Super Basketball (version G, encrypted)
A basketball game.
Télécharger Super Basketball (version G, encrypted)
Contents of the ROM :
Technical
CPU
- maincpu M6809 (@ 1 Mhz)
- audiocpu Z80 (@ 3 Mhz)
Chipset
- Track And Field Audio
- DAC
- SN76489 (@ 1 Mhz)
- VLM5030 (@ 3 Mhz)
Display
- Orientation Tate
- Resolution 255 x 224
- Frequency 60 Hz
Controlers
- Number of players 2
- Number of buttons 3
- Kind of controler joy (8 ways)
Clones of Super Basketball (version G, encrypted)
If you liked Super Basketball (version G, encrypted)
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Tips on Super Basketball (version G, encrypted)
* Angle And Timing Rules...
Free Throws : 41-44 and 46-49% = 1 pt and 3 seconds, 45% = 2 pts and 5 seconds.
Jump Shots : Varies by location, 45% sinks from anywhere ('nice shot'), 5 seconds.
Dunk Shots : Same as above, grants one extra second.
Lose 5 seconds for each turnover, unless game clock is already at :09 or below.
* Speed and time are essential. The big points are scored on the after-game bonuses, and you need to score tons of points to beat the World Champs. Here's how :
1) The primary sweet spot on the floor is the baseline (right edge) on the right (bottom) side of the basket, anywhere inside 3 point range. You can win most games shooting only from here. Dribble there every chance you get and shoot while running out of bounds -- the computer can't block the shot and any reasonably angled shot will go in.
2) The secondary sweet spot is the bottom left corner of the free throw line. Periodically one of your players will post up in this spot -- a quick pass to him results in an easy shot if it's taken immediately. The computer can sometimes stop the play, but it's such a fast striking shot that it can pay off big when time is running low.
3) Basic strategy is score fast, score often, you need the time. Pass north-south, not east-west and you can get around the defenders to the baseline. Take most of your shots from there as outlined above, and you should score fast enough to beat most teams.
* Hint 1 : On bonus shot screens, just shoot like crazy. You can have multiple balls on+screen at once, so don't bother aiming.
* Hint 2 : After about the 4th team, you're better off just avoiding passing altogether as they pick off the balls too often.
* Hint 3 : Move diagonally as much as possible rather than straight forward, and when under the hoop, you don't need to make a full jump to get it in easy - that just makes it easier to be blocked.
* Hint 4 : If you're moving without the ball (say after a shot, to go rebound) it seems that you can run faster if you 'dribble' even though you don't have a ball to do that with.
* 5,000 Point Bonus : When you're shooting free throws, hold down the shoot button until the angle indicator is between 85 and 90 degrees. The ball will go straight up, bounce off the shooter's head, and bounce off the screen, awarding you a 5,000 point bonus.
Free Throws : 41-44 and 46-49% = 1 pt and 3 seconds, 45% = 2 pts and 5 seconds.
Jump Shots : Varies by location, 45% sinks from anywhere ('nice shot'), 5 seconds.
Dunk Shots : Same as above, grants one extra second.
Lose 5 seconds for each turnover, unless game clock is already at :09 or below.
* Speed and time are essential. The big points are scored on the after-game bonuses, and you need to score tons of points to beat the World Champs. Here's how :
1) The primary sweet spot on the floor is the baseline (right edge) on the right (bottom) side of the basket, anywhere inside 3 point range. You can win most games shooting only from here. Dribble there every chance you get and shoot while running out of bounds -- the computer can't block the shot and any reasonably angled shot will go in.
2) The secondary sweet spot is the bottom left corner of the free throw line. Periodically one of your players will post up in this spot -- a quick pass to him results in an easy shot if it's taken immediately. The computer can sometimes stop the play, but it's such a fast striking shot that it can pay off big when time is running low.
3) Basic strategy is score fast, score often, you need the time. Pass north-south, not east-west and you can get around the defenders to the baseline. Take most of your shots from there as outlined above, and you should score fast enough to beat most teams.
* Hint 1 : On bonus shot screens, just shoot like crazy. You can have multiple balls on+screen at once, so don't bother aiming.
* Hint 2 : After about the 4th team, you're better off just avoiding passing altogether as they pick off the balls too often.
