0.80 [R. Belmont]
Artwork available
Bugs:
- Clone lethalux: U4 shows up as BAD on lethalux POST. Luigi30 (ID 02178)
- Mask rom check they all come up bad. cpukett (ID 00171)
WIP:
- 0.178: Angelo Salese fixed linescroll in clone Lethal Enforcers (ver JAD, 12/04/92 17:16).
- 0.169: caius added clone Lethal Enforcers (ver EAA, 09/09/92 09:44).
- 0.156: Save correct amount of K054156 videoram, fixes Lethal Enforcers savestates. Sanify palette size and bankdev address map; added placeholder for gfx ROM read [Alex Jackson].
- 0.154: Converted to use inline configs, delegates and device_gfx_interface. 6bpp graphics (i.e. lethalen sprites) is currently broken, because it needs further refactoring (currently in progress) [Fabio Priuli]. Fixed Lethal Enforcers sprite regression; adjust ROM loading so at least some of the mask ROM tests pass [Alex Jackson].
- 0.153: Brian Troha and The Dumping Union added clone Lethal Enforcers (ver UAB, 09/01/92 11:12). Palette is now device [Miodrag Milanovic]. Convert Lethal Enforcers to bankdev [Alex Jackson]. Changed description of clone (ver unknown, US, 08/17/92 21:38) to 'Lethal Enforcers (ver UAA, 08/17/92 21:38)'.
- 0.152: Fixed K054539 input clock rate and implemented programmable timer based on hardware measurements [Phil Bennett, Stefan Lindberg]. Hooked up K054539 timer interrupt in Lethal Enforcers. Fixes music tempo [Phil Bennett]. Added DIP locations for the driver, this fixes Language dipswitch not changing the language in clones lethaleneab and lethaleneae [Tafoid]. Added PCB README for Lethal Enforcers [Guru]. Changed K054539 sound clock speed to 18432000 Hz.
- 0.149u1: Removed note about some DIP switches not understood (MT#02451) [Brian Troha].
- 0.143u8: Roberto Zandona improved offset screen and gun in clone Lethal Enforcers (ver JAD, 12/04/92 17:16). Removed EEPROM default values.
- 0.143u7: Roberto Zandona fixed Lethal Enforcers external rowscroll not hooked up correctly (1st attract level, highscores) and some priority issues / sprite placement issues.
- 0.139u2: Roberto Zandona hooked up some K053244 register to Lethal Enforcers. Fixed missing flip bits used for the tiles (P2 start screen, reload indicator).
- 0.137: David Haywood implemented default EEPROMs to Lethal Enforcers.
- 0.136u3: Corrado Tomaselli verified clocks and vsync from orginal Lethal Enforcers PC. Changed Z80 CPU2 clock speed to 6MHz and VSync to 59.620000 Hz.
- 0.136u1: Fabio Priuli added driver data struct and save states to Lethal Enforcers.
- 0.135u4: Fabio Priuli updated Lethal Enforcers to use EEPROM device and to use Konami video devices instead of konamiic.h code.
- 0.133u1: Renamed (lethalua) to (lethalenua), (lethalux) to (lethalenux), (letheab) to (lethaleneab), (letheae) to (lethaleneae) and (lethalej) to (lethalenj).
- 0.127u3: Aaron Giles fixed 'T 4 EEPROM error(BAD)' in Lethal Enforcers (Cheat engine problem).
- 0.127u2: Luigi30 and MikeDX fixed backward crosshair in clone (ver JAD, 12/04/92 17:16).
- 0.125u4: Aaron Giles fixed crasher due to some Konami games using 8 layers in the K056832 implementation, even though it was only written for 4.
- 20th April 2008: Guru - Lethal Enforcers PCB arrived from Japan a couple of days ago.
- 0.122u7: Changed HD6309 CPU1 clock speed to 12MHz.
- 11th February 2007: Mr. Do - We have a instruction card for Lethal Enforcers.
- 0.108u3: David Haywood added missing video change to the Lethal Enforcers driver.
- 0.108u2: Patrik Styrnell and David Haywood added clones Lethal Enforcers (ver EAB, 10/14/92 19:53), (ver EAE, 11/19/92 16:24), (ver unknown, US, 08/17/92 21:38) and (ver unknown, US, 08/06/92 15:11, hacked/proto?). Changed parent description to 'Lethal Enforcers (ver UAE, 11/19/92 15:04)' and clone (ver JAD) to 'Lethal Enforcers (ver JAD, 12/04/92 17:16)'.
- 0.106u12: Cananas fixed the fire button INPUT_PORT of player2 in Lethal Enforcers.
- 0.98u2: Changed description to 'Lethal Enforcers (ver UAE)' and clone (Japan ver JAD) to 'Lethal Enforcers (ver JAD)'.
- 0.98u1: David Haywood fixed Lethal Enforcers - Game now playable.
