Space Gun (Japan)
As a member of a special Search And Rescue unit. you (and an optional friend) are told to investigate an S.O.S. distress signal that was sent from a space station. what you don't know is that a group of vicious aliens have taken the colonists hostage. luckily for you, you're armed with a plasma pulse gun and four sets of grenades that are quite special (aside from the common grenade that explodes, some will freeze, incinerate, and even slice and dice the aliens).
Télécharger Space Gun (Japan)
Contents of the ROM :
Technical
CPU
- maincpu 68000 (@ 16 Mhz)
- sub 68000 (@ 16 Mhz)
Chipset
- YM2610 (@ 8 Mhz)
- Volume Filter
- Volume Filter
- Volume Filter
- Volume Filter
Display
- Orientation Yoko
- Resolution 255 x 240
- Frequency 60 Hz
Controlers
- Number of players 2
- Number of buttons 3
- Kind of controler stick
Clones of Space Gun (Japan)
If you liked Space Gun (Japan)
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Tips on Space Gun (Japan)
* Using Bombs, each Bomb has a specific effect.
1) Fire: Aliens will burn.
2) Bomb: Aliens will explode.
3) Sword: Aliens will be cut.
4) Freeze: Aliens will be frozen.
* Harder mode: If you stay at as low health as possible, the difficulty will be harder. And if you reach the time out, a powerful Alien will appear.
* Good Ending: Your cockpit should not be destroyed in last stage.
1) Fire: Aliens will burn.
2) Bomb: Aliens will explode.
3) Sword: Aliens will be cut.
4) Freeze: Aliens will be frozen.
* Harder mode: If you stay at as low health as possible, the difficulty will be harder. And if you reach the time out, a powerful Alien will appear.
* Good Ending: Your cockpit should not be destroyed in last stage.
Space Gun (Japan) and M.A.M.E.
0.37b11 [David Graves]
SETUP:
- Press F2 + F3 to enter test mode. Press P2 Start 2 to calibrate the guns for Players 1 and 2. Follow instructions and fire on targets for both players - when complete, press 2 again to save EEPROM. Reset or Restart.
WIP:
- 0.144u2: ShouTime added clones Space Gun (US) and (Japan).
- 0.137u4: Howard Casto hooked up outputs for Space Gun and made a few prototype functions to help in hooking up the remaining games. Someone familiar with the driver should take a look. I hooked up a few, but they don't work like they should according to the comments.
- 0.129u6: Phil Bennett fixed EE-ROM error in Space Gun after gun calibration.
- 0.127u1: Nicola Salmoria fixed missing crosshairs in Space Gun.
- 0.124u2: Added 4x Volume Filters.
- 0.106u12: MASH added plds ($0, 200, 400, 600, 800, a00 - pal16l8-c57-09.9, pal20l8-c57-10.47, pal16l8-c57-11.48, pal20l8-c57-12.61, pal16l8-c57-13.72 and pal16r4-c57-14.96) to Space Gun (World).
- 0.106u1: Changed Light gun input to Stick.
- 0.62: Changed 'Unknown' to 'Unused' dipswitches.
- 0.61: Light gun support [Bryan McPhail].
- 0.55: Fixed rom names.
- 0.37b16: Added dipswitches 'Always have gunsight power up', 'Allow Continue' and 'Disable Pedal (?)'.
- 4th February 2001: InsideOutBoy added the target crosshair to Space Gun.
- 0.37b11: David Graves added Space Gun (World) (Taito 1990). Known issues: Fake aim documentation: $9d74: Code from here works out coords for P1 aim sprite and puts it in spriteram +0x20. $9b8c is entry for whole sub. $9fa6: Code from here works out coords for P2 aim sprite and puts it in spriteram +0x28. $9de8 is entry for whole sub. Both call subroutines (P1 $195d4, P2 $196ea) which do quite a lot of calculations on the raw a/d input coords, using the eerom calibration data to turn them into standard sprite coordinates. Problem with the zoomed sprites not matching up very well when forming the background. They jerk a bit relative to each other... could be a cpu sync thing. Light gun interrupt timing is arbitrary.
- 12th December 2000: David Graves sent in an updated version of the Taito Z driver, and Space Gun is now fully working.
LEVELS: 7
Other Emulators:
* FB Alpha
* Raine
Romset: 6914 kb / 20 files / 2.87 zip
SETUP:
- Press F2 + F3 to enter test mode. Press P2 Start 2 to calibrate the guns for Players 1 and 2. Follow instructions and fire on targets for both players - when complete, press 2 again to save EEPROM. Reset or Restart.
WIP:
- 0.144u2: ShouTime added clones Space Gun (US) and (Japan).
- 0.137u4: Howard Casto hooked up outputs for Space Gun and made a few prototype functions to help in hooking up the remaining games. Someone familiar with the driver should take a look. I hooked up a few, but they don't work like they should according to the comments.
- 0.129u6: Phil Bennett fixed EE-ROM error in Space Gun after gun calibration.
- 0.127u1: Nicola Salmoria fixed missing crosshairs in Space Gun.
- 0.124u2: Added 4x Volume Filters.
- 0.106u12: MASH added plds ($0, 200, 400, 600, 800, a00 - pal16l8-c57-09.9, pal20l8-c57-10.47, pal16l8-c57-11.48, pal20l8-c57-12.61, pal16l8-c57-13.72 and pal16r4-c57-14.96) to Space Gun (World).
- 0.106u1: Changed Light gun input to Stick.
- 0.62: Changed 'Unknown' to 'Unused' dipswitches.
- 0.61: Light gun support [Bryan McPhail].
- 0.55: Fixed rom names.
- 0.37b16: Added dipswitches 'Always have gunsight power up', 'Allow Continue' and 'Disable Pedal (?)'.
- 4th February 2001: InsideOutBoy added the target crosshair to Space Gun.
- 0.37b11: David Graves added Space Gun (World) (Taito 1990). Known issues: Fake aim documentation: $9d74: Code from here works out coords for P1 aim sprite and puts it in spriteram +0x20. $9b8c is entry for whole sub. $9fa6: Code from here works out coords for P2 aim sprite and puts it in spriteram +0x28. $9de8 is entry for whole sub. Both call subroutines (P1 $195d4, P2 $196ea) which do quite a lot of calculations on the raw a/d input coords, using the eerom calibration data to turn them into standard sprite coordinates. Problem with the zoomed sprites not matching up very well when forming the background. They jerk a bit relative to each other... could be a cpu sync thing. Light gun interrupt timing is arbitrary.
- 12th December 2000: David Graves sent in an updated version of the Taito Z driver, and Space Gun is now fully working.
LEVELS: 7
Other Emulators:
* FB Alpha
* Raine
Romset: 6914 kb / 20 files / 2.87 zip