Kozure Ookami (Japan)
A side-scrolling shooter with beat-'em-up elements featuring the KILLER BABY CARRIAGE CANNON!
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Télécharger Kozure Ookami (Japan)
Contenu de la ROM :
Technique
CPU
- maincpu 68000 (@ 8 Mhz)
- audiocpu Z80 (@ 4 Mhz)
Chipset
- YM3812 (@ 4 Mhz)
- DAC
- DAC
Affichage
- Orientation Yoko
- Résolution 255 x 240
- Fréquence 60 Hz
Contrôles
- Nombre de joueurs 2
- Nombre de boutons 3
- Type de contrôle joy (8 ways)
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Tips sur Kozure Ookami (Japan)
To jump press both the attack and block buttons.
Break the stone statues in background for power-ups.
To use an additional weapon, press block when you have the baby cart.
Break the stone statues in background for power-ups.
To use an additional weapon, press block when you have the baby cart.
Kozure Ookami (Japan) et M.A.M.E.
0.36b16 [Takahiro Nogi]
< Japan >
WIP:
- 0.142u2: Angelo Salese hooked up text protection simulation to Kozure Ookami, allowing it to display scoring during gameplay and copyright screens. Implemented proper FG scroll latching, fixing an offsetted layer at the gameplay intro screen. Changed description to 'Kozure Ookami (Japan)' and visible area to 320x240. Renamed (kodure) to (kozure). Added 'Unused' dipswitch.
- 23rd April 2011: Angelo Salese - Discovered and implemented sprite color cycling effects in ArmedF driver. That's a RAM-based clut table that look-ups via a byte in the sprite defs. As you can see from the YT vids, it's used for doing neat effects such as explosions / bonus colors etc. in Terra Force. It's even more useful in Kodure Ookami, since it's used to differentiate the explosive red ninjas from the normal ones and in Armed Formation, that is used to make the sprites to be a lot less static.
- 21st April 2011: Angelo Salese - Currently working at the Nichibutsu 1414M4 emulation, that is a fancy MCU / blitter device used for copying text strings in various 1987/1988 games. Here's Terra Force and Kodure Ookami with this hooked up.
- 0.62: Changed 'Unknown' to 'Unused' dipswitches.
- 0.37b8: Changed visible area to 288x224.
- 0.36b16: Takahiro Nogi added Kodure Ookami (Japan) (Nichibutsu 1987).
- 21st January 2000: Takahiro Nogi sent in a Kodure Ookami driver.
LEVELS: 8
Other Emulators:
* FB Alpha
* Raine
Romset: 1009 kb / 15 files / 334.5 zip
< Japan >
WIP:
- 0.142u2: Angelo Salese hooked up text protection simulation to Kozure Ookami, allowing it to display scoring during gameplay and copyright screens. Implemented proper FG scroll latching, fixing an offsetted layer at the gameplay intro screen. Changed description to 'Kozure Ookami (Japan)' and visible area to 320x240. Renamed (kodure) to (kozure). Added 'Unused' dipswitch.
- 23rd April 2011: Angelo Salese - Discovered and implemented sprite color cycling effects in ArmedF driver. That's a RAM-based clut table that look-ups via a byte in the sprite defs. As you can see from the YT vids, it's used for doing neat effects such as explosions / bonus colors etc. in Terra Force. It's even more useful in Kodure Ookami, since it's used to differentiate the explosive red ninjas from the normal ones and in Armed Formation, that is used to make the sprites to be a lot less static.
- 21st April 2011: Angelo Salese - Currently working at the Nichibutsu 1414M4 emulation, that is a fancy MCU / blitter device used for copying text strings in various 1987/1988 games. Here's Terra Force and Kodure Ookami with this hooked up.
- 0.62: Changed 'Unknown' to 'Unused' dipswitches.
- 0.37b8: Changed visible area to 288x224.
- 0.36b16: Takahiro Nogi added Kodure Ookami (Japan) (Nichibutsu 1987).
- 21st January 2000: Takahiro Nogi sent in a Kodure Ookami driver.
LEVELS: 8
Other Emulators:
* FB Alpha
* Raine
Romset: 1009 kb / 15 files / 334.5 zip