ga2 Golden Axe: The Revenge of Death Adder (World)


Immagine gioco: Golden Axe: The Revenge of Death Adder (World)
   
Immagini disponibili::




 Descrizione 
Nome romset ga2.zip
Anno di produzione: 1992
Produttore: Sega
Questo gioco ha i seguenti cloni:
Golden Axe: The Revenge of Death Adder (Japan)
Golden Axe: The Revenge of Death Adder (US)

Genere del gioco: Picchiaduro
Categoria: Picchiaduro / 2.5D

 Emulazione 
Questo gioco funziona in MAME con problemi Questo gioco funziona in MAME con problemi
In MAME dalla versione: .063
Salvataggio state: Non supportato
Stato dell'emulazione: Buono
Emulazione colore: Buono
Emulazione sonoro: Buono
Emulazione grafica: Imperfetto
Il driver di questo gioco in MAME Ť: segas32.c - Leggi il codice

  Dati tecnici 
Questo gioco usa un solo schermo:
  Tipo di grafica: Raster
  Orientamento schermo: Orizzontale
  Risoluzione del gioco 416 x 224 @ 60.000000
Numero di giocatori: 4P simultanei
Controllato con:
  Joystick
Numero di pulsanti: 3
La scheda di questo gioco usa 8 CHIP
NomeTipoClock
V60cpu16107950
Z80cpu8053975
V25cpu10000000
Speakeraudio
Speakeraudio
YM3438audio8053975
YM3438audio8053975
RF5C68audio12500000


 Dati Scheda 
Il ROMset si compone di 19 ROM
Riferito alla versione MAME: 0.154

NomeDimensioniCRC32SHA1FunzionamentoNel romset
epr-14961b.ic17131072d9cd8885 dc9d1f01770bd23ba5959e300badbc5093a149bc good ga2
epr-14958b.ic81310720be324a3 5e5f457548906453eaa8d326c353b47353eab73d good ga2
epr-15148b.ic18262144c477a9fd a9d60f801c12fd067e5ad1801a92c84edd13bd08 good ga2
epr-15147b.ic92621441bb676ea 125ffd13204f48be23e20b281c42c2307888c40b good ga2
epr-14945.ic36655364781d4cb bd1b774b3cd0c3e0290c55e426f66d6820d21d0f good ga2
mpr-14944.ic351048576fd4d4b86 e14b9cd6004bf9ecd902e37b433b828241361b46 good ga2
mpr-14943.ic34104857624d40333 38faf8f3eac317a163e93bd2247fe98189b13d2d good ga2
mpr-14942.ic241048576a89b0e90 e14c62418eb7f9a2deb2a6dcf635bedc1c73c253 good ga2
epr-14468-02.u36553677634daa 339169d164b9ed7dc3787b084d33effdc8e9efc1 good ga2
mpr-14948.ic14209715275050d4a 51d6bc9935abcf30af438e69c2cf4e09f57a803f good ga2
mpr-14947.ic52097152b53e62f4 5aa0f198e6eb070b77b0d180d30c0228a9bc691e good ga2
mpr-14949.ic322097152152c716c 448d16ea036b66e886119c00af543dfa5e53fd84 good ga2
mpr-14951.ic302097152fdb1a534 3126b595bf69bf9952fedf8f9c6743eb10489dc6 good ga2
mpr-14953.ic28209715233bd1c15 4e16562e3357d4db54b20543073e8f1fd6f74b1f good ga2
mpr-14955.ic262097152e42684aa 12e0f18a11edb46f09e2e8c5c4ba14170d0cf00d good ga2
mpr-14950.ic31209715215fd0026 e918984bd60ad63172fe273b31cc9019100228c8 good ga2
mpr-14952.ic29209715296f96613 4c9808866032dab0401de322c28242e8a8775457 good ga2
mpr-14954.ic27209715239b2ac9e 74f4c81d85ab9b4c5e8ae4b4d2c6dff766c482ca good ga2
mpr-14956.ic252097152298fca50 16e09b19cc7be3dfc8e82b45348e6d1cf2ed5621 good ga2


:  Gioco Parent
:  Gioco Clone
:  BIOS

Le dimensioni del file ga2.zip sono 8.2 Mbytes (compresso)

 Informazioni 
HISTORY

Golden Axe - The Revenge of Death Adder (c) 1992 Sega.

