Lethal Enforcers (ver JAD, 12/04/92 17:16)
As an undercover police officer the player's mission is to put a stop to an array of criminals ranging from bank robbers, hijackers and numerous other law breakers. As well as upholding the law, players must also try to protect innocent members of the public from the criminal gangs, being careful not to accidentally shoot them. Shooting innocent victims will result in the player's energy level being severely reduced.
Lethal Enforcers is an on-the-rails light-gun game. The player is initially armed only with a standard issue revolver, but weapon upgrades such as a .357 Magnum, a shotgun and an automatic pistol can be collected by shooting at their on-screen counterparts as the game progresses. While some weapons can be reloaded, others can't and are only useful for a limited time. Any weapon upgrades are lost in the event of a player losing a life.
Lethal Enforcers is an on-the-rails light-gun game. The player is initially armed only with a standard issue revolver, but weapon upgrades such as a .357 Magnum, a shotgun and an automatic pistol can be collected by shooting at their on-screen counterparts as the game progresses. While some weapons can be reloaded, others can't and are only useful for a limited time. Any weapon upgrades are lost in the event of a player losing a life.
Télécharger Lethal Enforcers (ver JAD, 12/04/92 17:16)
Contents of the ROM :
Technical
CPU
- maincpu HD6309 (@ 12 Mhz)
- soundcpu Z80 (@ 6 Mhz)
Chipset
- K054539 (@ 0 Mhz)
Display
- Orientation Yoko
- Resolution 255 x 224
- Frequency 59.62 Hz
Controlers
- Number of players 2
- Number of buttons 1
- Kind of controler lightgun
Clones of Lethal Enforcers (ver JAD, 12/04/92 17:16)
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Tips on Lethal Enforcers (ver JAD, 12/04/92 17:16)
* On the first area of Stage 1 (the bank robbery), a masked gunman in black will roll out from behind the desk at the front of the room at the left end of the screen. You need to shoot the enemy as quickly as possible when he first appears, and if you do, an assault rifle will drop to the floor. Shoot it quickly to pick it up.
* On the second area of the same stage, in the street behind the bank, when you've nearly completed it, there will appear another masked gunman at the left end of the screen, and if you shoot him quickly enough the first time he pops out, a rifle will drop to the ground too. Shoot it quickly to get it before it disappears.
* On the third area of the Stage 3 (the airport), there are two terrorists with large rifles hidden inside two crates that take two shots to kill. When you complete the five stages the game has and the game starts again with increased difficulty, another of these gunmen will burst out of a luggage carrier on the second area of the same stage.
* At the left end of the third area on Stage 3, there's a fuel truck that takes a couple shots to blow up. If you can shoot it at the right moment, the explosion will affect at least one terrorist hiding behind it.
* On the first area of Stage 5 (the chemical plant), there's a bridge platform at the top right that leads above the office room. You can shoot this platform down with several shots to keep enemies from crossing it.
* On the second area of the same stage, in the street behind the bank, when you've nearly completed it, there will appear another masked gunman at the left end of the screen, and if you shoot him quickly enough the first time he pops out, a rifle will drop to the ground too. Shoot it quickly to get it before it disappears.
* On the third area of the Stage 3 (the airport), there are two terrorists with large rifles hidden inside two crates that take two shots to kill. When you complete the five stages the game has and the game starts again with increased difficulty, another of these gunmen will burst out of a luggage carrier on the second area of the same stage.
* At the left end of the third area on Stage 3, there's a fuel truck that takes a couple shots to blow up. If you can shoot it at the right moment, the explosion will affect at least one terrorist hiding behind it.
* On the first area of Stage 5 (the chemical plant), there's a bridge platform at the top right that leads above the office room. You can shoot this platform down with several shots to keep enemies from crossing it.
Lethal Enforcers (ver JAD, 12/04/92 17:16) and M.A.M.E.
0.80 [R. Belmont]
Artwork available
Bugs:
- [possible] Guns might be slightly off center. Source (ID 02447)
- Mask rom check they all come up bad. cpukett (ID 00171)
- Clone lethalux: U4 shows up as BAD on lethalux POST. Luigi30 (ID 02178)
- Clone lethalej: japanese version scroll / mirror / guns not set up correctly. Source (ID 02446)
WIP:
- 0.143u8: Roberto Zandona improved offset screen and gun in clone Lethal Enforcers (ver JAD, 12/04/92 17:16). Removed EEPROM default values.
- 0.143u7: Roberto Zandona fixed Lethal Enforcers external rowscroll not hooked up correctly (1st attract level, highscores) and some priority issues / sprite placement issues.
- 0.139u2: Roberto Zandona hooked up some K053244 register to Lethal Enforcers. Fixed missing flip bits used for the tiles (P2 start screen, reload indicator).
