Battle Rangers (World)

Arcade 1988 Data East Corporation Shooter Walking
In this shoot'em up, 2 lone commandos take on an entire army with guns, knives, fists and whatever else might be laying around.
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Battle Rangers (World)

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Technical

CPU
  • maincpu HuC6280 (@ 7 Mhz)
  • audiocpu HuC6280 (@ 7 Mhz)
Chipset
  • YM2203 (@ 1 Mhz)
  • MSM5205 (@ 0 Mhz)
  • HuC6280 (@ 3 Mhz)
Display
  • Orientation Yoko
  • Resolution 255 x 232
  • Frequency 60 Hz
Controlers
  • Number of players 2
  • Number of buttons 3
  • Kind of controler joy (8 ways)

Battle Rangers (World) Screenshots

Battle Rangers (World) - Screen 1
Battle Rangers (World) - Screen 2
Battle Rangers (World) - Screen 3
Battle Rangers (World) - Screen 4
Battle Rangers (World) - Screen 5

Clones of Battle Rangers (World)

Battle Rangers (World) and M.A.M.E.

0.37b2 [Bryan McPhail]

Bugs:
- When you are fighting against the first final boss, you can see it even if it is under the water. Lord Caos (ID 00385)
- battlera, bldwolf, bldwolfj: Sprites in the same player where the black box with text that appears sometimes are printed in front of them. Lord Caos (ID 00386)

WIP:
- 0.139u3: Angelo Salese and Charles MacDonald fixed sprite OV flag behaviour in PC Engine VDC emulation. Angelo Salese fixed missing VRAM > VRAM DMA flag clearance in PC Engine emulation. Angelo Salese fixed a bogus Hu6280 CPU core bug with timer latch division values readings.
- 0.124u3: Aaron Giles merged memory maps for Battle Rangers drivers.
- 0.123u6: RansAckeR added DIP locations to Battle Rangers.
- 0.119u2: Changed description of clone 'Narazumono Sentai Bloody Wolf (Japan)' to 'Narazumono Sentoubutai Bloody Wolf (Japan)'.
- 0.119u1: Team Japump added clone Narazumono Sentai Bloody Wolf (Japan).
- 0.116u1: Roberto Zandona fixed sprite drawing in the Battle Rangers video driver.
- 6th May 2006: Charles MacDonald - I've been doing *tons* of work on the PC-Engine chipset, including tests on several consoles and a Bloody Wolf PCB to see how the VDC operates without the VCE influencing it's timing. I also revamped my PCE development card and will see if the USB glitches can be fixed, which should allow some serious research to begin. Of course in the meantime I can just play games on it which is fine.
- 0.103u1: Many H6280/PCE fixes [Rob Bohms, Charles MacDonald]: Fixed cases where sprites could render outside of the buffer. Added VRAM to VRAM DMA (Charles). Multiple h6280 fixes (Charles). Provided functions to correctly handle VRAM accesses for the entire 128K range (Charles). Added some of the I/O buffer bits from the hardware page. Fixed h6280 IRQ ranges to support proper mirroring. Hooked up h6280 IRQs to the PC Engine. Fixed sprite-to-sprite rendering priorities. Partially enforce 16 sprite limit.
- 0.98u2: Aaron Giles replaced direct access to Machine->scrbitmap in Battle Rangers driver with the use of force_partial_update().
- 0.67: Charles MacDonald added HuC6280 sound emulation and music in Battle Rangers. Added HuC6280 (3579545 Hz) stereo sound.
- 1st April 2003: Charles MacDonald submitted a HuC6280 sound chip emulator and added support for it in the Battle Rangers / Bloody Wolf driver.
- 0.37b2: Bryan McPhail added Battle Rangers (World) (Data East 1988) and clone Bloody Wolf (US). This board is a modified PC-Engine PCB, differences from PC-Engine console: Input ports are different (2 dips, 2 joysticks, 1 coin port). Interface_ to palette chip is different, palette data is the same. Extra sound chips, and extra processor to drive them. Twice as much VRAM. TODO: Priority is wrong for the submarine at the end of level 1. Music (HuC6280 sound).
- 4th May 2000: Bryan McPhail sent in a driver for Battle Rangers / Bloody Wolf.

LEVELS: 7

Romset: 640 kb / 10 files / 267.0 zip
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