[3D鐵板陣系列,紐約槍手系列](街機)[遊戲下載]
本帖最後由 sjy96525 於 2018-2-2 10:07 編輯【檔案名稱】:太空大戰 (3D版鐵板陣遊戲),紐約槍手,鐵板陣3DG,洛杉磯機槍手
【遊戲語言】:英語,日語
【遊戲平台】:街機
【解壓密碼】:無
【檔案大小】:3.1MB(太空大戰 (3D版鐵板陣遊戲)),16.2MB(紐約槍手),14.5MB(鐵板陣3DG),72.7MB(洛杉磯機槍手)
【存活時間】:自然死
【檔案內容】:壓縮檔
【存放空間】:BD
【遊戲簡介】 :
港澳臺地區的市民,學生最喜愛的遊戲。
【其他說明】:無
【圖片預覽】:
http://upload.ouliu.net/i/20180202094323tad06.jpeg
http://upload.ouliu.net/i/201802020944050n6v7.jpeg
http://upload.ouliu.net/i/201802020944360xxgd.jpeg
http://upload.ouliu.net/i/20180202094523lcpno.jpeg
http://upload.ouliu.net/i/20180202094704t564b.png
http://upload.ouliu.net/i/20180202094725d9htr.png
http://upload.ouliu.net/i/201802020948279fd2r.jpeg
http://upload.ouliu.net/i/20180202094848ynqpx.jpeg
http://upload.ouliu.net/i/201802020949133l0ha.jpeg
http://upload.ouliu.net/i/20180202094936wudvk.jpeg
http://upload.ouliu.net/i/20180202095006y83s0.png
http://upload.ouliu.net/i/20180202095034trs4c.png
http://www.arcade-history.com/images/game/3413_1.png
http://upload.ouliu.net/i/2016040422414503ro9.jpeg
http://upload.ouliu.net/i/20160404224653gb2fz.jpeg
http://upload.ouliu.net/i/201604042247040hqtf.jpeg
【下載連接】:
3D鐵板陣系列包括太空大戰 (3D版鐵板陣遊戲),鐵板陣3DG,紐約槍手系列包括紐約槍手,洛杉磯機槍手
太空大戰 (3D版鐵板陣遊戲),鐵板陣3DG
儘量要更新模擬器。
模擬器:http://pan.baidu.com/s/1c152vja
太空大戰 (3D版鐵板陣遊戲):https://pan.baidu.com/s/1ggzGlVX
鐵板陣3DG:http://pan.baidu.com/s/1jIeKlP8
紐約槍手
儘量要更新模擬器。
模擬器:http://pan.baidu.com/s/1ge1bzDh
https://pan.baidu.com/s/1sjLTfI1
洛杉磯機槍手
儘量要更新模擬器。
模擬器:http://pan.baidu.com/s/1nu0iP0t
http://pan.baidu.com/s/1mhS2dHe
安裝說明:
必須下載模擬器+ROMS+LA Machineguns.bat運行遊戲,把“LA Machineguns.bat”放在模擬器資料夾裏,請選擇“LA Machineguns.bat”運行遊戲。
調整區域:
依次輸入1P Start, 1P Start, Service, 1P Start, 1P Start, 1P Start, Service, Test. Supermodel SVN r345:
r313
add missing project files
r314
Use proper texture wrapping mode for 2d. Stops garbage down the top and left sides. Should really use NPOT texture.
r315
add missing file
r316
Whitespace, cstdint types
r317
Added encryption keys, converted to cstdint types, fixed whitespace
r318
Added virtual destructor to CDSB
r319
Encryption device emulation (thanks to MAME), fixed warnings in Model3.cpp, added a string formatter helper, and updated Win32 GCC Makefile.
r320
add missing include
r321
Possible work around for slightly incorrect viewport positions in ECA and harley
r322
Update vs project for encryption code
r323
Added a comment: observation of Star Wars and Scud Race color modulation issues.
r324
Use the correct texture enable bit
r325
rgb values were swapped for paletted colours
r326
8-bit texture upload byte selection (thanks to Ville; but not tested yet); code cleanup
r327
Do not print extra hardware message when there is none
r328
Fixed Types.h include
r329
Fixed texture enable bit (fixes Star Wars light sabers and Sega Rally 2 cones) and added a hack for (and more comments about) color modulation. Scud Race, Sega Rally 2, LA Machineguns, etc. look correct now, but Fighting Vipers 2 shadows are no longer dark enough. Other bugs may exist.
r330
Added a comment about viewports
r331
Clamping diffuse+ambient light intensity to 1.0 (legacy engine)
r332
change tex format 4
r333
revert viewport code
r334
Fixes for non-Windows builds: Makefile updated and fixed header files in Vec.cpp
r335
Changed help text to explain that -sound-volume and -music-volume only take effect when DSB is present
r336
tweak frustum planes
r337
Created IEmulator interface, renamed CBus to IBus and CPCIDevice to IPCIDevice. Frames now rendered when emulator paused.
