Under Fire (Japan)
Hoping to compete with Konami's "Lethal Enforcers". this Taito light gun shoot 'em-up has players assuming the role of a special operatives police officer against a vicious gang who's taken over various neighbourhoods, a convenience store, and even an amusement park.
Ajouter
Télécharger Under Fire (Japan)
Contenu de la ROM :
Technique
CPU
- maincpu 68EC020 (@ 16 Mhz)
- audiocpu 68000 (@ 15 Mhz)
Chipset
- ES5505 (@ 15 Mhz)
Affichage
- Orientation Yoko
- Résolution 255 x 232
- Fréquence 60 Hz
Contrôles
- Nombre de joueurs 2
- Nombre de boutons 3
- Type de contrôle lightgun
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Tips sur Under Fire (Japan)
* Save the hostage: If you save hostages, you can recover health.
* Full Power Machine Gun: some part of the stages must have the 'Full Power Machine Gun' item, it have 120 ammo and no reload.
* Blast anything: If you Blast anything on stage, you will get the 'Full Power Machine Gun' item too.
* Full Power Machine Gun: some part of the stages must have the 'Full Power Machine Gun' item, it have 120 ammo and no reload.
* Blast anything: If you Blast anything on stage, you will get the 'Full Power Machine Gun' item too.
Under Fire (Japan) et M.A.M.E.
0.37b16 [Bryan McPhail, David Graves]
0.37b13 [Bryan McPhail, David Graves]
Bugs:
- Kludge is using for graphics on some rounds with sprite/tile priority issues. Source (ID 02263)
WIP:
- 0.146u2: Stefan Lindberg corrected 68000 CPU2 clock to 15238050 Hz.
- 0.146u1: Taito Ensoniq improvements [Phil Bennett]: Use the common 68681 DUART implementation. Implemented the MB87078 volume control.
- 0.145u4: Implement outputs for Under Fire. Lamps, gun recoil and wheel vibration are implemented [bdam].
- 0.136: Added eeprom-undrfire.bin EEPROM.
- 0.133u1: Renamed (undrfiru) to (undrfireu) and (undrfirj) to (undrfirej).
- 0.125u2: Phil Bennett fixed black pixel patches present in the TC0100SCN fg layer of Under Fire.
- 0.125u1: Under Fire improvements [Phil Bennett]: Changed ES5505 clock rate to 15238050 Hz (30476100/2). Removed speedup hack.
- 0.106u8: Fixed ES5505 clock speed to 15238050 Hz.
- 0.104u5: Aaron Giles fixed slowdown in Under Fire.
- 0.71: Brian Troha added clones Under Fire (US) and (Japan).
- 4th July 2003: Brian Troha added the US and Japan versions of Under Fire.
- 0.68: Changed ES5505 clock speed to 15238000 Hz and VSync to 60Hz. Color status now good.
- 15th April 2003: Bryan McPhail and David Graves fixed the graphics and timing glitches in Under Fire.
- 0.61: Light gun support [Bryan McPhail].
- 0.58: Changed VSync to 50Hz.
- 25th November 2001: Bryan McPhail resent an old bug fix to the 68020 CPU core which fixes a crash in Under Fire.
- 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.
- 0.37b16: Bryan McPhail and David Graves added Under Fire (World) (Taito 1993).
- 2nd June 2001: Bryan McPhail fixed yet another 68020 core bug which made Under Fire playable.
- 29th May 2001: David Graves streamlined the I/O handling in most of the Taito 68k based games, cleaned up several things and added default gun calibration values for Space Gun, Operation Thunderbolt and Under Fire.
- 0.37b13: Added Under Fire (World) (Testdriver). TODO: Game seems to misbehave in attract, I reckon from 68020 core bugs. Strange behaviour is evident in-game as soon as the screen starts to scroll around: the BG layers get filled with junk (but the sprites seem to remain ok). Also it seems impossible to hit enemies with bullets, only the shotgun works. The light gun inputs don't move around fast enough, I think the delta needs to be around 15*256, but 255 seems to be the maximum allowed. Calibration is a nightmare: we need to get a standard calibration file which allows you the full screen area plus a little margin off the edge to allow you to reload your magazine. "Pivot port" which may be used to rotate sprites / bg ?
- 22nd February 2001: Bryan McPhail and David Graves wrote a driver for Taito Super Z system, with support for Super Chase, Gunbuster and Under Fire.
LEVELS: 6
Other Emulators:
* Raine
Romset: 24321 kb / 20 files / 10.7 zip
0.37b13 [Bryan McPhail, David Graves]
Bugs:
- Kludge is using for graphics on some rounds with sprite/tile priority issues. Source (ID 02263)
WIP:
- 0.146u2: Stefan Lindberg corrected 68000 CPU2 clock to 15238050 Hz.
- 0.146u1: Taito Ensoniq improvements [Phil Bennett]: Use the common 68681 DUART implementation. Implemented the MB87078 volume control.
- 0.145u4: Implement outputs for Under Fire. Lamps, gun recoil and wheel vibration are implemented [bdam].
- 0.136: Added eeprom-undrfire.bin EEPROM.
- 0.133u1: Renamed (undrfiru) to (undrfireu) and (undrfirj) to (undrfirej).
- 0.125u2: Phil Bennett fixed black pixel patches present in the TC0100SCN fg layer of Under Fire.
- 0.125u1: Under Fire improvements [Phil Bennett]: Changed ES5505 clock rate to 15238050 Hz (30476100/2). Removed speedup hack.
- 0.106u8: Fixed ES5505 clock speed to 15238050 Hz.
- 0.104u5: Aaron Giles fixed slowdown in Under Fire.
- 0.71: Brian Troha added clones Under Fire (US) and (Japan).
- 4th July 2003: Brian Troha added the US and Japan versions of Under Fire.
- 0.68: Changed ES5505 clock speed to 15238000 Hz and VSync to 60Hz. Color status now good.
- 15th April 2003: Bryan McPhail and David Graves fixed the graphics and timing glitches in Under Fire.
- 0.61: Light gun support [Bryan McPhail].
- 0.58: Changed VSync to 50Hz.
- 25th November 2001: Bryan McPhail resent an old bug fix to the 68020 CPU core which fixes a crash in Under Fire.
- 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.
- 0.37b16: Bryan McPhail and David Graves added Under Fire (World) (Taito 1993).
- 2nd June 2001: Bryan McPhail fixed yet another 68020 core bug which made Under Fire playable.
- 29th May 2001: David Graves streamlined the I/O handling in most of the Taito 68k based games, cleaned up several things and added default gun calibration values for Space Gun, Operation Thunderbolt and Under Fire.
- 0.37b13: Added Under Fire (World) (Testdriver). TODO: Game seems to misbehave in attract, I reckon from 68020 core bugs. Strange behaviour is evident in-game as soon as the screen starts to scroll around: the BG layers get filled with junk (but the sprites seem to remain ok). Also it seems impossible to hit enemies with bullets, only the shotgun works. The light gun inputs don't move around fast enough, I think the delta needs to be around 15*256, but 255 seems to be the maximum allowed. Calibration is a nightmare: we need to get a standard calibration file which allows you the full screen area plus a little margin off the edge to allow you to reload your magazine. "Pivot port" which may be used to rotate sprites / bg ?
- 22nd February 2001: Bryan McPhail and David Graves wrote a driver for Taito Super Z system, with support for Super Chase, Gunbuster and Under Fire.
LEVELS: 6
Other Emulators:
* Raine
Romset: 24321 kb / 20 files / 10.7 zip