- 11th July 2005: David Haywood - Its certainly not pretty, although compared to the Genesis verison its a work of art, but the Arcade version of Lethal Enforcers now works well enough in MAME to be considered 'Working'. There are still a number of glitches, of note are: Sprite Lag - Sprites seem to lag other sprites, rather strange, no idea why, maybe its correct. Sprite Positioning - may be off by 1 pixel, the first level shadow sprites don't line up if I line up the doors on the other levels, I need to see which is right, or if Konami are playing weird tricks. Shadows - Only the background gets shadowed by the shadow sprites (Glass) for some reason enemies don't, probably a limitation of the current sprite/shadow implementation in konamiic.c. Rowscroll - A rowscoll effect is used for the background on the car stage, this isn't currently emulated. Priorities should be mostly correct, scrolling is correct, gunshots seem fairly accurate (maybe very slightly above the cursor).
- 0.97u4: David Haywood improved Lethal Enforcers sprites, allowing 2 sprite chips to be created.
- 2nd July 2005: David Haywood - I decided to take a quick look at Lethal Enforcers... This game is not only one of Konami's ugliest ever games to look at on screen, the hardware its running on is even more disgusting. The driver was started by R. Belmont and Nicola, Its a 1992 game running on an 8-bit processor (an HD63C09EP) connected to graphic chips which were designed for use with 16-bit processors. Thankfully Nicola and R. Belmont managed to work out most of the 'banking from hell' but the problems don't stop there. Konami decided that for this game they wanted 6bpp sprites, however, the sprite chip they were using only supported 4bpp. To get around this problem they connected 2 of the 4bpp sprite chips in parallel, each using the same control data but different ROM data, thus allowing a maximum of 8bpp. Supporting this is ugly, especially when combined with the priority and shadow effects Konami's hardware can do. But I've started to hook it up. The screenshots shows that the priorities are wrong and shadow sprites are causing other sprites to appear with bad colours. I'm not sure of the best way forward from this point so I may let somebody else look at the driver again. The background scrolling is also wrong, but it was wrong before I started looking at the driver and I've made no attempt to fix it.
- 0.92: Lethal Enforcers improvements [R. Belmont]. Fixed tilemap colors. Guns hooked up and aligned properly. Tilemap and sprite layers aligned with the guns. Various other cleanups. Added missing gfx2 rom ($200000). Fixed gfx1 roms addresses. Changed visible area to 288x224 and palettesize to 7169 colors. TODO: Figure out the correct sprite decode. Sprite/tilemap priorities. "Reload" indicator is funky, probably needs tilemap flip bits. Fix K056832 external linescroll RAM support (used for high scores, parallax in scrolling stages).
- 0.91u2: Lethal Enforcers updates [Nicola Salmoria, R. Belmont]. Changed visible area to 292x256 and palettesize to 7168 colors.
- 0.91u1: Changes to Lethal Enforcers [R. Belmont]. Implemented 48xx bankswitch region, which can toggle between custom chip registers and RAM (evil!). Removed hack to pass POST since we now do it the right way. Corrected 56832 RAM interface, added preliminary support for external linescroll RAM on the 56832. This helps with the garbage tilemaps a bit since linescroll data is no longer getting sprayed all over VRAM. Note: With this update the driver was just crashing when I tested it, so maybe something is wrong.
- 0.91: Lethal Enforcers update [R. Belmont]. Both versions now boot and run. Fixed tilemaps and sprites display. Sound now works. Unified memory maps. Added all digital inputs (including DIPs). Added dipswitches 'Language', 'Game Type', 'Coin Mechanism' and 'Sound Output'. Still TODO: Colors, gun inputs, tilemap enable/disable, priorities and K054000 protection chip hookup.
- 0.80: R. Belmont added 'Lethal Enforcers (US ver UAE)' (Konami 1992) and clone (Japan ver JAD). Hardware is an ugly kludge with an 8-bit CPU using 16-bit video chips, as a result there is a lot of strange banking going on making it very difficult to emulate.
- 8th March 2004: R. Belmont - I cleaned up my does-nothing Lethal Enforcers driver and sent it in for 0.80. 6309 experts (both of them) are welcome to try and make it do something.
- 28th February 2004: R. Belmont added 8-bit access to the K054157 Konami chip and sent in a preliminary Lethal Enforcers driver which doesn't really work at all.
LEVELS: 5
Other Emulators:
* FB Alpha
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Arcade Video game published 27 years ago:
Lethal Enforcers (c) 1992 Konami Company, Ltd
As an undercover police officer the player's mission is to put a stop to an array of criminals ranging from bank robbers, hijackers and numerous other law breakers. As well as upholding the law, players must also try to protect innocent members of the public from the criminal gangs, being careful not to accidentally shoot them. Shooting innocent victims will result in the player's energy level being severely reduced.
