Round Up 5 - Super Delta Force
A sprite-scaling racing game based heavily on the Taito classic, "Chase H.Q.", Round Up 5 sees a single player take on the role of a law enforcement officer who must arrest five criminals.
As well as the Miami Vice-esque gameplay theme, Round Up also borrows the fork-in-the-road level design of the Taito classic; an idea that was itself taken from Sega's 1986 legend, "Out Run".
As well as the Miami Vice-esque gameplay theme, Round Up also borrows the fork-in-the-road level design of the Taito classic; an idea that was itself taken from Sega's 1986 legend, "Out Run".
Télécharger Round Up 5 - Super Delta Force
Contents of the ROM :
Technical
CPU
- maincpu V30 (@ 8 Mhz)
- sub 68000 (@ 12 Mhz)
- audiocpu Z80 (@ 4 Mhz)
Chipset
- YM2151 (@ 4 Mhz)
- OKI6295 (@ 2 Mhz)
Display
- Orientation Yoko
- Resolution 255 x 240
- Frequency 60 Hz
Controlers
- Number of players 2
- Number of buttons 4
- Kind of controler stick
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Round Up 5 - Super Delta Force and M.A.M.E.
0.87u1 [Bryan McPhail]
WIP:
- 0.143u4: MASH added missing PORT_TOGGLE to Round Up 5 gear shifters input.
- 0.129u6: Mr. Do added built-in layouts for Round Up 5.
- 0.129u5: Changed V30 CPU1 clock speed to 8MHz and 68000 CPU2 to 12.5 MHz.
- 0.122u4: Changed OKI629 clock speed to 2MHz.
- 0.87u1: Bryan McPhail added Round Up 5 - Super Delta Force (Tatsumi 1989). Playable to a degree, but not really working properly. The Tatsumi driver games are all different boards, but share a similar sprite chip (TZB215 on Apache 3, TZB315 on others). Other graphics (road, sky, bg/fg layers) all differ between games. TODO: Sprite rotation, finish road layer, BG layer (may be driven by missing VRAM data), always boots with a coin inserted, doesn't survive a reset, dipswitches and various other things.
- 24th November 2003: Bryan McPhail WIP - TODO: Road layer and fix object glitches. The Tatsumi hardware is easily one of the most complicated emulations I've worked on. In terms of reverse engineering there were very little 'clues' about how things fitted together so it was very hard to get the basic emulation even running. Roundup 5 consists of three cpu's - V30, 68000 and Z80 cpu all communicating via shared ram, plus a strange object processor which has all sorts of lookups for determining sprite blocks and colour palettes. Cycle Warriors is 2 * 68000, Z80 and the same object processor.
Romset: 2816 kb / 27 files / 948.2 zip
WIP:
- 0.143u4: MASH added missing PORT_TOGGLE to Round Up 5 gear shifters input.
- 0.129u6: Mr. Do added built-in layouts for Round Up 5.
- 0.129u5: Changed V30 CPU1 clock speed to 8MHz and 68000 CPU2 to 12.5 MHz.
- 0.122u4: Changed OKI629 clock speed to 2MHz.
- 0.87u1: Bryan McPhail added Round Up 5 - Super Delta Force (Tatsumi 1989). Playable to a degree, but not really working properly. The Tatsumi driver games are all different boards, but share a similar sprite chip (TZB215 on Apache 3, TZB315 on others). Other graphics (road, sky, bg/fg layers) all differ between games. TODO: Sprite rotation, finish road layer, BG layer (may be driven by missing VRAM data), always boots with a coin inserted, doesn't survive a reset, dipswitches and various other things.
- 24th November 2003: Bryan McPhail WIP - TODO: Road layer and fix object glitches. The Tatsumi hardware is easily one of the most complicated emulations I've worked on. In terms of reverse engineering there were very little 'clues' about how things fitted together so it was very hard to get the basic emulation even running. Roundup 5 consists of three cpu's - V30, 68000 and Z80 cpu all communicating via shared ram, plus a strange object processor which has all sorts of lookups for determining sprite blocks and colour palettes. Cycle Warriors is 2 * 68000, Z80 and the same object processor.
Romset: 2816 kb / 27 files / 948.2 zip