scyclone.cpp: promoted to working status [David Haywood]

- added sound. Discrete part missing;
- added save state support.
This commit is contained in:
Ivan Vangelista 2017-05-06 16:48:36 +02:00
parent 04e63a1de6
commit 1340a45f31

View File

@ -1,38 +1,41 @@
// license:BSD-3-Clause
// copyright-holders:David Haywood
/*
Space Cyclone
Space Cyclone
3 board stack? - the PCB pictures make it very difficult to figure much out
3 board stack? - the PCB pictures make it very difficult to figure much out
seems a bit like 8080bw hardware but with extra sprites and a z80 cpu?
maybe an evolution of Polaris etc.?
seems a bit like 8080bw hardware but with extra sprites and a z80 cpu?
maybe an evolution of Polaris etc.?
there's an MB14241 near the Sprite ROM
there's an MB14241 near the Sprite ROM
1x 8DSW, 1x 4DSW
1x 8DSW, 1x 4DSW
there are 11 HM4716AP RAM chips near the main CPU (1 is unmarked, could be different?)
HM4716AP is 16384 * 1-bit (2048 [0x800] bytes)
there are 11 HM4716AP RAM chips near the main CPU (1 is unmarked, could be different?)
HM4716AP is 16384 * 1-bit (2048 [0x800] bytes)
1bpp of video needs 0x3800 bytes
1bpp of video needs 0x3800 bytes
1bpp video would need 4 of these (with 0x400 bytes leftover)
2bpp video would need 7 of these
3bpp video would need 11 of these (with 0x400 bytes leftover)
mainram is 0x400 bytes (so the leftover in above calc?)
1bpp video would need 4 of these (with 0x400 bytes leftover)
2bpp video would need 7 of these
3bpp video would need 11 of these (with 0x400 bytes leftover)
mainram is 0x400 bytes (so the leftover in above calc?)
Notes:
Notes:
(to check on hardware)
the stars scroll backwards when in cocktail mode, the direction changes when the screen
is flipped but is still reversed compared to upright. We would have no way of knowing
if we're in cocktail mode without checking the dipswitch, so I think this is a game bug
furthermore the game seems to set what I believe to be the 'flipscreen' bit for player 2
even when in 'upright' mode, so it's possible this romset was only really made for a
cocktail table?
(to check on hardware)
the stars scroll backwards when in cocktail mode, the direction changes when the screen
is flipped but is still reversed compared to upright. We would have no way of knowing
if we're in cocktail mode without checking the dipswitch, so I think this is a game bug
furthermore the game seems to set what I believe to be the 'flipscreen' bit for player 2
even when in 'upright' mode, so it's possible this romset was only really made for a
cocktail table?
it looks like the stars should roughly align with the constellations during the
intermissions
*/
#include "emu.h"
@ -41,18 +44,22 @@
#include "screen.h"
#include "speaker.h"
#include "machine/mb14241.h"
#include "sound/sn76477.h"
#include "sound/dac.h"
#include "machine/gen_latch.h"
#include "sound/volt_reg.h"
class scyclone_state : public driver_device
{
public:
scyclone_state(const machine_config &mconfig, device_type type, const char *tag)
: driver_device(mconfig, type, tag),
//m_vram(*this, "vram"),
m_maincpu(*this, "maincpu"),
m_gfxdecode(*this, "gfxdecode"),
m_stars(*this, "stars"),
m_gfx1pal(*this, "gfx1pal"),
m_palette(*this, "palette")
m_palette(*this, "palette"),
m_soundlatch(*this, "soundlatch")
{ }
DECLARE_WRITE8_MEMBER(vidctrl_w);
@ -63,13 +70,15 @@ public:
