duckhunt Vs. Duck Hunt (set DH3 E)


Immagine gioco: Vs. Duck Hunt (set DH3 E)
   
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 Descrizione 
Nome romset duckhunt.zip
Anno di produzione: 1985
Produttore: Nintendo

Genere del gioco: Sparatutto
Categoria: Sparatutto / Pistola

 Emulazione 
Questo gioco funziona correttamente in MAME Questo gioco funziona correttamente in MAME
In MAME dalla versione: .037b11
Salvataggio state: Non supportato
Stato dell'emulazione: Buono
Emulazione colore: Buono
Emulazione sonoro: Buono
Emulazione grafica: Buono
Il driver di questo gioco in MAME : vsnes.c - Leggi il codice

  Dati tecnici 
Questo gioco usa un solo schermo:
  Tipo di grafica: Raster
  Orientamento schermo: Orizzontale
  Risoluzione del gioco 256 x 240 @ 60.000000
Numero di giocatori: 2P alternati
Controllato con:
 
Numero di pulsanti: 1
La scheda di questo gioco usa 4 CHIP
NomeTipoClock
N2A03cpu1789772
Speakeraudio
N2A03 APUaudio1789772
DACaudio


 Dati Scheda 
Il ROMset si compone di 7 ROM
Riferito alla versione MAME: 0.154

NomeDimensioniCRC32SHA1FunzionamentoNel romset
mds-dh3 e.1d or 6d81923f51f0ed 984d8a5cecddde776ffd4f718ee0ca7a9959228b good duckhunt
mds-dh3 e.1c or 6c81928bc7376c d90d663c5e5b6d5247089c8ba618912305049b19 good duckhunt
mds-dh3 e.1b or 6b8192a042b6e1 df571c31a6a52df56869eda0621f7615a625e66d good duckhunt
mds-dh3 e.1a or 6a81921906e3ab bff68829a96e2d251dd12129f84bdf1dbdf61d06 good duckhunt
mds-dh3 e.2b or 8b81920c52ec28 c8fb6a5d4c13a7075d313326e2da9ce88780a88d good duckhunt
mds-dh3 e.2a or 8a81923d238df3 e868ef3d5357ef5294e4faeecc9dbf801c5253e8 good duckhunt
rp2c0x.pal19248de65dc d10acafc8da9ff479c270ec01180cca61efe62f5 good duckhunt


:  Gioco Parent
:  Gioco Clone
:  BIOS

Le dimensioni del file duckhunt.zip sono 28.53 Kbytes (compresso)

 Informazioni 
HISTORY

Vs. Duck Hunt (c) 1985 Nintendo.


- DATI TECNICI -


Processore Principale : N2A03 (@ 1.789772 Mhz)

Chip Audio : N2A03 (@ 1.789772 Mhz), DAC

Orientamento dello schermo : Orizzontale

Risoluzione video : 256 x 240 pixels

Frequenza aggiornamento video : 60.00 Hz

Colori palette : 64


Giocatori : 1

Controllo : lightgun

Pulsanti : 1


- CURIOSITA' -

Pubblicato nel Marzo 1985.

La versione arcade di Duck hunt ha alcune differenze rispetto alla versione per Nes.

Ha più animazioni una pallette di colori leggermente differente e non ha modalità di gioco selezionabili. Il gioco inizia con la caccia alle anatre ( con più anatre, esattamente come il Game B della versione Nes), il secondo livello è il tiro al piattello (il cane appare quando sbaglierete colpo), segue un livello bonus dove più anatre si uccidono più punti bonus si fanno (con un bonus ancora più grande se sparerete al cane che apparirà arrabbiato, ingessato e con le stampelle); a seguire lo schema dei due livelli ed il bonus si ripeteranno ancora interrotti da un breve intermezzo (chiamato 'Break Time') dove il cane inseguirà un'anatra.




- STAFF -


Musica di : Hirokazu Tanaka (HIP)

Prodotto da : Gunpei Yokoi


- FONTI -


Rom del gioco.

Immagini del cabinato.


Giochi Simili

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.

