ambush: Rewrite driver.

- Use tilemap system to draw background/foreground characters (and use
generic gfx_8x8x2_planar layout)
- Add mario and dkong3 bootlegs running on extended hardware (color
PROMs for those haven't been dumped, using the PROMs from the original
currently)
- Update and correct dip switches
- Document tile attribute RAM and sprite RAM layout bits
- Use screen raw parameters
- Add connector layout
- Update TODO list
- Update ROM filenames

New working driver:
-------------------
Donkey Kong 3 (bootleg on Ambush hardware)
This commit is contained in:
Dirk Best 2017-02-11 14:40:49 +01:00
parent 845b292602
commit 1341bc5321
10 changed files with 829 additions and 813 deletions

View File

@ -3852,8 +3852,6 @@ files {
createMAMEProjects(_target, _subtarget, "tecfri")
files {
MAME_DIR .. "src/mame/drivers/ambush.cpp",
MAME_DIR .. "src/mame/includes/ambush.h",
MAME_DIR .. "src/mame/video/ambush.cpp",
MAME_DIR .. "src/mame/drivers/holeland.cpp",
MAME_DIR .. "src/mame/includes/holeland.h",
MAME_DIR .. "src/mame/video/holeland.cpp",

View File

@ -419,8 +419,6 @@ void mario_state::sound_start()
{
device_t *audiocpu = machine().device("audiocpu");
if (!audiocpu) return;
#if USE_8039
uint8_t *SND = memregion("audiocpu")->base();
@ -442,8 +440,6 @@ void mario_state::sound_start()
void mario_state::sound_reset()
{
if (!m_audiocpu) return;
address_space &space = machine().device("audiocpu")->memory().space(AS_PROGRAM);
#if USE_8039

