Various work, needs gfx decoding to proceed ...
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792593a403
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@ -43,6 +43,11 @@ public:
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// screen updates
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UINT32 screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect);
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UINT8 m_bank;
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DECLARE_READ8_MEMBER(bank_r);
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DECLARE_WRITE8_MEMBER(bank_w);
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protected:
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// driver_device overrides
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virtual void machine_start();
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@ -62,18 +67,35 @@ UINT32 dblcrown_state::screen_update( screen_device &screen, bitmap_ind16 &bitma
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return 0;
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}
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READ8_MEMBER( dblcrown_state::bank_r)
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{
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return m_bank;
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}
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WRITE8_MEMBER( dblcrown_state::bank_w)
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{
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m_bank = data;
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membank("rom_bank")->set_entry(m_bank & 0x1f);
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}
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static ADDRESS_MAP_START( dblcrown_map, AS_PROGRAM, 8, dblcrown_state )
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AM_RANGE(0x0000, 0x7fff) AM_ROM
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AM_RANGE(0xa000, 0xb7ff) AM_RAM
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AM_RANGE(0x8000, 0x9fff) AM_ROMBANK("rom_bank")
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AM_RANGE(0xa000, 0xb7ff) AM_RAM // work ram
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AM_RANGE(0xb800, 0xbfff) AM_RAM AM_SHARE("nvram")
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AM_RANGE(0xc000, 0xc3ff) AM_RAM
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AM_RANGE(0xc400, 0xc7ff) AM_RAM
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AM_RANGE(0xd000, 0xdfff) AM_RAM
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AM_RANGE(0xff00, 0xffff) AM_RAM //stack? sp not initialized?
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AM_RANGE(0xc800, 0xcfff) AM_RAM
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AM_RANGE(0xd000, 0xdfff) AM_RAM // vram
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AM_RANGE(0xf000, 0xf1ff) AM_RAM_WRITE(paletteram_xBBBBBGGGGGRRRRR_byte_le_w) AM_SHARE("paletteram") // TODO: correct bit order
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AM_RANGE(0xfe00, 0xfeff) AM_RAM // ??? - both of these seems TC0091LVC-ish ...
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AM_RANGE(0xff00, 0xffff) AM_RAM // ??? /
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ADDRESS_MAP_END
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static ADDRESS_MAP_START( dblcrown_io, AS_IO, 8, dblcrown_state )
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ADDRESS_MAP_GLOBAL_MASK(0xff)
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AM_RANGE(0x11, 0x11) AM_READWRITE(bank_r,bank_w)
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ADDRESS_MAP_END
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static INPUT_PORTS_START( dblcrown )
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@ -132,25 +154,29 @@ static INPUT_PORTS_START( dblcrown )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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INPUT_PORTS_END
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static const gfx_layout tiles16x8_layout =
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/* TODO */
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static const gfx_layout char_8x8_layout =
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{
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8,8,
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RGN_FRAC(1,1),
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4,
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{ 0, 1, 2, 3 },
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{ 8, 0, 12, 4, 24, 16, 28, 20 },
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{ 0*32, 1*32, 2*32, 3*32, 4*32, 5*32, 6*32, 7*32 },
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32*8
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{ STEP4(0,1) },
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{ STEP8(0,4) },
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{ STEP8(0,4*8) },
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8*8*4
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};
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static GFXDECODE_START( dblcrown )
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GFXDECODE_ENTRY( "gfx1", 0, tiles16x8_layout, 0, 16*4 )
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GFXDECODE_ENTRY( "gfx1", 0, char_8x8_layout, 0, 16*4 )
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GFXDECODE_END
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void dblcrown_state::machine_start()
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{
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UINT8 *ROM = memregion("maincpu")->base();
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membank("rom_bank")->configure_entries(0, 0x20, &ROM[0], 0x2000);
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}