 MAMEINFO.DAT 
Informazioni su duckhunt

0.37b11 [Howie Cohen]


Artwork available


Bugs:

- [possible] Missing duck sound. MASH (ID 02859)


WIP:

- 0.146u1: Changed description to 'Vs. Duck Hunt (set DH3 E)'.

- 0.141: Changed description to 'Vs. Duck Hunt (Set E)'.

- 0.133u2: Fixed rom names in 'Vs. Duck Hunt'.

- 0.79u1: Fixed rom names.

- 0.66: Added dipswitches 'Difficulty' and 'Bonus Life'.

- 0.60: Changed description to 'Vs. Duck Hunt'.

- 0.37b11: Howie Cohen added Duck Hunt (Nintendo 1985).

- 6th January 2001: Howie Cohen fixed several bugs in the VSNES driver and added RBI Baseball, VS Baseball and VS Mahjong.

- 1st January 2001: Howie Cohen finally submitted the long awaited VSNES driver, with most of the games having correct colors and sound.


LEVELS: 99 (endless)

Informazioni su vsnes.c (Driver MAME)


0.37b11 [Howie Cohen]


TODO:

- Merge mapper implementations in machine\vsnes.c with playch10 and MESS NES

- Check others bits in coin counter

- Check other values in bnglngby irq

- Top Gun: cpu #0 (PC=00008016): unmapped memory byte read from 00007FFF ???


NOTES:

- Driver based on Brad Oliver's MESS implementation of the NES.

- Needed roms: Babel no Tou (Namco 198?), Family Boxing (Namco/Woodplace 198?), Family Stadium '87 (Namco 1987), Family Stadium '88 (Namco 1988), Family Tennis (Namco 198?), Japan version of Vs. Tennis (1984), Japan version of Vs. Soccer (1985), Japan version of Vs. Super Mario Bros. (1986), Madoula no Tsubasa (Sunsoft 198?), Pro Yakyuu Family Stadium (Namco 1986?), Quest of Ki (Namco/Game Studio 198?), Skate Kids (Two-Bit Score 198?; hack of Vs. Super Mario Bros.), Sky Kid (Namco 1985), Super Chinese Namco/Culture Brain 1988), Trojan (Capcom 1987), Urban Champion (1984), Volleyball (1986), Walkure no Bouken (Namco 198?), Wild Gunman (1984, light gun game) and Xevious.


Bugs:

- hogalley, vsfdf: Shots don't hit. If you shoot the gun, the screen flashes but it doesn't hit anywhere. AntoPISA (ID 03860)

- pc_wgnmn, hogalley, duckhunt: If you shoot the white part of a target, the shot will not register. Kale (ID 00537)

- vsslalom, machridr, possibly other vsnes.c driving games: The road has glitches (lines on the side) most visable when you make a turn. Karasu (ID 00884)


WIP:

- 0.149: Modernized the RP5H01 device [Osso].

- 0.148u5: Minor cleanup machine\snes.c used by NSS and other SNES-based arcade drivers. Added save registration of a bunch of scanline-related variables (video\snes.c) [Fabio Priuli].

- 0.148u4: Changed machine\vsnes.c to compile on Visual Studio compile [Miodrag Milanovic].

- 0.148u3: Made PPU use delegates instead of callbacks and PPU NMI also delegate and now inline config. Did latch delegate for PPU [Miodrag Milanovic].

- 0.147u3: Rewrite M6502 to modern device, cycle-exact and interruptible [O. Galibert].

- 21st October 2012: 3D ARCADE - New Nintendo 3D cabinet models for Vs. BaseBall, Vs. Dr. Mario and Vs. Soccer, Vs. BaseBall from Jibmums.

- 0.147u1: Did some missed by code (vsnes_state, screen_update_vsnes) [Miodrag Milanovic].

- 0.146u1: Documentation update and corrects several roms names. Added set information to game names where possible. Tried to correction region information by copyright [Mark F., Brian Troha, The Dumping Union].

- 0.145u7: Wilbert Pol removed some leftovers in PPU2C0x from the conversion to a modern device.

- 0.144u7: Converted NES PPU to be a modern device [Fabio Priuli].

- 0.138u2: Fabio Priuli reworked the VSNES VROM banking to avoid pointing beyond the last bank. Also, changed the use of memory_set_bankptr into memory_set_bank.

