Slap Shot (Japan)
An air-hockey type game from Taito. Hit the puck into your opponent's goal to win. You can also use a special shot for a better chance of scoring.
Télécharger Slap Shot (Japan)
Contents of the ROM :
Technical
CPU
- maincpu 68000 (@ 14 Mhz)
- audiocpu Z80 (@ 4 Mhz)
Chipset
- YM2610B (@ 8 Mhz)
Display
- Orientation Yoko
- Resolution 255 x 224
- Frequency 60 Hz
Controlers
- Number of players 2
- Number of buttons 3
- Kind of controler joy (8 ways)
If you liked Slap Shot (Japan)
You might Like:
Slap Shot (Japan) and M.A.M.E.
0.37b11 [David Graves]
WIP:
- 0.138u4: Miodrag Milanovic fixed Slap Shot driver assert in debug build.
- 0.136u1: Fabio Priuli added driver data struct to the Slap Shot driver.
- 0.131u1: Angelo Salese merged memory maps in the Slap Shot driver.
- 0.127u2: smf merged Slap Shot & Operation Wolf 3 read/write memory map.
- 0.93u2: smf added M48T58 emulation to Slap Shot.
- 0.53: Palette compression has been removed. palette_recalc(), palette_transparent_pen and palette_used_colors[] are not available anymore. Drivers that relied on PALETTE_COLOR_TRANSPARENT for transparency effects must be rewritten to implement them differently. As a result of this, all games using the Taito TC0480SCP video chip are broken in this release.
- 27th January 2001: David Graves fixed the input port settings in the Slap Shot driver and now the single player game works.
- 18th January 2001: David Graves added NVRAM emulation to Slap Shot.
- 16th January 2001: Bryan McPhail fixed the sprite graphics decoding in Slap Shot. Nicola Salmoria fixed crashes in the Slap Shot driver.
- 14th January 2001: David Graves added double width tilemap support to the TC0480SCP chip emulation and wrote a Slap Shot driver but it has incomplete sprite graphics decoding so some graphical errors remain.
- 0.37b12: Changed visible area to 320x224.
- 0.37b11: David Graves added Slap Shot (Japan) (Taito 1994). TODO: Page faults in pure DOS from within copyrozbitmap_core16! Save and load NVRAM. TC0480SCP problems: layer offsets sometimes suspect. E.g. text layer vs. bg layers. Vis area can probably lose 8 pixels top and bottom, I don't want to do this until layer offsets are fixed. Sprite/tile priority is not checked. A few high values in sprite extension area (0x25,0x26) don't seem to make sense with only 0x2000 sprite tiles. Extract common parts from this and Taito F2 driver: The sprites and the PRI chip stuff.
LEVELS: 6
Other Emulators:
* FB Alpha
Romset: 5696 kb / 9 files / 1.80 zip
WIP:
- 0.138u4: Miodrag Milanovic fixed Slap Shot driver assert in debug build.
- 0.136u1: Fabio Priuli added driver data struct to the Slap Shot driver.
- 0.131u1: Angelo Salese merged memory maps in the Slap Shot driver.
- 0.127u2: smf merged Slap Shot & Operation Wolf 3 read/write memory map.
- 0.93u2: smf added M48T58 emulation to Slap Shot.
- 0.53: Palette compression has been removed. palette_recalc(), palette_transparent_pen and palette_used_colors[] are not available anymore. Drivers that relied on PALETTE_COLOR_TRANSPARENT for transparency effects must be rewritten to implement them differently. As a result of this, all games using the Taito TC0480SCP video chip are broken in this release.
- 27th January 2001: David Graves fixed the input port settings in the Slap Shot driver and now the single player game works.
- 18th January 2001: David Graves added NVRAM emulation to Slap Shot.
- 16th January 2001: Bryan McPhail fixed the sprite graphics decoding in Slap Shot. Nicola Salmoria fixed crashes in the Slap Shot driver.
- 14th January 2001: David Graves added double width tilemap support to the TC0480SCP chip emulation and wrote a Slap Shot driver but it has incomplete sprite graphics decoding so some graphical errors remain.
- 0.37b12: Changed visible area to 320x224.
- 0.37b11: David Graves added Slap Shot (Japan) (Taito 1994). TODO: Page faults in pure DOS from within copyrozbitmap_core16! Save and load NVRAM. TC0480SCP problems: layer offsets sometimes suspect. E.g. text layer vs. bg layers. Vis area can probably lose 8 pixels top and bottom, I don't want to do this until layer offsets are fixed. Sprite/tile priority is not checked. A few high values in sprite extension area (0x25,0x26) don't seem to make sense with only 0x2000 sprite tiles. Extract common parts from this and Taito F2 driver: The sprites and the PRI chip stuff.
LEVELS: 6
Other Emulators:
* FB Alpha
Romset: 5696 kb / 9 files / 1.80 zip