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View topic - Sega 8-bit winter of dumps Part 4: Janggun-ui Adeul / Street Hero, Comic Bakery

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Sega 8-bit winter of dumps Part 4: Janggun-ui Adeul / Street Hero, Comic Bakery
Post Posted: Sat Feb 18, 2012 3:43 pm
Charming little rarity ahead.






Janggun-ui Adeul (장군의 아들) for the Samsung Gam*Boy / Sega Master System !

Based on 1990' Korean gangster action movie Janggun-ui Adeul (translate as: General's Son), Daou Infosys created this ambitious production around 1992. The game is a side scrolling beat-em-up with relatively elaborate production value for Korean releases of the time. Much like other games from Daou the actual controls sometimes left to be desired, but it is otherwise a rather competent release! It also happens to be among the rare and prized Korean releases (the game set me back a small to acquire :).






Street Hero for the Game Gear !

Daou Infosys then was working out the possibility of releasing Janggun-ui Adeul in Western countries. The game got localized and was slatted for a in the US under the name Street Hero, to be published by Innovation Tech. The game got as far as being reviewed by some magazines at the time but then never released. Well guess what, not only we've got a prototype for it, we've actually got two prototypes!



Following on we've got Korean Comic Bakery / Ppang Gongjang (빵공장) for the Master System, unlicensed MSX1 adaptation of the Konami classic involving croissants and raccoon. Note of some bits were translated to Korean (screenshot on the right).



Last and least, Zoop for the Game Gear in its proper retail version. As it happened, the dump we released back six millions years ago was a prototype provided to us by one of the developer. The actual differences are extremely minor and only affect the ROM header, but here's the correct retail version for completeness.



Laster and leaster, a Korean dump of Choplifter for the SG-1000.

Enjoy!
As a reminder and if there's any confusion to clear up with our releases, we have a dumps release listing at http://www.smspower.org/Dumps/Releases.
Street Hero.jpg (34.75 KB)
Street Hero.jpg

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Temporary Transitional Attachment Fairy
Post Posted: Sat Feb 18, 2012 3:47 pm
This message will auto destruct itself someday.
zoop-gg-us.zip (52.25 KB)
choplifter-sg-kr.zip (17.14 KB)

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Post Posted: Sat Feb 18, 2012 10:54 pm
Thanks for these new releases.

I'm happy to say that all of them appear to work in CrabEmu as of r130 (at least with the BIOS disabled).
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Post Posted: Sun Feb 19, 2012 3:12 am
thanks :) great to see the artwork of these rare games :)
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Post Posted: Sun Feb 19, 2012 5:43 am
Awesome. :)
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Post Posted: Sun Feb 19, 2012 6:17 pm
Wow, the first boss of Street Hero is much harder than the bosses from round 2,3,4. And the soldiers with the guns are 10x as hard as any other regular enemy. Cool game, but the controls are pretty poor.
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Post Posted: Mon Feb 20, 2012 2:17 am
Regarding the 'Notes' for Janggun-ui Adeul (장군의 아들)
"Release date is uncertain. Cartridge and box say "1992" but release sticker says "1995/08". Korean version of Street Hero (GG)."

If the GG port was 1993, then logically 1992 must be correct for the original (opposed to 1995 I mean).
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Post Posted: Thu Feb 23, 2012 10:03 am
Seems like the 2 prototypes support two kind of mappers:

- the usual one ($fffc-$ffff), with $fffc-$fffd only being initialized on startup, then only page 2 ($4000-$7fff) and page 3 ($8000-$bfff) being remapped during game.

- another one, similar to codemasters mapper, except only pages 2 and 3 are remapped.

Basically, each time ROM needs to be remapped, the game will write the same value both to $fffe and $4000 (resp. to $ffff and $8000). Also, there is a bug in version 0 where it writes to $fffa instead of $ffff. But since it writes to $8000 at the same time, emulator that auto-detect "codemaster" mapper type will ignore that bug.

The Master System version seem to use similar mixed mapper support, except the banking scheme is using 8k pages (writes to $4000, $06000,$8000,$a000 control the mapper) or 16k pages, with writes to $fffe and $ffff also controlling ROM bitswapping. Most likely, it is related to some copy protection (characters graphic data look corrupted when walking to the left if this is not emulated) ?
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Post Posted: Thu Feb 23, 2012 10:13 am
I think the bitswapping is a way for the mapper to implement hardware "sprite flipping assistance" - the same data is read out with the pixel order reversed (simply by reversing the bits in each byte), avoiding the need for the game to do the same in code or store the data both ways round.
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Post Posted: Thu Feb 23, 2012 10:51 pm
I can finally play Street Hero/Janggun-ui Adeul for myself! Thanks! :)

BTW, on Kega Fusion 3.64, only the North American version works.
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Post Posted: Fri Feb 24, 2012 12:47 am
Yeah, it will be the unusual mappers used by these games. Kega Fusion fails on a number of other Korean games if I remember rightly.

Sadly, this won't change until Steve Snake updates his emulator (the last update was all the way back in 2007 though).

It's a shame, I've always been a big fan of Kega Fusion - not that MEKA isn't great as well of course! ;-)
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Post Posted: Mon Mar 12, 2012 10:58 pm
Maxim wrote
I think the bitswapping is a way for the mapper to implement hardware "sprite flipping assistance" - the same data is read out with the pixel order reversed (simply by reversing the bits in each byte), avoiding the need for the game to do the same in code or store the data both ways round.


Seems like a more logical explanation indeed, and an ingenious solution :-)
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