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void dblcrown_state::machine_reset()
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@ -168,6 +194,7 @@ static MACHINE_CONFIG_START( dblcrown, dblcrown_state )
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MCFG_CPU_ADD("maincpu",Z80,MAIN_CLOCK/6)
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MCFG_CPU_PROGRAM_MAP(dblcrown_map)
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MCFG_CPU_IO_MAP(dblcrown_io)
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MCFG_CPU_VBLANK_INT("screen",irq0_line_hold)
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/* video hardware */
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MCFG_SCREEN_ADD("screen", RASTER)
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@ -179,7 +206,7 @@ static MACHINE_CONFIG_START( dblcrown, dblcrown_state )
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MCFG_GFXDECODE(dblcrown)
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MCFG_PALETTE_LENGTH(16)
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MCFG_PALETTE_LENGTH(0x100)
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MCFG_NVRAM_ADD_0FILL("nvram")
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@ -202,7 +229,7 @@ ROM_START( dblcrown )
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ROM_REGION( 0x80000, "gfx1", ROMREGION_ERASE00 )
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ROM_LOAD("2.u43", 0x00000, 0x80000, CRC(58200bd4) SHA1(2795cfc41056111f66bfb82916343d1c733baa83) )
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ROM_REGION( 0x0bf1, "pals", 0 ) // in Jedec format
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ROM_LOAD("palce16v8h.u39", 0x0000, 0x0bf1, CRC(997b0ba9) SHA1(1c121ab74f33d5162b619740b08cc7bc694c257d) )
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ROM_END
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@ -31,10 +31,12 @@
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- Belloncho Shintai Kensa: hangs
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- Bishoujo Baseball Gakuen: checks ym2608 after intro screen;
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- The Black Onyx: writes a katakana msg: "sono kata ha koko ni orimasen" then doesn't show up anything. (Needs user disk?)
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- Boukenshatachi: dies after the intro.
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- Campaign Ban Daisenryaku 2: Hangs at title screen?
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- Carigraph: inputs doesn't work?
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- Can Can Bunny: bitmap artifacts on intro, caused by a fancy usage of the attribute vram;
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- Can Can Bunny: no sound (regression);
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- Can Can Bunny Superior: black screen during the intro
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- Chou Bishoujo Densetsu CROQUIS: accesses ports 0xa0-0xa3 and 0xc2-0xc3
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- Combat: mono gfx mode enabled, but I don't see any noticeable quirk?
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- Cranston Manor (actually N88-Basic demo): no sound
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@ -51,8 +53,7 @@
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- Wanderers from Ys: user data disk looks screwed? It loads with everything as maximum as per now ...
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- Xevious: game is too fast (parent pc8801 only)
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list of games/apps that crashes due of floppy issues (* -> denotes games fixed with current floppy code, # -> moans at MESS boot regarding the d88 format with
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current floppy code):
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list of games/apps that crashes due of floppy issues (* -> denotes games fixed with current floppy code, # -> regressed with current floppy code):
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* Agni no Ishi
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* Amazoness no Hihou (takes invalid data from floppy)
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- American Truck / American Truck SR (polls read deleted data command)
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@ -63,11 +64,11 @@
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- Autumn Park (BASIC error)
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* Battle Gorilla
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* Belloncho Shintai Kensa
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# Bishoujo Noriko Part I (writes to FDC CPU ROM then expects some strict values, taken from floppy image)
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- Bishoujo Noriko Part I (writes to FDC CPU ROM then expects some strict values, taken from floppy image)
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* Blassty (attempts to read at 0x801b)
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- Bokosuka Wars (polls read ID command)
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# Boukenshatachi
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# Can Can Bunny Superior
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* Boukenshatachi
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* Can Can Bunny Superior
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- Carmine
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- Castle Excellent (sets sector 0xf4? Jumps to 0xa100 and it shouldn't) (REGRESSED with current floppy code)
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- Card Game Pro 8.8k Plus Unit 1 (prints Disk i/o error 135 in vram, not visible for whatever reason)
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