lordgun Lord of Gun (USA)

Immagine gioco: Lord of Gun (USA)
Available images:

Romset name: lordgun.zip
Production year: 1994
Manufacturer: IGS

Game genre: Shooter
Category: Shooter / Gun

This machine works in MAME with problems This machine works in MAME with problems

Overall emulation: Good
Color emulation: Good
Sound emulation: Good
Graphics emulation: Imperfect
Save states: Supported

In MAME since version: .081u4

The MAME driver of this machine is: lordgun.cpp - Read the code

 Tech info 
 Hardware of this machine:
  • CHIPs [Show details]

    M68000 ("maincpu")cpu 10000000 Hz
    Z80 ("soundcpu")cpu 5000000 Hz
    Speaker ("mono")audio
    YM3812 ("ymsnd")audio 3579545 Hz
    OKI6295 ("oki")audio 1000000 Hz

  • Screens [Show details]

    This machine uses a single screen:
      Graphic type: Raster
      Screen orientation: Horizontal
      Resolution 448 x 224 @ 60.000000 Hz

  • Number of players: 2P Simultaneous
  • Controllers [Show details]

    Number of buttons: 1

  • Dip-switches [Show details]

    Default settings in bold
    Stage SelectOff
    Ranking MusicExciting
    Coin Slots1

  • ROMs (16 of the machine set) [Show details]

    Referred to MAME version: 0.181

    NameSizeCRC32SHA1StatusIn romset
    lordgun.10524288acda77ef 7cd8580419e2f62a3b5a1e4a6020a3ef978ff1e8 good lordgun
    lordgun.4524288a1a61254 b0c5aa656024cfb9be28a11061656159e7b72d00 good lordgun
    lordgun.9065536d59b5e28 36696058684d69306f463ed543c8b0195bafa21e good lordgun
    igst001.108104857636dd96f3 4e70eb807160e7ed1b19d7f38df3a38021f42d9b good lordgun
    igst002.1141048576816a7665 f2f2624ab262c957f84c657cfc432d14c61b19e8 good lordgun
    igst003.1191048576cbfee543 6fad8ef8d683f709f6ff2b16319447516c372fc8 good lordgun
    igsb001.8220971523096de1c d010990d21cfda9cb8ab5b4bc0e329c23b7719f5 good lordgun
    igsb002.9120971522234531e 58a82e31a1c0c1a4dd026576319f4e7ecffd140e good lordgun
    igsb003.9720971526cbf21ac ad25090a00f291aa48929ffa01347cc53e0051f8 good lordgun
    igsa001.142097152400abe33 20de1eb626424ea41bd55eb3cecd6b50be744ee0 good lordgun
    igsa004.13209715252687264 28444cf6b5662054e283992857e0827a2ca15b83 good lordgun
    igsa002.92097152a4810e38 c31fe641feab2c93795fc35bf71d4f37af1056d4 good lordgun
    igsa005.82097152e32e79e3 419f9b501e5a37d763ece9322271e61035b50217 good lordgun
    igsa003.32097152649e48d9 ce346154024cf13f3e40000ceeb4c2003cd35894 good lordgun
    igsa006.2209715239288eb6 54d157f0e151f6665f4288b4d09bd65571005132 good lordgun
    lordgun.100524288b4e0fa07 f5f33fe3f3a124f4737751fda3ea409fceeec0be good lordgun

    :  PARENT Machine
    :  CLONE Machine
    :  BIOS
    :  Device


Lord of Gun (c) 1994 IGS.

A light gun shooter similar to "Lethal Enforcers", but with animated graphics. There are 10 stages here.


Main CPU : 68000 (@ 10 Mhz), Z80 (@ 5 Mhz)

Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 7.575 Khz)

Players : 2

Control : lightgun

Buttons : 2


Released in August 1994.


Story by: Wu Szu Chiang, Anthony

Directed by: Anthony

Pictures: Wang Film Productions Co Ltd, IGS Graphics Department

Music: Julie Shen

Programs: Jackie, Liou Ching Nan, Chen Shi Fu, Anthony

Mechanism: Chang Li Sheng, Lee Ping

Hardware: Jang Jon Whay, Lee Long Light

Consultants: Lee, Jang, Chen, Lee, Jang, Chen, Lin, Chen, Siau, Wang, Loo, Liou


Game's rom.

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Chiudi Lista

Warning: information in history.dat can differ from the ones present in the rest of the page (taken from MAME) as they come from a different source

Information on lordgun

0.81u4 [David Haywood]


- Gun crosshairs do not line up with shots. MAMEBase (ID 02712)


- 0.148u1: Implemented missing functions of Lord of Gun's protection routines [iq_132].

