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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)
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@ -795,14 +795,12 @@ static INPUT_PORTS_START( karatblz )
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PORT_DIPSETTING( 0x0000, "Individual" )
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/* According to Turbo Force manual, here DSW2 starts */
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PORT_SERVICE_DIPLOC( 0x0100, IP_ACTIVE_LOW, "SW2:1" )
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/* Default is DEF_STR( Hard ) */
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PORT_DIPNAME( 0x0600, 0x0200, "Number of Enemies" ) PORT_DIPLOCATION("SW2:2,3")
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PORT_DIPNAME( 0x0600, 0x0600, "Number of Enemies" ) PORT_DIPLOCATION("SW2:2,3")
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PORT_DIPSETTING( 0x0400, DEF_STR( Easy ) )
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PORT_DIPSETTING( 0x0600, DEF_STR( Normal ) )
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PORT_DIPSETTING( 0x0200, DEF_STR( Hard ) )
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PORT_DIPSETTING( 0x0000, DEF_STR( Hardest ) )
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/* Default is DEF_STR( Hard ) */
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PORT_DIPNAME( 0x1800, 0x0800, "Strength of Enemies" ) PORT_DIPLOCATION("SW2:4,5")
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PORT_DIPNAME( 0x1800, 0x1800, "Strength of Enemies" ) PORT_DIPLOCATION("SW2:4,5")
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PORT_DIPSETTING( 0x1000, DEF_STR( Easy ) )
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PORT_DIPSETTING( 0x1800, DEF_STR( Normal ) )
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PORT_DIPSETTING( 0x0800, DEF_STR( Hard ) )
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@ -819,6 +817,23 @@ static INPUT_PORTS_START( karatblz )
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PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
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INPUT_PORTS_END
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static INPUT_PORTS_START( karatblzu )
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PORT_INCLUDE( karatblz )
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PORT_MODIFY("DSW")
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/* Suggested default in US manual is DEF_STR( Hard ) for these two */
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PORT_DIPNAME( 0x0600, 0x0200, "Number of Enemies" ) PORT_DIPLOCATION("SW2:2,3")
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PORT_DIPSETTING( 0x0400, DEF_STR( Easy ) )
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PORT_DIPSETTING( 0x0600, DEF_STR( Normal ) )
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PORT_DIPSETTING( 0x0200, DEF_STR( Hard ) )
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PORT_DIPSETTING( 0x0000, DEF_STR( Hardest ) )
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PORT_DIPNAME( 0x1800, 0x0800, "Strength of Enemies" ) PORT_DIPLOCATION("SW2:4,5")
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PORT_DIPSETTING( 0x1000, DEF_STR( Easy ) )
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PORT_DIPSETTING( 0x1800, DEF_STR( Normal ) )
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PORT_DIPSETTING( 0x0800, DEF_STR( Hard ) )
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PORT_DIPSETTING( 0x0000, DEF_STR( Hardest ) )
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INPUT_PORTS_END
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static INPUT_PORTS_START( spinlbrk )
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PORT_START("IN0")
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PORT_BIT( 0x0001, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(1)
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@ -891,7 +906,6 @@ static INPUT_PORTS_START( spinlbrk )
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PORT_DIPSETTING( 0x0010, "1-1-1-1C 1-1-1-2 HPs" )
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PORT_DIPSETTING( 0x0000, "1-1C 1-2 HPs" )
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/* According to Spinal Breakers manual, here DSW2 starts */
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/* Default in US manual is DEF_STR( Hardest ) */
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PORT_DIPNAME( 0x0300, 0x0300, DEF_STR( Difficulty ) ) PORT_DIPLOCATION("SW2:1,2")
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PORT_DIPSETTING( 0x0300, DEF_STR( Normal ) )
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PORT_DIPSETTING( 0x0200, DEF_STR( Easy ) )
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@ -920,6 +934,7 @@ static INPUT_PORTS_START( spinlbrku )
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PORT_INCLUDE(spinlbrk)
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PORT_MODIFY("DSW")
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/* Suggested default in US manual is DEF_STR( Hardest ) */
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PORT_DIPNAME( 0x0300, 0x0000, DEF_STR( Difficulty ) ) PORT_DIPLOCATION("SW2:1,2")
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PORT_DIPSETTING( 0x0300, DEF_STR( Normal ) )
