Blandia (prototype)
Weapon-based fighting game featuring visible damage to each of the 10 fighter's armor.
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Télécharger Blandia (prototype)
Contenu de la ROM :
Technique
CPU
- maincpu 68000 (@ 16 Mhz)
Chipset
- X1-010 (@ 16 Mhz)
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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Blandia (prototype) et M.A.M.E.
0.62 [David Haywood]
0.37b5 [Luca Elia]
Bugs:
- blandia, blandiap: Graphic garbage. haynor (ID 04701)
- blandia, blandiap: No damage from magic in the Imageo's stage. alexhiro (ID 03695)
- Missing rowscroll. Nomax (ID 00861)
WIP:
- 0.146u2: Minor change to Blandia rom names [Brian Troha].
- 0.146: Fix for PORT_CONDITION regression [Miodrag Milanovic]. This fixed DIP Default "Coin Mode 1" now triggers freeplay in Blandia and clone.
- 0.143u2: Brian Troha implemented coin mode 1 & 2 for Blandia.
- 0.141u1: Pierpaolo Prazzoli fixed Blandia Jurane stage, the whole bottom of the screen is filled with solid gray. Changed palettesize to 17408 colors.
- 9th January 2011: Pierpaolo Prazzoli - Blandia has a lot of original bugs, but why leave it with more? Actually, I got the missing video effect in Jurane stage emulated. Basically it activates a video register bit, writes an "effect palette" and changes the base palette for the pixels underneath the "special" ones of the foremost tilemap. I was looking at this bug back in 2008, I mentioned it in my last wip post on that year.
- 0.141: Pierpaolo Prazzoli fixed a tilemap colors issue in Blandia and incorrect colors. Changed palettesize from 4608 to 8704 colors.
- 13th September 2008: Pierpaolo Prazzoli - Trying to fix bugs in a game with lots of bugs: Blandia. Bug #1 fixed. Now tilemaps in Blandia can properly switch the 2 color modes: it can repeat every 16 colors to fill the 64 colors for the 6bpp gfx or it can use the first 64 colors of the palette regardless of the color code. This is needed because it has 6bpp graphics but it writes palette data for 4bpp graphics. During the demo mode there're 2 levels which now have broken colors, but I think it's just an original game bug (one of thousands in this game), because the game doesn't write to the color switch register, instead it does it during normal gameplay. I've seen that this register is used by the other games that have 6bpp graphics: gundhara, jjsquawk and zingzip, so if someone can test them, please report any color problem at MAMETesters. Meanwhile, I've also found something interesting to fix this blending bug: I've seen that it activates a video register bit and that it writes new palette data to a currently unused palette ram. Probably this new palette values are used to generate a "fake" blending effect. I hope to write about some other Blandia fixes soon, since there's also a missing rowscroll effect.
- 0.123u2: Changed palettesize to 4608 colors.
- 0.103: Pierpaolo Prazzoli fixed layer 1 colors in Blandia.
- 0.65: Fixed sound1 rom address to $140000.
- 30th January 2003: Nicola Salmoria fixed sound in Caliber 50, Sokonuke Taisen Game and Blandia.
- 0.62: David Haywood added Blandia (1992 Allumer). Renamed (blandia) to (blandiap).
- 28th August 2002: David Haywood added the non-prototype version of Blandia to the Seta driver.
- 0.37b12: Changed description to 'Blandia (prototype)'.
- 0.37b5: Luca Elia added 'Blandia [Prototype]' (Allumer 1992).
- 6th July 2000: Luca Elia added Thundercade, Caliber 50, Dragon Unit and Blandia to the Seta driver.
STORY:
- It was long long ago, an unimaginable time past. Shortly after people discovered copper, there were continuous battles over gold in various regions. Man of power who were supposed to protect the people and promote the prosperity of the town battled cach other for gold, and all the people where ensnared in war. Amidst the fury, a man calling himself "King" appeared among them. He commanded the authorities to turn over all gold to him. Naturally, those in power refused. And all the towns opposing the King were destroyed by the King's magic. Some people engaged the King in man-to-man combat to save their towns. But all challengers perished in a sea of blood before this swordsman king, who claimed to be the strongest man alive. People feared him, calling him "The Man Gold King". All the gods pay head to these earthly events and selected six strong man, one each from six towns in possession of a holy shrine. The gods decided to choose one of the six with whom they would endow the power to vanquish the Mad Gold King. From now on, it is up to you to create the story.
