Legionnaire (US)
3 vigilantes team up to save their leader's girlfriend from a ruthless crime syndicate that's been overrunning their city in this side-scrolling beat-em-up.
Ajouter
Télécharger Legionnaire (US)
Contenu de la ROM :
Technique
CPU
- maincpu 68000 (@ 10 Mhz)
- audiocpu Z80 (@ 3 Mhz)
Chipset
- YM3812 (@ 3 Mhz)
- OKI6295 (@ 1 Mhz)
Affichage
- Orientation Yoko
- Résolution 255 x 224
- Fréquence 60 Hz
Contrôles
- Nombre de joueurs 2
- Nombre de boutons 2
- Type de contrôle joy (8 ways)
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Legionnaire (US) et M.A.M.E.
0.74u2 [David Graves]
0.55 [?]
Bugs:
- [possible] Need 16 px off top of vis area. Source (ID 02434)
- Foreground tiles screwy (screen after character selection screen). Source (ID 02435)
WIP:
- 0.146u3: Added COP-D1 rom and document the undumped PROM. Corrected rom names in Legionnaire and clone and added PCB locations [Smitdogg, Brian Troha, The Dumping Union].
- 2nd January 2011: Angelo Salese - Collision detections in Legionnaire are a pain even more there, it seems that we are missing a Z-value in addition to all the other flaws described in Heated Barrel, so right now you can flying kick in the air and hit 99% of the times. Also, first stage boss is really weird, it starts with a damaged energy bar AND nothing actually hurts him... and NO macro command is called... unless this is just a design choice, if anybody knows let me know.
- 0.141: David Haywood implemented pdrawgfx for sprite routines in Legionnaire HW, and added wraparound for horizontal area smaller than 320, fixing left-border sprites in Legionnaire and Heated Barrel. Angelo Salese implemented palette DMA brightness algorythm mode 5 in Seibu COP games, used by Seibu Cup Soccer, Godzilla, SD Gundam Rainbow Tairiku Senki and Legionnaire for fading effects. Implemented Seibu COP macro 0x905, used for ark movements in Legionnaire / Zero Team when a knock down occurs.
- 0.140u3: Angelo Salese added a preliminary DMA to the Legionnaire driver, fixes some color issues in Legionnaire. Fixed BK3 bitplane order in Legionnaire, fixes the map screen colors in it.
- 0.133u1: Renamed (legionnu) to (legionnau).
- 0.124u2: David Haywood improved graphic decoding for Legionnaire, the BK3 tiles are now correctly extracted from the TXT region, map screen has correct tiles now. Changed region gfx1/3 to user1/2.
- 0.74u2: David Graves added Legionnaire (World) (Tad 1992) and clone (US).
- 0.57: Added Legionnaire (World) (Testdriver).
- 0.55: David Graves added Legionnaire (US) (Testdriver). TODO: Foreground tiles screwy (screen after character selection screen). Tile selection for 'working' layers may be wrong too - we are only accessing half the available 0x2000 tiles in each gfx set. Need 16 px off top of vis area? Unemulated protection (in attract demo things get weird; not playable). Inputs - all ok?
- 31st August 2001: David Graves sent in a preliminary driver for Legionnaire, but one tilemap layer is wrong and it suffers from protection so it is not yet playable.
Romset: 4416 kb / 12 files / 1.59 zip
0.55 [?]
Bugs:
- [possible] Need 16 px off top of vis area. Source (ID 02434)
- Foreground tiles screwy (screen after character selection screen). Source (ID 02435)
WIP:
- 0.146u3: Added COP-D1 rom and document the undumped PROM. Corrected rom names in Legionnaire and clone and added PCB locations [Smitdogg, Brian Troha, The Dumping Union].
- 2nd January 2011: Angelo Salese - Collision detections in Legionnaire are a pain even more there, it seems that we are missing a Z-value in addition to all the other flaws described in Heated Barrel, so right now you can flying kick in the air and hit 99% of the times. Also, first stage boss is really weird, it starts with a damaged energy bar AND nothing actually hurts him... and NO macro command is called... unless this is just a design choice, if anybody knows let me know.
- 0.141: David Haywood implemented pdrawgfx for sprite routines in Legionnaire HW, and added wraparound for horizontal area smaller than 320, fixing left-border sprites in Legionnaire and Heated Barrel. Angelo Salese implemented palette DMA brightness algorythm mode 5 in Seibu COP games, used by Seibu Cup Soccer, Godzilla, SD Gundam Rainbow Tairiku Senki and Legionnaire for fading effects. Implemented Seibu COP macro 0x905, used for ark movements in Legionnaire / Zero Team when a knock down occurs.
- 0.140u3: Angelo Salese added a preliminary DMA to the Legionnaire driver, fixes some color issues in Legionnaire. Fixed BK3 bitplane order in Legionnaire, fixes the map screen colors in it.
- 0.133u1: Renamed (legionnu) to (legionnau).
- 0.124u2: David Haywood improved graphic decoding for Legionnaire, the BK3 tiles are now correctly extracted from the TXT region, map screen has correct tiles now. Changed region gfx1/3 to user1/2.
- 0.74u2: David Graves added Legionnaire (World) (Tad 1992) and clone (US).
- 0.57: Added Legionnaire (World) (Testdriver).
- 0.55: David Graves added Legionnaire (US) (Testdriver). TODO: Foreground tiles screwy (screen after character selection screen). Tile selection for 'working' layers may be wrong too - we are only accessing half the available 0x2000 tiles in each gfx set. Need 16 px off top of vis area? Unemulated protection (in attract demo things get weird; not playable). Inputs - all ok?
- 31st August 2001: David Graves sent in a preliminary driver for Legionnaire, but one tilemap layer is wrong and it suffers from protection so it is not yet playable.
Romset: 4416 kb / 12 files / 1.59 zip