Asuka & Asuka (Japan)
A vertically scrolling shoot'em up.
Télécharger Asuka & Asuka (Japan)
Contents of the ROM :
Technical
CPU
- maincpu 68000 (@ 8 Mhz)
- audiocpu Z80 (@ 4 Mhz)
Chipset
- YM2151 (@ 4 Mhz)
- MSM5205 (@ 0 Mhz)
Display
- Orientation Tate
- Resolution 255 x 240
- Frequency 60 Hz
Controlers
- Number of players 2
- Number of buttons 2
- Kind of controler joy (8 ways)
Clones of Asuka & Asuka (Japan)
If you liked Asuka & Asuka (Japan)
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Asuka & Asuka (Japan) and M.A.M.E.
0.37b9 [David Graves, Brian Troha]
WIP:
- 0.123u3: RansAckeR added DIP locations to Asuka & Asuka.
- 0.122u6: Corrado Tomaselli verified CPU frequencies in Asuka & Asuka.
- 0.115u4: Corrado Tomaselli added clone Asuka & Asuka (Japan). Changed parent description to 'Asuka & Asuka (World)'.
- 6th June 2007: Corrado Tomaselli dumped Asuka & Asuka (Japan). Original Japan PCB.
- 0.106u3: Added 'Bonus Life' and removed 'Unknown' dipswitches.
- 0.90u3: Replaced ADPCM sound with MSM5205 (384000 Hz).
- 23rd May 2001: David Graves added state saving support to the Asuka driver.
- 0.37b11: Added 'Continue' dipswitch.
- 0.37b9: David Graves and Brian Troha added Asuka & Asuka (Japan) (Taito 1988). Known issues: $e6a init code clearing TC0100SCN areas is erroneous. It only clears 1/8 of the BG layers; then it clears way too much of the rowscroll areas [0xc000, 0xc400] causing overrun into next 64K block. Asuka is one of the first Taito games using the TC0100SCN. They didn't bother using its FG (text) layer facility, instead placing text in the BG/sprite layers.
- 13th October 2000: David Graves further improved the new Taito drivers' groundwork and fixed sprite / tile priorities in the Asuka & Asuka driver games.
- 6th October 2000: David Graves sent in a bit improved Taito Z driver with no playable games, but he also sent a driver for another Taito system supporting the following games: Asuka & Asuka, Maze of Flott, Galmedes, U.N. Defense Force: Earth Joker.
- 20th October 1998: Dumped Asuka & Asuka (World).
LEVELS: 4
Other Emulators:
* FB Alpha
* Raine
Romset: 2048 kb / 9 files / 602.8 zip
WIP:
- 0.123u3: RansAckeR added DIP locations to Asuka & Asuka.
- 0.122u6: Corrado Tomaselli verified CPU frequencies in Asuka & Asuka.
- 0.115u4: Corrado Tomaselli added clone Asuka & Asuka (Japan). Changed parent description to 'Asuka & Asuka (World)'.
- 6th June 2007: Corrado Tomaselli dumped Asuka & Asuka (Japan). Original Japan PCB.
- 0.106u3: Added 'Bonus Life' and removed 'Unknown' dipswitches.
- 0.90u3: Replaced ADPCM sound with MSM5205 (384000 Hz).
- 23rd May 2001: David Graves added state saving support to the Asuka driver.
- 0.37b11: Added 'Continue' dipswitch.
- 0.37b9: David Graves and Brian Troha added Asuka & Asuka (Japan) (Taito 1988). Known issues: $e6a init code clearing TC0100SCN areas is erroneous. It only clears 1/8 of the BG layers; then it clears way too much of the rowscroll areas [0xc000, 0xc400] causing overrun into next 64K block. Asuka is one of the first Taito games using the TC0100SCN. They didn't bother using its FG (text) layer facility, instead placing text in the BG/sprite layers.
- 13th October 2000: David Graves further improved the new Taito drivers' groundwork and fixed sprite / tile priorities in the Asuka & Asuka driver games.
- 6th October 2000: David Graves sent in a bit improved Taito Z driver with no playable games, but he also sent a driver for another Taito system supporting the following games: Asuka & Asuka, Maze of Flott, Galmedes, U.N. Defense Force: Earth Joker.
- 20th October 1998: Dumped Asuka & Asuka (World).
LEVELS: 4
Other Emulators:
* FB Alpha
* Raine
Romset: 2048 kb / 9 files / 602.8 zip