DECLARE_WRITE8_MEMBER(sprite_tile_w);
DECLARE_WRITE8_MEMBER(starscroll_w);
DECLARE_WRITE8_MEMBER(port0e_w);
DECLARE_WRITE8_MEMBER(port0f_w);
DECLARE_WRITE8_MEMBER(port06_w);
DECLARE_WRITE8_MEMBER(videomask1_w);
DECLARE_WRITE8_MEMBER(videomask2_w);
DECLARE_WRITE8_MEMBER(vram_w);
DECLARE_READ8_MEMBER(vram_r);
DECLARE_WRITE8_MEMBER(snd_3001_w);
// DECLARE_WRITE8_MEMBER(snd_3003_w);
// DECLARE_WRITE8_MEMBER(snd_3004_w);
DECLARE_WRITE8_MEMBER(snd_3005_w);
uint32_t screen_update_scyclone(screen_device &screen, bitmap_rgb32 &bitmap, const rectangle &cliprect);
@ -88,6 +97,7 @@ private:
required_region_ptr<uint8_t> m_stars;
required_region_ptr<uint8_t> m_gfx1pal;
required_device<palette_device> m_palette;
required_device<generic_latch_8_device> m_soundlatch;
/* memory pointers */
std::unique_ptr<uint8_t[]> m_vram;
@ -101,7 +111,6 @@ private:
uint8_t m_sprite_tile;
uint8_t m_starscroll;
uint8_t m_p0e;
uint8_t m_p0f;
uint8_t m_vidctrl;
uint8_t m_hascollided;
@ -124,6 +133,8 @@ private:
void scyclone_state::video_start()
{
m_vram = std::make_unique<uint8_t []>(0x3800*3);
save_pointer(&m_vram[0], "m_vram", 0x3800*3);
m_videowritemask = 0x00;
m_videowritemask2 = 0x00;
@ -195,17 +206,17 @@ uint32_t scyclone_state::draw_starfield(screen_device &screen, bitmap_rgb32 &bit
for (int strip=0;strip<16;strip++)
{
for (int x=0;x<256;x++)
{
{
const uint8_t star = m_stars[((x+m_starscroll) & 0x3f)+(strip*0x40)];
for (int y=0;y<16;y++)
{
const int ypos = (y+16*strip)-32;
if (ypos>=0 && ypos<256)
{
int noclipped = 0;
if (m_vidctrl & 0x08)
noclipped = x < 64*3;
else
@ -251,7 +262,7 @@ uint32_t scyclone_state::draw_bitmap_and_sprite(screen_device &screen, bitmap_rg
uint8_t pal = get_bitmap_pixel(realx, realy);
if (pal) bitmap.pix32(y, (x*8)+i) = paldata[pal];
uint8_t pal2 = get_sprite_pixel(realx, realy);
@ -274,7 +285,7 @@ uint32_t scyclone_state::screen_update_scyclone(screen_device &screen, bitmap_rg
draw_starfield(screen,bitmap,cliprect);
draw_bitmap_and_sprite(screen,bitmap,cliprect);
//popmessage("%02x %02x %02x %02x %02x %02x %02x", m_sprite_xpos, m_sprite_ypos, m_sprite_colour, m_sprite_tile, m_starscroll, m_p0e, m_p0f);
//popmessage("%02x %02x %02x %02x %02x %02x", m_sprite_xpos, m_sprite_ypos, m_sprite_colour, m_sprite_tile, m_starscroll, m_p0e);
return 0;
}
@ -297,23 +308,27 @@ static ADDRESS_MAP_START( scyclone_iomap, AS_IO, 8, scyclone_state )
AM_RANGE(0x03, 0x03) AM_READ_PORT("DSW0") AM_WRITE(vidctrl_w)
AM_RANGE(0x04, 0x04) AM_WRITE(sprite_xpos_w)
AM_RANGE(0x05, 0x05) AM_WRITE(sprite_ypos_w)
AM_RANGE(0x06, 0x06) AM_WRITE(port06_w) // possible watchdog or star twinkle related
AM_RANGE(0x06, 0x06) AM_WRITE(port06_w) // possible watchdog, unlikely to be twinkle related.
AM_RANGE(0x08, 0x08) AM_WRITE(sprite_colour_w)
AM_RANGE(0x09, 0x09) AM_WRITE(sprite_tile_w)
AM_RANGE(0x0a, 0x0a) AM_WRITE(starscroll_w)
AM_RANGE(0x0e, 0x0e) AM_WRITE(port0e_w)
AM_RANGE(0x0f, 0x0f) AM_WRITE(port0f_w)
AM_RANGE(0x0f, 0x0f) AM_DEVWRITE("soundlatch", generic_latch_8_device, write)
AM_RANGE(0x40, 0x40) AM_WRITE(videomask1_w)
AM_RANGE(0x80, 0x80) AM_WRITE(videomask2_w)
ADDRESS_MAP_END
static ADDRESS_MAP_START( scyclone_sub_map, AS_PROGRAM, 8, scyclone_state )
AM_RANGE(0x0000, 0x07ff) AM_ROM
AM_RANGE(0x0800, 0x1fff) AM_ROM // maybe
AM_RANGE(0x0000, 0x1fff) AM_ROM
AM_RANGE(0x2000, 0x23ff) AM_RAM
AM_RANGE(0x3000, 0x3005) AM_RAM // comms?
