WhittyArcade v0.3.0-preview.1 is released. WhittyArcade is a focused standalone multi-board arcade emulator for Windows and Linux. Its 26 working sets span Namco System 22 / Super System 22, System 246, Model 1, Model 2, Namco System 1, Galaga, Galaxian, Phoenix, Sega System 16B, Ghosts'n Goblins hardware and the Xbox 360. MAME's BSD hardware implementations are the primary behaviour reference; machine integration, scheduling, frontend, storage and host output are standalone.
Current status:
Implemented and tested:
Motorola MC68020 execution through the standalone Musashi 4.60 core
Big-endian System 22 and Super System 22 main memory maps, including the later board's system controller, mixer, sprite/VICS, gun and point-RAM areas
System 22 interrupt controller and game-programmable vblank IRQ delivery
Directory and ZIP ROM loading with MAME sizes and CRC-32 validation
Per-game program interleave, ROM-region placement and CRC validation
Game-specific C370 KEYCUS responses and C139 standalone link status
C71 and C74 internal firmware loading from namcoc71.zip/namcoc74.zip
Two real TMS320C25-derived C71 cores with master/slave program, data, I/O, point-ROM and banked polygon-RAM maps
Real M37702 C74 and M37710 execution with internal peripherals, Timer A0, shared RAM, external sequence/code ROM and board-specific port selection
32-voice C352 mixing: PCM, mu-law, noise, interpolation, volume ramps, forward/reverse looping, phase flags and key events
Real C74-to-C352 register traffic over a bounded SPSC queue, with C352 mixing and OpenAL streaming owned by a dedicated audio thread
OpenGL 4.3 renderer lifecycle, event handling and a thread-safe polygon producer/consumer boundary
C71 direct-render command decoding, priority sorting and hardware triangle rendering for the resulting neutral polygon records
Ridge Racer's linked PDP command stream, point-ROM/point-RAM object lists, model/view transforms, lighting, culling and representative-Z priorities
GPU integer-texture indirection for Ridge Racer's raw 16x16 texels, 1M-entry tilemap, packed transform attributes, color modes and live palette RAM
GPU text layer from live 16x16x4bpp character RAM and 64x64 tile RAM, with scrolling, flip attributes, palette banking, transparent pen and per-pixel polygon-over-character priority
Super System 22 C374/VICS sprite-list decoding and 32x32x8bpp object tiles, with mixer-controlled polygon, sprite, text and background composition
RGBA8 scene composition with the non-Super System 22 global 8.8 fade and final red/green/blue gamma-PROM lookup
Non-Super System 22 direct-polygon CZ table selection and per-type fog color
Time Crisis gun coordinates, cabinet trigger/pedal, mouse aiming, custom player-coloured crosshairs and its Super System 22 fade/gamma/CZ path
Dirt Dash World DT2 Ver.C with its M37710 cabinet I/O, C418 protection, full C374/VICS sprite list, driving controls and stable projected shadows
Hot-pluggable SDL/Xbox and keyboard controls for driving, twin-stick and 2D cabinets, with per-device launcher mapping, calibrated axes and debounced coin/start lines
Framework-free NEC V60 and Fujitsu MB86233 execution, with ROM-backed Model 1 geometry processing, arithmetic tables, shared RAM, FIFOs, interrupts and ROM-bank machinery for Virtua Formula
System 24 RAM tile pages, character decoding, split/window modes and correct backdrop -> 3D -> HUD composition for the Model 1 video path
Native Model 1 support for Virtua Formula, Virtua Fighter, Star Wars Arcade and Wing War, including per-game ROM maps and sound-board variants
Native Model 2 support for Sega Rally Championship with i960, geometry, SCSP audio, inputs, NVRAM and race-frame regression coverage. Its launcher distinguishes a single cabinet, two locally linked cabinets on one computer, and one linked cabinet on each of two LAN computers. These modes automatically save Sega's matching NOTLINK, CAR1 and CAR2 EEPROM setting; the same choice is also available in the pause/operator menu.
Phoenix, Galaxian, Moon Cresta, UniWar S and Shinobi machine/video/input/audio paths using the same board-neutral session and presentation contracts
Shared scaling, filtering, settings, overlays and ROM menus across OpenGL, Vulkan-transfer and SDL software presentation
Launch choices follow the selected game's implemented cabinet inputs. One-player titles show a single-screen cabinet only; supported alternating and simultaneous games add mirrored twin-display choices. For ordinary alternating/simultaneous multiplayer games, Player 1 owns the authoritative emulator and sends its final picture to Player 2; Player 2 sends its local controls back as the arcade game's P2 inputs. Both displays therefore show the same game and score, including while the players take turns. Sega Rally Championship is the only advertised native linked-cabinet game and instead runs two emulated Model 2 boards using Sega's original link protocol.
Two normally opened WhittyArcade apps discover each other in the launcher, elect Player 1/Player 2 automatically and expose a shared Multiplayer game list. Player 1 chooses once; Player 2 launches the same installed ROM without any role, ROM or IP setup. Galaga inserts the two required credits, uses the original 2-player start input and changes control/display ownership immediately when the original board advances to the other player's turn.
Single-screen fullscreen output fills the display while retaining the original arcade monitor aspect (3:4 for the vertical sets and 4:3 for the standard horizontal cabinets), with only the required black bars.
Twin Screen preserves each board's exact native framebuffer with one integer multiplier on both axes and a visible border around each player viewport. For example, Galaga remains 224x288 per player; on a 5120x1440 desktop each bordered image is 896x1152 (4x), centred in its own half without horizontal or vertical stretching.
The base System 22 sets boot the MC68020, both C71s and C74 together and reach their attract/gameplay rendering. Time Crisis and Dirt Dash boot their Super System 22 MC68020, C71 pair and M37710, then reach attract and live gameplay with 3D, sprites, text and C352 audio. The polygon, sprite, text, priority and final-mix shader pipelines have been exercised on a real OpenGL 4.3 driver.
Not implemented yet:
Remaining slave-C71 render-device packet variants beyond Ridge Racer's validated PDP stream
Remaining CZ/fog edge cases and Super System 22 sprite alpha/blend details
Full external I/O-C74 serial protocol and force-feedback/output devices
Full KEYCUS behaviour, EEPROM timing, and the remaining non-vblank IRQs
Model 1 force feedback, network board and cycle-level I/O-board Z80 execution
The current binary remains experimental; the limitations above affect hardware accuracy and cabinet peripherals rather than basic startup and rendering.
WhittyArcade Changelog:
https://github.com/CrownParkComputing/WhittyArcade/releases/tag/v0.3.0-preview.1
Download: WhittyArcade v0.3.0-preview.1
Source:Here
2026-07-28
Tags:
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Official_Build,
Others,
WhittyArcade

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