Double Dragon (bootleg)
Double Dragon is a side-scrolling beat-em-up for one or two players, featuring twin brothers and martial arts masters, "Billy & Jimmy Lee". The brothers must defeat the savage street gang known as the 'Black Warriors' to rescue Billy's kidnapped girlfriend, Marian. Standing between the brothers and Marian are four huge, colorful and varied levels; each populated with a wide variety of thugs.
Many of the game's enemies carry weapons (knives, baseball bats etc.) and should Billy or Jimmy manage to knock the weapons from the enemies' hands, the heroes can pick the weapons up and use them against the enemies.
The Black Warriors is made up of six distinct enemy characters- plus Willy, the game's final boss - with each differing in both physical appearance and fighting style. The members of the Black Warriors consist of the following fighters:
* Williams - A street punk in a tank top. In addition to the standard punches and jump kicks, his signature technique is a body blow to the stomach. He also wields weapons such as baseball bats, knives and dynamite sticks.
* Rowper - A punk who wears matching-colored pants and shirtless vest. He wields all the same weapons as Williams, but can also lift and throw heavy objects such as oildrums, boxes and stones.
* Linda - Female punk who usually carries a whip. She's not very strong, as she falls down to ground with a couple of punches or a single kick (because of this, she is the only regular-sized enemy who cannot be placed on a headlock).
* Abobo - A tall, big-muscled bald guy. His attacks includes punches, a standing kick and a body toss. He can also lift and throw heavy objects like Rowper. Due to his large size, he cannot be put into a headlock.
* Boss 1 - The first boss, a head-swap of Abobo with a Mr. T-style mohawk and beard. Fights just like Abobo, only with an added double-handed slap. Unlike Abobo, he does not use weapons. A green version of him appears as the Mission 3 boss.
* Boss 2 - The second boss. A head swap of the player who uses almost all the same techniques.
* Willy - The game's final boss, armed, somewhat unfairly, with a machine-gun.
Double Dragon was a huge success due to the many game-play innovations it brought to the genre (see TRIVIA for details), but it demonstrates its final moment of inspired genius at the very end of the game. Should both players still be alive after the final boss has been defeated, they will then have to fight each OTHER. The winner of this fight will be the one who wins Marian's affections.
Many of the game's enemies carry weapons (knives, baseball bats etc.) and should Billy or Jimmy manage to knock the weapons from the enemies' hands, the heroes can pick the weapons up and use them against the enemies.
The Black Warriors is made up of six distinct enemy characters- plus Willy, the game's final boss - with each differing in both physical appearance and fighting style. The members of the Black Warriors consist of the following fighters:
* Williams - A street punk in a tank top. In addition to the standard punches and jump kicks, his signature technique is a body blow to the stomach. He also wields weapons such as baseball bats, knives and dynamite sticks.
* Rowper - A punk who wears matching-colored pants and shirtless vest. He wields all the same weapons as Williams, but can also lift and throw heavy objects such as oildrums, boxes and stones.
* Linda - Female punk who usually carries a whip. She's not very strong, as she falls down to ground with a couple of punches or a single kick (because of this, she is the only regular-sized enemy who cannot be placed on a headlock).
* Abobo - A tall, big-muscled bald guy. His attacks includes punches, a standing kick and a body toss. He can also lift and throw heavy objects like Rowper. Due to his large size, he cannot be put into a headlock.
* Boss 1 - The first boss, a head-swap of Abobo with a Mr. T-style mohawk and beard. Fights just like Abobo, only with an added double-handed slap. Unlike Abobo, he does not use weapons. A green version of him appears as the Mission 3 boss.
* Boss 2 - The second boss. A head swap of the player who uses almost all the same techniques.
* Willy - The game's final boss, armed, somewhat unfairly, with a machine-gun.
Double Dragon was a huge success due to the many game-play innovations it brought to the genre (see TRIVIA for details), but it demonstrates its final moment of inspired genius at the very end of the game. Should both players still be alive after the final boss has been defeated, they will then have to fight each OTHER. The winner of this fight will be the one who wins Marian's affections.