AM_RANGE(0x3000, 0x3000) AM_DEVREAD("soundlatch", generic_latch_8_device, read) AM_DEVWRITE("dac", dac_byte_interface, write) // music
AM_RANGE(0x3001, 0x3001) AM_WRITE(snd_3001_w) // written at the same time, with the same data as 0x3005
AM_RANGE(0x3002, 0x3002) AM_DEVWRITE("dac2", dac_byte_interface, write) // speech
// AM_RANGE(0x3003, 0x3003) AM_WRITE(snd_3003_w) // writes 02 or 00
// AM_RANGE(0x3004, 0x3004) AM_WRITE(snd_3004_w) // always writes 00?
AM_RANGE(0x3005, 0x3005) AM_WRITE(snd_3005_w) // written at the same time, with the same data as 0x3001
ADDRESS_MAP_END
static ADDRESS_MAP_START( scyclone_sub_iomap, AS_IO, 8, scyclone_state )
@ -332,7 +347,7 @@ CUSTOM_INPUT_MEMBER(scyclone_state::collision_r)
static INPUT_PORTS_START( scyclone )
PORT_START("IN0")
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_TILT )
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_START2 )
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_START1 )
@ -342,12 +357,12 @@ static INPUT_PORTS_START( scyclone )
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_2WAY
PORT_START("IN1")
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_SPECIAL ) PORT_CUSTOM_MEMBER(DEVICE_SELF, scyclone_state,collision_r, nullptr) // hw collision?
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_SPECIAL ) PORT_CUSTOM_MEMBER(DEVICE_SELF, scyclone_state, collision_r, nullptr) // hw collision?
// maybe these 4 are the 4xdsw bank?
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_COCKTAIL PORT_CONDITION("DSW0",0x04,EQUALS,0x00)
PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_2WAY PORT_COCKTAIL PORT_CONDITION("DSW0",0x04,EQUALS,0x00)
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_2WAY PORT_COCKTAIL PORT_CONDITION("DSW0",0x04,EQUALS,0x00)
@ -386,10 +401,6 @@ READ8_MEMBER(scyclone_state::vram_r)
WRITE8_MEMBER(scyclone_state::vram_w)
{
// this seems to give good colours for most things?
// although the lives appear to be solid pink in video?
// CREDIT text looks poor, but seems to be same on real HW?
#if 0
// halves are NOT equal in between level cutscenes
// this is used when drawing the pointing stick, need closeup reference
@ -397,62 +408,57 @@ WRITE8_MEMBER(scyclone_state::vram_w)
// 0x40 and 0x80 ports always seem equal tho
if ((m_videowritemask & 0xf) != ((m_videowritemask>>4) & 0xf))
{
printf("m_videowritemask halves not equal %02x\n", m_videowritemask);
logerror("m_videowritemask halves not equal %02x\n", m_videowritemask);
}
if ((m_videowritemask2 & 0xf) != ((m_videowritemask2>>4) & 0xf))
{
printf("m_videowritemask2 halves not equal %02x\n", m_videowritemask2);
logerror("m_videowritemask2 halves not equal %02x\n", m_videowritemask2);
}
if ((m_videowritemask) != (m_videowritemask2))
{
printf("m_videowritemask != m_videowritemask2 %02x %02x\n", m_videowritemask, m_videowritemask2);
logerror("m_videowritemask != m_videowritemask2 %02x %02x\n", m_videowritemask, m_videowritemask2);
}
#endif
for (int i=0 ;i<8 ;i++)
for (int i=0; i<8; i++)
{
uint8_t databit = data & (1<<i);
const uint8_t databit = data & (1<<i);
const uint8_t nodatabit = (1<<i);
uint8_t videowritemask = 0;
if (i>=6) videowritemask = (m_videowritemask>>4) & 0x0f;
else if (i>=4) videowritemask = (m_videowritemask>>0) & 0x0f;
if (i>=2) videowritemask = (m_videowritemask2>>4) & 0x0f;
else if (i>=2) videowritemask = (m_videowritemask2>>4) & 0x0f;
else videowritemask = (m_videowritemask2>>0) & 0x0f;
if (databit)
{
if (!(videowritemask & 1)) m_vram[offset] |= databit;
if (!(videowritemask & 2)) m_vram[offset+0x3800] |= databit;
if (!(videowritemask & 4)) m_vram[offset+0x3800+0x3800] |= databit;
}
else
{
uint8_t nodatabit = (1<<i);
if (!(videowritemask & 1) && databit) m_vram[offset] |= databit;
else m_vram[offset] &= ~nodatabit;
m_vram[offset] &= ~nodatabit;
m_vram[offset+0x3800] &= ~nodatabit;
m_vram[offset+0x3800+0x3800] &= ~nodatabit;
if (!(videowritemask & 2) && databit) m_vram[offset+0x3800] |= databit;
else m_vram[offset+0x3800] &= ~nodatabit;
}
if (!(videowritemask & 4) && databit) m_vram[offset+0x3800+0x3800] |= databit;
else m_vram[offset+0x3800+0x3800] &= ~nodatabit;
}
}
WRITE8_MEMBER(scyclone_state::vidctrl_w)
{
// ---- fa-u
// ---- facu
// f = flipscreen (always set during player 2 turn, even in upright mode?!)