Esattamente come il suo leggendario prequel, Golden Axe del 1989; 'Revenge' è un picchiaduro a scorrimento laterale ambientato in un tradizionale mondo ad ambientazione fantasy, nel quale il malvagio 'Death Adder' è risorto per riprendere il controllo delle varie terre. Il gioco supporta la modalità di gioco a quattro giocatori simultaneamente, in cui ogni giocatore controlla uno dei personaggi del gioco. I quattro personaggi disponibili sono 'Stern Blade' (un barbaro guerriero), 'Dora' (un centauro femmina), 'Goha' (un gigante con un nano seduto sopra le sue spalle) e 'Little Trix' (un agile guerriero dallo stile orientale).


Così come in 'Golden Axe', oltre ai normali attacchi con le armi, ogni personaggio possiede una mossa speciale attivata premendo assieme SALTO e ATTACCO allo stesso tempo. Inoltre, premendo due volte il joystick a destra o a sinistra permetterà al giocatore di caricare e colpire in corsa contro i suoi nemici. Ad un certo punto del gioco, i giocatori incontreranno alcune creature e arnesi vari (come dragoni, scorpioni giganti e catapulte) le quali, una volta che il precedente personaggio è stato disarcionato dalla sella, possono essere cavalcati e utilizzati per attaccare il nemico.


Durante ogni livello, in alcuni punti, e ogni volta che si termina un livello stesso, appariranno dei nani con dei sacchi sulle loro spalle. Quando i giocatori colpiscono i nani questi rilasciano cibo e pozioni magiche. Durante il proseguimento del gioco, i giocatori incontreranno numerosi prigionieri intrappolati. Questi prigionieri possono essere liberati sia aprendo le loro gabbie (tirando funi o simili), o distruggendo le catene ai loro piedi.


A differenza del percorso lineare dei vari livelli presenti nel suo precedessore, 'Revenge' offre al giocatore alcuni percorsi alternativi da prendere durante il gioco, che agiungono ulteriore varietà e longevita.


- DATI TECNICI -


Sega System 32 hardware


Processore Principale : V60 (@ 16.10795 Mhz), Z80 (@ 8.053975 Mhz), V20 (@ 10 Mhz)

Chip Audio : (2x) YM3438 (@ 8.053975 Mhz), RF5C68 (@ 12.5 Mhz)


Orientamento dello schermo : Orizzontale

Risoluzione video : 416 x 224 pixels

Frequenza aggiornamento video : 60.00 Hz

Colori palette : 16384


Giocatori : 4

Controllo : Joystick a 8 direzioni

Pulsanti : 3


- CURIOSITA' -


Pubblicato nel Luglio 1992.


Gilius, il nano presente nel primo episodio non è utilizzabile in questo gioco, ma appare alle spalle del gigante Goah.


Ogni volta che finisci uno schema, apparirà  una mappa. Quella mappa contiene davvero parole in greco antico!!! Ecco le trauzioni :

* La parola in fondo significa 'fiume'.

* La parola in fondo a sinistra significa 'caverna'.

* La parola in fondo a destra significa 'foresta'.

* La parola al centro significa 'città '.

* La parola in alto a sinistra significa 'cimitero'.

* La parola nell'angolo in alto a destra significa 'mare'.

* E in conclusione la parola in alto è il nome di un antico mostro mitologico greco.


Wave Master ha pubblicato la colonna sonora in edizione limitata di questo gioco (Golden Axe The Music - WM-0595~7) il 21/02/2008 contenente la musica dell'arcade originale e della serie su Sega Mega Drive/Genesis.