Ajouter
Télécharger Double Dragon (bootleg)
Contenu de la ROM :
Technique
CPU
- maincpu HD6309 (@ 12 Mhz)
- sub HD63701 (@ 6 Mhz)
- soundcpu M6809 (@ 1 Mhz)
Chipset
- YM2151 (@ 3 Mhz)
- MSM5205 (@ 0 Mhz)
- MSM5205 (@ 0 Mhz)
Affichage
- Orientation Yoko
- Résolution 255 x 240
- Fréquence 57.444853 Hz
Contrôles
- Nombre de joueurs 2
- Nombre de boutons 3
- Type de contrôle joy (8 ways)
Les clones de Double Dragon (bootleg)
- Double Dragon (Japan)
- Double Dragon (US set 1)
- Double Dragon (US set 2)
- Double Dragon (US set 3)
- Double Dragon (World set 1)
- Double Dragon (World set 2)
- Double Dragon (bootleg with 3xM6809, set 1)
- Double Dragon (bootleg with 3xM6809, set 2)
- Double Dragon (bootleg with HD6309)
- Double Dragon (bootleg with M6803)
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Tips sur Double Dragon (bootleg)
* Here's How To Get Infinite Points In Double Dragon : Level One, one player grabs the whip when it comes out. The other player relieves the enemy who walks out with a bat of that bat. But he does NOT kill that enemy. Continue moving on until you're at the end of stage one. At this point the player WITHOUT the whip grabs the now bat-less enemy. The other player finishes the stage. Note that when the boss man is dead, the clock stops running down. Then the player tortures the bat-less one with the whip. 200 points per pop, and the enemy will NEVER die. Switch to non-whip attack to kill him, and resume normal play.
* To easily get through the whole game, use the following strategy. When an opponent is coming towards you from one direction, face the opposite direction. When the enemy is at arm's length, do an elbow smash. The enemy will go flying forward. While the opponent is still on the ground, face away from him/her and repeat the process. Now, you can defeat enemies without them attacking. This strategy also works for bosses.
* Ghost Player : Notice that player one gets all the points for certain weapons. Notably the barrel, which is important because it is reusable. Should player one die, while player two is still alive, player one continues to get points for the barrel. If this gets him over the extra-man mark, he gets a ghost player, which is limited in the kinds of things he can do.
* Infinite Knives : When an enemy carrying a knife appears on the screen (NOT an enemy that picks up a knife, but one already carrying the knife when he appears), instead of taking the knife beating the enemy, hit the weapon, causing the enemy to drop it (or let it hit a wall). Doing this you will be able to pick up and use the knife against some other enemies, while the character bearing the knife will take out a new one so you can repeat the trick. You can use this same trick with dynamite.
* At the end of some levels you can throw your weapons onto the next stage. Normally you discard them, but you can cheat. This works well on level 1, for instance. When at the end of the level, just after you kill the boss, move to the extreme right of the level, as far as it will scroll. Jump up just as the level ends and scrolls to the next one, if you time it right you will let go of your weapon in mid air and it will fall onto the next stage where you can just about pick it up at the very left of the screen!
* Throw Objects Through the Levels : At the end of the second stage, where the elevator appears, move as far down as possible without falling. Now, when you drop weapons, or hit some enemies, these will fall off-screen instead of falling to the ground. If fallen objects like whips or knifes fall into a certain area (near the platform), you will find them when descending into Mission 3.
* Throw Enemies Into the Void : At the beginning of Mission 3 you will face two enemies; make them come as near to the left of the screen as possible, and throw them off-screen; they will die immediately as if falling into the 'void'.
* At the last level after the walls you will see two guys. Kill the first one and let the second guy on wait. Now you have only one guy in front of the door waiting for you. Just pass him by and when he comes turn fast and give him a punch to turn his head. Now you crash his head. To go back to normal you have to have a second player to catch his back.
