Sengoku 3 has really well-designed characters. The sprite animation is extremely smooth, the sprites themselves are well designed and appealing (especially Okuni’s… heheh), and some of the effects are really pretty. Just try to imagine if Garou: Mark of the Wolves was made into a beat’em up and you’d have an idea of how amazing this game looks. Sengoku 3 is one of the best looking games on Neo Geo. The look of the game is also very distinctive. The standard archetypes and conventions of the beat’em up genre are completely discarded in favor of characters and motifs more like something out of Samurai Showdown. The first thing one notices about Sengoku 3 compared to its unworthy predecessors are its production values. Sengoku 3 basically runs off of the same engine, and that’s a very good thing. Sengoku 3 was produced by a small company called Noise Factory (whom also worked on Metal Slug 4, Rage of the Dragons, Matrimelee, and King of Fighters: Maximum Impact), which had previously developed another awesome and eerily similar arcade beat’em up called Gaia Crusaders. In 2000, SNK filed for bankruptcy, and most of its more prestigious properties, like Samurai Showdown and even The King of Fighters for a short stint, were passed on to various small developers like Eolith and Yuki Enterprises. Sengoku 3 was developed after the “demise” of SNK in the late 90s. The third, final, and very unexpected installment of the Sengoku series is superior to the first two games on a logarithmic scale. Sengoku 3: Checks M1 ROM too, displays "M1-ROM ERROR." if Z80 doesn't reply to command 1 in $7FFF iterations loop.So after two interesting but ultimately sub-standard beat-em-ups, the Sengoku series finally delivers. $10FCEE = $FF if Z80 was too slow.Īs seen in MAME's source (), a few games are known to do this check: That VRAM value is then read back and added to $74AB (=$10000 if checks passed) to set the byte at $10FCEF (fail) or not.Ī later version of this procedure also times the Z80 reply to command $01. This furthermore verifies that the board has full VRAM. This causes bootleg boards using a copy of the AES system ROM or those that don't handle REG_STATUS_B reads to trigger the security.ĭepending on the result of those checks, the value $8B55 (pass) or $9DBD (fail) is written to VRAM at $7FFF. $10FD82) is zero (BIOS in AES mode), and bit 7 of REG_STATUS_B is set (MVS hardware), the check fails. This causes bootleg boards with no RTC to trigger the security. $10FDD3) is greater than 13 (should be 12 ? Is that a bug ?), the check fails. The calendar data zone in the BIOS RAM is cleared, then READ_CALENDAR is called.If the system doesn't reset itself after a certain amount of time (due to the eventual absence of the watchdog circuit), the game displays the warning screen and locks up. If the game figures out it is being run for the first time on the system (thanks to backup RAM data), it forces a watchdog reset. Such text can't be found because the checking routine uses a XORed version of the same text instead, certainly to confuse hackers. Someone who would want to bypass this check will typically search for the warning text string in the P ROM and references to it in the code. It displays a warning screen and locks the game up if some checks fail. Slot checking is a MVS security measure added in some games produced after 1998 due to the emergence of bootleg MVS boards. Warning screen as shown by Sengoku 3 when booting on MVS hardware with BIOS_MVS_FLAG set to 0 (AES mode).
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