- AGGIORNAMENTI -


La versione giapponese presenta alcune differenze :

* Possiede solo 5 livelli anzichè 7.

* E' un gioco solo per 2 giocatori anzichè 4.

* Il personaggio possiede 2 vite e 24 di energia, anzichè 1 vita e 40 di energia.


La versione USA ha le schermate "Recycle It, Don't Trash It!", e la schermata "Winners Don't Use Drugs".


- CONSIGLI E TRUCCHI -


* Quando giocano due o più giocatori, è possibile afferrare un nemico in una tecnica Body Slam attivata attaccando un nemico simultaneamente, causandogli molti danni.


* Nel livello Ponte della Nave, appariranno dei tentacoli, le quali possono essere tagliate in piccole parti attacandoli come qualsiasi altro nemico. Le parti di tentacoli tagliate possono essere raccolte (e mangiate) e aumentano la salute del giocatore, avendo gli stessi effetti del cibo rilasciato dai nani.


- SERIE -


1. Golden Axe (1989)

2. Golden Axe Warrior (1990, Sega Master System)

3. Ax Battler - A Legend of Golden Axe (1991, Sega Game Gear)

4. Golden Axe II (1991)

5. Golden Axe - The Revenge of Death Adder (1992)

6. Golden Axe III (1993, Sega Mega Drive)

7. Golden Axe - The Duel (1994)

8. Golden Axe - Beast Rider (2008, PS3 /XBOX 360)


- STAFF -


Compositori : Masanori Takeuchi, Tomoyuki Kawamura


- FONTI -


Rom del gioco.


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 ga2

0.91 [Tormod Tjaberg]

0.63 [David Haywood, Olivier Galibert, R. Belmont, Farfetch'd]

0.56 [?]


Artwork available


Bugs:

- ga2, ga2u, ga2j: Graphic differences. abelardator2 (ID 05233)


WIP:

- 0.140u2: Fixed rom names.

- 20th November 2010: Smitdogg - dlfrsilver dumped Golden Axe: Revenge Of Death Adder (US Rev.A).

- 0.139u2: Aaron Giles fixed memory management of Golden Axe 2 decryption.

- 0.118u3: Replaced V20 CPU with V25.

- 11th February 2007: Mr. Do - We have a instruction card for Golden Axe II.

- 0.91: Tormod Tjaberg added clone Golden Axe: The Revenge of Death Adder (Japan). Changed clone '(Japan / World?)' to parent '(World)'. Renamed (ga2) to (ga2u) and (ga2j) to (ga2).

- 0.90u4: Charles MacDonald and David Haywood emulated the protection in 'Golden Axe: The Revenge of Death Adder'. Added V20 (10MHz) CPU3.

- 0.89u5: Changed description of clone '(Japan)' to '(Japan / World?)'.

- 0.78: Changed parent and clone descriptions to 'Golden Axe: The Revenge of Death Adder'.

- 0.63: David Haywood added 'Golden Axe - The Revenge of Death Adder (US)' (Sega 1992) and clone (Japan).

- 28th November 2002: David Haywood sent in another update to the Sega System 32 driver with protection fixes for Burning Rivals, Arabian Fight and Golden Axe 2 from R. Belmont, improved inputs from Stephane Humbert and various improvements to the graphics emulation, making Super Visual Football, Burning Rivals, Rad Mobile, Rad Rally and F1 Exhaust Note playable.

- 0.56: Added Golden Axe 2 (Testdriver).

- 20th February 1999: Thierry dumped Golden Axe: The Revenge of Death Adder (rev. B).

