Over Drive
Very fast First-person racing game.
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Télécharger Over Drive
Contenu de la ROM :
Technique
CPU
- maincpu 68000 (@ 12 Mhz)
- sub 68000 (@ 12 Mhz)
- audiocpu M6809 (@ 3 Mhz)
Chipset
- YM2151 (@ 3 Mhz)
- K053260 (@ 3 Mhz)
- K053260 (@ 3 Mhz)
Affichage
- Orientation Tate
- Résolution 255 x 255
- Fréquence 59 Hz
Contrôles
- Nombre de joueurs 1
- Nombre de boutons 3
- Type de contrôle paddle
Si vous avez aimé Over Drive
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- Buggy Boy/Speed Buggy (cockpit)
- Buggy Challenge
- Car Jamboree
- Club Kart: European Session (Rev D)
- Demolition Derby
- Double Axle (US)
- Drag Race
- Four Trax
- Max RPM (ver 2)
- Off Road Challenge (v1.63)
- Power Drift (World, Rev A)
- Power Drive
- Road Riot 4WD (set 1, 13 Nov 1991)
- Road Riot's Revenge (prototype, Sep 06, 1994)
- Sprint 8
- Turbo Tag (prototype)
- Xtreme Rally / Off Beat Racer!
Over Drive et M.A.M.E.
0.37b13 [Nicola Salmoria]
Bugs:
- Missing graphics and erratic timing during the game. Phil Bennett (ID 02586)
- Game acts up upon running out of time. Sports Dude (ID 00822)
WIP:
- 0.142u5: O. Galibert turn the K053250 into a modern device. Changed region gfx4/5 to k053250_1/_2 and fixed rom loading.
- 0.142u4: Angelo Salese and O.Galibert implemented an almost complete Konami K053252 device emulation, adds accurate refresh rate timings and irq acks to Over Drive.
- 0.142u3: Angelo Salese removed deprecat.h dependancy and updated irqs accordingly for Over Drive. Swapped gfx4 roms ($0, 40000). Changed M6809 CPU3 clock speed to 3579545 Hz.
- 0.139u3: Aaron Giles fixed "16-bit EEPROM set with 8-bit data" in Over Drive.
- 0.139u2: Phil Bennett added save-state support to the K053260 sound core.
- 31st January 2010: Corrado Tomaselli dumped Over Drive (Konami 1990). It's very funny but it is very short (only 5 stages, you complete them in 5-6 minutes). It was made to be finished every time trying to beat max speed records and points (proportional to times). In the eeprom there were some incredibile records stored (more the 1 milion of points and 400km/h of max speed!) probably when it was in the arcades. The 5 soundtracks you can select when you start are very cool (you can also have only sfx if you want). The game seems to run at 30fps, it's not as fluid as Outrun or Taito driving games but some constructions at the side of the road seems to be textured polygons with depth (they are not flat,actually it reminds voxel technic to me)! Also in the last stage there is a bridge you pass diagonally and then run at your side. very cool. Another great feature is that, unlike other driving game of the same era, when you steer , it seems you drift since the camera move to the inner side of the road. To my knowledge it's the only vertical monitor driving game... The game appears to have been finished in a rush. It has some gfx glitches : the max res of the sprites is > of the background so if you don't adjust the monitor you see them going in the black area above the background. In the second level you can fall down from the road. When this happens there are some fucked up priorities. When you are steering very hard, the sprite of your car move aside and you can see that the road is not drawn entirely (you will see a black background under). In the end sequence there is a fade to white: it is very stepped and the refresh is slow. There is an unused connector on the PCB called BODY SONIC (I think it's somekind of subwoofer system never implemented).
- 0.136u1: Fabio Priuli added driver data struct and save states to Over Drive.
- 0.135u4: Fabio Priuli updated Over Drive to use EEPROM device and Konami video devices.
- 0.132u5: Tafoid fixed Over Drive resets at "Ram Check".
- 0.131u1: Angelo Salese merged memory maps in Over Drive and demoted it to the GNW flag.
- 0.129u6: Mr. Do added built-in layouts for Over Drive.
- 0.113: Derrick Renaud changed Over Drive to proper PADDLE control.