* At the very end of the last stage you will notice the machine-gun man looking down on you nodding his head. Normally he will walk down when you have killed a few more hench men. Well if you can entice the BIG guy that throws you over his head towards the wall. Elbow him so he is on the ground facing the wall, at this point stand at his feet and he will throw you on the wall next to the machine gun man. You can then beat the crap out of the machine gun man with his gun on the wall still.
* How to kill the final boss (Willy) in just one hit (also useful to quickly kill the other enemies in the final part of the last level) : This trick requires a lot of dexterity and skill (and a bit of luck too, as it won't work if the enemies won't lean out enough) to be achieved. In the last level, after you kill the two mohawked giants that show up smashing the wall, exploit the edge near the wall on the left to lean out downwards as much as possible (you'd better do it here and now, as later on it will become almost impossible to lean out so much without falling), then move forward and keep fighting while remaining on this edge.
When Willy comes out of the steel door, wait for him to come down to the lower side of the screen; as soon as he leans out downwards enough, hit him and make him fall (be careful in using flying kicks, as you risk to fall on the spikes). If performed with the correct timing, Willy will NOT fall on the ground: he'll fall straight on the spikes, dying at once.
Note : if you use this trick on all the other enemies that show up before Willy, sometimes, after the final boss is thrown in the spikes, an enemy will jump out of the spikes, and fall on them straight afterwards.
* To easily get through the whole game, use the following strategy. When an opponent is coming towards you from one direction, face the opposite direction. When the enemy is at arm's length, do an elbow smash. The enemy will go flying forward. While the opponent is still on the ground, face away from him/her and repeat the process. Now, you can defeat enemies without them attacking. This strategy also works for bosses.
* Ghost Player : Notice that player one gets all the points for certain weapons. Notably the barrel, which is important because it is reusable. Should player one die, while player two is still alive, player one continues to get points for the barrel. If this gets him over the extra-man mark, he gets a ghost player, which is limited in the kinds of things he can do.
* Infinite Knives : When an enemy carrying a knife appears on the screen (NOT an enemy that picks up a knife, but one already carrying the knife when he appears), instead of taking the knife beating the enemy, hit the weapon, causing the enemy to drop it (or let it hit a wall). Doing this you will be able to pick up and use the knife against some other enemies, while the character bearing the knife will take out a new one so you can repeat the trick. You can use this same trick with dynamite.
* At the end of some levels you can throw your weapons onto the next stage. Normally you discard them, but you can cheat. This works well on level 1, for instance. When at the end of the level, just after you kill the boss, move to the extreme right of the level, as far as it will scroll. Jump up just as the level ends and scrolls to the next one, if you time it right you will let go of your weapon in mid air and it will fall onto the next stage where you can just about pick it up at the very left of the screen!
* Throw Objects Through the Levels : At the end of the second stage, where the elevator appears, move as far down as possible without falling. Now, when you drop weapons, or hit some enemies, these will fall off-screen instead of falling to the ground. If fallen objects like whips or knifes fall into a certain area (near the platform), you will find them when descending into Mission 3.
* Throw Enemies Into the Void : At the beginning of Mission 3 you will face two enemies; make them come as near to the left of the screen as possible, and throw them off-screen; they will die immediately as if falling into the 'void'.
* At the last level after the walls you will see two guys. Kill the first one and let the second guy on wait. Now you have only one guy in front of the door waiting for you. Just pass him by and when he comes turn fast and give him a punch to turn his head. Now you crash his head. To go back to normal you have to have a second player to catch his back.
* At the very end of the last stage you will notice the machine-gun man looking down on you nodding his head. Normally he will walk down when you have killed a few more hench men. Well if you can entice the BIG guy that throws you over his head towards the wall. Elbow him so he is on the ground facing the wall, at this point stand at his feet and he will throw you on the wall next to the machine gun man. You can then beat the crap out of the machine gun man with his gun on the wall still.