* Hint 3 : Move diagonally as much as possible rather than straight forward, and when under the hoop, you don't need to make a full jump to get it in easy - that just makes it easier to be blocked.
* Hint 4 : If you're moving without the ball (say after a shot, to go rebound) it seems that you can run faster if you 'dribble' even though you don't have a ball to do that with.
* 5,000 Point Bonus : When you're shooting free throws, hold down the shoot button until the angle indicator is between 85 and 90 degrees. The ball will go straight up, bounce off the shooter's head, and bounce off the screen, awarding you a 5,000 point bonus.
Super Basketball (version G, encrypted) and M.A.M.E.
0.132u3 [Mr Goodwraith, Smitdogg, Dumping Union]
0.127u3 [Zsolt Vasvari]
0.62 [MASH]
0.37b11 [?]
0.28 [Zsolt Vasvari]
TEST MODE:
- Hold down Start 1 & Start 2 keys to enter test mode on start up; then use Start 1 to advance to the next screen.
WIP:
- 0.147: Replaced SN76489 sound with SN76489_NEW.
- 0.140u2: Atari Ace take some driver_device classes of hyperspt/sbasketb/trackfld/yiear (common code in audio\trackfld.c and audio\hyprolyb.c) that cover multiple drivers and split them so that each driver gets their own driver_device class. In most cases, these drivers got entangled because of audio/mcu code that was shared between multiple drivers. Added 'Track And Field Audio' sound.
- 0.135u3: Fabio Priuli added driver data struct to Super Basketball.
- 0.132u4: Kevin Eshbach added rom locations for Super Basketball and jumper settings.
- 0.132u3: Mr Goodwraith, Smitdogg and Dumping Union added Super Basketball (version I, encrypted). Renamed (sbasketb) to (sbasketh).
- 26th June 2009: Super Basketball - Thanks to MrGoodwraith we have a new version of Super Basketball (Rev.I). We got the PCB cheap and turns out it's pretty crapped up but we should still be able to get everything needed for MAME.
- 0.131u1: Angelo Salese merged memory maps in Super Basketball.
- 0.127u6: Fabio Priuli fixed Super Basketball dipswitch reading.
- 0.127u3: Super Basketball changes [Kevin Eshbach]: Corrected the Super Basketball Revision H rom dump. Updated driver with the DIP locations. Corrected the VLM XTAL. Corrected parent/child relationships by making the Revision H the parent. Turned on save state support. Changed clone 'Super Basketball (not encrypted)' to parent 'Super Basketball (version H, unprotected)', '(version G)' to clone '(version G, encrypted)' and '(version E)' to '(version E, encrypted)'. Renamed (sbasketb) to (sbasketg), (sbasketu) to (sbasketb) and (sbasketo) to (sbaskete).
- 0.123u2: Changed palettesize to 4352 colors.
- 0.62: MASH added Super Basketball (version G). Removed 3rd coin slot. Changed 'Super Basketball' to clone '(version E)'. Renamed (sbasketb) to (sbasketo).
- 17th May 2002: MASH added clone ROMs to S.P.Y. and Super Basketball.
- 0.58: Full VLM5030 sound emulation. Samples are no longer needed.
- 22nd January 2002: Tatsuyuki Satoh fixed the noise generator in the VLM5030 sound chip emulation, completely removing the need for samples.
- 21st January 2002: Tatsuyuki Satoh submitted a new, much improved version of the VLM5030 sound chip emulation, used for speech in (Super) Punch-Out and a few other drivers. It is now more than 90% accurate to the original, and only a few small problems remain.
- 0.37b11: Added Super Basketball (Konami 1984) (encrypted). Renamed (sbasketb) to (sbasketu).
- 0.37b7: Added samples (00 - 33.wav).
- 2nd December 1999: Zsolt Vasvari fixed sound in Super Basketball.
- 0.34b1: Added color proms ($0, 100, 200, 300, 400).
- 0.31: Added speech rom sbb_e15.bin.
- 0.30: Nicola Salmoria added sound in Super Basketball. Colors in Super Basketball should now be correct for real (the opponent's shirts weren't changing color in each level) [Marco Cassili, Nicola Salmoria].
- 0.29: Accurate colors in Super Basketball [Tim Lindquist, Nicola Salmoria].
