Bomb Jack (Tecfri, Spain)

Immagine gioco: Bomb Jack (Tecfri, Spain)
Immagini disponibili:

Nome romset:
Anno di produzione: 1984
Produttore: Tehkan (Tecfri licence)

Genere del gioco: Platform
Categoria: Platform / Corri & Salta

Questa macchina è il clone di:
 • Bomb Jack (set 1)

Questa macchina funziona correttamente in MAME Questa macchina funziona correttamente in MAME

Emulazione generale: Buono
Emulazione colore: Buono
Emulazione sonoro: Buono
Emulazione grafica: Buono
Salvataggio: Supportato

In MAME dalla versione: .148u5

Il driver di questa macchina in MAME è: bombjack.cpp - Leggi il codice

 Dati tecnici 
 Hardware di questa macchina:
  • CHIP [Mostra dettagli]

    Z80 ("maincpu")cpu 4000000 Hz
    Z80 ("audiocpu")cpu 3000000 Hz
    Speaker ("mono")audio
    AY-3-8910A ("ay1")audio 1500000 Hz
    AY-3-8910A ("ay2")audio 1500000 Hz
    AY-3-8910A ("ay3")audio 1500000 Hz

  • Schermi [Mostra dettagli]

    Questa macchina utilizza un solo schermo:
      Tipo di grafica: Raster
      Orientamento schermo: Verticale
      Risoluzione 256 x 224 @ 60.000000 Hz

  • Numero di giocatori: 2P Alternati
  • Controlli [Mostra dettagli]

      Joystick [8 direzioni]
      Joystick [8 direzioni]
    Numero di pulsanti: 1

  • Dipswitch [Mostra dettagli]

    In grassetto i valori predefiniti
    Coin A1 Coin/1 Credit
     1 Coin/2 Credits
     1 Coin/3 Credits
     1 Coin/6 Credits
    Coin B2 Coins/1 Credit
     1 Coin/1 Credit
     1 Coin/2 Credits
     1 Coin/3 Credits
    Demo SoundsOff
    Bonus LifeEvery 30k
     Every 100k
     50k, 100k and 300k
     50k and 100k
     50k only
     100k and 300k
     100k only
    Bird SpeedEasy
    Enemies Number & SpeedEasy
    Special CoinEasy

  • ROM (7 del set parent, 7 del set clone) [Mostra dettagli]

    Riferito alla versione MAME: 0.181

    NomeDimensioniCRC32SHA1StatoNel romset
    9.1j163844b59a3bb dae45985d2575821c86757ead14b8313e922570d good bombjackt
    12.1n163840a32506a 2fb3ce695caebbae3ca7dd9f3d34ac5b734d77ed good bombjackt
    13.1r8192964ac5c5 8d235ae91aea1ae86411671c5aa050c146a52026 good bombjackt
    1.6h81928407917d 318face9f7a7ab6c7eeac773995040425e780aaf good bombjack
    3.1e819254e1dac1 3c5d8b932b2a87acf42e0b4632195776689c1154 good bombjackt
    4.1h819205e428ab 0b2cae76aba8372482a4e315a9f49fd15cb94625 good bombjackt
    5.1k8192f282f29a 521a110213d6ecdf54be0f50f41c3c266d65d84c good bombjackt
    6.1l819251eebd89 515128a3971fcb97b60c5b6bdd2b03026aec1921 good bombjack
    7.1n81929dd98e9d 6db6006a6e20ff7c243d88293ca53681c4703ea5 good bombjack
    8.1r81923155ee7d e7897dca4c145f10b7d975b8ef0e4d8aa9354c25 good bombjack
    16.7m819294694097 de71bcd67f97d05527f2504fc8430be333fb9ec2 good bombjack
    15.7k8192013f58f2 20c64593ab9fcb04cefbce0cd5d17ce3ff26441b good bombjack
    14.7j8192101c858d ed1746c15cdb04fae888601d940183d5c7702282 good bombjack
    2.5n8192de796158 e004f10ada5c282f3b4208031e274190a54bf94f good bombjackt

    :  Macchina Parent
    :  Macchina Clone
    :  BIOS
    :  Device

Attenzione: I dati di history.dat potrebbero essere diversi da quelli riportati nel resto della scheda (tratti da MAME), in quanto provenienti da fonti diverse.