- 0.147u1: Emulated Lord of Gun's protection rather than patching it out [iq_132].

- 0.142: Brian Troha corrected dipswitch names and added DIP Locations to Lord of Gun.

- 0.139u1: Return to type safety. Changed address maps back into functions that build up the definition, rather than the whole tokenizing system, which lost type checking. Added a new module addrmap.c which implements the address map classes, and changed the macros to call methods on the address_map and address_map_entry classes which are strongly typed. Fixed a few incorrectly specified memory map entries along the way in LordOfGun driver [Aaron Giles].

- 0.138u2: IGS Lord Of Gun driver update [Luca Elia]: Implemented RAM based priorities. Added multi-sprite and fixed sprite list end. Corrected tilemap 2 size (wrong backgrounds in the final stage). Fixed crosshair position.

- 22nd May 2010: Luca Elia - I've figured out and implemented RAM based priorities in Lord of Gun. Before, sprites were drawn above all tilemaps, and tilemaps were incorrectly ordered with respect to each other. The way priorities work on this hardware, lordgun.c, i.e. how the order of the various layers of graphics is decided, is similar to that of the blitter based IGS games in igs011.c. There are 64k of priority RAM. Each 16-bit word contains one of five values, that map to the five layers (4 tilemaps + sprites). For each screen pixel, the opacity of the layers and their priority are translated to an address in priority RAM, and the pixel of the layer specified by priority RAM at that address is sent to the screen. This is the most flexible solution as it allows for rather funky priority schemes and masking effects. Also note that sprite-sprite priorities are decided according to the sprite list order, and are thus orthogonal to sprite-tile and tile-tile priorities, allowing for even more flexibility. To form the priority RAM address, first the opacity of each layer is stored in one of the 5 low order bits (0 = opaque, 1 = transparent). Then, and this is where it gets more complicated than on the other hardware, three of the layers, and sprites, also specify a per tile priority level (0-7), thus contributing 3 additional bits * 4 layers, that go in the remaining high order bits of the priority RAM address. Actually, that's too many address bits for 64k of RAM, so one of those layers is limited to only 1 bit of priority level instead of 3. With this scheme in place, graphics are correct AFAICT, and some scrolling levels, like the jungle one above, exhibit a nice layered parallax effect now.

- 0.131u1: Cananas fixed P1 Button2 is really P2 Button1 in Lord of Gun.

- 0.104: Luca Elia fixed Lord of Gun - Game now playable. Changed description to 'Lord of Gun (USA)'. Added Z80 (5Mhz) CPU2, YM3812 (3579545 Hz) and OKI6295 (7575 Hz) sound. Fixed gfx1/gfx2/sound1 rom loading. Added 2 Player, Light gun and 2x button input. Changed visible area to 448x224. Added dipswitches 'Game Mode', 'Guns', 'Ranking Music' and 'Coin Slots'.

- 22nd January 2006: Luca Elia - I've rewritten the skeleton driver in MAME (showing a black screen) of Lord of Gun, a 1994 light gun game by IGS. It was already decrypted but hitting the protection. That was easy to circumvent, so I could concentrate on the rest of the hardware: Z80 + oki + fm for sound, EEPROM, light guns, inputs through 2 x 8255, 4 tilemaps, sprites, line scroll. At the moment priorities are all wrong. They should work somewhat similarly to those in the IGS_Blit driver, in that there is some priority ram filled with layers indexes. Only, this time there are 64k of values with two indexes per word. Elsemi, master of the later IGS games, among many other things, points out there is at least another game running on this hardware, Huang Fei Hong, of which a partial dump exists (without graphics roms). So I may look at that one next.

- 0.81u6: Minor improvement to Lord of Gun driver (still doesn't work) [Pierpaolo Prazzoli]. Changed palettesize to 2048 colors.

- 0.81u4: David Haywood added Lord of Gun (IGS 1994). Known issues: The program roms are slightly encrypted. Protection? Ends up going wrong and writing to rom areas etc. All frequencies are checked by Guru with his frequency counter (i.e. they are not guessed).

- 7th April 2004: David Haywood sent in a preliminary driver for Lord of Gun which doesn't work because of protection.

- 12th January 2003: Guru - Arrived and dumped Lord of Gun (IGS 1994). Thanks to Brian Troha.

LEVELS: 10/11 (dipswitch ARCADE/dipswitch STREET)

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