Double Axle (US)

Arcade 1991 Taito America Corporation Driving Race (chase view)
Monster Truck racing game.
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Double Axle (US)

Partager Double Axle (US)

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Technical

CPU
  • maincpu 68000 (@ 16 Mhz)
  • audiocpu Z80 (@ 4 Mhz)
  • sub 68000 (@ 16 Mhz)
Chipset
  • YM2610 (@ 8 Mhz)
  • Volume Filter
  • Volume Filter
  • Volume Filter
  • Volume Filter
Display
  • Orientation Yoko
  • Resolution 255 x 240
  • Frequency 60 Hz
Controlers
  • Number of players 1
  • Number of buttons 5
  • Kind of controler paddle

Double Axle (US) Screenshots

Double Axle (US) - Screen 1
Double Axle (US) - Screen 2
Double Axle (US) - Screen 3
Double Axle (US) - Screen 4
Double Axle (US) - Screen 5

Clones of Double Axle (US)

Double Axle (US) and M.A.M.E.

0.147u2 [ShouTime, The Dumping Union]
0.53 [David Graves]
0.37b11 [David Graves]

WIP:
- 0.147u2: ShouTime and The Dumping Union added Double Axle (US). Changed 'Double Axle (US)' to clone '(US, earlier)'. Renamed (dblaxle) to (dblaxleu).
- 0.146u1: Changed input to Paddle and button to 5.
- 0.143u4: MASH added missing PORT_TOGGLE to Double Axle gear shifters input.
- 8th June 2009: Guru - Chips for decapping from Double Axle arrived. Thanks to Smitdogg.
- 0.129u6: Mr. Do added built-in layouts for Double Axle.
- 0.129: Smitdogg and Guru fixed some rom names in Double Axle according to the PCB.
- 0.128u4: Added correct YM2610 sample rom (c78-12.33 - 1MB).
- 0.125u9: Changed 'Unknown' to 'Unused' dipswitches.
- 0.124u2: Nicola Salmoria marked one Double Axle rom as BAD_DUMP. Added 4x Volume Filters.
- 0.62: Added dipswitches 'Coinage' and 'Price to Continue'.
- 0.57: Added dipswitches 'Gear shift', 'Player Truck' and 'Back button'.
- 0.53: David Graves added Double Axle (US) (Taito 1991) and clone Power Wheels (Japan).
- 0.37b11: David Graves added Double Axle (US) (Testdriver) and Power Wheels (Japan). Known issues: No road. Wheel control poor-ish. Double Axle has poor sound: One ADPCM rom should be twice as long? In log we saw stuff like this, suggesting extra ADPCM rom needed: YM2610: ADPCM-A end out of range - $001157ff and YM2610: ADPCM-A start out of range - $00111f00. Various sprites go missing e.g. mountains half way through cross country course. Fall off the ledge and crash and you will see the explosion sprites make other mountain sprites vanish, as though their entries in spriteram are being overwritten. Perhaps be an int6 timing/number issue? Offsets of TC0480SCP bg layers correct? No sprite/tile variable priority implemented, I guess it is only sprite/road priority that changes.

LEVELS: 1-2 (time attack - demolition derby)

Other Emulators:
* FB Alpha

Romset: 9155 kb / 23 files / 4.50 zip
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