* How to kill the final boss (Willy) in just one hit (also useful to quickly kill the other enemies in the final part of the last level) : This trick requires a lot of dexterity and skill (and a bit of luck too, as it won't work if the enemies won't lean out enough) to be achieved. In the last level, after you kill the two mohawked giants that show up smashing the wall, exploit the edge near the wall on the left to lean out downwards as much as possible (you'd better do it here and now, as later on it will become almost impossible to lean out so much without falling), then move forward and keep fighting while remaining on this edge.
When Willy comes out of the steel door, wait for him to come down to the lower side of the screen; as soon as he leans out downwards enough, hit him and make him fall (be careful in using flying kicks, as you risk to fall on the spikes). If performed with the correct timing, Willy will NOT fall on the ground: he'll fall straight on the spikes, dying at once.
Note : if you use this trick on all the other enemies that show up before Willy, sometimes, after the final boss is thrown in the spikes, an enemy will jump out of the spikes, and fall on them straight afterwards.
Double Dragon (bootleg) et M.A.M.E.
0.37b5 [?]
0.33b3 [Carlos A. Lozano, Rob Rosenbrock, Phil Stroffolino, Ernesto Corvi]
Artwork available
Bugs:
- Clone ddragnw1: When finishing the game its reset and so go to check rom screen again and freezes! Ashura-X (ID 00416)
WIP:
- 24th December 2010: Dr. Decapitator - The MCU (HD63701) from Double Dragon has been decapped. The readout matched the existing bootleg MCU dump in MAME, so the pirates in the 80's must have read it out correctly as opposed to coding their own. You can see a picture of it wired up for reading below.
- 12th November 2010: Smitdogg - Balrog scanned the rest of the Double Dragon schematics for us.
- 11th July 2010: Dr. Decapitator - Work has started on the 63701 that Technos used in Double Dragon.
- 0.138u3: Angelo Salese decrypted Double Dragon Italian bootleg char roms (Double Dragon (bootleg with 3xM6809, set 1/2)).
- 0.137u3: Corrado Tomaselli added clone Double Dragon (US Set 3).
- 25th March 2010: Lord Nightmare - Scanned the Spike & Hammer: Double Dragon CPU board schematic. Credit to Dumping Union, Incog nito and Lord Nightmare for supplying funds for the schematics.
- 0.133u1: Renamed (ddragoua) to (ddragonua), (ddragnw1) to (ddragonw1), (ddragnba) to (ddragonba), (ddgn6809) to (ddragon6809), (dd6809a) to (ddragon6809a) and (ddragob2) to (ddragonb2).
- 9th June 2009: Smitdogg - Thanks to Incog we got Double Dragon schematics to send to Lord Nightmare. They are needed to finalize the driver. Some pages have lots of hand written notes added. And a couple of dip sheets thrown in for the curious.
- 12th March 2009: Guru - Technos Double Dragon PCB arrived for decapping 63701 MCU.
- 0.129: Changed M6809 CPU3 clock speed to 1.5MHz.
- 0.127u2: Sonikos added clone Double Dragon (bootleg).
- 0.126u4: Fabio Priuli added DIP locations to Double Dragon.
- 26th July 2008: Mr. Do - Double Dragon has been a PITA to find a good source of. Every one I've ever seen is REALLY faded. The CAG set had one, but it was also really faded. I was able to at least find a good photo of one as a basis to what it should look like awhile ago, so I took a shot at fixing the one I had. Hope you enjoy it.
- 0.125u4: f205v added clone Double Dragon (bootleg with 3xM6809, set 2). Changed description of clone '(bootleg with 3xM6809)' to '(bootleg with 3xM6809, set 1)'.
- 19th April 2008: f205v dumped Double Dragon (bootleg with 3xM6809, set 2).
- 0.124u1: Tirino73 added clone 'Double Dragon (bootleg with 3xM6809, set 2)'. This is a well known italian bootleg of Double Dragon it can be identified by the following gameplay trait. The Boss of level 4 is coloured like level 1 and 5 instead of green, and is invulnerable to rocks attack. In terms of code the game code has been heavily modified, banking writes appear to have been removed, and the graphic roms are all scrambled. The game also runs on 3x M6809 rather than the original CPUs. I'm not 100% convinced the program roms are good dumps, apprently ROM3 fails on the original board (could just be due to the rom hacking, as the game runs fine) but there is a jump to the 0x2000 region in the code, although this could be additional protection / rom scrambling. Also the sound roms seem too small. If you have this PCB please verify. Changed description of clone 'Double Dragon (bootleg with 3xM6809)' to 'Double Dragon (bootleg with 3xM6809, set 1)'.
