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Catalogue of Arcade Emulation Software - the Absolute Reference

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Gradius III (Japan)

0.36b13 [Nicola Salmoria]


Possible Bugs:

- There's another bug in gradius3; or a offset problem or a visible area problem. Reply from Mamesick: Yeah, that's why I changed back in my 32FX the visible area to 304x224 (which is wrong but at least fixes those issues. An hack a la NeoGeo) IIRC someone here in the past said that this happens on the real PCB too. gradius3_0109u1gre robiza / Mamesick


WIP:

- 0.109u1: Fixed sprite layer Gradius III.

- 0.97u2: Mamesick fixed wrong mapped buttons (power-up, shoot and missile).

- 0.95u3: R. Belmont made Gradius III visible area (320x224) region symmetrical and fixed K052109 layer 2's X offset.

- 14th April 2005: R. Belmont - Submitted a fix for the Gradius 3 layer alignment and visible area glitches pointed out by AWJ on MAMETesters.

- 0.59: Added clone Gradius III (World ?).

- 14th March 2002: Chack'n added the Japan version of Captain America and The Avengers, a World version of Gradius 3 and fixed quite a few ROM file names.

- 0.37b1: Phil Stroffolino and Nicola Salmoria support a priority buffer, updated by tilemap.c, which can be used to draw sprites using the new function pdrawgfx(). This allowed to fix many tile/sprite priority bugs e.g. in Ajax, Lightning Thunder, Simpsons, Vendetta, Punk Shot, Gradius III and others.

- 0.36b13: Nicola Salmoria added Gradius III (Japan) (Konami 1989) and clone (Asia).

- 14th March 2000: Eisuke Watanabe fixed Ajax and Gradius 3 priority problems.

- 3rd January 2000: Aaron Giles fixed a Gradius3 endian problem.

- 22nd December 1999: Nicola Salmoria fixed title screens and sprite priorities in Gradius 3.

- 21st December 1999: Nicola Salmoria sent in a driver for Gradius 3.


ARCADE RELEASE: Gradius III (Konami) - 1989/Dec/11


LEVELS: 16


Other Emulators:

* Sparcade


Category: R-Type


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Romset: 3905 kb / 25 files / 1.46 zip