Informazioni su bombjack

0.35b13 [Nicola Salmoria]

0.09 [Mirko Buffoni, Brad Thomas, Jakob Frendsen, Conny Melin]

Artwork available


- Press fire to skip the ROM/RAM test at the beginning.


- 0.148u5: F.J. Jimenez (Gijon) added clone Bomb Jack (Tecfri, Spain). David Haywood added better rom naming etc. to it.

- 20th October 2012: Mr. Do - Thanks to Mikonos from Zona Arcade, we have a cleaned-up Tehkan bezel for Bomb Jack, provided by the BYOAC/CAG artwork.

- 0.145u8: Phil Bennett fixed missing sprites in Bomb Jack and clone.

- 0.144u1: Corrado Tomaselli confirmed and adjusted clock speeds for Bomb Jack from PCB. Changed Z80 CPU2 clock speed to 3MHz.

- 0.133u1: Renamed (bombjac2) to (bombjack2).

- 0.126u4: Andrew Gardner merged memory maps in Bomb Jack.

- 0.126u2: Fabio Priuli added DIP locations to Bomb Jack.

- 9th September 2007: Mr. Do - Some more instruction cards for more games courtesty of Tormod: Bomb Jack.

- 0.118u2: Stephane Humbert improved dipswitches for Bomb Jack. Changed 'Initial High Score?' dipswitch to 'Bonus Life'.

- 0.104u3: Adam Bousley added save states support to Bomb Jack.

- 25th February 2001: Olivier Galibert added save states support to Bomb Jack. However, the driver needs to be updated to include the save states.

- 0.35b13: Nicola Salmoria added Bomb Jack (set 1). Changed 'Bomb Jack' to clone '(set 2)'. Renamed (bombjack) to (bombjac2).

- 0.22: Nicola Salmoria improved color palette emulation in Bombjack which has now perfect colors. Bomb Jack doesn't have a color PROM, it uses a RAM to generate colors and change them during the game.

- 0.18: Bomb Jack is much faster on a 486. Now runs very well with -frameskip 1 on my 486/100 [Nicola Salmoria].

- 0.15: Jarek Burczynski submitted a sound driver for Bomb Jack. The game is now a bit slow on my 486/100, -frameskip 1 is almost good but not quite [Nicola Salmoria].

- 0.13: Nicola Salmoria fixed a couple of minor bugs in Bomb Jack background colors and added high score saving to Mario Bros.

- 0.12: There is a bit in the sprite attributes which I don't know what means [Nicola Salmoria]. Dipswitch menu: SPECIAL refers to how often the (E) and (S) coins appear.

- 0.10: Nicola Salmoria fixed a small graphics glitch in the background of Bomb Jack's third level. Thanks to Philip Chapman for the report.

- 0.09: Mirko Buffoni added Bomb Jack (Tehkan 1984). Game is playable with accurate colors and no sound. Control: Arrows = Move around and CTRL = Jump. Thanks to Brad Thomas, Jakob Frendsen and Conny Melin for the hardware info on Bomb Jack. Note: Bomb Jack doesn't have a color PROM. It uses 256 bytes of RAM to dynamically create the palette. Each couple of bytes defines one color (4 bits per pixel; the high 4 bits of the second byte are unused). Since the graphics use 3 bitplanes, hence 8 colors, this makes for 16 different color codes. MAME currently doesn't support dynamic palette creation. As a temporary workaround, we create here a 256 colors (8 bits, vs. the original 12) palette which will be static, and dynamically create a lookup table at run time which approximates the original palette. In the dipswitch menu, DIFFICULTY 1 refers to the speed of the mechanical bird, while DIFFICULTY 2 to the number and speed of enemies. Known issues: Colors are accurate, but not entirely: the original machine uses 12 bits (4 bits per pen), while I currently use only 8 bits (3 bits for red and green, 2 bits for blue). Is the sprite priority correct? For example, during the demo, should GAME OVER be in front or behind other sprites? There is another bit in the sprite attributes which I don't know what means: It seems to be set only when the (B) materializes. For the DIFFICULTY 2 setting, EASY and MEDIUM might be swapped. Anyone can confirm? The INITIAL HIGH SCORE setting doesn't only set that, it does something else as well - but I don't know what.

LEVELS: 99 (endless)

Other Emulators:

* CottAGE

* FB Alpha

* JEmu

* JEmu2

* Mimic

* Sparcade


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