aerofgt.cpp: change non-US karatblz sets to have normal + normal difficulty as default, again dip switches going all off makes more sense as program standpoint. (nw)

seibucop.cpp: Legionnaire note (nw)
This commit is contained in:
angelosa 2018-05-09 16:22:04 +02:00
parent c5662d693e
commit 923933efcb
2 changed files with 32 additions and 14 deletions

View File

@ -795,14 +795,12 @@ static INPUT_PORTS_START( karatblz )
PORT_DIPSETTING( 0x0000, "Individual" )
/* According to Turbo Force manual, here DSW2 starts */
PORT_SERVICE_DIPLOC( 0x0100, IP_ACTIVE_LOW, "SW2:1" )
/* Default is DEF_STR( Hard ) */
PORT_DIPNAME( 0x0600, 0x0200, "Number of Enemies" ) PORT_DIPLOCATION("SW2:2,3")
PORT_DIPNAME( 0x0600, 0x0600, "Number of Enemies" ) PORT_DIPLOCATION("SW2:2,3")
PORT_DIPSETTING( 0x0400, DEF_STR( Easy ) )
PORT_DIPSETTING( 0x0600, DEF_STR( Normal ) )
PORT_DIPSETTING( 0x0200, DEF_STR( Hard ) )
PORT_DIPSETTING( 0x0000, DEF_STR( Hardest ) )
/* Default is DEF_STR( Hard ) */
PORT_DIPNAME( 0x1800, 0x0800, "Strength of Enemies" ) PORT_DIPLOCATION("SW2:4,5")
PORT_DIPNAME( 0x1800, 0x1800, "Strength of Enemies" ) PORT_DIPLOCATION("SW2:4,5")
PORT_DIPSETTING( 0x1000, DEF_STR( Easy ) )
PORT_DIPSETTING( 0x1800, DEF_STR( Normal ) )
PORT_DIPSETTING( 0x0800, DEF_STR( Hard ) )
@ -819,6 +817,23 @@ static INPUT_PORTS_START( karatblz )
PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
INPUT_PORTS_END
static INPUT_PORTS_START( karatblzu )
PORT_INCLUDE( karatblz )
PORT_MODIFY("DSW")
/* Suggested default in US manual is DEF_STR( Hard ) for these two */
PORT_DIPNAME( 0x0600, 0x0200, "Number of Enemies" ) PORT_DIPLOCATION("SW2:2,3")
PORT_DIPSETTING( 0x0400, DEF_STR( Easy ) )
PORT_DIPSETTING( 0x0600, DEF_STR( Normal ) )
PORT_DIPSETTING( 0x0200, DEF_STR( Hard ) )
PORT_DIPSETTING( 0x0000, DEF_STR( Hardest ) )
PORT_DIPNAME( 0x1800, 0x0800, "Strength of Enemies" ) PORT_DIPLOCATION("SW2:4,5")
PORT_DIPSETTING( 0x1000, DEF_STR( Easy ) )
PORT_DIPSETTING( 0x1800, DEF_STR( Normal ) )
PORT_DIPSETTING( 0x0800, DEF_STR( Hard ) )
PORT_DIPSETTING( 0x0000, DEF_STR( Hardest ) )
INPUT_PORTS_END
static INPUT_PORTS_START( spinlbrk )
PORT_START("IN0")
PORT_BIT( 0x0001, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(1)
@ -891,7 +906,6 @@ static INPUT_PORTS_START( spinlbrk )
PORT_DIPSETTING( 0x0010, "1-1-1-1C 1-1-1-2 HPs" )
PORT_DIPSETTING( 0x0000, "1-1C 1-2 HPs" )
/* According to Spinal Breakers manual, here DSW2 starts */
/* Default in US manual is DEF_STR( Hardest ) */
PORT_DIPNAME( 0x0300, 0x0300, DEF_STR( Difficulty ) ) PORT_DIPLOCATION("SW2:1,2")
PORT_DIPSETTING( 0x0300, DEF_STR( Normal ) )
PORT_DIPSETTING( 0x0200, DEF_STR( Easy ) )
@ -920,6 +934,7 @@ static INPUT_PORTS_START( spinlbrku )
PORT_INCLUDE(spinlbrk)
PORT_MODIFY("DSW")
/* Suggested default in US manual is DEF_STR( Hardest ) */
PORT_DIPNAME( 0x0300, 0x0000, DEF_STR( Difficulty ) ) PORT_DIPLOCATION("SW2:1,2")
PORT_DIPSETTING( 0x0300, DEF_STR( Normal ) )
PORT_DIPSETTING( 0x0200, DEF_STR( Easy ) )
@ -3178,12 +3193,12 @@ GAME( 1991, pspikesc, pspikes, pspikesc, pspikesc, aerofgt_state, 0, ROT0, "
GAME( 1997, wbbc97, 0, wbbc97, wbbc97, aerofgt_state, 0, ROT0, "Comad", "Beach Festival World Championship 1997", MACHINE_SUPPORTS_SAVE | MACHINE_NO_COCKTAIL ) // based on power spikes codebase
GAME( 1998, kickball, 0, kickball, pspikes, aerofgt_state, kickball, ROT0, "Seoung Youn", "Kick Ball", MACHINE_SUPPORTS_SAVE | MACHINE_NO_COCKTAIL | MACHINE_IMPERFECT_GRAPHICS ) // based on power spikes codebase, wrong priorities
GAME( 1991, karatblz, 0, karatblz, karatblz, aerofgt_state, 0, ROT0, "Video System Co.", "Karate Blazers (World, set 1)", MACHINE_SUPPORTS_SAVE | MACHINE_NO_COCKTAIL )
GAME( 1991, karatblza, karatblz, karatblz, karatblz, aerofgt_state, 0, ROT0, "Video System Co.", "Karate Blazers (World, set 2)", MACHINE_SUPPORTS_SAVE | MACHINE_NO_COCKTAIL )
GAME( 1991, karatblzt, karatblz, karatblz, karatblz, aerofgt_state, 0, ROT0, "Video System Co. (Tecmo license)", "Karate Blazers (World, Tecmo license)", MACHINE_SUPPORTS_SAVE | MACHINE_NO_COCKTAIL )
GAME( 1991, karatblzu, karatblz, karatblz, karatblz, aerofgt_state, 0, ROT0, "Video System Co.", "Karate Blazers (US)", MACHINE_SUPPORTS_SAVE | MACHINE_NO_COCKTAIL )
GAME( 1991, karatblzj, karatblz, karatblz, karatblz, aerofgt_state, 0, ROT0, "Video System Co. (Tecmo license)", "Toushin Blazers (Japan, Tecmo license)", MACHINE_SUPPORTS_SAVE | MACHINE_NO_COCKTAIL )
GAME( 1991, karatblzbl, karatblz, karatblzbl, karatblz, aerofgt_state, 0, ROT0, "bootleg", "Karate Blazers (bootleg with Street Smart sound hardware)", MACHINE_SUPPORTS_SAVE | MACHINE_NO_COCKTAIL | MACHINE_IMPERFECT_SOUND )
GAME( 1991, karatblz, 0, karatblz, karatblz, aerofgt_state, 0, ROT0, "Video System Co.", "Karate Blazers (World, set 1)", MACHINE_SUPPORTS_SAVE | MACHINE_NO_COCKTAIL )
GAME( 1991, karatblza, karatblz, karatblz, karatblz, aerofgt_state, 0, ROT0, "Video System Co.", "Karate Blazers (World, set 2)", MACHINE_SUPPORTS_SAVE | MACHINE_NO_COCKTAIL )
GAME( 1991, karatblzt, karatblz, karatblz, karatblz, aerofgt_state, 0, ROT0, "Video System Co. (Tecmo license)", "Karate Blazers (World, Tecmo license)", MACHINE_SUPPORTS_SAVE | MACHINE_NO_COCKTAIL )
GAME( 1991, karatblzu, karatblz, karatblz, karatblzu, aerofgt_state, 0, ROT0, "Video System Co.", "Karate Blazers (US)", MACHINE_SUPPORTS_SAVE | MACHINE_NO_COCKTAIL )
GAME( 1991, karatblzj, karatblz, karatblz, karatblz, aerofgt_state, 0, ROT0, "Video System Co. (Tecmo license)", "Toushin Blazers (Japan, Tecmo license)", MACHINE_SUPPORTS_SAVE | MACHINE_NO_COCKTAIL )
GAME( 1991, karatblzbl, karatblz, karatblzbl, karatblz, aerofgt_state, 0, ROT0, "bootleg", "Karate Blazers (bootleg with Street Smart sound hardware)", MACHINE_SUPPORTS_SAVE | MACHINE_NO_COCKTAIL | MACHINE_IMPERFECT_SOUND )
// according to Gamest magazine in new revision they changed the points value of the rocks in level 6 (5.000 versus 500)
// -> our three sets all gives 5k points, huh?

