WWF Superstars (Europe)
A tag-team wrestling game with 6 WWF superstars to choose from.
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Télécharger WWF Superstars (Europe)
Contenu de la ROM :
- 24ac-0_j-1.34
- 24ad-0_j-1.35
- b.12
- 24a9.46
- wwfs03.bin
- wwfs05.bin
- 24a4-0.58
- wwfs39.bin
- wwfs38.bin
- wwfs37.bin
- wwfs36.bin
- wwfs43.bin
- wwfs42.bin
- wwfs41.bin
- wwfs40.bin
- wwfs19.bin
- wwfs18.bin
- wwfs17.bin
- wwfs16.bin
- wwfs15.bin
- wwfs14.bin
- wwfs13.bin
- wwfs12.bin
- wwfs27.bin
- wwfs26.bin
- wwfs25.bin
- wwfs24.bin
- wwfs23.bin
- wwfs22.bin
- wwfs21.bin
- wwfs20.bin
- wwfs35.bin
- wwfs34.bin
- wwfs33.bin
- wwfs32.bin
- wwfs31.bin
- wwfs30.bin
- wwfs29.bin
- wwfs28.bin
- wwfs51.bin
- wwfs50.bin
- wwfs49.bin
- wwfs48.bin
- wwfs47.bin
- wwfs46.bin
- wwfs45.bin
- wwfs44.bin
Technique
CPU
- maincpu 68000 (@ 10 Mhz)
- audiocpu Z80 (@ 3 Mhz)
Chipset
- YM2151 (@ 3 Mhz)
- OKI6295 (@ 1 Mhz)
Affichage
- Orientation Yoko
- Résolution 255 x 240
- Fréquence 57.444853 Hz
Contrôles
- Nombre de joueurs 2
- Nombre de boutons 2
- Type de contrôle joy (8 ways)
Les clones de WWF Superstars (Europe)
Si vous avez aimé WWF Superstars (Europe)
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- Appoooh
- Blazing Tornado
- Body Slam (8751 317-0015)
- Buriki One (rev.B)
- Champion Pro Wrestling
- Champion Wrestler (World)
- Ehrgeiz (US, EG3/VER.A)
- Giant Gram 2000 (JPN, USA, EXP, KOR, AUS)
- Mania Challenge (set 1)
- Mat Mania
- Ring Rage (Ver 2.3O 1992/08/09)
- Ring of Destruction: Slammasters II (Euro 940902)
- Robo Wres 2001
- Saturday Night Slam Masters (World 930713)
- Shin Nihon Pro Wrestling Toukon Retsuden 4 Arcade Edition (TRF1 Ver. A)
- The Big Pro Wrestling!
- The Main Event (4 Players ver. Y)
- WWF Royal Rumble (JPN, USA, EXP, KOR, AUS)
- WWF WrestleFest (US set 1)
- WWF: Wrestlemania (rev 1.30 08/10/95)
- Wrestle War (set 3, World, 8751 317-0103)
- Zen Nippon Pro-Wrestling Featuring Virtua (J 971123 V1.000)
Tips sur WWF Superstars (Europe)
* There's a mildly amusing glitch in WWF Superstars involving Randy Savage. Use him & then pick anyone else and play until you face Andre and DiBiase.
1) With Savage as your active wrestler and Andre as the legal man, climb in and out of the bottom of the ring until Andre decides to climb out after you. When you begin to see those first few animation frames of his lumbering descent, quickly walk backwards to the left side of the screen.
2) Dash at Andre so that the instant his final animation frame has him standing on the ring floor you'll have connected with a flying clothesline. For a second, you will have 'pulled' an additional Andre out of the standing Andre's body with that flying clothesline! The standing Andre vanishes once the clothesline has taken its course and the prostrate Andre then becomes the active sprite.
1) With Savage as your active wrestler and Andre as the legal man, climb in and out of the bottom of the ring until Andre decides to climb out after you. When you begin to see those first few animation frames of his lumbering descent, quickly walk backwards to the left side of the screen.
2) Dash at Andre so that the instant his final animation frame has him standing on the ring floor you'll have connected with a flying clothesline. For a second, you will have 'pulled' an additional Andre out of the standing Andre's body with that flying clothesline! The standing Andre vanishes once the clothesline has taken its course and the prostrate Andre then becomes the active sprite.
WWF Superstars (Europe) et M.A.M.E.
0.99u2 [?]
0.37b16 [David Haywood, RAINE team]
Artwork available
Bugs:
- Sprites right offset with Flip Screen ON. Tafoid (ID 04983).
WIP:
- 0.143u1: Brian Troha added DIP locations to WWF Superstars.
- 0.136u2: Atari Ace converted WWF Superstars to use driver_data structure.
- 0.133u1: Renamed (wwfsstaa) to (wwfsstara), (wwfsstau) to (wwfsstaru) and (wwfsstaj) to (wwfsstarj).
- 0.129: Mamesick fixed debug assertion in WWF Superstars driver.
- 0.128u7: Improvements to WWFSuperstars driver [Mamesick]: Converted driver to be fully scanlines based using timers. Updated driver to new video screen raw parameters. Changed VSync to 57.444853 Hz.
- 0.128u5: Phil Bennett fixed OKI6295 playback frequency is too high in WWF Superstars. Changed OKI6295 clock speed to 1056000 Hz.
- 0.126u4: Guru added README for WWF Superstars.
