E-Swat - Cyber Police (set 1, Japan, FD1094 317-0128)
The player takes on the role of a rookie cop in this sideways scrolling platform shoot-em-up from Sega. A powerful crime syndicate is creating chaos in the cop's home city and he must prove his ability as a police officer by capturing a number of crime bosses, killing as many of their henchmen as possible in the process. The policeman carries a standard issue pistol which only has a limited amount of ammunition. In the event of the ammunition running out, players will only be able to kick their enemies. Extra Ammo can be picked up at various points in the levels.
As the player progresses through the game and makes more and more arrests, their on-screen character will be promoted through the ranks. First to Captain, then Assistant Chief, Chief and finally, once three crime bosses have been arrested, to a full E-SWAT agent. Adorning full, robot-style body armour that bears more than a passing resemblance to the "Robocop" character from the games and movies of the same name. In armoured mode, the cop has vastly increased firepower, including a limited number of bombs that are ejected by a mechanical device on the policeman's back.
As the armoured cop is shot, his armour will gradually disappear until he is finally killed.
E-Swat plays very much like a cross between Sega's own 1987 classic "Shinobi", as well as Namco's superb "Rolling Thunder".
As the player progresses through the game and makes more and more arrests, their on-screen character will be promoted through the ranks. First to Captain, then Assistant Chief, Chief and finally, once three crime bosses have been arrested, to a full E-SWAT agent. Adorning full, robot-style body armour that bears more than a passing resemblance to the "Robocop" character from the games and movies of the same name. In armoured mode, the cop has vastly increased firepower, including a limited number of bombs that are ejected by a mechanical device on the policeman's back.
As the armoured cop is shot, his armour will gradually disappear until he is finally killed.
E-Swat plays very much like a cross between Sega's own 1987 classic "Shinobi", as well as Namco's superb "Rolling Thunder".
Télécharger E-Swat - Cyber Police (set 1, Japan, FD1094 317-0128)
Contents of the ROM :
Technical
CPU
- maincpu FD1094 (@ 10 Mhz)
- soundcpu Z80 (@ 5 Mhz)
Chipset
- YM2151 (@ 4 Mhz)
- uPD7759 (@ 0 Mhz)
Display
- Orientation Yoko
- Resolution 255 x 224
- Frequency 60.054389 Hz
Controlers
- Number of players 2
- Number of buttons 3
- Kind of controler joy (8 ways)
Clones of E-Swat - Cyber Police (set 1, Japan, FD1094 317-0128)
If you liked E-Swat - Cyber Police (set 1, Japan, FD1094 317-0128)
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Tips on E-Swat - Cyber Police (set 1, Japan, FD1094 317-0128)
* Second Boss Easy Win : when facing the second boss (the tall, boomerang-throwing thug) simply shoot repeatedly until you run out of bullets, then get in really close and 'kick' him for a one-hit win.
E-Swat - Cyber Police (set 1, Japan, FD1094 317-0128) and M.A.M.E.
0.88 [Charles MacDonald]
0.36b3 [Andrew Prime]
0.34b4 [Phil Stroffolino]
WIP:
- 0.132u1: Fixed gfx2 rom loading in clone 'E-Swat - Cyber Police (bootleg)'.
- 0.92: Changed description to 'E-Swat - Cyber Police (set 3, World, FD1094 317-0130)' and clones '(US, FD1094 317-0129)' to '(set 2, US, FD1094 317-0129)', '(Japan, FD1094 317-0128)' to '(set 1, Japan, FD1094 317-0128)'.
- 0.89u3: Thierry added clone E-Swat - Cyber Police (Japan, FD1094 317-0128).
- 0.88u6: Changed description to 'E-Swat - Cyber Police (World, FD1094 317-0130)' and clone '(US, 317-0129)' to '(US, FD1094 317-0129)'. Changed Z80 CPU2 clock speed to 5MHz and palettesize to 6144 colors. Fixed gfx2 roms addresses.
