Jumping Cross
A motocross racing game.
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Télécharger Jumping Cross
Contenu de la ROM :
Technique
CPU
- maincpu Z80 (@ 3 Mhz)
- sub Z80 (@ 3 Mhz)
- audiocpu Z80 (@ 4 Mhz)
Chipset
- AY-3-8910A (@ 2 Mhz)
- AY-3-8910A (@ 2 Mhz)
Affichage
- Orientation Tate
- Résolution 255 x 216
- Fréquence 60 Hz
Contrôles
- Nombre de joueurs 2
- Nombre de boutons 2
- Type de contrôle joy (8 ways)
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Jumping Cross et M.A.M.E.
0.74u2 [Tomasz Slanina]
Bugs:
- You can see the character set used to enter the initials in the high score screen. Tafoid (ID 01758)
WIP:
- 0.127u2: Nicola Salmoria fixed sound in Jumping Cross, cabinet dipswitch and palette decoding of early SNK games (Jumping Cross). The least significan bits were assigned incorrectly. Removed Namco sound. Changed Z80 CPU1/2 clock speeds to 3350000 Hz.
- 0.127u1: SNK rewrite [Nicola Salmoria]: Fixed sprite-sprite priorities. Merged Jumping Cross with SNK driver. Fixed foreground layer and visible area. Stephane Humbert fixed dipswitches and inputs in Jumping Cross. The game seems to be ok now? Is there still something wrong? Changed Z80 CPU1/2 clock speeds to 3250000 Hz, visible area to 216x288 and VSync to 60Hz. Fixed gfx rom loading. Removed coin slots 2 and 3.
- 0.126u5: Nicola Salmoria implemented proper shadow handling in the SNK video driver.
- 0.106u3: Added 'scrolling speed' and 'Difficulty' dipswitches.
- 0.93: Added clock parameter to Namco sound (24000 Hz).
- 0.76: Set 'BG Collisions' dipswitch to 'On' by default in Jumping Cross.
- 0.74u2: Tomasz Slanina added Jumping Cross (SNK 1984). TODO: Problems with sprites (strange movement in attract mode), $c800-$d7ff - unknown read, verify dipswitches and colors, unused tileset and cocktail mode/screen flipping.
- 29th September 2003: Tomasz Slanina sent in a driver for Jumping Cross, it's playable but has some graphics glitches.
Romset: 139 kb / 20 files / 63.5 zip
Bugs:
- You can see the character set used to enter the initials in the high score screen. Tafoid (ID 01758)
WIP:
- 0.127u2: Nicola Salmoria fixed sound in Jumping Cross, cabinet dipswitch and palette decoding of early SNK games (Jumping Cross). The least significan bits were assigned incorrectly. Removed Namco sound. Changed Z80 CPU1/2 clock speeds to 3350000 Hz.
- 0.127u1: SNK rewrite [Nicola Salmoria]: Fixed sprite-sprite priorities. Merged Jumping Cross with SNK driver. Fixed foreground layer and visible area. Stephane Humbert fixed dipswitches and inputs in Jumping Cross. The game seems to be ok now? Is there still something wrong? Changed Z80 CPU1/2 clock speeds to 3250000 Hz, visible area to 216x288 and VSync to 60Hz. Fixed gfx rom loading. Removed coin slots 2 and 3.
- 0.126u5: Nicola Salmoria implemented proper shadow handling in the SNK video driver.
- 0.106u3: Added 'scrolling speed' and 'Difficulty' dipswitches.
- 0.93: Added clock parameter to Namco sound (24000 Hz).
- 0.76: Set 'BG Collisions' dipswitch to 'On' by default in Jumping Cross.
- 0.74u2: Tomasz Slanina added Jumping Cross (SNK 1984). TODO: Problems with sprites (strange movement in attract mode), $c800-$d7ff - unknown read, verify dipswitches and colors, unused tileset and cocktail mode/screen flipping.
- 29th September 2003: Tomasz Slanina sent in a driver for Jumping Cross, it's playable but has some graphics glitches.
Romset: 139 kb / 20 files / 63.5 zip