LEVELS: 10
Other Emulators:
* FB Alpha
* Raine
Romset: 9216 kb / 13 files / 3.06 zip
0.37b5 [Luca Elia]
Bugs:
- blandia, blandiap: Graphic garbage. haynor (ID 04701)
- blandia, blandiap: No damage from magic in the Imageo's stage. alexhiro (ID 03695)
- Missing rowscroll. Nomax (ID 00861)
WIP:
- 0.146u2: Minor change to Blandia rom names [Brian Troha].
- 0.146: Fix for PORT_CONDITION regression [Miodrag Milanovic]. This fixed DIP Default "Coin Mode 1" now triggers freeplay in Blandia and clone.
- 0.143u2: Brian Troha implemented coin mode 1 & 2 for Blandia.
- 0.141u1: Pierpaolo Prazzoli fixed Blandia Jurane stage, the whole bottom of the screen is filled with solid gray. Changed palettesize to 17408 colors.
- 9th January 2011: Pierpaolo Prazzoli - Blandia has a lot of original bugs, but why leave it with more? Actually, I got the missing video effect in Jurane stage emulated. Basically it activates a video register bit, writes an "effect palette" and changes the base palette for the pixels underneath the "special" ones of the foremost tilemap. I was looking at this bug back in 2008, I mentioned it in my last wip post on that year.
- 0.141: Pierpaolo Prazzoli fixed a tilemap colors issue in Blandia and incorrect colors. Changed palettesize from 4608 to 8704 colors.
- 13th September 2008: Pierpaolo Prazzoli - Trying to fix bugs in a game with lots of bugs: Blandia. Bug #1 fixed. Now tilemaps in Blandia can properly switch the 2 color modes: it can repeat every 16 colors to fill the 64 colors for the 6bpp gfx or it can use the first 64 colors of the palette regardless of the color code. This is needed because it has 6bpp graphics but it writes palette data for 4bpp graphics. During the demo mode there're 2 levels which now have broken colors, but I think it's just an original game bug (one of thousands in this game), because the game doesn't write to the color switch register, instead it does it during normal gameplay. I've seen that this register is used by the other games that have 6bpp graphics: gundhara, jjsquawk and zingzip, so if someone can test them, please report any color problem at MAMETesters. Meanwhile, I've also found something interesting to fix this blending bug: I've seen that it activates a video register bit and that it writes new palette data to a currently unused palette ram. Probably this new palette values are used to generate a "fake" blending effect. I hope to write about some other Blandia fixes soon, since there's also a missing rowscroll effect.
- 0.123u2: Changed palettesize to 4608 colors.
- 0.103: Pierpaolo Prazzoli fixed layer 1 colors in Blandia.
- 0.65: Fixed sound1 rom address to $140000.
- 30th January 2003: Nicola Salmoria fixed sound in Caliber 50, Sokonuke Taisen Game and Blandia.
- 0.62: David Haywood added Blandia (1992 Allumer). Renamed (blandia) to (blandiap).
- 28th August 2002: David Haywood added the non-prototype version of Blandia to the Seta driver.
- 0.37b12: Changed description to 'Blandia (prototype)'.
- 0.37b5: Luca Elia added 'Blandia [Prototype]' (Allumer 1992).
- 6th July 2000: Luca Elia added Thundercade, Caliber 50, Dragon Unit and Blandia to the Seta driver.
STORY:
- It was long long ago, an unimaginable time past. Shortly after people discovered copper, there were continuous battles over gold in various regions. Man of power who were supposed to protect the people and promote the prosperity of the town battled cach other for gold, and all the people where ensnared in war. Amidst the fury, a man calling himself "King" appeared among them. He commanded the authorities to turn over all gold to him. Naturally, those in power refused. And all the towns opposing the King were destroyed by the King's magic. Some people engaged the King in man-to-man combat to save their towns. But all challengers perished in a sea of blood before this swordsman king, who claimed to be the strongest man alive. People feared him, calling him "The Man Gold King". All the gods pay head to these earthly events and selected six strong man, one each from six towns in possession of a holy shrine. The gods decided to choose one of the six with whom they would endow the power to vanquish the Mad Gold King. From now on, it is up to you to create the story.
LEVELS: 10
Other Emulators:
* FB Alpha
* Raine
Romset: 9216 kb / 13 files / 3.06 zip