- 8th March 2008: Tirino73 dumped Double Dragon (bootleg with 3xM6809).
- 0.122u7: Replaced HD6309 CPU3 with M6809 (6Mhz). Changed HD6309 CPU2 clock speed to 12MHz, HD63701 CPU3 to 6Mhz, 2x MSM5205 to 375000 Hz and visible area to 256x240. Changed description of clone '(bootleg with HD6903)' to '(bootleg with HD6309)'.
- 0.119u3: David Haywood added clone Double Dragon (bootleg with M6803). Changed description of clone 'Double Dragon (bootleg)' to 'Double Dragon (bootleg with HD6903)'.
- 0.112: Corrado Tomaselli added clone Double Dragon (US Set 2). Changed parent description to 'Double Dragon (US Set 1)'.
- 5th February 2007: Briccus dumped Double Dragon (US Set 2).
- 0.105u4: Stefan Lindberg added clone Double Dragon (World Set 2). Changed description of clone 'Double Dragon (World)' to 'Double Dragon (World Set 1)'. Fixed rom names.
- 0.103u2: Bryan McPhail fixed Double Dragon crashed sometimes at the very end of the game.
- 8th January 2006: Bryan McPhail - Double Dragon has a crash which sometimes occurs at the very end of the game (right before the final animation sequence). It occurs because of a jump look up table: BAD3: LDY #$BADD; BAD7: JSR [A,Y]. At the point of the crash A is 0x3e which causes a jump to 0x3401 (background tile ram) which obviously doesn't contain proper code and causes a crash. The jump table has 32 entries, and only the last contains an invalid jump vector. A is set to 0x3e as a result of code at 0x625f - it reads from the shared spriteram (0x2049 in main cpu memory space), copies the value to 0x523 (main ram) where it is later fetched and shifted to make 0x3e. So.. it's not clear where the error is - the 0x1f value is actually written to shared RAM by the main CPU - perhaps the MCU should modify it before the main CPU reads it back? Perhaps 0x1f should never be written at all? If you want to trace this further please submit a proper fix! In the meantime I have patched the error by making sure the invalid jump is never taken - this fixes the crash (see ddragon_spriteram_r).
- 12th February 2005: f205v and Corrado Tomaselli dumped Double Dragon (bootleg).
- 0.77: Bryan McPhail added clone Double Dragon (World). Changed HD63701 MCU clock speed to 1193181 Hz, VSync to 57.444855 Hz and sound to mono.
- 3rd November 2003: Bryan McPhail fixed the video and interrupt timing in the Double Dragon driver and added the World version of Double Dragon.
- 2nd September 2000: Nicola Salmoria fixed a 6309 bug which affected Double Dragon.
- 0.37b5: Added Double Dragon (Japan) and clone (US) with missing cpu2 MCU rom ($c000) and proms ($0, 100 - unknown). Removed Double Dragon. Replaced the 2x ADPCM sound with 2x MSM5205 (384000 Hz).
- 12th July 2000: Nicola Salmoria fixed the ADPCM sound frequency in Double Dragon and did some general cleanup in the driver.
- 10th July 2000: Nicola Salmoria fixed MCU emulation to Double Dragon.
- 0.36b9: Replaced M6809 CPU3 with M6309. Changed YM2151 clock speed to 3579545 Hz.
- 0.35b6: Replaced M6809 CPU1 with M6309 and M6803 CPU2 with HD63701.
- 0.33b7: Known issues: The ADPCM samples are not triggered correctly.
- 0.33b6: Double Dragon use the dynamic palette [Nicola Salmoria].