Lethal Enforcers is an on-the-rails light-gun game. The player is initially armed only with a standard issue revolver, but weapon upgrades such as a .357 Magnum, a shotgun and an automatic pistol can be collected by shooting at their on-screen counterparts as the game progresses. While some weapons can be reloaded, others can't and are only useful for a limited time. Any weapon upgrades are lost in the event of a player losing a life.
- TECHNICAL -
Game ID : GX191
Main CPU : HD6309 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : K054539 (@ 48 Khz)
Players : 2
Control : light-gun
Buttons : 1
- TRIVIA -
Lethal Enforcers was released in October 1992.
The game was a big hit in arcades, especially younger male audiences tended to widely accept the game. The mix of lightgun action, digitized graphics and sound and the multiplayer feature made this game an attractive addition for almost every arcade, quickly regaining the purchase cost in most cases.
The machine could be switched to "Street Mode" or "Arcade Mode" in the settings, where "Street mode" allowed the player to select the desired stage while "Arcade mode" followed the stages in strict order.
There were two different lightgun types used, a Revolver style lightgun that resembles the gun from the title screen and a slightly smaller gun that resembles a semi-automatic handgun.
The probable inspiration for the title screen introduction for Lethal Enforcers is the 1973 film 'Magnum Force' starring Clint Eastwood.
King Records released a limited-edition soundtrack album for this game (Konami Amusement Sounds '93 Summer - KICA-7616, 7617) on August 21, 1993.
Michael Jackson used to own this game (serial number: 191251). It was sold at the official Michael Jackson Auction on April 24, 2009.
- UPDATES -
The Japanese version differs from the US version in 3 aspects:
1. It is possible to see the ending in street mode provided that the main stages are selected and not the training range, but only on the japanese version.
2. Some of the criminals shout "Die, pigs!" as a taunt in the Japanese version. This taunt is omitted from the US version due to the "pig" taunt being considered as a strong direct insult towards police officers.
3. The reloading animation is different. In the japanese version, it shows how the gun is supposed to be reloaded, while the US version features an animation on how to reload by showing a female shooting the gun outside of the screen.
- TIPS AND TRICKS -
* On the first area of Stage 1 (the bank robbery), a masked gunman in black will roll out from behind the desk at the front of the room at the left end of the screen. You need to shoot the enemy as quickly as possible when he first appears, and if you do, an assault rifle will drop to the floor. Shoot it quickly to pick it up.
* On the second area of the same stage, in the street behind the bank, when you've nearly completed it, there will appear another masked gunman at the left end of the screen, and if you shoot him quickly enough the first time he pops out, a rifle will drop to the ground too. Shoot it quickly to get it before it disappears.
* On the third area of the Stage 3 (the airport), there are two terrorists with large rifles hidden inside two crates that take two shots to kill. When you complete the five stages the game has and the game starts again with increased difficulty, another of these gunmen will burst out of a luggage carrier on the second area of the same stage.
* At the left end of the third area on Stage 3, there's a fuel truck that takes a couple shots to blow up. If you can shoot it at the right moment, the explosion will affect at least one terrorist hiding behind it.
* On the first area of Stage 5 (the chemical plant), there's a bridge platform at the top right that leads above the office room. You can shoot this platform down with several shots to keep enemies from crossing it.
- SERIES -
1. Lethal Enforcers (1992)
2. Lethal Enforcers II - Gun Fighters (1994)
3. Lethal Enforcers 3 (2005)
- STAFF -
Programmer : Y. Hatano
Game Graphics : S. Johnson
Photographers : J. Narita, D. Marshall
Sound Effects : H. Maezawa
Music Composer : Kenichiro Fukui
Hardware Designers : H. Matsuura, H. Uenu
Cabinet Graphics : K Hale
Director : Y. Hatano
- PORTS -
* CONSOLES:
[EU] Sega Mega Drive (1993)
[US] Sega CD (1993) [Model T-95015]
Sega CD [EU] (1993) [Model T-95015-50]
[US] Sega Genesis (jul.25, 1993)
[JP] Sega Mega Drive (dec.10, 1993) [Model T-95073]
Sega Mega-CD [JP] (oct.29, 1993) [Model T-95014]
[EU] Nintendo SNES (1994) [Model SNSP-LK]
[US] Nintendo SNES (jan.1994) [Model SNS-LK]
[JP] Nintendo Super Famicom (mar.11, 1994) [Model SHVC-LK]
[US] Sony PlayStation (1997, "Lethal Enforcers I & II [Model SLUS-00293]")
[EU] Sony PlayStation (nov.1997, "Lethal Enforcers I & II [Model SLES-00542]")
[JP] Sony PlayStation (nov.20, 1997; "Lethal Enforcers Deluxe Pack [Model SLPM-86025]")
- CONTRIBUTE -
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