Rushing Heroes (ver UAB)

Arcade 1996 Konami Sports Football Amer.
Features real-time fully animated CG rendering-large characters and a 3-D filed perspective view.
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Rushing Heroes (ver UAB)

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Technical

CPU
  • soundcpu 68000 (@ 8 Mhz)
  • dasp TMS57002 (@ 12 Mhz)
  • maincpu 68EC020 (@ 24 Mhz)
Chipset
  • K054539 (@ 0 Mhz)
  • K054539 (@ 0 Mhz)
Display
  • Orientation Yoko
  • Resolution 255 x 224
  • Frequency 59.185606 Hz
Controlers
  • Number of players 4
  • Number of buttons 3
  • Kind of controler joy (8 ways)

Rushing Heroes (ver UAB) Screenshots

Rushing Heroes (ver UAB) - Screen 1
Rushing Heroes (ver UAB) - Screen 2
Rushing Heroes (ver UAB) - Screen 3
Rushing Heroes (ver UAB) - Screen 4
Rushing Heroes (ver UAB) - Screen 5

Rushing Heroes (ver UAB) and M.A.M.E.

0.74u2 [?]
0.73 [?]

Artwork available

Bugs:
- tms57002: sfmr - Contact Mamedev. BarnacleEd (ID 04484)
- Video of the original board running for reference. Smitdogg (ID 04168)

WIP:
- 0.141u1: Smitdogg and The Dumping Union redumped PSAC2 and sprite roms in Rushing Heroes.
- 11th January 2011: Smitdogg - We redumped most Rushing Heroes roms but the emulation still isn't perfect and we won't know the deal on the roms until it's closer to it.
- 2nd August 2010: Mr. Do - The Instruction card for Rushing Heroes has been added.
- 0.135u1: Angelo Salese and David Haywood fixed Rushing Heroes - Game now playable. Angelo Salese implemented input buffer copy protection in Rushing Heroes, game is now somewhat playable with heavy gfx glitches. David Haywood and Angelo Salese added many improvements to Konami GX rendering, specifically improving Soccer Superstars and Rushing Heroes. David Haywood added dual screen output. Changed visible area to 2x 384x224. Fixed maincpu/ gfx2 rom loading.
- 11th November 2009: David Haywood - Kale did a quick skip on the TMS check at startup, and it appears that Run & Gun 2 / Slam Dunk also runs. The sprites are glitchy (might be rom loading order) and it never appears to write the display enable (protection?) but bypassing that gives these shots.. If that's not the protection we still need to work out what is, because it's generating it's own palette, spritelist and handling inputs withuot any simulation at all...
- 10th November 2009: David Haywood - I made a few fixes to Rushing Heroes (as shown on Kale's page). I need to figure out how the ROZ layer is mixed with the game layer (at the moment if enabled it is over the sprites). Also the ROZ tile rom is bad (title screen gfx are missing) and 2 of the sprite roms seem bad (data misalignment after a certain point causing bad outlines on some character gfx). Update: A couple of rather gross hacks later, and we have the following.
- 10th November 2009: Angelo Salese - Haze and me are been working on a steady pace with Konami GXs GNW games lately. Latest news are that I've fixed sprites and de-protected Rushing Heroes (just some input buffer copiers on work RAM areas) while Haze have improved the ROZ layers (that isn't yet ready for the prime-time, but it'll hopefully be). Lots of graphic glitches, but this game is currently in a "playable" state as well...
- 0.98u1: Changed description to 'Rushing Heroes (ver UAB)'.
- 0.97u5: Changed description to 'Rushing Heroes (US ver UAB)'.
- 0.81u5: R. Belmont added some more protection emulation for Rushing Heroes (the spritelist is now copied to the right place), but no visible results.
- 0.74u2: Added Rushing Heroes (ver UAB) (Konami 1996).
- 0.73: Added Rushing Heroes (ver UAB) (Testdriver).
- 7th August 2002: Guru - Rushing Heroes arrived from R. Belmont for re-dumping.

Romset: 60672 kb / 22 files / 17.5 zip
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