- 0.37b13: Nicola Salmoria added Over Drive (Konami 1990). TODO: Missing road (two unemulated K053250). Visible area and relative placement of sprites and tiles is most likely wrong. Test mode doesn't work well with 3 IRQ5 per frame, the ROM check doens't work and the coin A setting isn't shown. It's OK with 1 IRQ5 per frame. Some flickering sprites, this might be an interrupt/timing issue. The screen is cluttered with sprites which aren't supposed to be visible, increasing the coordinate mask in K053247_sprites_draw() from 0x3ff to 0xfff fixes this but breaks other games (e.g. Vendetta). The "Continue?" sprites are not visible until you press start. Priorities.
- 8th March 2001: Ernesto Corvi and Nicola Salmoria added support for dual K053260 sound chips, fixing sound in Over Drive.
- 7th March 2001: Nicola Salmoria sent in a driver for Over Drive, but it lacks road graphics and sound effects, though music works.
Romset: 8256 kb / 18 files / 2.84 zip
Bugs:
- Missing graphics and erratic timing during the game. Phil Bennett (ID 02586)
- Game acts up upon running out of time. Sports Dude (ID 00822)
WIP:
- 0.142u5: O. Galibert turn the K053250 into a modern device. Changed region gfx4/5 to k053250_1/_2 and fixed rom loading.
- 0.142u4: Angelo Salese and O.Galibert implemented an almost complete Konami K053252 device emulation, adds accurate refresh rate timings and irq acks to Over Drive.
- 0.142u3: Angelo Salese removed deprecat.h dependancy and updated irqs accordingly for Over Drive. Swapped gfx4 roms ($0, 40000). Changed M6809 CPU3 clock speed to 3579545 Hz.
- 0.139u3: Aaron Giles fixed "16-bit EEPROM set with 8-bit data" in Over Drive.
- 0.139u2: Phil Bennett added save-state support to the K053260 sound core.
- 31st January 2010: Corrado Tomaselli dumped Over Drive (Konami 1990). It's very funny but it is very short (only 5 stages, you complete them in 5-6 minutes). It was made to be finished every time trying to beat max speed records and points (proportional to times). In the eeprom there were some incredibile records stored (more the 1 milion of points and 400km/h of max speed!) probably when it was in the arcades. The 5 soundtracks you can select when you start are very cool (you can also have only sfx if you want). The game seems to run at 30fps, it's not as fluid as Outrun or Taito driving games but some constructions at the side of the road seems to be textured polygons with depth (they are not flat,actually it reminds voxel technic to me)! Also in the last stage there is a bridge you pass diagonally and then run at your side. very cool. Another great feature is that, unlike other driving game of the same era, when you steer , it seems you drift since the camera move to the inner side of the road. To my knowledge it's the only vertical monitor driving game... The game appears to have been finished in a rush. It has some gfx glitches : the max res of the sprites is > of the background so if you don't adjust the monitor you see them going in the black area above the background. In the second level you can fall down from the road. When this happens there are some fucked up priorities. When you are steering very hard, the sprite of your car move aside and you can see that the road is not drawn entirely (you will see a black background under). In the end sequence there is a fade to white: it is very stepped and the refresh is slow. There is an unused connector on the PCB called BODY SONIC (I think it's somekind of subwoofer system never implemented).
- 0.136u1: Fabio Priuli added driver data struct and save states to Over Drive.
- 0.135u4: Fabio Priuli updated Over Drive to use EEPROM device and Konami video devices.
- 0.132u5: Tafoid fixed Over Drive resets at "Ram Check".
- 0.131u1: Angelo Salese merged memory maps in Over Drive and demoted it to the GNW flag.
- 0.129u6: Mr. Do added built-in layouts for Over Drive.
- 0.113: Derrick Renaud changed Over Drive to proper PADDLE control.
- 0.37b13: Nicola Salmoria added Over Drive (Konami 1990). TODO: Missing road (two unemulated K053250). Visible area and relative placement of sprites and tiles is most likely wrong. Test mode doesn't work well with 3 IRQ5 per frame, the ROM check doens't work and the coin A setting isn't shown. It's OK with 1 IRQ5 per frame. Some flickering sprites, this might be an interrupt/timing issue. The screen is cluttered with sprites which aren't supposed to be visible, increasing the coordinate mask in K053247_sprites_draw() from 0x3ff to 0xfff fixes this but breaks other games (e.g. Vendetta). The "Continue?" sprites are not visible until you press start. Priorities.
- 8th March 2001: Ernesto Corvi and Nicola Salmoria added support for dual K053260 sound chips, fixing sound in Over Drive.
- 7th March 2001: Nicola Salmoria sent in a driver for Over Drive, but it lacks road graphics and sound effects, though music works.
Romset: 8256 kb / 18 files / 2.84 zip