Informazioni su segas32.c (Driver MAME)


0.97u5 [Aaron Giles]

0.89u5 [David Haywood]

0.67 [Jason Lo, R. Belmont]

0.56 [David Haywood, Olivier Galibert, R. Belmont, Farfetch'd]


TODO:

- Fix protection

- Fix jpark correctly


NOTES:

- Hardware: Sega System32: 5-layer tilemap hardware consisting of 4 independant rom-based layers with linescroll, lineselection, linezoom and window clipping capability and one simpler ram-based text plane. Mixed ram/rom sprite engine with palette indirection, per-color priority (thankfully not actually used). The sprite list includes jumping and clipping capabilities, and advanced hot-spot positioning. The mixer chip adds totally dynamic priorities, alpha-blending of the tilemaps, per-component color control, and some other funnies we have not been able to decypher.


Bugs:

- All sega32 sets except brival, brivalj: MAME opens window/screen too big. haynor (ID 05337)


WIP:

- 0.147u1: Added the ROM board Sega ID# to Jurassic Park [Brian Troha].

- 0.146u1: Documentation update. Updated Sega game ID codes & PCB #'s, for Alien 3: The Gun, F1 Exhaust Note, Outrunners, Rad Mobile and Rad Rally. Documented known Rad Mobile Upright versions listed from manuals currently not dumped. Minor doc update, added more game & romboard ID #s [Brian Troha].

- 0.145u7: Miodrag Milanovic fixed segas32_common_init. Brian Troha added Sega game ID# & rom board ID# to Holosseum.

- 0.141u3: hap fixed crash: "Called save_item on a non-fundamental type!" in all sets using Sega/Yamaha 315-5560 (MultiPCM).

- 0.140u2: The Dumping Union corrected several rom names in the Sega System32 driver. Most notably the correct revision for Spider-man & Golden Axe II US sets.

- 0.137u4: Howard Casto hooked up all System 32 digital outputs for all games (radm, alien3, radr, f1en, arescue, f1lap, jpark, slipstrm, orunners, harddunk, scross and titlef). Emulation needs to progress more on the analog output data before those outputs can be hooked up.

- 0.129u6: Mr. Do added layout\radr.lay.

- 0.125: Aaron Giles fixed space_map_range error.

- 0.118u3: Changed NEC V30 CPU core to use a 16-bit data bus [Aaron Giles, Phil Bennett, Pierpaolo Prazzoli].

- 0.114u1: Derrick Renaud fixed analog pedal input in the System 32 drive games (f1en, orunners, radr, slipstrm and radm).

- 0.111u1: Roberto Zandona fixed EEPROM saving in OutRunners (same problem for all multi32 games).

- 0.106u8: Added layout\dualhsxs.lay.

- 0.106u6: Updated Sega multi-32 driver to support multiple screens (2x 416x224) [Aaron Giles].

- 0.104u7: Anonymous fixed indirect palettes in the System 32 driver. This fixes SegaSonic The Hedgehog graphics finally.

- 0.102u2: Some minor cleanups to the System 32 driver. Air Rescue and F1 Exhaust Note now share common multi-PCB faking logic [Anonymous].

- 0.98u3: Some more minor fixes to System 32 sprites [Aaron Giles].

- 0.97u5: Merged multi32.c with segas32.c driver. Added includes\segas32.h. Removed vidhrdw\system32.c. Aaron Giles connected Sega Multi 32 games up using the new System 32 code. Replaced V60 with V70 CPU. Fixed cpu2 rom address. Changed visible area to 832x224. Removed 'Monitors' dipswitch in all Multi32 games.

- 0.97u4: Rewrote the System 32 sprite mixer layer to support accurate implementation of the alpha blending modes. Sprite shadows and several other effects are still not yet implemented. And it's much slower than before [Aaron Giles].

- 0.97u3: Fixed System 32 cpu2/gfx2 rom loading.

