Double Axle (US, earlier)
Monster Truck racing game.
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Télécharger Double Axle (US, earlier)
Contenu de la ROM :
Technique
CPU
- maincpu 68000 (@ 16 Mhz)
- audiocpu Z80 (@ 4 Mhz)
- sub 68000 (@ 16 Mhz)
Chipset
- YM2610 (@ 8 Mhz)
- Volume Filter
- Volume Filter
- Volume Filter
- Volume Filter
Affichage
- Orientation Yoko
- Résolution 255 x 240
- Fréquence 60 Hz
Contrôles
- Nombre de joueurs 1
- Nombre de boutons 5
- Type de contrôle paddle
Les clones de Double Axle (US, earlier)
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Double Axle (US, earlier) et M.A.M.E.
0.147u2 [ShouTime, The Dumping Union]
0.53 [David Graves]
0.37b11 [David Graves]
WIP:
- 0.147u2: ShouTime and The Dumping Union added Double Axle (US). Changed 'Double Axle (US)' to clone '(US, earlier)'. Renamed (dblaxle) to (dblaxleu).
- 0.146u1: Changed input to Paddle and button to 5.
- 0.143u4: MASH added missing PORT_TOGGLE to Double Axle gear shifters input.
- 8th June 2009: Guru - Chips for decapping from Double Axle arrived. Thanks to Smitdogg.
- 0.129u6: Mr. Do added built-in layouts for Double Axle.
- 0.129: Smitdogg and Guru fixed some rom names in Double Axle according to the PCB.
- 0.128u4: Added correct YM2610 sample rom (c78-12.33 - 1MB).
- 0.125u9: Changed 'Unknown' to 'Unused' dipswitches.
- 0.124u2: Nicola Salmoria marked one Double Axle rom as BAD_DUMP. Added 4x Volume Filters.
- 0.62: Added dipswitches 'Coinage' and 'Price to Continue'.
- 0.57: Added dipswitches 'Gear shift', 'Player Truck' and 'Back button'.
- 0.53: David Graves added Double Axle (US) (Taito 1991) and clone Power Wheels (Japan).
- 0.37b11: David Graves added Double Axle (US) (Testdriver) and Power Wheels (Japan). Known issues: No road. Wheel control poor-ish. Double Axle has poor sound: One ADPCM rom should be twice as long? In log we saw stuff like this, suggesting extra ADPCM rom needed: YM2610: ADPCM-A end out of range - $001157ff and YM2610: ADPCM-A start out of range - $00111f00. Various sprites go missing e.g. mountains half way through cross country course. Fall off the ledge and crash and you will see the explosion sprites make other mountain sprites vanish, as though their entries in spriteram are being overwritten. Perhaps be an int6 timing/number issue? Offsets of TC0480SCP bg layers correct? No sprite/tile variable priority implemented, I guess it is only sprite/road priority that changes.
LEVELS: 1-2 (time attack - demolition derby)
Other Emulators:
* FB Alpha
Romset: 9155 kb / 23 files / 4.50 zip
0.53 [David Graves]
0.37b11 [David Graves]
WIP:
- 0.147u2: ShouTime and The Dumping Union added Double Axle (US). Changed 'Double Axle (US)' to clone '(US, earlier)'. Renamed (dblaxle) to (dblaxleu).
- 0.146u1: Changed input to Paddle and button to 5.
- 0.143u4: MASH added missing PORT_TOGGLE to Double Axle gear shifters input.
- 8th June 2009: Guru - Chips for decapping from Double Axle arrived. Thanks to Smitdogg.
- 0.129u6: Mr. Do added built-in layouts for Double Axle.
- 0.129: Smitdogg and Guru fixed some rom names in Double Axle according to the PCB.
- 0.128u4: Added correct YM2610 sample rom (c78-12.33 - 1MB).
- 0.125u9: Changed 'Unknown' to 'Unused' dipswitches.
- 0.124u2: Nicola Salmoria marked one Double Axle rom as BAD_DUMP. Added 4x Volume Filters.
- 0.62: Added dipswitches 'Coinage' and 'Price to Continue'.
- 0.57: Added dipswitches 'Gear shift', 'Player Truck' and 'Back button'.
- 0.53: David Graves added Double Axle (US) (Taito 1991) and clone Power Wheels (Japan).
- 0.37b11: David Graves added Double Axle (US) (Testdriver) and Power Wheels (Japan). Known issues: No road. Wheel control poor-ish. Double Axle has poor sound: One ADPCM rom should be twice as long? In log we saw stuff like this, suggesting extra ADPCM rom needed: YM2610: ADPCM-A end out of range - $001157ff and YM2610: ADPCM-A start out of range - $00111f00. Various sprites go missing e.g. mountains half way through cross country course. Fall off the ledge and crash and you will see the explosion sprites make other mountain sprites vanish, as though their entries in spriteram are being overwritten. Perhaps be an int6 timing/number issue? Offsets of TC0480SCP bg layers correct? No sprite/tile variable priority implemented, I guess it is only sprite/road priority that changes.
LEVELS: 1-2 (time attack - demolition derby)
Other Emulators:
* FB Alpha
Romset: 9155 kb / 23 files / 4.50 zip