- 0.28: Zsolt Vasvari supplied a Super Basketball (Konami 1984) driver. Control: Arrows = Move around, CTRL = Dribble, ALT = Shoot and SPACE = Pass.
- 30th May 1997: Dumped Super Basketball (version H, unprotected).
ARCADE RELEASE: Super Basketball (Konami) - 1984/Sep/18
Romset: 122 kb / 14 files / 62.6 zip
0.127u3 [Zsolt Vasvari]
0.62 [MASH]
0.37b11 [?]
0.28 [Zsolt Vasvari]
TEST MODE:
- Hold down Start 1 & Start 2 keys to enter test mode on start up; then use Start 1 to advance to the next screen.
WIP:
- 0.147: Replaced SN76489 sound with SN76489_NEW.
- 0.140u2: Atari Ace take some driver_device classes of hyperspt/sbasketb/trackfld/yiear (common code in audio\trackfld.c and audio\hyprolyb.c) that cover multiple drivers and split them so that each driver gets their own driver_device class. In most cases, these drivers got entangled because of audio/mcu code that was shared between multiple drivers. Added 'Track And Field Audio' sound.
- 0.135u3: Fabio Priuli added driver data struct to Super Basketball.
- 0.132u4: Kevin Eshbach added rom locations for Super Basketball and jumper settings.
- 0.132u3: Mr Goodwraith, Smitdogg and Dumping Union added Super Basketball (version I, encrypted). Renamed (sbasketb) to (sbasketh).
- 26th June 2009: Super Basketball - Thanks to MrGoodwraith we have a new version of Super Basketball (Rev.I). We got the PCB cheap and turns out it's pretty crapped up but we should still be able to get everything needed for MAME.
- 0.131u1: Angelo Salese merged memory maps in Super Basketball.
- 0.127u6: Fabio Priuli fixed Super Basketball dipswitch reading.
- 0.127u3: Super Basketball changes [Kevin Eshbach]: Corrected the Super Basketball Revision H rom dump. Updated driver with the DIP locations. Corrected the VLM XTAL. Corrected parent/child relationships by making the Revision H the parent. Turned on save state support. Changed clone 'Super Basketball (not encrypted)' to parent 'Super Basketball (version H, unprotected)', '(version G)' to clone '(version G, encrypted)' and '(version E)' to '(version E, encrypted)'. Renamed (sbasketb) to (sbasketg), (sbasketu) to (sbasketb) and (sbasketo) to (sbaskete).
- 0.123u2: Changed palettesize to 4352 colors.
- 0.62: MASH added Super Basketball (version G). Removed 3rd coin slot. Changed 'Super Basketball' to clone '(version E)'. Renamed (sbasketb) to (sbasketo).
- 17th May 2002: MASH added clone ROMs to S.P.Y. and Super Basketball.
- 0.58: Full VLM5030 sound emulation. Samples are no longer needed.
- 22nd January 2002: Tatsuyuki Satoh fixed the noise generator in the VLM5030 sound chip emulation, completely removing the need for samples.
- 21st January 2002: Tatsuyuki Satoh submitted a new, much improved version of the VLM5030 sound chip emulation, used for speech in (Super) Punch-Out and a few other drivers. It is now more than 90% accurate to the original, and only a few small problems remain.
- 0.37b11: Added Super Basketball (Konami 1984) (encrypted). Renamed (sbasketb) to (sbasketu).
- 0.37b7: Added samples (00 - 33.wav).
- 2nd December 1999: Zsolt Vasvari fixed sound in Super Basketball.
- 0.34b1: Added color proms ($0, 100, 200, 300, 400).
- 0.31: Added speech rom sbb_e15.bin.
- 0.30: Nicola Salmoria added sound in Super Basketball. Colors in Super Basketball should now be correct for real (the opponent's shirts weren't changing color in each level) [Marco Cassili, Nicola Salmoria].
- 0.29: Accurate colors in Super Basketball [Tim Lindquist, Nicola Salmoria].
- 0.28: Zsolt Vasvari supplied a Super Basketball (Konami 1984) driver. Control: Arrows = Move around, CTRL = Dribble, ALT = Shoot and SPACE = Pass.
- 30th May 1997: Dumped Super Basketball (version H, unprotected).
ARCADE RELEASE: Super Basketball (Konami) - 1984/Sep/18
Romset: 122 kb / 14 files / 62.6 zip