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Skipping hex values is not so strange for a BCD counter (that would be invalid for a decoder IC); clarified the coincounter_w comment
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@ -76,12 +76,15 @@ WRITE8_MEMBER(shootout_state::flipscreen_w)
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}
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/*
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This is actually a 'real' counter... the first write is always 0x40, then when a coin is inserted the game starts to count from 0x01,
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then it counts from 0x02 to 0x09 but strangely it skips the 'hexadecimal letters'... so from 0x09 it goes to
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0x10, 0x11, 0x12, ...0x19, 0x20, and so on...
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The game counts up to 0x99, after that, 0x99 is always written...
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This is actually a double BCD counter (2 BCD digits packet in a byte)...
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The first write is always 0x40, then when a coin is inserted it starts to count from 0x01 up to 0x99.
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When it reaches 99 credits, 0x99 is always written...
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On the shootoutj and shootoutb sets, it works as above but it counts up to 0x09 instead of 0x99.
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On the shootoutj and shootoutb sets, it works as above but it counts up to 0x09 instead of 0x99 (Single BCD digit).
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Note:
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This should be an input for a BCD to 7-segment decoder (e.g. a 74LS47), but all the PCBs I've seen don't have 'onboard'
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display(s), so this was implemented as normal "coin counter" (after all, they both have the same goal: count credits ;))
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*/
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WRITE8_MEMBER(shootout_state::coincounter_w)
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{
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