// a = alternates during attract mode, enabled during gameplay
// u = unknown but used (set to 1 during gameplay)
// c = coinlock
m_vidctrl = data;
if (data & 0xf2)
if (data & 0xf0)
{
printf("vidctrl_w %02x\n", data);
logerror("vidctrl_w %02x\n", data);
}
}
@ -483,21 +489,14 @@ WRITE8_MEMBER(scyclone_state::starscroll_w)
WRITE8_MEMBER(scyclone_state::port0e_w)
{
// sound trigger?
// could be related to basic sound effects?
//logerror("port0e_w %02x\n",data);
m_p0e = data;
}
WRITE8_MEMBER(scyclone_state::port0f_w)
{
m_p0f = data;
}
WRITE8_MEMBER(scyclone_state::port06_w)
{
// watchdog?
// goes through values 0x06 to 0x01 could also be star related?
}
// these seem to select where the vram writes go
@ -514,6 +513,33 @@ WRITE8_MEMBER(scyclone_state::videomask2_w)
m_videowritemask2 = data;
}
// Sound CPU handlers
WRITE8_MEMBER(scyclone_state::snd_3001_w)
{
// need to clear the latch somewhere, the command value is written back here and at 3005
// after acknowledging a command
// might actually reset the DACs as there are (at least) 2 of them?
m_soundlatch->clear_w(space, 0, data);
}
/*
WRITE8_MEMBER(scyclone_state::snd_3003_w)
{
// m_soundlatch->clear_w(space, 0, data);
}
WRITE8_MEMBER(scyclone_state::snd_3004_w)
{
// m_soundlatch->clear_w(space, 0, data);
}
*/
WRITE8_MEMBER(scyclone_state::snd_3005_w)
{
// m_soundlatch->clear_w(space, 0, data);
}
static const gfx_layout tiles32x32_layout =
{
@ -534,6 +560,16 @@ GFXDECODE_END
void scyclone_state::machine_start()
{
save_item(NAME(m_videowritemask));
save_item(NAME(m_videowritemask2));
save_item(NAME(m_sprite_xpos));
save_item(NAME(m_sprite_ypos));
save_item(NAME(m_sprite_colour));
save_item(NAME(m_sprite_tile));
save_item(NAME(m_starscroll));
save_item(NAME(m_p0e));
save_item(NAME(m_vidctrl));
save_item(NAME(m_hascollided));
}
void scyclone_state::machine_reset()
@ -544,7 +580,6 @@ void scyclone_state::machine_reset()
m_sprite_tile = 0;
m_starscroll = 0;
m_p0e = 0;
m_p0f = 0;
m_hascollided = 0;
}
@ -570,6 +605,10 @@ static MACHINE_CONFIG_START( scyclone, scyclone_state )
MCFG_CPU_ADD("subcpu", Z80, 5000000/2) // LH0080 Z80-CPU SHARP ? MHz (5Mhz XTAL on this sub-pcb)
MCFG_CPU_PROGRAM_MAP(scyclone_sub_map)
MCFG_CPU_IO_MAP(scyclone_sub_iomap)
// no idea, but it does wait on an irq in places, irq0 increases a register checked in the wait loop so without it sound dies after a while
MCFG_CPU_PERIODIC_INT_DRIVER(scyclone_state, irq0_line_hold, 400*60)
MCFG_GENERIC_LATCH_8_ADD("soundlatch")
/* add shifter */
MCFG_MB14241_ADD("mb14241")
@ -587,8 +626,34 @@ static MACHINE_CONFIG_START( scyclone, scyclone_state )
MCFG_PALETTE_ADD("palette", 8 + 4*4)
/* sound hardware */
MCFG_SPEAKER_STANDARD_MONO("mono")
// 2x SN76477N
MCFG_SPEAKER_STANDARD_MONO("speaker")