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PORT_DIPSETTING( 0x0200, DEF_STR( Easy ) )
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@ -3178,12 +3193,12 @@ GAME( 1991, pspikesc, pspikes, pspikesc, pspikesc, aerofgt_state, 0, ROT0, "
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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
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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
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GAME( 1991, karatblz, 0, karatblz, karatblz, aerofgt_state, 0, ROT0, "Video System Co.", "Karate Blazers (World, set 1)", MACHINE_SUPPORTS_SAVE | MACHINE_NO_COCKTAIL )
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GAME( 1991, karatblza, karatblz, karatblz, karatblz, aerofgt_state, 0, ROT0, "Video System Co.", "Karate Blazers (World, set 2)", MACHINE_SUPPORTS_SAVE | MACHINE_NO_COCKTAIL )
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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 )
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GAME( 1991, karatblzu, karatblz, karatblz, karatblz, aerofgt_state, 0, ROT0, "Video System Co.", "Karate Blazers (US)", MACHINE_SUPPORTS_SAVE | MACHINE_NO_COCKTAIL )
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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 )
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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 )
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GAME( 1991, karatblz, 0, karatblz, karatblz, aerofgt_state, 0, ROT0, "Video System Co.", "Karate Blazers (World, set 1)", MACHINE_SUPPORTS_SAVE | MACHINE_NO_COCKTAIL )
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GAME( 1991, karatblza, karatblz, karatblz, karatblz, aerofgt_state, 0, ROT0, "Video System Co.", "Karate Blazers (World, set 2)", MACHINE_SUPPORTS_SAVE | MACHINE_NO_COCKTAIL )
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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 )
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GAME( 1991, karatblzu, karatblz, karatblz, karatblzu, aerofgt_state, 0, ROT0, "Video System Co.", "Karate Blazers (US)", MACHINE_SUPPORTS_SAVE | MACHINE_NO_COCKTAIL )
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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 )
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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 )
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// according to Gamest magazine in new revision they changed the points value of the rocks in level 6 (5.000 versus 500)
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// -> our three sets all gives 5k points, huh?
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@ -36,6 +36,10 @@
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- (fixed) several if not all enemies definitely wants some sort of "axis aligned bounding box" in order to stop from going out of range
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(when i.e. first boss goes to bottom of the screen and become unreachable)
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- (btanb) Throw is made by quickly double jumping (!)
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- (btanb) seldomly enemies thrown animates weirdly (bounces to the left when thrown to the right).
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Culprit is with command 0x905 param +0x28, but it looks like this parameter is coming
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from program ROM itself. Also a PCB recording video shows the same phenomenon, it's just sloppy
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programming basically.
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Heated Barrel
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- (btanb) if player moves in diagonal a bogus projectile is fired.
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- gives random value to hi-score if you continue (only the first time, not a bug?);
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@ -47,10 +51,9 @@
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- (fixed) barrels seen in later levels seems to fail an axis aligned bounding box, not unlike Legionnaire.
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Godzilla
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- few elements doesn't collide properly (i.e. Super X missiles, Tokyo's tower in stage 1),
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Z axis check makes no sense whatsoever.
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Kludged to work in per-game driver_init.
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Z axis check makes no sense whatsoever. Kludged to work in per-game driver_init.
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SD Gundam
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- stage 3 mid-boss still has the sprite garbage bug;
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- stage 3: mid-boss still has the sprite garbage bug;
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- stage 4: has sprite stuck on bottom-left of screen;
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Seibu Cup Soccer
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- Handles collision detection via the 130e/3bb0 macros
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