- 0.33b3: Added Double Dragon (bootleg? 1987) and clone (bootleg) [Carlos A. Lozano, Rob Rosenbrock, Phil Stroffolino, Ernesto Corvi]. Known issues: Due to the lack of the ROM image for the HD63701 microcontroller, the original version doesn't work. Use the bootleg, which use a 6809 instead of the HD63701.
LEVELS: 4
Other Emulators:
* FB Alpha
Romset: 1105 kb / 23 files / 504.6 zip
0.33b3 [Carlos A. Lozano, Rob Rosenbrock, Phil Stroffolino, Ernesto Corvi]
Artwork available
Bugs:
- Clone ddragnw1: When finishing the game its reset and so go to check rom screen again and freezes! Ashura-X (ID 00416)
WIP:
- 24th December 2010: Dr. Decapitator - The MCU (HD63701) from Double Dragon has been decapped. The readout matched the existing bootleg MCU dump in MAME, so the pirates in the 80's must have read it out correctly as opposed to coding their own. You can see a picture of it wired up for reading below.
- 12th November 2010: Smitdogg - Balrog scanned the rest of the Double Dragon schematics for us.
- 11th July 2010: Dr. Decapitator - Work has started on the 63701 that Technos used in Double Dragon.
- 0.138u3: Angelo Salese decrypted Double Dragon Italian bootleg char roms (Double Dragon (bootleg with 3xM6809, set 1/2)).
- 0.137u3: Corrado Tomaselli added clone Double Dragon (US Set 3).
- 25th March 2010: Lord Nightmare - Scanned the Spike & Hammer: Double Dragon CPU board schematic. Credit to Dumping Union, Incog nito and Lord Nightmare for supplying funds for the schematics.
- 0.133u1: Renamed (ddragoua) to (ddragonua), (ddragnw1) to (ddragonw1), (ddragnba) to (ddragonba), (ddgn6809) to (ddragon6809), (dd6809a) to (ddragon6809a) and (ddragob2) to (ddragonb2).
- 9th June 2009: Smitdogg - Thanks to Incog we got Double Dragon schematics to send to Lord Nightmare. They are needed to finalize the driver. Some pages have lots of hand written notes added. And a couple of dip sheets thrown in for the curious.
- 12th March 2009: Guru - Technos Double Dragon PCB arrived for decapping 63701 MCU.
- 0.129: Changed M6809 CPU3 clock speed to 1.5MHz.
- 0.127u2: Sonikos added clone Double Dragon (bootleg).
- 0.126u4: Fabio Priuli added DIP locations to Double Dragon.
- 26th July 2008: Mr. Do - Double Dragon has been a PITA to find a good source of. Every one I've ever seen is REALLY faded. The CAG set had one, but it was also really faded. I was able to at least find a good photo of one as a basis to what it should look like awhile ago, so I took a shot at fixing the one I had. Hope you enjoy it.
- 0.125u4: f205v added clone Double Dragon (bootleg with 3xM6809, set 2). Changed description of clone '(bootleg with 3xM6809)' to '(bootleg with 3xM6809, set 1)'.
- 19th April 2008: f205v dumped Double Dragon (bootleg with 3xM6809, set 2).
- 0.124u1: Tirino73 added clone 'Double Dragon (bootleg with 3xM6809, set 2)'. This is a well known italian bootleg of Double Dragon it can be identified by the following gameplay trait. The Boss of level 4 is coloured like level 1 and 5 instead of green, and is invulnerable to rocks attack. In terms of code the game code has been heavily modified, banking writes appear to have been removed, and the graphic roms are all scrambled. The game also runs on 3x M6809 rather than the original CPUs. I'm not 100% convinced the program roms are good dumps, apprently ROM3 fails on the original board (could just be due to the rom hacking, as the game runs fine) but there is a jump to the 0x2000 region in the code, although this could be additional protection / rom scrambling. Also the sound roms seem too small. If you have this PCB please verify. Changed description of clone 'Double Dragon (bootleg with 3xM6809)' to 'Double Dragon (bootleg with 3xM6809, set 1)'.