- 0.88u3: Added new 317-0129 and 317-0130 key. Aaron Giles included E-Swat(Japan) update from Thierry.
- 0.88u2: Added FD1094 317-0129 and 317-0130.key and new cpu2 and gfx1/2 roms to E-Swat (World)/(US). Changed description to 'E-Swat - Cyber Police (World, 317-0130)' and clone '(US)' to '(US, 317-0129)'.
- 30th October 2004: MASH - Fixed E-Swat (World and US) gfx and sound. Games now playable.
- 0.88u1: Charles MacDonald and Nicola Salmoria improved the FD1094 emulation. More sets now run (eswatu, fpoint, goldnaxc and cltchitr).
- 0.88: Charles MacDonald added 'E-Swat - Cyber Police (World)'. Changed 'E-Swat - Cyber Police' to clone 'E-Swat - Cyber Police (US)'. Renamed (eswat) to (eswatu).
- 9th October 2004: Charles MacDonald - Here's E-Swat (System 16B, 317-0130) decrypted and running. Thanks to Dave Widel for donating the FD1094, and zozo for dumping the program ROMs. For those of you that are wondering, many Sega games had several revisions, each encrypted differently. There are two varieties of E-Swat, a whole bunch of Golden Axe's, etc. It's pretty much the same as the 317-0129 version I decrypted earlier, I would assume with some minor tweaks like bugfixes. Then again the CPU part numbers have no correlation to the release date of a particular game, so this could possibly be an older version.
- 30th September 2004: Charles MacDonald - Here's E-Swat (System 16B, 317-0129) decrypted and running. E-Swats protections use a multiplier chip on the ROM board frequently and does some odd stuff with the compare chip, putting in opcodes like NOP, RTE, and examining the result. The game uses five states and doesn't do anything terribly complex regarding state changes. I was concerned as this game uses compare instructions normally, showing that a specific encoding of the operand is what triggers a state change. Otherwise the instruction can be used normally. Some of the protection checks are patched out at the moment, I need to run some more tests on the compare chip registers to see what kind of results E-Swat is expecting.
- 19th September 2004: Charles MacDonald - I've been working on E-Swat and so far the techniques used for Tetris are giving good results. The game switches states normally, but also uses "CMPI.L #$imm32, d0" in a regular way to control program flow. I think only a specific encoding of the operand is what triggers a change, the games I've observed use it with an operand of #$00xxFFFF exclusively when the intent is to switch states. I guess it makes sense, so the functionality of the instruction isn't lost. Hopefully this won't manifest into anything too weird, I'd like to think the state issue is understood at this point.
- 0.80u2: Added new E-Swat dump. Fixed gfx1/2 roms addresses and rom names.
- 18th March 2004: Charles MacDonald added correctly dumped ROM set for E-Swat to replaced the old one. Game is encrypted and unplayable.
- 0.37b9: Fixed gfx2 rom loading.
- 0.37b6: Changed parent and clone descriptions to 'E-Swat - Cyber Police'.
- 0.36b3: Andrew Prime added E-Swat (Sega 1989). Protected - not working.
- 0.36b2: Added missing cpu2 rom.
- 0.36b1: Added dipswitches '2 Credits to Start', 'Demo Sounds', 'Display Flip', 'Time', 'Difficulty' and 'Lives'.
- 0.34b4: Phil Stroffolino added E-Swat (bootleg) (1989), not working.
LEVELS: 15
Other Emulators:
* Calice
* FB Alpha
* System 16
Romset: 3112 kb / 14 files / 1006.7 zip
0.36b3 [Andrew Prime]
0.34b4 [Phil Stroffolino]
WIP:
- 0.132u1: Fixed gfx2 rom loading in clone 'E-Swat - Cyber Police (bootleg)'.
- 0.92: Changed description to 'E-Swat - Cyber Police (set 3, World, FD1094 317-0130)' and clones '(US, FD1094 317-0129)' to '(set 2, US, FD1094 317-0129)', '(Japan, FD1094 317-0128)' to '(set 1, Japan, FD1094 317-0128)'.