File diff suppressed because it is too large Load Diff

View File

@ -94,10 +94,9 @@ write:
#include "emu.h"
#include "cpu/z80/z80.h"
#include "machine/z80dma.h"
#include "sound/ay8910.h"
#include "includes/mario.h"
/*************************************
*
* statics
@ -176,34 +175,6 @@ static ADDRESS_MAP_START( mario_io_map, AS_IO, 8, mario_state)
ADDRESS_MAP_END
static ADDRESS_MAP_START( mariobl_map, AS_PROGRAM, 8, mario_state)
AM_RANGE(0x0000, 0x5fff) AM_ROM
AM_RANGE(0x6000, 0x6fff) AM_RAM
AM_RANGE(0x7000, 0x71ff) AM_RAM AM_SHARE("spriteram") /* physical sprite ram */
AM_RANGE(0x7200, 0x72ff) AM_RAM // attrram? (only enough for sprites?)
AM_RANGE(0x7300, 0x737f) AM_RAM // probably x-scroll?
AM_RANGE(0x7380, 0x7380) AM_WRITE(mariobl_scroll_w)
AM_RANGE(0x7281, 0x73ff) AM_RAM // seems to have scroll vals for every column on this bl
AM_RANGE(0x7400, 0x77ff) AM_RAM_WRITE(mario_videoram_w) AM_SHARE("videoram")
//AM_RANGE(0xa000, 0xa000) AM_READ_PORT("IN1")
AM_RANGE(0xa000, 0xa000) AM_READNOP /* watchdog? */
AM_RANGE(0xa100, 0xa100) AM_READ_PORT("DSW") /* DSW */
AM_RANGE(0xa206, 0xa206) AM_WRITE(mario_gfxbank_w)
AM_RANGE(0x8000, 0x9fff) AM_ROM
AM_RANGE(0xb000, 0xbfff) AM_ROM
AM_RANGE(0xe000, 0xffff) AM_ROM
ADDRESS_MAP_END
static ADDRESS_MAP_START( mariobl_io_map, AS_IO, 8, mario_state )
ADDRESS_MAP_GLOBAL_MASK(0xff)
AM_RANGE(0x00, 0x00) AM_DEVREADWRITE("ay1", ay8910_device, data_r, address_w)
AM_RANGE(0x01, 0x01) AM_DEVWRITE("ay1", ay8910_device, data_w)
AM_RANGE(0x80, 0x80) AM_DEVREADWRITE("ay2", ay8910_device, data_r, address_w)
AM_RANGE(0x81, 0x81) AM_DEVWRITE("ay2", ay8910_device, data_w)
ADDRESS_MAP_END
/*************************************
*
* Port definitions
@ -309,115 +280,6 @@ static INPUT_PORTS_START( marioj )
INPUT_PORTS_END
static INPUT_PORTS_START( mariobl )
PORT_START("SYSTEM")
PORT_SERVICE_NO_TOGGLE( 0x01, IP_ACTIVE_LOW )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON1 )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_COCKTAIL
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_START2 )
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_START1 )
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_COIN2 )
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_COIN1 )
PORT_START("INPUTS")
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_COCKTAIL
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_COCKTAIL
PORT_START("DSW")
PORT_DIPNAME( 0x03, 0x00, DEF_STR( Lives ) ) PORT_DIPLOCATION("SW1:!1,!2")
PORT_DIPSETTING( 0x00, "3" )
PORT_DIPSETTING( 0x01, "4" )
PORT_DIPSETTING( 0x02, "5" )
PORT_DIPSETTING( 0x03, "6" )
PORT_DIPNAME( 0x1c, 0x00, DEF_STR( Coinage ) ) PORT_DIPLOCATION("SW1:!3,!4,!5")
PORT_DIPSETTING( 0x08, DEF_STR( 3C_1C ) )
PORT_DIPSETTING( 0x10, DEF_STR( 2C_1C ) )
PORT_DIPSETTING( 0x00, DEF_STR( 1C_1C ) )
PORT_DIPSETTING( 0x18, DEF_STR( 1C_2C ) )
PORT_DIPSETTING( 0x04, DEF_STR( 1C_3C ) )
PORT_DIPSETTING( 0x0c, DEF_STR( 1C_4C ) )
PORT_DIPSETTING( 0x14, DEF_STR( 1C_5C ) )
PORT_DIPSETTING( 0x1c, DEF_STR( 1C_6C ) )
PORT_DIPNAME( 0x20, 0x20, "2 Players Game" ) PORT_DIPLOCATION("SW1:!6")
PORT_DIPSETTING( 0x00, "1 Credit" )
PORT_DIPSETTING( 0x20, "2 Credits" )
PORT_DIPNAME( 0xc0, 0x00, DEF_STR( Bonus_Life ) ) PORT_DIPLOCATION("SW1:!7,!8")