- 0.137: David Haywood implemented default EEPROMs to Lethal Enforcers.
- 0.136u3: Corrado Tomaselli verified clocks and vsync from orginal Lethal Enforcers PC. Changed Z80 CPU2 clock speed to 6MHz and VSync to 59.620000 Hz.
- 0.136u1: Fabio Priuli added driver data struct and save states to Lethal Enforcers.
- 0.135u4: Fabio Priuli updated Lethal Enforcers to use EEPROM device and to use Konami video devices instead of konamiic.h code.
- 0.133u1: Renamed (lethalua) to (lethalenua), (lethalux) to (lethalenux), (letheab) to (lethaleneab), (letheae) to (lethaleneae) and (lethalej) to (lethalenj).
- 0.127u3: Aaron Giles fixed 'T 4 EEPROM error(BAD)' in Lethal Enforcers (Cheat engine problem).
- 0.127u2: Luigi30 and MikeDX fixed backward crosshair in clone (ver JAD, 12/04/92 17:16).
- 0.125u4: Aaron Giles fixed crasher due to some Konami games using 8 layers in the K056832 implementation, even though it was only written for 4.
- 20th April 2008: Guru - Lethal Enforcers PCB arrived from Japan a couple of days ago.
- 0.122u7: Changed HD6309 CPU1 clock speed to 12MHz.
- 11th February 2007: Mr. Do - We have a instruction card for Lethal Enforcers.
- 0.108u3: David Haywood added missing video change to the Lethal Enforcers driver.
- 0.108u2: Patrik Styrnell and David Haywood added clones Lethal Enforcers (ver EAB, 10/14/92 19:53), (ver EAE, 11/19/92 16:24), (ver unknown, US, 08/17/92 21:38) and (ver unknown, US, 08/06/92 15:11, hacked/proto?). Changed parent description to 'Lethal Enforcers (ver UAE, 11/19/92 15:04)' and clone '(ver JAD)' to '(ver JAD, 12/04/92 17:16)'.
- 0.106u12: Cananas fixed the fire button INPUT_PORT of player2 in Lethal Enforcers.
- 0.98u2: Changed description to 'Lethal Enforcers (ver UAE)' and clone '(Japan ver JAD)' to '(ver JAD)'.
- 0.98u1: David Haywood fixed Lethal Enforcers - Game now playable.
- 11th July 2005: David Haywood - Its certainly not pretty, although compared to the Genesis verison its a work of art, but the Arcade version of Lethal Enforcers now works well enough in MAME to be considered 'Working'. There are still a number of glitches, of note are: Sprite Lag - Sprites seem to lag other sprites, rather strange, no idea why, maybe its correct. Sprite Positioning - may be off by 1 pixel, the first level shadow sprites don't line up if I line up the doors on the other levels, I need to see which is right, or if Konami are playing weird tricks. Shadows - Only the background gets shadowed by the shadow sprites (Glass) for some reason enemies don't, probably a limitation of the current sprite/shadow implementation in konamiic.c. Rowscroll - A rowscoll effect is used for the background on the car stage, this isn't currently emulated. Priorities should be mostly correct, scrolling is correct, gunshots seem fairly accurate (maybe very slightly above the cursor).
- 0.97u4: David Haywood improved Lethal Enforcers sprites, allowing 2 sprite chips to be created.
- 2nd July 2005: David Haywood - I decided to take a quick look at Lethal Enforcers... This game is not only one of Konami's ugliest ever games to look at on screen, the hardware its running on is even more disgusting. The driver was started by R. Belmont and Nicola, Its a 1992 game running on an 8-bit processor (an HD63C09EP) connected to graphic chips which were designed for use with 16-bit processors. Thankfully Nicola and R. Belmont managed to work out most of the 'banking from hell' but the problems don't stop there. Konami decided that for this game they wanted 6bpp sprites, however, the sprite chip they were using only supported 4bpp. To get around this problem they connected 2 of the 4bpp sprite chips in parallel, each using the same control data but different ROM data, thus allowing a maximum of 8bpp. Supporting this is ugly, especially when combined with the priority and shadow effects Konami's hardware can do. But I've started to hook it up. The screenshots shows that the priorities are wrong and shadow sprites are causing other sprites to appear with bad colours. I'm not sure of the best way forward from this point so I may let somebody else look at the driver again. The background scrolling is also wrong, but it was wrong before I started looking at the driver and I've made no attempt to fix it.
- 0.92: Lethal Enforcers improvements [R. Belmont]. Fixed tilemap colors. Guns hooked up and aligned properly. Tilemap and sprite layers aligned with the guns. Various other cleanups. Added missing gfx2 rom ($200000). Fixed gfx1 roms addresses. Changed visible area to 288x224 and palettesize to 7169 colors. TODO: Figure out the correct sprite decode. Sprite/tilemap priorities. "Reload" indicator is funky, probably needs tilemap flip bits. Fix K056832 external linescroll RAM support (used for high scores, parallax in scrolling stages)
- 0.91u2: Lethal Enforcers updates [Nicola Salmoria, R. Belmont]. Changed visible area to 292x256 and palettesize to 7168 colors.
