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* starshp1: Fast/Slow control from toggled to momentary, as in real game * Update clocks per latest information * Add note about Throttle Level behaviour * Change format of comments
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@ -26,7 +26,7 @@
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#define STARSHP1_SL2_SND NODE_17
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/* Timing signals */
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#define STARSHP1_HSYNC 15750 /* per manual */
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#define STARSHP1_HSYNC (STARSHP1_PIXEL_CLOCK / STARSHP1_HTOTAL)
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#define STARSHP1_S1V STARSHP1_HSYNC / 2
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#define STARSHP1_S128V STARSHP1_S1V / 128
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@ -197,7 +197,10 @@ static INPUT_PORTS_START( starshp1 )
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PORT_DIPNAME( 0x20, 0x20, "Extended Play" )
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PORT_DIPSETTING( 0x00, DEF_STR( No ) )
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PORT_DIPSETTING( 0x20, DEF_STR( Yes ) )
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PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_TOGGLE
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// IPT_BUTTON3 is the Speed lever (Throttle)
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// This is _not_ IPT_TOGGLE, even though it looks like one.
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// It returns to SLOW unless you hold it down (FAST)
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PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_BUTTON3 )
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PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_COIN1 )
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PORT_START("VBLANK")
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@ -14,8 +14,16 @@
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* probably too low. I suspect that screen is not really
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* 512 pixels wide -- most likely 384, which would give 60Hz
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*
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* Some of the graphics, like the starfield, is clocked with the
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* 12MHz signal, effectively doubling the horizontal resolution
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* Based on photographs of the PCB, and analysis of videos of
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* actual gameplay, the horizontal screen really is 384 clocks.
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*
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* However, some of the graphics, like the starfield, are
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* clocked with the 12MHz signal. This effectively doubles
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* the horizontal resolution:
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*
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* 6.048Mhz clocks 12.096Mhz clocks
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* Horizontal Visible Area 384 (0x180) 768 (0x300)
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* Horizontal Blanking Time 128 (0x080) 256 (0x100)
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*/
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#include "sound/discrete.h"
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@ -24,8 +32,8 @@
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#define STARSHP1_MASTER_CLOCK (12096000)
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#define STARSHP1_CPU_CLOCK (STARSHP1_MASTER_CLOCK / 16)
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#define STARSHP1_PIXEL_CLOCK (STARSHP1_MASTER_CLOCK / 2)
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#define STARSHP1_HTOTAL (0x200)
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#define STARSHP1_PIXEL_CLOCK (STARSHP1_MASTER_CLOCK)
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#define STARSHP1_HTOTAL (0x300)
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#define STARSHP1_HBEND (0x000)
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#define STARSHP1_HBSTART (0x200)
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#define STARSHP1_VTOTAL (0x106)
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