MCFG_SOUND_ADD("snsnd0", SN76477, 0)
MCFG_SN76477_ENABLE(1)
MCFG_SOUND_ROUTE(ALL_OUTPUTS, "speaker", 0.2)
MCFG_SOUND_ADD("snsnd1", SN76477, 0)
MCFG_SN76477_ENABLE(1)
MCFG_SOUND_ROUTE(ALL_OUTPUTS, "speaker", 0.2)
// this is just taken from route16.cpp
MCFG_SOUND_ADD("dac", DAC_8BIT_R2R, 0)
MCFG_SOUND_ROUTE(ALL_OUTPUTS, "speaker", 0.25) // unknown DAC
MCFG_DEVICE_ADD("vref", VOLTAGE_REGULATOR, 0)
MCFG_VOLTAGE_REGULATOR_OUTPUT(5.0)
MCFG_SOUND_ROUTE_EX(0, "dac", 1.0, DAC_VREF_POS_INPUT)
MCFG_SOUND_ROUTE_EX(0, "dac", -1.0, DAC_VREF_NEG_INPUT)
MCFG_SOUND_ADD("dac2", DAC_8BIT_R2R, 0)
MCFG_SOUND_ROUTE(ALL_OUTPUTS, "speaker", 0.25) // unknown DAC
MCFG_DEVICE_ADD("vref2", VOLTAGE_REGULATOR, 0)
MCFG_VOLTAGE_REGULATOR_OUTPUT(5.0)
MCFG_SOUND_ROUTE_EX(0, "dac2", 1.0, DAC_VREF_POS_INPUT)
MCFG_SOUND_ROUTE_EX(0, "dac2", -1.0, DAC_VREF_NEG_INPUT)
MACHINE_CONFIG_END
ROM_START( scyclone )
@ -601,16 +666,15 @@ ROM_START( scyclone )
ROM_LOAD( "DE12.7H.2716", 0x2800, 0x0800, CRC(208e3e9a) SHA1(07f0e6c5417584eef171d8dcad83d741f88c9348) )
ROM_REGION( 0x2000, "subcpu", 0 )
ROM_LOAD( "DE18.IC1.2716", 0x0000, 0x0800, CRC(182a5c24) SHA1(0ba29b6b3e7ec97c0b0748a6e60bb1a737dc55fa) )
// maybe load here based on board layout
ROM_LOAD( "DE18.IC1.2716", 0x0000, 0x0800, CRC(182a5c24) SHA1(0ba29b6b3e7ec97c0b0748a6e60bb1a737dc55fa) )
ROM_LOAD( "DE04.IC9.2716", 0x0800, 0x0800, CRC(098269ac) SHA1(138af858bbbd73380086f971bcdd52ae47e2b667) )
ROM_LOAD( "DE05.IC14.2716", 0x1000, 0x0800, CRC(878f68b2) SHA1(2c2fa1b9053664ec26452ab0b35e2ae550601cc9) )
ROM_LOAD( "DE06.IC19.2716", 0x1800, 0x0800, CRC(0b1ead90) SHA1(38322b39f4420408c223cdbed3b75692a3d70746) )
ROM_REGION( 0x0800, "gfx1", 0 ) // 32x32x2 sprites?
ROM_REGION( 0x0800, "gfx1", 0 ) // 32x32x2 sprites
ROM_LOAD( "DE01.11C.2716", 0x0000, 0x0800, CRC(bf770730) SHA1(1d0f9235b0618e3f4dd6db47efbdf92e2b00f5f6) )
ROM_REGION( 0x0400, "gfx1pal", 0 ) // format is 00 xx xx xx 00 xx xx xx 00 xx xx xx 00 xx xx xx (rest of rom unused) so probably 4 palettes for the 2bpp sprites
ROM_REGION( 0x0400, "gfx1pal", 0 ) // only 16 bytes of this are actually used
ROM_LOAD( "DE02.5B.82S137", 0x0000, 0x0400, CRC(fe4b278c) SHA1(c03080ab4d3fb84b8eec7087b925d1a1d8565fcc) )
ROM_REGION( 0x0840, "stars", 0 ) // probably the starfield bitmap
@ -621,4 +685,4 @@ ROM_START( scyclone )
ROM_LOAD( "DE17.2E.82S123", 0x0020, 0x0020, CRC(3c8572e4) SHA1(c908c4ed99828fff576c3d0963cd8b99edeb993b) )
ROM_END
GAME( 1980, scyclone, 0, scyclone, scyclone, driver_device, 0, ROT270, "Taito Corporation", "Space Cyclone", MACHINE_NOT_WORKING | MACHINE_IMPERFECT_COLORS | MACHINE_NO_SOUND )
GAME( 1980, scyclone, 0, scyclone, scyclone, driver_device, 0, ROT270, "Taito Corporation", "Space Cyclone", MACHINE_IMPERFECT_COLORS | MACHINE_IMPERFECT_SOUND | MACHINE_SUPPORTS_SAVE )