PORT_DIPSETTING( 0x00, "20k 50k 30k+" )
PORT_DIPSETTING( 0x40, "30k 60k 30k+" )
PORT_DIPSETTING( 0x80, "40k 70k 30k+" )
PORT_DIPSETTING( 0xc0, DEF_STR( None ) )
PORT_START("MONITOR")
PORT_CONFNAME( 0x01, 0x00, "Monitor" )
PORT_CONFSETTING( 0x00, "Nintendo" )
PORT_CONFSETTING( 0x01, "Std 15.72Khz" )
INPUT_PORTS_END
static INPUT_PORTS_START( dkong3abl )
PORT_START("SYSTEM")
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON2 )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON1 )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_COCKTAIL
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_COCKTAIL
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_START2 )
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_START1 )
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_COIN2 )
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_COIN1 )
PORT_START("INPUTS")
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_COCKTAIL
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_COCKTAIL
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_COCKTAIL
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_COCKTAIL
PORT_START("DSW")
PORT_DIPNAME( 0x01, 0x01, DEF_STR( Unknown ) )
PORT_DIPSETTING( 0x01, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x02, 0x02, DEF_STR( Unknown ) )
PORT_DIPSETTING( 0x02, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x04, 0x04, DEF_STR( Unknown ) )
PORT_DIPSETTING( 0x04, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x08, 0x08, DEF_STR( Unknown ) )
PORT_DIPSETTING( 0x08, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x10, 0x10, DEF_STR( Unknown ) )
PORT_DIPSETTING( 0x10, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x20, 0x20, DEF_STR( Unknown ) )
PORT_DIPSETTING( 0x20, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x40, 0x40, DEF_STR( Unknown ) )
PORT_DIPSETTING( 0x40, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x80, 0x80, DEF_STR( Unknown ) )
PORT_DIPSETTING( 0x80, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_START("MONITOR")
PORT_CONFNAME( 0x01, 0x00, "Monitor" )
PORT_CONFSETTING( 0x00, "Nintendo" )
PORT_CONFSETTING( 0x01, "Std 15.72Khz" )
INPUT_PORTS_END
/*************************************
*
@ -455,42 +317,6 @@ static GFXDECODE_START( mario )
GFXDECODE_ENTRY( "gfx2", 0, spritelayout, 0, 32 )
GFXDECODE_END
static const gfx_layout spritelayout_bl =
{
16,16, /* 16*16 sprites */
RGN_FRAC(1,3), /* 256 sprites */
3, /* 3 bits per pixel */
{ RGN_FRAC(2,3),RGN_FRAC(1,3),RGN_FRAC(0,3) },
{ 0, 1, 2, 3, 4, 5, 6, 7,
64,65,66,67,68,69,70,71 },
{ 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8,
16*8, 17*8, 18*8, 19*8, 20*8, 21*8, 22*8, 23*8 },
16*16
};
static GFXDECODE_START( mariobl )
GFXDECODE_ENTRY( "gfx1", 0, charlayout, 0, 32 )
GFXDECODE_ENTRY( "gfx2", 0, spritelayout_bl, 0, 32 )
GFXDECODE_END
static const gfx_layout spritelayout_bl2 =
{
16,16, /* 16*16 sprites */
RGN_FRAC(1,2), /* 256 sprites */
2, /* 3 bits per pixel */
{ RGN_FRAC(1,2),RGN_FRAC(0,2) },
{ 0, 1, 2, 3, 4, 5, 6, 7,
64,65,66,67,68,69,70,71 },
{ 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8,
16*8, 17*8, 18*8, 19*8, 20*8, 21*8, 22*8, 23*8 },
16*16
};
static GFXDECODE_START( dkong3abl )
GFXDECODE_ENTRY( "gfx1", 0, charlayout, 0, 16 )