- 0.137u3: VSNES improvements [Alex Jackson]: Moved RC2C05 PPU-based protection into the PPU itself, rather than hacking it in at the driver level. After exhaustive testing, completely sorted out the "palette" dipswitches (which are actually PPU type selection) on all games that have them. Added notes about these games in the comments. Removed GAME_IMPERFECT_COLORS and GAME_WRONG_COLORS from all games, as they should all be 100% correct now. Fixed coin inputs in tkoboxng. Removed IMPERFECT_GRAPHICS flag since there's no legitimate reason I can see for it. Also, fixed manufacturer and description to match the title screen. Added a bit more information about the missing sets in the comments. Removed the bogus 2C0X PPU "color remap tables" in favor of external palettes containing data reverse-engineered (several years ago) from original hardware. Each vsnes set, as well as the playch10 BIOS, now requires one of these palettes.

- 0.136u2: Aaron Giles replaced VSNES bank installs with RAM installs, since the banks were never changed.

- 0.133u2: More NES work [Robert Bohms]: Fixed bug in nes_apu that caused errors reading $4015. Added length counter status bits to $4015. Fixed 4-screen mirroring (PPU regression). Improved Sprite Overflow emulation of NES PPU (this fixes the first of blargg's Sprite Overflow tests). VSNES update [Team Japump]: Fixed rom names.

- 0.133u1: Rewrite of NES PPU [Robert Bohms]: Ported ppu2c0x to use a device memory map. Ported all rendering to access PPU address space through memory map. Updated MAME drivers to install read handlers or memory banks in PPU memory map, as appropriate. Removed all mirroring and banking code from the ppu, as the backing memory is documented to be external. Supplied replacement banking alternatives for all MAME drivers (VSNES, PlayChoice-10, Chameleon24 and MultiGame).

- 0.131u2: Fabio Priuli fixed access violation in jajamaru, mightybj, topgun and vsgshoe.

- 0.128u2: Aaron Giles fixed missing sound channels in VSNES driver. Wilbert Pol updated NES PCM DMA to read data through the CPU address map. Aaron Giles fixed NES APU to work with high sample rates (don't know the bug #).

- 17th September 2008: Mr. Do - I guess we can call this the "Nintendo Fanboy" release. Up for grabs today is every piece of artwork I have for the Nintendo "Vs." games. For the cocktail instruction card, I had some good photos, but nothing seemed to work out to something I was happy with, so I just "drew" the cabinet, and added in the coinbox for the final touch. It looks pretty neat. Included is artwork for the following games: Vs. Atari R.B.I. Baseball, Vs. BaseBall, Vs. Castlevania, Vs. Dr. Mario, Vs. Duck Hunt, Vs. Excitebike, Vs. Gradius, Vs. Gumshoe, Vs. Hogan's Alley, Vs. Ice Climber, Vs. Mach Rider, Vs. Stroke & Match Golf, Vs. Super Mario Bros., Vs. Tennis, Vs. The Goonies, Vs. TKO Boxing and Vs. Top Gun. For all of these games, the cocktail is the main view available. There is also an option to just have the instruction card without the cabinet. Where available, I also added another view for the marquee (as it includes instructions on it also). And for Dr. Mario, I added the bezel that phetishboy made for his original Nintendo cabinet. A few other people have also installed this bezel on their cabinets, with happy results. Now we just need to wait for someone to fix the washed out colors in the Vs. games. All of the Vs. Instruction cards, along with a few of the marquees, are thanks to the Playchoice Games and Resources website. The remaining marquees are from the BYOAC/CAG artwork. And the photo of the Tent Cocktail I took while I was at Star Worlds Arcade.

- 0.125u5: Added includes\vsnes.h.

- 0.124u4: Aaron Giles fixed refreshspeed causes fatal exception in VSNES driver.

- 0.116: Removed video\ppu2c03b.c.

- 0.113: Aaron Giles fixed regression in Nintendo games that did not specify a clock for the NES APU.

- 0.111u5: Nathan Woods updated the Nintendo 2C03B PPU video driver to use the new BITMAP_ADDR* macros instead of using the line[] array.

