0.148u3 [System11]
0.87u1 [Bryan McPhail]
WIP:
- 0.155: MASH fixed Cycle Warriors (rev C) hangs at boot. Brian Troha added the "Hardware Test Mode" dipswitch that rev C has that rev B does NOT. Gave rev B it's own dipswitch setting to reflect the lack of the newer test mode. Changed parent description to 'Cycle Warriors (rev C)' and clone (set 2) to 'Cycle Warriors (rev B)'.
- 0.148u5: Changed description to 'Cycle Warriors (set 1)' and clone set 2 to 'Cycle Warriors (set 2)'.
- 0.148u3: System11 added 'Cycle Warriors, set 1'. Note: This is a newer set of the game, but it doesn't work. Seems to hang with the screen saying: "Wait Testing"... caught in a loop at 0x2C46BC. Changed 'Cycle Warriors' to clone 'Cycle Warriors, set 2'. Renamed (cyclwarr) to (cyclwarra).
- 0.126: Aaron Giles fixed access violation crash in Cycle Warriors.
- 0.122u5: Phil Bennett corrected Cycle Warriors dipswitches. Added dipswitches 'Player Select', 'Service Mode', 'Coin A/B', 'Lives', 'Ticket Dispenser', 'Machine Type', 'Difficulty' and 'Demo Sounds'.
- 0.122u4: Major improvements to Cycle Warriors video code (still not perfect, but road layer works now) [Bryan McPhail]. Phil Bennett added sound to Cycle Warriors. Corrected OKI M6295 clock values. Fixed cpu1/2 roms addresses. Swapped gfx5 roms ($0, 40000). Changed 68000 CPU1/2 clock speeds to 12.5MHz, OKI6295 to 2MHz and visible area to 320x240. Removed 4th button. Added 'Test' and 19x 'Unknown' dipswitches.
- 0.87u1: Bryan McPhail added 'Cycle Warriors' (Tatsumi 1991). Playable to a degree, but not really working properly. The Tatsumi driver games are all different boards, but share a similar sprite chip (TZB215 on Apache 3, TZB315 on others). Other graphics (road, sky, bg/fg layers) all differ between games. TODO: Sprite rotation, implement road layer, BG layer(s), dipswitches and various other things.
- 24th November 2003: Bryan McPhail - TODO: Fix vram layer and sound. The Tatsumi hardware is easily one of the most complicated emulations I've worked on. In terms of reverse engineering there were very little 'clues' about how things fitted together so it was very hard to get the basic emulation even running. Roundup 5 consists of three cpu's - V30, 68000 and Z80 cpu all communicating via shared ram, plus a strange object processor which has all sorts of lookups for determining sprite blocks and colour palettes. Cycle Warriors is 2 * 68000, Z80 and the same object processor.
Recommended Games (Motorbike):
Stunt Cycle
Super Rider
Superbike
Traverse USA / Zippy Race
Excite Bike (PlayChoice-10)
Vs. Excitebike
Jumping Cross
Kick Rider
Counter Steer
Shot Rider
Battle Lane! Vol. 5
Super Cross II
Thundercade / Twin Formation
Rally Bike
Mad Motor
Cycle Warriors
Masked Riders Club Battle Race
Wild Riders
Arcade Video game published 28 years ago:
Cycle Warriors (c) 1991 Tatsumi Electronics Company, Limited.
You control a bike rider that must punch enemy bikers, destroy gyrocopters dropping bombs on you and road-blocking end-of-level nasties. While you're riding into the screen you can ride further forward and decelerate back to add an extra dimension of movement. When you pull back you practically get your sprite to fill the whole screen. You can jump over cars backwards and forwards as well as landing on their roofs, as they receive more damage large chunks of bodywork fly off until they finally explode.
- TECHNICAL -
Main CPU : (2x) Motorola 68000 (@ 10 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), OKI6295 (@ 18.939 Khz)
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Cycle Warriors was released in March 1991.
- CONTRIBUTE -
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