Aqua Jack (Japan)
A chase-view shoot'em up were you pilot a hovercraft over water and land while dodging bullets and avoiding objects by either going around them or jumping over them.
Ajouter
Télécharger Aqua Jack (Japan)
Contenu de la ROM :
Technique
CPU
- maincpu 68000 (@ 12 Mhz)
- audiocpu Z80 (@ 4 Mhz)
- sub 68000 (@ 12 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 4
- Type de contrôle
- joy (8 ways)
- joy (8 ways)
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Aqua Jack (Japan) et M.A.M.E.
0.53 [David Graves]
0.37b11 [David Graves]
WIP:
- 0.143u8: ShouTime added PCB locations to the Aqua Jack sets.
- 0.143u7: ShouTime added clone Aqua Jack (US).
- 0.133u1: Renamed (aquajckj) to (aquajackj).
- 0.126u4: Guru added README for Aqua Jack.
- 0.124u2: Added 4x Volume Filters.
- 0.109u4: Added proms ($0, 100 - Road A/B internal priority and road/sprite priority + palette select).
- 0.107u3: Changed 'Unknown' to 'Unused' dipswitch.
- 29th October 2004: Guru - Aqua Jack (for a redump) arrived as a eBay purchases.
- 0.53: David Graves added Aqua Jack (World) (Taito 1990) and clone (Japan).
- 0.37b11: David Graves added Aqua Jack (World) (Testdriver) and clone (Japan). Known issues: No road. Not sure of visible screen size (your boat seems slightly cut off at bottom, but that was needed so the grey garage as you start game stretches properly to bottom of screen). Hangs briefly fairly often without massive cpu interleaving (500). Even now I don't think the keys are very responsive in test mode. The problem code is this: CPUA: $1fe02 hangs waiting for ($6002,A5) in shared ram to be zero. CPUB: $1056 calls $11ea routine which starts by setting ($6002,A5) non-zero. At end (after $1218 waiting for a bit from sound comm port) it alters ($6002,A5) to zero (but this value lasts briefly!). Unless context rapidly switches back to cpua this change is missed because $11ea gets called again *very* rapidly at times when sounds are being written that's when the problem manifested. $108a-c2 reads 0x20 bytes from unmapped area, not sure what it's doing. Perhaps this machine had some optional exotic input device...
LEVELS: 8
Other Emulators:
* FB Alpha
* Raine
Romset: 5185 kb / 16 files / 2.23 zip
0.37b11 [David Graves]
WIP:
- 0.143u8: ShouTime added PCB locations to the Aqua Jack sets.
- 0.143u7: ShouTime added clone Aqua Jack (US).
- 0.133u1: Renamed (aquajckj) to (aquajackj).
- 0.126u4: Guru added README for Aqua Jack.
- 0.124u2: Added 4x Volume Filters.
- 0.109u4: Added proms ($0, 100 - Road A/B internal priority and road/sprite priority + palette select).
- 0.107u3: Changed 'Unknown' to 'Unused' dipswitch.
- 29th October 2004: Guru - Aqua Jack (for a redump) arrived as a eBay purchases.
- 0.53: David Graves added Aqua Jack (World) (Taito 1990) and clone (Japan).
- 0.37b11: David Graves added Aqua Jack (World) (Testdriver) and clone (Japan). Known issues: No road. Not sure of visible screen size (your boat seems slightly cut off at bottom, but that was needed so the grey garage as you start game stretches properly to bottom of screen). Hangs briefly fairly often without massive cpu interleaving (500). Even now I don't think the keys are very responsive in test mode. The problem code is this: CPUA: $1fe02 hangs waiting for ($6002,A5) in shared ram to be zero. CPUB: $1056 calls $11ea routine which starts by setting ($6002,A5) non-zero. At end (after $1218 waiting for a bit from sound comm port) it alters ($6002,A5) to zero (but this value lasts briefly!). Unless context rapidly switches back to cpua this change is missed because $11ea gets called again *very* rapidly at times when sounds are being written that's when the problem manifested. $108a-c2 reads 0x20 bytes from unmapped area, not sure what it's doing. Perhaps this machine had some optional exotic input device...
LEVELS: 8
Other Emulators:
* FB Alpha
* Raine
Romset: 5185 kb / 16 files / 2.23 zip