- 8th March 2008: Tirino73 dumped Double Dragon (bootleg with 3xM6809).
- 0.122u7: Replaced HD6309 CPU3 with M6809 (6Mhz). Changed HD6309 CPU2 clock speed to 12MHz, HD63701 CPU3 to 6Mhz, 2x MSM5205 to 375000 Hz and visible area to 256x240. Changed description of clone '(bootleg with HD6903)' to '(bootleg with HD6309)'.
- 0.119u3: David Haywood added clone Double Dragon (bootleg with M6803). Changed description of clone 'Double Dragon (bootleg)' to 'Double Dragon (bootleg with HD6903)'.
- 0.112: Corrado Tomaselli added clone Double Dragon (US Set 2). Changed parent description to 'Double Dragon (US Set 1)'.
- 5th February 2007: Briccus dumped Double Dragon (US Set 2).
- 0.105u4: Stefan Lindberg added clone Double Dragon (World Set 2). Changed description of clone 'Double Dragon (World)' to 'Double Dragon (World Set 1)'. Fixed rom names.
- 0.103u2: Bryan McPhail fixed Double Dragon crashed sometimes at the very end of the game.
- 8th January 2006: Bryan McPhail - Double Dragon has a crash which sometimes occurs at the very end of the game (right before the final animation sequence). It occurs because of a jump look up table: BAD3: LDY #$BADD; BAD7: JSR [A,Y]. At the point of the crash A is 0x3e which causes a jump to 0x3401 (background tile ram) which obviously doesn't contain proper code and causes a crash. The jump table has 32 entries, and only the last contains an invalid jump vector. A is set to 0x3e as a result of code at 0x625f - it reads from the shared spriteram (0x2049 in main cpu memory space), copies the value to 0x523 (main ram) where it is later fetched and shifted to make 0x3e. So.. it's not clear where the error is - the 0x1f value is actually written to shared RAM by the main CPU - perhaps the MCU should modify it before the main CPU reads it back? Perhaps 0x1f should never be written at all? If you want to trace this further please submit a proper fix! In the meantime I have patched the error by making sure the invalid jump is never taken - this fixes the crash (see ddragon_spriteram_r).
- 12th February 2005: f205v and Corrado Tomaselli dumped Double Dragon (bootleg).
- 0.77: Bryan McPhail added clone Double Dragon (World). Changed HD63701 MCU clock speed to 1193181 Hz, VSync to 57.444855 Hz and sound to mono.
- 3rd November 2003: Bryan McPhail fixed the video and interrupt timing in the Double Dragon driver and added the World version of Double Dragon.
- 2nd September 2000: Nicola Salmoria fixed a 6309 bug which affected Double Dragon.
- 0.37b5: Added Double Dragon (Japan) and clone (US) with missing cpu2 MCU rom ($c000) and proms ($0, 100 - unknown). Removed Double Dragon. Replaced the 2x ADPCM sound with 2x MSM5205 (384000 Hz).
- 12th July 2000: Nicola Salmoria fixed the ADPCM sound frequency in Double Dragon and did some general cleanup in the driver.
- 10th July 2000: Nicola Salmoria fixed MCU emulation to Double Dragon.
- 0.36b9: Replaced M6809 CPU3 with M6309. Changed YM2151 clock speed to 3579545 Hz.
- 0.35b6: Replaced M6809 CPU1 with M6309 and M6803 CPU2 with HD63701.
- 0.33b7: Known issues: The ADPCM samples are not triggered correctly.
- 0.33b6: Double Dragon use the dynamic palette [Nicola Salmoria].
- 0.33b3: Added Double Dragon (bootleg? 1987) and clone (bootleg) [Carlos A. Lozano, Rob Rosenbrock, Phil Stroffolino, Ernesto Corvi]. Known issues: Due to the lack of the ROM image for the HD63701 microcontroller, the original version doesn't work. Use the bootleg, which use a 6809 instead of the HD63701.
LEVELS: 4
Other Emulators:
* FB Alpha
Romset: 1105 kb / 23 files / 504.6 zip