Mirai Senshi: Lios

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Mirai Senshi: Lios (未来戦史:ライオス Mirai Senshi: Raiosu translates to "Future Wars: Lios") is a strategy game developed and published by Pack-In-Video. The objective of the game is to defeat the opponent's main robot and their base. Along the way, you can collect enemy's weapons and powerups after defeating them. A translated version of the game is available. Once you make it to the castle (located at the top of the map), you must defeat the final boss and you have won.

Easy Cheats

See the guide on Easy Cheats to find out how to use these.

040A - BE - Infinite Hit Points: Base
041A - 96 - Infinite Hit Points: Main Robot
050A - 01 - 1-Hit Kill: Enemy's Base
051A - 01 - 1-Hit Kill: Enemy's Main Robot
0014 - A8 - Reset Game to See Ending

Japan

Mirai Senshi Lios - FC - Title Screen.png

Memory Addresses

(Note: Do not freeze the enemy's addresses at 00 or else the game will glitch and crash. Freeze the number at 01.)

0429-042B - 3C - Player's Robots: Infinite Health 1
0439-043B - 3C - Player's Robots: Infinite Health 2
0449-044B - 3C - Player's Robots: Infinite Health 3
0459-045B - 3C - Player's Robots: Infinite Health 4
0469-046B - 3C - Player's Robots: Infinite Health 5
0479-047B - 3C - Player's Robots: Infinite Health 6
0489-048B - 3C - Player's Robots: Infinite Health 7

0529-052B - 01 - Enemy's Robots: One Hit Point Left 1
0539-053B - 01 - Enemy's Robots: One Hit Point Left 2
0549-054B - 01 - Enemy's Robots: One Hit Point Left 3
0559-055B - 01 - Enemy's Robots: One Hit Point Left 4
0569-056B - 01 - Enemy's Robots: One Hit Point Left 5

Game Code

Frequency Registers

The game uses a variant of Junichi Saito's driver, who was credited for sound effects in the game. This variant of the driver was used in Die Hard and Bakushou! Star Monomane Shittenou. However, this one has been modified specifically for this game. Only one octave is programmed, and an unknown algorithm is used to divide the frequencies by 2 to attain higher notes/octaves. For example, B-1's note, $0378 / 2 = $01BC (B-2).

Additionally, this game is the only one to use DPCM samples, as this game has digitized drums.

A#2 = 1D5
A-2 = 1F2
G#2 = 210
G-2 = 22F
F#2 = 251
F-2 = 274
E-2 = 298
D#2 = 2C0
D-2 = 2EB
C#2 = 317
C-2 = 345
B-1 = 378