              <dipswitch name="Pay as you go" tag="DSW1" mask="64">
                     <dipvalue name="Off" value="0" default="yes"/>
                     <dipvalue name="On" value="64"/>
              <dipswitch name="Service Mode" tag="DSW1" mask="128">
                     <dipvalue name="Off" value="0" default="yes"/>
                     <dipvalue name="On" value="128"/>
              <dipswitch name="Sound every 8 attracts" tag="DSW2" mask="1">
                     <dipvalue name="Off" value="0"/>
                     <dipvalue name="On" value="1" default="yes"/>
              <dipswitch name="Demo Sounds" tag="DSW2" mask="2">
                     <dipvalue name="Off" value="2"/>
                     <dipvalue name="On" value="0" default="yes"/>
              <dipswitch name="Unlimited Dirks" tag="DSW2" mask="4">
                     <dipvalue name="Off" value="0" default="yes"/>
                     <dipvalue name="On" value="4"/>
              <dipswitch name="Joystick Feedback Sound" tag="DSW2" mask="8">
                     <dipvalue name="Off" value="0"/>
                     <dipvalue name="On" value="8" default="yes"/>
              <dipswitch name="Difficulty" tag="DSW2" mask="144">
                     <dipvalue name="Increase after 5" value="0"/>
                     <dipvalue name="Increase after 9" value="16" default="yes"/>
                     <dipvalue name="Easy" value="128"/>
                     <dipvalue name="Easy" value="144"/>
                     <dipvalue name="Hard" value="0"/>
                     <dipvalue name="Easy" value="16" default="yes"/>
                     <dipvalue name="Easy" value="128"/>
                     <dipvalue name="Easy" value="144"/>
              <dipswitch name="Pay as you go options" tag="DSW2" mask="96">
                     <dipvalue name="PAYG1" value="0"/>
                     <dipvalue name="PAYG2" value="32"/>
                     <dipvalue name="PAYG3" value="64"/>
                     <dipvalue name="PAYG4" value="96" default="yes"/>
              <driver status="preliminary" emulation="preliminary" color="good" sound="good" graphic="good" savestate="unsupported" palettesize="16"/>

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