- 0.109: Changed palettesize from 64 to 512 colors (2*8*4*16).

- 0.108u1: Added video\ppu2c0x.c/h. Major cleanup/rewrite of the NES PPU rendering code [Brad Oliver]. This should improve the accuracy of the NES-based games (VSNES and PlayChoice-10). Report anything odd or broken at MAMETesters.

- 0.106u8: Added layout\dualhsxs.lay. Aaron Giles added dualscreen support (2x 256x240) to the VSNES driver for Vs. Balloon Fight, Vs. BaseBall, Vs. Ice Climber Dual, Vs. Mahjang (Japan), Vs. Tennis and Vs. Wrecking Crew.

- 0.102u5: Rob Bohms fixed Playchoice/VSNES drivers.

- 0.102u4: Rob Bohms fixed some logical errors in sprite handling and palette reads, DMA timing and one invalid opcode in the NES drivers (VSNES and PlayChoice-10).

- 0.81u9: Chack'n corrected some VSNES rom filenames.

- 0.79u1: Chaneman fixed VSNES filenames.

- 0.78u5: Pierpaolo Prazzoli fixed not working VSNES Dual games (0.78u2 memory rewrite).

- 16th October 2003: Pierpaolo Prazzoli added Vs. Freedom Force and Vs. Super Xevious and update the driver.

- 0.74: Small speedups (eliminated some usage of plot_pixel()). Added support for scanline counts other than 262. Requisite changes to Playchoice and VSNES to support Brad Oliver interrupt changes [Nathan Woods]. Interrupt changes by Brad Oliver.

- 4th September 2003: Nathan Woods forwarded a small change to the interrupt handling in the PlayChoice-10 and VSNES from Brad Oliver.

- 0.66: Several improvements and games additions to the Nintendo VS driver [Pierpaolo Prazzoli].

- 15th January 2003: Pierpaolo Prazzoli re-submitted some VSNES improvements.

- 24th December 2002: Pierpaolo Prazzoli added coin counter, Extra Ram in vstetris, Demo Sound in vsmahjng, fixed vsskykid inputs and protection in Vs. Super Xevious, corrected or checked dip-switches in Castlevania, Duck Hunt, Excitebike, Gradius, Hogan's Alley, Ice Climber, R.B.I. Baseball, Slalom, Soccer, Super Mario Bros., Top Gun, BaseBall, Tennis, Stroke and Match Golf. And added Vs. Mighty Bomb Jack (Japan), Vs. Ninja Jajamaru Kun (Japan), Vs. Raid on Bungeling Bay (Japan), Vs. Top Gun, Vs. Mach Rider (Japan, Fighting Course Version), Vs. Ice Climber (Japan), Vs. Gumshoe (partially working), Vs. Freedom Force (not working), Vs. Stroke and Match Golf (Men set 2) (not working) and Vs. BaseBall (Japan set 3), not working.

- 28th July 2002: Angelo Salese fixed some color problems in the VSNES driver.

- 0.61: Light gun support [Bryan McPhail].

- 29th March 2002: Stephane Humbert updated some more dipswitch settings in the VSNES driver.

- 26th March 2002: Matthew Neja fixed the dipswitch settings in the VSNES driver.

- 16th November 2001: Angelo Salese submitted a VSNES driver update with some small bugfixes and fixed colors.

- 25th February 2001: Howie Cohen fixed the VSNES drivers that were broken in b12, and he added proper crosshair support.

- 4th February 2001: Howie Cohen sent in a VSNES driver update with Star Luster, several added clones and a few bug fixes and improved colors.

- 16th January 2001: Howie Cohen sent in an update to the VSNES driver, adding Platoon.

- 0.37b11: Added vsnes.c driver, vidhrdw\vsnes.c and machine\vsnes.c.

- 7th January 2001: Howie Cohen added VS Tetris to the VSNES driver.

- 6th January 2001: Howie Cohen fixed several bugs in the VSNES driver and added RBI Baseball, VS Baseball and VS Mahjong.

- 1st January 2001: Howie Cohen finally submitted the long awaited VSNES driver, with most of the games having correct colors and sound.



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