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@ -36,6 +36,10 @@
- (fixed) several if not all enemies definitely wants some sort of "axis aligned bounding box" in order to stop from going out of range
(when i.e. first boss goes to bottom of the screen and become unreachable)
- (btanb) Throw is made by quickly double jumping (!)
- (btanb) seldomly enemies thrown animates weirdly (bounces to the left when thrown to the right).
Culprit is with command 0x905 param +0x28, but it looks like this parameter is coming
from program ROM itself. Also a PCB recording video shows the same phenomenon, it's just sloppy
programming basically.
Heated Barrel
- (btanb) if player moves in diagonal a bogus projectile is fired.
- gives random value to hi-score if you continue (only the first time, not a bug?);
@ -47,10 +51,9 @@
- (fixed) barrels seen in later levels seems to fail an axis aligned bounding box, not unlike Legionnaire.
Godzilla
- few elements doesn't collide properly (i.e. Super X missiles, Tokyo's tower in stage 1),
Z axis check makes no sense whatsoever.
Kludged to work in per-game driver_init.
Z axis check makes no sense whatsoever. Kludged to work in per-game driver_init.
SD Gundam
- stage 3 mid-boss still has the sprite garbage bug;
- stage 3: mid-boss still has the sprite garbage bug;
- stage 4: has sprite stuck on bottom-left of screen;
Seibu Cup Soccer
- Handles collision detection via the 130e/3bb0 macros