GFXDECODE_ENTRY( "gfx2", 0, spritelayout_bl2, 0, 32 )
GFXDECODE_END
/*************************************
*
@ -521,7 +347,7 @@ static MACHINE_CONFIG_START( mario_base, mario_state )
/* video hardware */
MCFG_SCREEN_ADD("screen", RASTER)
MCFG_SCREEN_RAW_PARAMS(PIXEL_CLOCK, HTOTAL, HBEND, HBSTART, VTOTAL, VBEND, VBSTART)
MCFG_SCREEN_UPDATE_DRIVER(mario_state, screen_update_mario)
MCFG_SCREEN_UPDATE_DRIVER(mario_state, screen_update)
MCFG_SCREEN_PALETTE("palette")
MCFG_GFXDECODE_ADD("gfxdecode", "palette", mario)
MCFG_PALETTE_ADD("palette", 256)
@ -530,18 +356,10 @@ static MACHINE_CONFIG_START( mario_base, mario_state )
MACHINE_CONFIG_END
static MACHINE_CONFIG_DERIVED( mario, mario_base )
/* basic machine hardware */
/* sound hardware */
MCFG_FRAGMENT_ADD(mario_audio)
MACHINE_CONFIG_END
static MACHINE_CONFIG_DERIVED( masao, mario_base )
/* basic machine hardware */
MCFG_CPU_MODIFY("maincpu")
MCFG_CPU_CLOCK(4000000) /* 4.000 MHz (?) */
MCFG_CPU_PROGRAM_MAP(masao_map)
@ -550,75 +368,6 @@ static MACHINE_CONFIG_DERIVED( masao, mario_base )
MCFG_FRAGMENT_ADD(masao_audio)
MACHINE_CONFIG_END
/*
Mario Bros japan bootleg on Ambush hardware
This romset (japanese version) comes from a faulty bootleg pcb.Game differences are none.
Note:it runs on a modified (extended) Tecfri's Ambush hardware.
Main cpu Z80
Sound ic AY-3-8910 x2 -instead of AY-3-8912 x2 of Ambush
Work ram 4Kb (6116 x2) -double of Ambush
OSC: 18,432 Mhz
Rom definition:
mbjba-6, mbjba-7, mbjba-8 main program
mbjba-1 to mbjba-5 gfx (chars,sprites)
Eproms are 2732,2764,27128
Dumped by tirino73
*/
static MACHINE_CONFIG_START( mariobl, mario_state )
MCFG_CPU_ADD("maincpu", Z80, XTAL_18_432MHz/6) /* XTAL confirmed, divisor guessed */
MCFG_CPU_PROGRAM_MAP(mariobl_map)
MCFG_CPU_IO_MAP(mariobl_io_map)
MCFG_CPU_VBLANK_INT_DRIVER("screen", mario_state, irq0_line_hold)
/* video hardware */
MCFG_SCREEN_ADD("screen", RASTER)
MCFG_SCREEN_RAW_PARAMS(PIXEL_CLOCK, HTOTAL, HBEND, HBSTART, VTOTAL, VBEND, VBSTART)
MCFG_SCREEN_UPDATE_DRIVER(mario_state, screen_update_mariobl)
MCFG_SCREEN_PALETTE("palette")
MCFG_GFXDECODE_ADD("gfxdecode", "palette", mariobl)
MCFG_PALETTE_ADD("palette", 256)
MCFG_PALETTE_INIT_OWNER(mario_state, mario)
/* sound hardware */
MCFG_SPEAKER_STANDARD_MONO("mono")
MCFG_SOUND_ADD("ay1", AY8910, XTAL_18_432MHz/6/2) /* XTAL confirmed, divisor guessed */
MCFG_AY8910_PORT_A_READ_CB(IOPORT("SYSTEM"))
// MCFG_AY8910_PORT_B_WRITE_CB(WRITE8(mario_state, ay1_outputb_w))
MCFG_SOUND_ROUTE(ALL_OUTPUTS, "mono", 0.33)
MCFG_SOUND_ADD("ay2", AY8910, XTAL_18_432MHz/6/2) /* XTAL confirmed, divisor guessed */
MCFG_AY8910_PORT_A_READ_CB(IOPORT("INPUTS"))
// MCFG_AY8910_PORT_B_WRITE_CB(WRITE8(mario_state, ay2_outputb_w))
MCFG_SOUND_ROUTE(ALL_OUTPUTS, "mono", 0.33)
MACHINE_CONFIG_END
/*
Donkey Kong 3 bootleg on Ambush hardware
This romset comes from a faulty bootleg pcb.Game differences are none.
Note:it runs on a modified (extended) Tecfri's Ambush hardware.
Main cpu Z80
Sound ic AY-3-8910 x2 -instead of AY-3-8912 x2 of Ambush
Work ram 4Kb (6116 x2) -double of Ambush
OSC: 18,432 Mhz
Rom definition:
dk3ba-5,dk3ba-6,dk3ba-7 main program
dk3ba-1 to dk3ba-4 gfx (chars,sprites)
Eproms are 2732,2764,27128
Dumped by tirino73 >isolani1973@libero.it<