- 0.91u1: Changes to Lethal Enforcers [R.Belmont]. Implemented 48xx bankswitch region, which can toggle between custom chip registers and RAM (evil!). Removed hack to pass POST since we now do it the right way. Corrected 56832 RAM interface, added preliminary support for external linescroll RAM on the 56832. This helps with the garbage tilemaps a bit since linescroll data is no longer getting sprayed all over VRAM. Note: With this update the driver was just crashing when I tested it, so maybe something is wrong.
- 0.91: Lethal Enforcers update [R. Belmont]. Both versions now boot and run. Fixed tilemaps and sprites display. Sound now works. Unified memory maps. Added all digital inputs (including DIPs). Added dipswitches 'Language', 'Game Type', 'Coin Mechanism' and 'Sound Output'. Still TODO: Colors, gun inputs, tilemap enable/disable, priorities and K054000 protection chip hookup.
- 0.80: R. Belmont added Lethal Enforcers (US ver UAE) (Konami 1992) and clone (Japan ver JAD). Hardware is an ugly kludge with an 8-bit CPU using 16-bit video chips, as a result there is a lot of strange banking going on making it very difficult to emulate.
- 8th March 2004: R. Belmont - I cleaned up my does-nothing Lethal Enforcers driver and sent it in for 0.80. 6309 experts (both of them) are welcome to try and make it do something.
- 28th February 2004: R. Belmont added 8-bit access to the K054157 Konami chip and sent in a preliminary Lethal Enforcers driver which doesn't really work at all.
LEVELS: 5
Romset: 9537 kb / 11 files / 5.11 zip
Artwork available
Bugs:
- [possible] Guns might be slightly off center. Source (ID 02447)
- Mask rom check they all come up bad. cpukett (ID 00171)
- Clone lethalux: U4 shows up as BAD on lethalux POST. Luigi30 (ID 02178)
- Clone lethalej: japanese version scroll / mirror / guns not set up correctly. Source (ID 02446)
WIP:
- 0.143u8: Roberto Zandona improved offset screen and gun in clone Lethal Enforcers (ver JAD, 12/04/92 17:16). Removed EEPROM default values.
- 0.143u7: Roberto Zandona fixed Lethal Enforcers external rowscroll not hooked up correctly (1st attract level, highscores) and some priority issues / sprite placement issues.
- 0.139u2: Roberto Zandona hooked up some K053244 register to Lethal Enforcers. Fixed missing flip bits used for the tiles (P2 start screen, reload indicator).
- 0.137: David Haywood implemented default EEPROMs to Lethal Enforcers.
- 0.136u3: Corrado Tomaselli verified clocks and vsync from orginal Lethal Enforcers PC. Changed Z80 CPU2 clock speed to 6MHz and VSync to 59.620000 Hz.
- 0.136u1: Fabio Priuli added driver data struct and save states to Lethal Enforcers.
- 0.135u4: Fabio Priuli updated Lethal Enforcers to use EEPROM device and to use Konami video devices instead of konamiic.h code.
- 0.133u1: Renamed (lethalua) to (lethalenua), (lethalux) to (lethalenux), (letheab) to (lethaleneab), (letheae) to (lethaleneae) and (lethalej) to (lethalenj).
- 0.127u3: Aaron Giles fixed 'T 4 EEPROM error(BAD)' in Lethal Enforcers (Cheat engine problem).
- 0.127u2: Luigi30 and MikeDX fixed backward crosshair in clone (ver JAD, 12/04/92 17:16).
- 0.125u4: Aaron Giles fixed crasher due to some Konami games using 8 layers in the K056832 implementation, even though it was only written for 4.
- 20th April 2008: Guru - Lethal Enforcers PCB arrived from Japan a couple of days ago.
- 0.122u7: Changed HD6309 CPU1 clock speed to 12MHz.
- 11th February 2007: Mr. Do - We have a instruction card for Lethal Enforcers.
- 0.108u3: David Haywood added missing video change to the Lethal Enforcers driver.
- 0.108u2: Patrik Styrnell and David Haywood added clones Lethal Enforcers (ver EAB, 10/14/92 19:53), (ver EAE, 11/19/92 16:24), (ver unknown, US, 08/17/92 21:38) and (ver unknown, US, 08/06/92 15:11, hacked/proto?). Changed parent description to 'Lethal Enforcers (ver UAE, 11/19/92 15:04)' and clone '(ver JAD)' to '(ver JAD, 12/04/92 17:16)'.
