0.74u2 [David Graves]
0.55 [Testdriver]
WIP:
- 0.176: Angelo Salese fixed priority issues in Legionnaire.
- 0.175: Cleaning up the Seibu COP (Co-Processor) device and documentation. Moved DMA and commands into own files. Prevent cop_angle to overflow byte range. Fixes III to I quadrant movements in Legionnaire and Heated Barrel. Fixes stage clear player movement in Legionnaire, level 4 boss and maybe access exceptions in Heated Barrel [Angelo Salese].
- 0.174: Input documentation and COP tweaks based on M68000 code. Legionnaire's 2nd Player inputs now designated as such [AJR].
- 0.170: System11 added clone Legionnaire (Japan). Added priority prom to Legionnaire (World) and (US).
- 0.146u3: Added COP-D1 rom and document the undumped PROM. Corrected rom names in Legionnaire and clone and added PCB locations [Smitdogg, Brian Troha, The Dumping Union].
- 2nd January 2011: Angelo Salese - Collision detections in Legionnaire are a pain even more there, it seems that we are missing a Z-value in addition to all the other flaws described in Heated Barrel, so right now you can flying kick in the air and hit 99% of the times. Also, first stage boss is really weird, it starts with a damaged energy bar AND nothing actually hurts him... and NO macro command is called... unless this is just a design choice, if anybody knows let me know.
- 0.141: David Haywood implemented pdrawgfx for sprite routines in Legionnaire HW, and added wraparound for horizontal area smaller than 320, fixing left-border sprites in Legionnaire and Heated Barrel. Angelo Salese implemented palette DMA brightness algorythm mode 5 in Seibu COP games, used by Seibu Cup Soccer, Godzilla, SD Gundam Rainbow Tairiku Senki and Legionnaire for fading effects. Implemented Seibu COP macro 0x905, used for ark movements in Legionnaire / Zero Team when a knock down occurs.
- 0.140u3: Angelo Salese added a preliminary DMA to the Legionnaire driver, fixes some color issues in Legionnaire. Fixed BK3 bitplane order in Legionnaire, fixes the map screen colors in it.
- 0.133u1: Renamed (legionnu) to (legionnau).
- 0.124u2: David Haywood improved graphic decoding for Legionnaire, the BK3 tiles are now correctly extracted from the TXT region, map screen has correct tiles now. Changed region gfx1/3 to user1/2.
- 0.74u2: David Graves added 'Legionnaire (World)' (Tad 1992) and clone (US).
- 0.57: Added (Testdriver) Legionnaire (World).
- 0.55: David Graves added (Testdriver) Legionnaire (US). TODO: Foreground tiles screwy (screen after character selection screen). Tile selection for 'working' layers may be wrong too - we are only accessing half the available 0x2000 tiles in each gfx set. Need 16 px off top of vis area? Unemulated protection (in attract demo things get weird; not playable). Inputs - all ok?
- 31st August 2001: David Graves sent in a preliminary driver for Legionnaire, but one tilemap layer is wrong and it suffers from protection so it is not yet playable.
LEVELS: 5
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Arcade Video game published 27 years ago:
Legionnaire (c) 1992 TAD Corp.
3 vigilantes team up to save their leader's girlfriend from a ruthless crime syndicate that's been overrunning their city in this side-scrolling beat-em-up.
- TECHNICAL -
Main CPU : Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Players: Up to 2
Control per player: 8-Way Joystick
Buttons per player: 2
=> Attack, Jump
- TRIVIA -
Legionnaire was presented at the ATE Show in March of 1992 in London, England.
Licensed to Fabtek for American distribution.
This game is known in Japan as "Saishu Kakutou Kizoku Legionnaire", which translates from Japanese as "Final Grappling Noble Legionnaire".
- UPDATES -
The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.
- STAFF -
Game Designer: J. Fujisaku, Y. Imamura
Programmer: T. Nishizawa, T. Hashimura
Graphic Designer: T. Shiraishi, J. Mastubara, J. Fujisaku, Y. Imamura
Sound Composer: Y. Aoki
Director: T. Nishizawa
- CONTRIBUTE -
Edit this entry: https://www.arcade-history.com/?&page=detail&id=1375&o=2