r338
Magical Truck Adventure expects 0x03 to be returned from MIDI control port (thanks, Ville). Game now boots but crashes because VROM texture uploads clobber memory for some reason.
r339
Fixed Magical Truck Adventure country check (accidentally removed a line in previous commit).
r340
Fixed Magical Truck Adventure by emulating VROM texture ports as a FIFO. Now, VF3 crashes on Akira's stage (and probably the other stages with texture glitches). Other games may be affected, too (not thoroughly tested yet).
r341
Debugger compilation fixed: CBus -> IBus
r342
Figured out Step 1.0 VROM texture uploads. Fixes missing textures in VF3 and VF3TB.
r343
Fix - cannot specify explicit initializer for arrays
r344
Don't use variable sized variables across platforms, unless needed
r345
you were right Bart :) (Fixes broken sound in last build) Supermodel SVN r397:
r348
Fixed 8-bit texture decoding in legacy 3D engine. Contour mode/alpha still needs to be made consistent (as much as possible) with new engine.
r349
Updated Mac OS X Makefile
r350
simplify list code
r351
avoid cast warning
r352
simplify
r353
walk siblings before children, fixes some of the transparency drawing issues in ocean hunter
r354
parse viewports in normal order
r355
Flattened out nested if-statements in new engine's fragment shader to improve compatibility with older GPUs (e.g., NVS 300)
r356
Fixed white space and warnings. Fixed second argument to -dis option in cases where other numerical parameters are specified on command line.
r357
Changed save state file version (r340 changed Real3D save format, breaking compatibility with older states, and states were probably already incompatible with 0.2a)
r358
Using IEmulator interface instead of CModel3 directly
r359
Added a debug option to load and render a single frame of graphics state from a save state file. Only available if compiled with DEBUG defined. Invoked using: -gfx-state=<file> on command line.
r360
Legacy engine: vertex normals are standalone and do not need to be added to polygon normal
r361
fix model normals, add code for fixed shading, as of yet flag to turn it on is unknown
r362
Added an updated description of the polygon header to the top of Legacy3D/Models.cpp
r363
Updated polygon header description with double-sided bit (forgot it in last update!)
r364
Added utility function to write BMP files
r365
Polygon header bit analysis code (need to #define DEBUG and use -gfx-state option)
r366
Forgot a newline
r367
simplify
r368
make compilable with visual studio
r369
update project
r370
color flag
r371
Fixed polygon header bit analysis code: was forgetting to swap GL buffer back to retrieve pixels from last rendered frame
r372
Legacy engine: extracting fixed shading component (but still can't use it because unsure of how to activate)
r373
Luminous bit is now also dumped in polygon header analysis because shading modes may depend on whether or not lighting is enabled
r374
read front buffer
r375
Legacy engine: preliminary per-vertex fixed shading. Only limited testing with LA Machineguns (appears to work), Sega Rally 2 (appears okay), and Scud Race (fixes expert course bridge but not other mis-colored polygons).
r376
fixed shading code
r377
Updated to-do comments
r378
Fix fixed shading maths
r379
Daytona seems to use 3 bits for texture transparency, will figure it out later but for now this works
r380
Legacy engine: fixed per-vertex fixed shading to incorporate Ian's findings that the intensity value is signed and that fixed shading applies only when lighting is enabled
r381
Turn off lighting if fixed shading (or no normals) flag is present. Fixes some of the lighting weirdness in scud
r382
wrap invalid texture sizes, seems to fix bad textures in srally2 (skid marks)
r383
Added support for A1RGB5 to BMP file writer and added a (commented-out) example of how to use it to dump texture memory in ~CReal3D()
r384
fix compilation
r385
skip viewports marked as disabled, might stop parsing some bad data
r386
preliminary microtexture
r387
set correct microtexture wrap mode
r388
Make sure texture is bound to correct texture unit, stop flashing micro textures in daytona
r389
support flat shading
r390
Flat shaded polys can't share vertex normals with adjacent connected polys. Fixes some bad lighting in Harley on pavements
r391
Fixed compilation on gcc (gotos cannot cross variable declarations)
r392
update poly header class
r393
Changed XInput DLL failure message
r394
Split face colour from per vertex poly colour. Fixes colour bleeding between connected polys in harley.
r395
remove pointless loop
r396
add texture helper functions
r397
Rewrote 2D renderer and fixed 2D layer priorities, stencil mask clipping (Scud Race 'ROLLING START'), and cleaned up code. Unfortunately, the new code is about 50% slower, mostly due to the need to perform stencil clipping after scrolling. 更新了鏈接:):):) 添加了太空大戰 (3D版鐵板陣遊戲),紐約槍手,鐵板陣3DG。
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