- 24th June 2005: Charles MacDonald - I've been making a lot of progress with the System 32 hardware. Most everything has been documented at this point, currently I'm working on the mixer chip. It's responsible for combining all the display layers (five tilemaps, a bitmap, and sprites) based on priority and applying special effects such as blurring and alpha blending. I've also looked at the random number generator, which I'll discuss here. The random number generator is a 16-bit register mapped throughout the $D80000-$DFFFFF range. Writing to it sets the seed value. It is clocked asynchronously rather than by access from the V60, so continually reading it does not produce an exact dump of the values it generates. Furthermore things like the V60's prefetch queue make it difficult to synchronize the CPU with running instruction sequences, so even the same code that reads the random number generator several times will have slightly different values depending on how quickly the V60 processes it. For example, you could assume the mov.d (64-bit) and mov.w (32-bit) transfer instructions issue four or two back-to-back memory read bus cycles, respectively. If the random number generator was clocked at a slower rate, mov.d would capture more data than mov.w does when they are used repeatedly to dump the output. However the data read does not resemble any part of the data captured using mov.w, meaning that the random number generator is updated faster than the V60 can access in a best case situation. One possible solution would be to cut the trace to the clock input (there are two of them, 16 and 8 MHz) on the custom chip that contains the random number generator hardware and connect it to a spare I/O port pin, allowing it to be manually clocked through software. I had done a similar thing on System 24 to determine how the timers were implemented, so it can work in the right circumstances. But the same chip also controls many other aspects of the hardware and this might prevent the system from running. It would only work if one of the clock inputs was used for non-critical functions as well as the random number generator. I've got two spare boards and may try this eventually. Perhaps it is possible to determine how the random numbers are generated without having a sample of every possible state. I wouldn't mind hearing from people with some experience on this subject.

- 0.97u2: Added vidhrdw\segas32.c. System 32 and Multi System 32 games are seriously under construction now. Do not report any bugs against them [Aaron Giles].

- 15th June 2005: Charles MacDonald - I've been using Aaron's V60 assembler to develop test programs for the Sega System 32 platform. The video hardware seems to be a precursor of what's in the Sega Saturn's VDP1/2 chips, which makes it interesting to study but also quite complex. Thankfully I've done a lot of work with the Saturn in the past. I picked up some related PCBs as well; two DBZ V.R.V.S boards (I can confirm that it is a terrible game, ironically these were conversions from Arabian Fight and Dark Edge) and I'm expecting a System Multi 32 "Title Fight" board to arrive soon.

- 0.97u1: Began cleanup of the Sega System 32 driver [Aaron Giles]: Things may not work as well as before; this will be fixed over time. Do not report bugs on it. Also changed V60 CPU to clock multiple cycles per instruction instead of requiring every driver to divide the clock; updated all drivers to use the correct clock speed. Changed V60 CPU1 clock speed to 16107950 Hz and Z80 CPU2 and the 2x YM3438 to 8053975 Hz. Changed visible area to 416x224 and user1 roms to cpu1 (100000/100001). Aaron Giles changed V60 CPU to clock multiple cycles per instruction instead of requiring every driver to divide the clock; updated all drivers to use the correct clock speed. Changed V60 CPU1 clock speed to 16107950 Hz, Z80 CPU2 to 8053975 Hz and the 2x YM3438 to 8053975 Hz. Changed visible area to 416x224. Changed V60 CPU1 clock speed to 20MHz in the Multi32 games.

- 0.96u4: Aaron Giles rewrote the RF5C68 sound emulator from the specs, improving sound in the System 18/32 games. Changed RF5C68 sound clock speed to 12.5MHz.

- 0.96: Brad Oliver fixed endianness problems in the Sega System 32 games rom loading.

- 0.93: Added clock parameter to RF5C68 sound (9MHz) and to MultiPCM sound (8053975 Hz).

