Samurai Shodown 64 / Samurai Spirits 64

Arcade 1998 SNK Fighter Versus
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Samurai Shodown 64 / Samurai Spirits 64

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Technique

CPU
  • maincpu VR4300 (big) (@ 50 Mhz)
  • audiocpu V33 (@ 8 Mhz)
  • comm Z80 (@ 12 Mhz)
Affichage
  • Orientation Yoko
  • Résolution 255 x 255
  • Fréquence 61.651673 Hz
Contrôles
  • Nombre de joueurs 2
  • Nombre de boutons 4
  • Type de contrôle joy (8 ways)

Screenshots de Samurai Shodown 64 / Samurai Spirits 64

Samurai Shodown 64 / Samurai Spirits 64 - Screen 1
Samurai Shodown 64 / Samurai Spirits 64 - Screen 2
Samurai Shodown 64 / Samurai Spirits 64 - Screen 3
Samurai Shodown 64 / Samurai Spirits 64 - Screen 4
Samurai Shodown 64 / Samurai Spirits 64 - Screen 5

Tips sur Samurai Shodown 64 / Samurai Spirits 64

* Secret Character:
1) Start VS play
2) Select a character with holding D button
3) Select a style with holding C button
If succeeds, selected character changes Kuroko before starting first round.
But you can only play with him in this stage. If you win, Kuroko returns to selected character.

* VS Gan-da-ra: In single (CPU) mode, Gan-da-ra comes if you gets the following conditions.
1) Current stage is 3, 4, 5 or 8
2) Current round is final
3) Total time is the following:
Stage 3: within 2:40
Stage 4: within 3:10
Stage 5: within 6:40
Stage 8: None
== Current time in the round is the following:
Stage 3: 0 - 55
Stage 4: 0 - 30
Stage 5: 0 - 55
Stage 8: 55 - 57

* Beginner mode : Hold Start button then choose a style. This mode has the following function:
Auto guard
Auto Ikari-bakuhatsu if your energy is under 25% in final round
Damage when you guard normal attack

Samurai Shodown 64 / Samurai Spirits 64 et M.A.M.E.

0.131u1 [Guru]

Hyper NeoGeo 64

WIP:
- 0.136u3: Initial implementation of HNG64 0x10-sized palette pages for 3D objects. This makes most environment colors correct in Samurai Shodown 64 [Andrew Gardner].
- 0.136u2: Andrew Gardner hacks the camera to work in Samurai Shodown 64.
- 0.136u1: Andrew Gardner hacked 3D acknowledge in a slightly different manner. Sams64 games now show 3D. Fixed improperly loaded ROMs in sams64* games and colors.
- 0.135u2: David Haywood and Angelo Salese added preliminary hook-up for multi-byte chain mode for sprites, used by Buriki One and the two Samurai Shodown games. Angelo Salese implemented V-Blank register, fixes palette uploading in Samurai Shodown 1 & 2 and implemented sprite clearance capability, fixes garbage gfxs as seen in Samurai Shodown 64 1 & 2. David Haywood implemented x/y sprite global offsets, used by Samurai Shodown 64 1st ranking screen.
- 0.135u1: Angelo Salese improved I/O simulation communications in Samurai Shodown 64, now inputs works and enters into proper gameplay. Removed program counter-based routines in Samurai Shodown 64, this fixes the first episode that can now be coined up, however it hangs soon after that. Added work-around to get to the character screen, hangs again after it.
- 0.131u1: Guru added Samurai Shodown 64 / Samurai Spirits 64 (SNK 1998).
- 25th April 2009: Guru - I've finally got around to dumping the remaining Hyper Neo Geo 64 carts. This includes the recently purchased Samurai Showdown 64 HNG64 cart that Smitdogg got for us on eBay and the other HNG64 carts that were waiting to be dumped.
- 10th April 2009: Guru - Samurai Showdown 64 (Hyper Neo Geo 64 cart) and a few more items arrived via Smitdogg and a few kind donations from a few people.

Romset: 135168 kb / 33 files / 35.5 zip
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