- 10th June 2007: Mr. Do - This week we have a WWF Superstars bezel, thanks to the BYOAC/CAG artwork.
- 0.113u2: Changed VSync to 57.440000 Hz.
- 0.103u2: Phil Bennett corrected frequencies in WWF Superstars. Changed 68000 CPU1 clock speed to 10MHz, visible area to 256x240 and VSync to 57.439999.
- 0.103: David Haywood corrected interrupt timing in WWF Superstars driver. Changed VSync to 59Hz.
- 0.102u4: Phil Bennett added clone WWF Superstars (US, Newer).
- 0.99u2: Added WWF Superstars (Europe) and clone (Japan). Renamed (wwfsstar) to (wwfsstau).
- 0.97u1: Pierpaolo Prazzoli fixed vblank handling and some bad sprites in WWF Superstars.
- 0.59: Removed 3rd input button. Added dipswitches 'Unused SW 0-6', 'Flip Screen', 'Time', 'Unused SW 1-6' and 'Health For Winning'.
- 4th March 2002: David Haywood - Steph fixed dipswitches, inputs andscreen flipping by using similar routine to the one in src\video\wwfwfest.c.
- 0.37b16: David Haywood added WWF Superstars (US) (Technos 1989). Known issues: Scrolling *might* be slightly off, i'm not sure. Maybe Palette Marking could be Improved. There seems to be a bad tile during one of Macho Man's Moves (where does it come from?). How should the interrupts work. The current way is a bit of a guess based on how the game runs, if standard IPT_VBLANK and 2 different interrupts per frame are used the game either runs well and hangs on a game 'Time Out' end of match scenario, or the other way round the game is very sluggish and non-responsive to controls. It seems both interrupts must happen during the vblank period or something.
- 18th June 2001: David Haywood - Changed interrupt function. Its not fully understood whats is meant to be going on.
- 15th June 2001: David Haywood - First submission of driver. Cleaned up Sprite Drawing a bit, correcting some clipping probs, mapped DSW's.
- 14th June 2001: David Haywood - Started Driver, using Raine Source as a reference for getting it up and running.
LEVELS: 4 (repeats once)
Other Emulators:
* FB Alpha
* Raine
Romset: 3232 kb / 47 files / 1.41 zip
0.37b16 [David Haywood, RAINE team]
Artwork available
Bugs:
- Sprites right offset with Flip Screen ON. Tafoid (ID 04983).
WIP:
- 0.143u1: Brian Troha added DIP locations to WWF Superstars.
- 0.136u2: Atari Ace converted WWF Superstars to use driver_data structure.
- 0.133u1: Renamed (wwfsstaa) to (wwfsstara), (wwfsstau) to (wwfsstaru) and (wwfsstaj) to (wwfsstarj).
- 0.129: Mamesick fixed debug assertion in WWF Superstars driver.
- 0.128u7: Improvements to WWFSuperstars driver [Mamesick]: Converted driver to be fully scanlines based using timers. Updated driver to new video screen raw parameters. Changed VSync to 57.444853 Hz.
- 0.128u5: Phil Bennett fixed OKI6295 playback frequency is too high in WWF Superstars. Changed OKI6295 clock speed to 1056000 Hz.
- 0.126u4: Guru added README for WWF Superstars.
- 10th June 2007: Mr. Do - This week we have a WWF Superstars bezel, thanks to the BYOAC/CAG artwork.
- 0.113u2: Changed VSync to 57.440000 Hz.
- 0.103u2: Phil Bennett corrected frequencies in WWF Superstars. Changed 68000 CPU1 clock speed to 10MHz, visible area to 256x240 and VSync to 57.439999.
- 0.103: David Haywood corrected interrupt timing in WWF Superstars driver. Changed VSync to 59Hz.
- 0.102u4: Phil Bennett added clone WWF Superstars (US, Newer).
- 0.99u2: Added WWF Superstars (Europe) and clone (Japan). Renamed (wwfsstar) to (wwfsstau).
- 0.97u1: Pierpaolo Prazzoli fixed vblank handling and some bad sprites in WWF Superstars.
- 0.59: Removed 3rd input button. Added dipswitches 'Unused SW 0-6', 'Flip Screen', 'Time', 'Unused SW 1-6' and 'Health For Winning'.
- 4th March 2002: David Haywood - Steph fixed dipswitches, inputs andscreen flipping by using similar routine to the one in src\video\wwfwfest.c.
- 0.37b16: David Haywood added WWF Superstars (US) (Technos 1989). Known issues: Scrolling *might* be slightly off, i'm not sure. Maybe Palette Marking could be Improved. There seems to be a bad tile during one of Macho Man's Moves (where does it come from?). How should the interrupts work. The current way is a bit of a guess based on how the game runs, if standard IPT_VBLANK and 2 different interrupts per frame are used the game either runs well and hangs on a game 'Time Out' end of match scenario, or the other way round the game is very sluggish and non-responsive to controls. It seems both interrupts must happen during the vblank period or something.
- 18th June 2001: David Haywood - Changed interrupt function. Its not fully understood whats is meant to be going on.
- 15th June 2001: David Haywood - First submission of driver. Cleaned up Sprite Drawing a bit, correcting some clipping probs, mapped DSW's.
- 14th June 2001: David Haywood - Started Driver, using Raine Source as a reference for getting it up and running.
LEVELS: 4 (repeats once)
Other Emulators:
* FB Alpha
* Raine
Romset: 3232 kb / 47 files / 1.41 zip