- 0.89u5: Changed system32.c to segas32.c driver. Added machine\segas32.c. Started minor cleanup of System 32 driver (some things are probably broken for now) [David Haywood]. Changed V60 CPU1 clock speed to 1.6MHz and Z80 CPU2 to 8MHz and region cpu1 ($100000/100001) to user1 in all games. TODO: There are still MANY issues with the system 32 driver, mostly video related. Bitmap enable is not understood (rad mobile, rad rally 'Winners Don't Use Drugs' and rad rally title screen). Background pen / solid tilemap not understood (rad rally course select *many* other places). Clipping windows not fully understood for tilemaps or sprites. Flip bits for tilemaps unknown (svf uses a kludge). Priorities are wrong (needs full priority buffer rendering). Protection is also a serious problem in several games. Readd code for jpark cabinet (it was never right anyway). Which IO ports should be considered custom? Move alien3 / jpark to custom io. Readd random number generator.

- 0.75: Fixed another V60 bug introduced in 0.74u2 which broke the v70 games (and further broke Outrunners) [Kobat, Olivier Galibert].

- 0.68: Various System 32 updates (priority, SVF pitch etc.) [Acho A. Tang, Jason Lo, David Haywood]. Note, theres a chance some things may be broken.

- 7th May 2003: Acho A. Tang submitted a small sprite drawing speedup to the Sega System 32 driver.

- 22nd April 2003: Jason Lo added dual screen support, added sprite shadows and improved the graphics priorities in the Sega System Multi 32 driver.

- 9th April 2003: David Haywood fixed the rowscroll / rowselect in Sega System 32 graphics emulation, fixing the title screen in Outrunners, playfield in Super Visual Football, floors in Arabian Fight and Burning Rival and mirror view in Rad Rally.

- 0.67: Added multi32.c driver. Sega 315-5560 "MultiPCM" sound chip emulation [R. Belmont]. TODO: I/O bits including controls. Fix remaining Gfx problems convert from using the 16-bit V60 to the 32-bit V70 (I'm doing this later as I couldn't get it to boot with the V70 for now and the gfx hardware is easier to work with this way). Support both monitors.

- 4th April 2003: Jason Lo submitted major improvements to the Sega System Multi 32 driver, Hard Dunk and Outrunners are playable though they have a few graphics glitches. David Haywood fixed the row scroll / row select in Outrunners.

- 0.65: Added machine\random.c/h.

- 2nd February 2003: David Haywood converted the Sega System 32 driver for the tilemap system and added preliminary alpha blending emulation.

- 31st January 2003: R. Belmont sent in a very preliminary System 32 Multi driver in which basically only the MultiPCM sound works, nothing else.

- 21st January 2003: David Haywood added the RGB brightness control to the Sega System 32 driver, fixing colored light effects in Alien≥ and lightning effects in Jurassic Park.

- 19th January 2003: David Haywood further improved the Sega System 32 driver background graphics emulation, adding support for changing resolution on demand.

- 18th January 2003: David Haywood improved the Sega System 32 driver background graphics emulation, though it's still far from perfect.

- 0.63: Added vidhrdw\system32.c.

- 1st December 2002: Stephane Humbert fixed various parts of the inputs in the Sega System 32 driver.

- 29th November 2002: David Haywood fixed the controls in Alien3 in the Sega System 32 driver, and it's completely playable now although missing some background graphics.

- 28th November 2002: David Haywood sent in another update to the Sega System 32 driver with protection fixes for Burning Rivals, Arabian Fight and Golden Axe 2 from R. Belmont, improved inputs from Stephane Humbert and various improvements to the graphics emulation, making Super Visual Football, Burning Rivals, Rad Mobile, Rad Rally and F1 Exhaust Note playable.

- 27th November 2002: David Haywood sent in an updated Sega System 32 driver with improved palette handling thanks to R. Belmont.

- 24th November 2002: David Haywood fixed a small sprite placement bug in the Sega System 32 driver.

- 23rd November 2002: David Haywood added preliminary sprite support to the Sega System 32 driver, making Holosseum fully playable.

- 14th November 2002: R. Belmont added inputs and sound emulation to the Sega System 32 driver, but it's still missing graphics emulation.

- 0.56: Added system32.c driver.



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