- 0.106u12: Cananas fixed the fire button INPUT_PORT of player2 in Lethal Enforcers.
- 0.98u2: Changed description to 'Lethal Enforcers (ver UAE)' and clone '(Japan ver JAD)' to '(ver JAD)'.
- 0.98u1: David Haywood fixed Lethal Enforcers - Game now playable.
- 11th July 2005: David Haywood - Its certainly not pretty, although compared to the Genesis verison its a work of art, but the Arcade version of Lethal Enforcers now works well enough in MAME to be considered 'Working'. There are still a number of glitches, of note are: Sprite Lag - Sprites seem to lag other sprites, rather strange, no idea why, maybe its correct. Sprite Positioning - may be off by 1 pixel, the first level shadow sprites don't line up if I line up the doors on the other levels, I need to see which is right, or if Konami are playing weird tricks. Shadows - Only the background gets shadowed by the shadow sprites (Glass) for some reason enemies don't, probably a limitation of the current sprite/shadow implementation in konamiic.c. Rowscroll - A rowscoll effect is used for the background on the car stage, this isn't currently emulated. Priorities should be mostly correct, scrolling is correct, gunshots seem fairly accurate (maybe very slightly above the cursor).
- 0.97u4: David Haywood improved Lethal Enforcers sprites, allowing 2 sprite chips to be created.
- 2nd July 2005: David Haywood - I decided to take a quick look at Lethal Enforcers... This game is not only one of Konami's ugliest ever games to look at on screen, the hardware its running on is even more disgusting. The driver was started by R. Belmont and Nicola, Its a 1992 game running on an 8-bit processor (an HD63C09EP) connected to graphic chips which were designed for use with 16-bit processors. Thankfully Nicola and R. Belmont managed to work out most of the 'banking from hell' but the problems don't stop there. Konami decided that for this game they wanted 6bpp sprites, however, the sprite chip they were using only supported 4bpp. To get around this problem they connected 2 of the 4bpp sprite chips in parallel, each using the same control data but different ROM data, thus allowing a maximum of 8bpp. Supporting this is ugly, especially when combined with the priority and shadow effects Konami's hardware can do. But I've started to hook it up. The screenshots shows that the priorities are wrong and shadow sprites are causing other sprites to appear with bad colours. I'm not sure of the best way forward from this point so I may let somebody else look at the driver again. The background scrolling is also wrong, but it was wrong before I started looking at the driver and I've made no attempt to fix it.
- 0.92: Lethal Enforcers improvements [R. Belmont]. Fixed tilemap colors. Guns hooked up and aligned properly. Tilemap and sprite layers aligned with the guns. Various other cleanups. Added missing gfx2 rom ($200000). Fixed gfx1 roms addresses. Changed visible area to 288x224 and palettesize to 7169 colors. TODO: Figure out the correct sprite decode. Sprite/tilemap priorities. "Reload" indicator is funky, probably needs tilemap flip bits. Fix K056832 external linescroll RAM support (used for high scores, parallax in scrolling stages)
- 0.91u2: Lethal Enforcers updates [Nicola Salmoria, R. Belmont]. Changed visible area to 292x256 and palettesize to 7168 colors.
- 0.91u1: Changes to Lethal Enforcers [R.Belmont]. Implemented 48xx bankswitch region, which can toggle between custom chip registers and RAM (evil!). Removed hack to pass POST since we now do it the right way. Corrected 56832 RAM interface, added preliminary support for external linescroll RAM on the 56832. This helps with the garbage tilemaps a bit since linescroll data is no longer getting sprayed all over VRAM. Note: With this update the driver was just crashing when I tested it, so maybe something is wrong.
- 0.91: Lethal Enforcers update [R. Belmont]. Both versions now boot and run. Fixed tilemaps and sprites display. Sound now works. Unified memory maps. Added all digital inputs (including DIPs). Added dipswitches 'Language', 'Game Type', 'Coin Mechanism' and 'Sound Output'. Still TODO: Colors, gun inputs, tilemap enable/disable, priorities and K054000 protection chip hookup.
- 0.80: R. Belmont added Lethal Enforcers (US ver UAE) (Konami 1992) and clone (Japan ver JAD). Hardware is an ugly kludge with an 8-bit CPU using 16-bit video chips, as a result there is a lot of strange banking going on making it very difficult to emulate.
- 8th March 2004: R. Belmont - I cleaned up my does-nothing Lethal Enforcers driver and sent it in for 0.80. 6309 experts (both of them) are welcome to try and make it do something.
- 28th February 2004: R. Belmont added 8-bit access to the K054157 Konami chip and sent in a preliminary Lethal Enforcers driver which doesn't really work at all.
LEVELS: 5
Romset: 9537 kb / 11 files / 5.11 zip