- 0.89u3: Thierry added clone E-Swat - Cyber Police (Japan, FD1094 317-0128).
- 0.88u6: Changed description to 'E-Swat - Cyber Police (World, FD1094 317-0130)' and clone '(US, 317-0129)' to '(US, FD1094 317-0129)'. Changed Z80 CPU2 clock speed to 5MHz and palettesize to 6144 colors. Fixed gfx2 roms addresses.
- 0.88u3: Added new 317-0129 and 317-0130 key. Aaron Giles included E-Swat(Japan) update from Thierry.
- 0.88u2: Added FD1094 317-0129 and 317-0130.key and new cpu2 and gfx1/2 roms to E-Swat (World)/(US). Changed description to 'E-Swat - Cyber Police (World, 317-0130)' and clone '(US)' to '(US, 317-0129)'.
- 30th October 2004: MASH - Fixed E-Swat (World and US) gfx and sound. Games now playable.
- 0.88u1: Charles MacDonald and Nicola Salmoria improved the FD1094 emulation. More sets now run (eswatu, fpoint, goldnaxc and cltchitr).
- 0.88: Charles MacDonald added 'E-Swat - Cyber Police (World)'. Changed 'E-Swat - Cyber Police' to clone 'E-Swat - Cyber Police (US)'. Renamed (eswat) to (eswatu).
- 9th October 2004: Charles MacDonald - Here's E-Swat (System 16B, 317-0130) decrypted and running. Thanks to Dave Widel for donating the FD1094, and zozo for dumping the program ROMs. For those of you that are wondering, many Sega games had several revisions, each encrypted differently. There are two varieties of E-Swat, a whole bunch of Golden Axe's, etc. It's pretty much the same as the 317-0129 version I decrypted earlier, I would assume with some minor tweaks like bugfixes. Then again the CPU part numbers have no correlation to the release date of a particular game, so this could possibly be an older version.
- 30th September 2004: Charles MacDonald - Here's E-Swat (System 16B, 317-0129) decrypted and running. E-Swats protections use a multiplier chip on the ROM board frequently and does some odd stuff with the compare chip, putting in opcodes like NOP, RTE, and examining the result. The game uses five states and doesn't do anything terribly complex regarding state changes. I was concerned as this game uses compare instructions normally, showing that a specific encoding of the operand is what triggers a state change. Otherwise the instruction can be used normally. Some of the protection checks are patched out at the moment, I need to run some more tests on the compare chip registers to see what kind of results E-Swat is expecting.
- 19th September 2004: Charles MacDonald - I've been working on E-Swat and so far the techniques used for Tetris are giving good results. The game switches states normally, but also uses "CMPI.L #$imm32, d0" in a regular way to control program flow. I think only a specific encoding of the operand is what triggers a change, the games I've observed use it with an operand of #$00xxFFFF exclusively when the intent is to switch states. I guess it makes sense, so the functionality of the instruction isn't lost. Hopefully this won't manifest into anything too weird, I'd like to think the state issue is understood at this point.
- 0.80u2: Added new E-Swat dump. Fixed gfx1/2 roms addresses and rom names.
- 18th March 2004: Charles MacDonald added correctly dumped ROM set for E-Swat to replaced the old one. Game is encrypted and unplayable.
- 0.37b9: Fixed gfx2 rom loading.
- 0.37b6: Changed parent and clone descriptions to 'E-Swat - Cyber Police'.
- 0.36b3: Andrew Prime added E-Swat (Sega 1989). Protected - not working.
- 0.36b2: Added missing cpu2 rom.
- 0.36b1: Added dipswitches '2 Credits to Start', 'Demo Sounds', 'Display Flip', 'Time', 'Difficulty' and 'Lives'.
- 0.34b4: Phil Stroffolino added E-Swat (bootleg) (1989), not working.
LEVELS: 15
Other Emulators:
* Calice
* FB Alpha
* System 16
Romset: 3112 kb / 14 files / 1006.7 zip