*/
static MACHINE_CONFIG_DERIVED( dkong3abl, mariobl )
MCFG_GFXDECODE_MODIFY("gfxdecode", dkong3abl)
MACHINE_CONFIG_END
/*************************************
*
@ -788,43 +537,6 @@ ROM_START( masao )
ROM_LOAD( "tma1-c-4p.4p", 0x0000, 0x0200, CRC(afc9bd41) SHA1(90b739c4c7f24a88b6ac5ca29b06c032906a2801) )
ROM_END
ROM_START( mariobl )
ROM_REGION( 0x10000, "maincpu", 0 )
ROM_LOAD( "mbjba-8.7i", 0x0000, 0x4000, CRC(344c959d) SHA1(162e39c3a17e0dcde3b7eefebe224318c8884de2) )
ROM_LOAD( "mbjba-7.7g", 0x4000, 0x2000, CRC(06faf308) SHA1(8c213d9390c168034c1673f3dd97b99322b3485a) )
ROM_LOAD( "mbjba-6.7f", 0xe000, 0x2000, CRC(761dd670) SHA1(6d6e45ced8c535cdf56e0ed1bcedb342e9e10a55) )
ROM_REGION( 0x2000, "gfx1", ROMREGION_INVERT )
ROM_LOAD( "mbjba-4.4l", 0x1000, 0x1000, CRC(9379e836) SHA1(fcce66c1b2c5120441840b80723c7d209d42bc45) )
ROM_LOAD( "mbjba-5.4n", 0x0000, 0x1000, CRC(9bbcf9fb) SHA1(a917241a3bd94bff72f509d6b3ab8358b9c03eac) )
ROM_REGION( 0x6000, "gfx2", 0 )
ROM_LOAD( "mbjba-1.3l", 0x4000, 0x2000, CRC(c772cb8f) SHA1(7fd6dd9888928fad5c50d96b4ecff954ea8975ce) )
ROM_LOAD( "mbjba-2.3ls", 0x2000, 0x2000, CRC(7b58c92e) SHA1(25dfce7a4a93f661f495cc80378d445a2b064ba7) )
ROM_LOAD( "mbjba-3.3ns", 0x0000, 0x2000, CRC(3981adb2) SHA1(c12a0c2ae04de6969f4b2dae3bdefc4515d87c55) )
ROM_REGION( 0x0200, "proms", 0 ) // no prom was present in the dump, assuming to be the same
ROM_LOAD( "tma1-c-4p.4p", 0x0000, 0x0200, CRC(afc9bd41) SHA1(90b739c4c7f24a88b6ac5ca29b06c032906a2801) )
ROM_END
ROM_START( dkong3abl )
ROM_REGION( 0x10000, "maincpu", 0 )
ROM_LOAD( "dk3ba-7.7i", 0x0000, 0x4000, CRC(a9263275) SHA1(c3867f6b0d379b70669b3b954e582533406db203) )
ROM_LOAD( "dk3ba-6.7g", 0x4000, 0x2000, CRC(31b8401d) SHA1(0e3dfea0c7fe99d48c5d984c47fa746caf0879f3) )
ROM_CONTINUE(0x8000,0x2000)
ROM_LOAD( "dk3ba-5.7f", 0xb000, 0x1000, CRC(07d3fd88) SHA1(721f401d077e3e051672513f9df5614eeb0f6466) )
ROM_REGION( 0x2000, "gfx1", ROMREGION_INVERT )
ROM_LOAD( "dk3ba-3.4l", 0x1000, 0x1000, CRC(67ac65d4) SHA1(d28bdb99310370513597ca80185ac6c56a11f63c) )
ROM_LOAD( "dk3ba-4.4n", 0x0000, 0x1000, CRC(84b319d6) SHA1(eaf160948f8cd4fecfdd909876de7cd16340885c) )
ROM_REGION( 0x4000, "gfx2", 0 )
ROM_LOAD( "dk3ba-1.3l", 0x0000, 0x2000, CRC(d4a88e04) SHA1(4f797c25d26c1022dcf026021979ef0fbab48baf) )
ROM_LOAD( "dk3ba-2.3m", 0x2000, 0x2000, CRC(f71185ee) SHA1(6652cf958d7afa8bb8dcfded997bb418a75223d8) )
ROM_REGION( 0x0200, "proms", 0 ) // no prom was present in the dump, probably need to use the original ones again
ROM_LOAD( "tma1-c-4p.4p", 0x0000, 0x0200, CRC(afc9bd41) SHA1(90b739c4c7f24a88b6ac5ca29b06c032906a2801) ) // this is from mario.. remove
ROM_END
/*************************************
*
@ -837,7 +549,3 @@ GAME( 1983, marioe, mario, mario, marioe, driver_device, 0, ROT0, "Ninte
GAME( 1983, marioo, mario, mario, marioo, driver_device, 0, ROT0, "Nintendo of America", "Mario Bros. (US, Unknown Rev)", MACHINE_SUPPORTS_SAVE )
GAME( 1983, marioj, mario, mario, marioj, driver_device, 0, ROT0, "Nintendo", "Mario Bros. (Japan)", MACHINE_SUPPORTS_SAVE )
GAME( 1983, masao, mario, masao, mario, driver_device, 0, ROT0, "bootleg", "Masao", MACHINE_SUPPORTS_SAVE )
// todo, these might have a better home than in here
GAME( 1983, mariobl, mario, mariobl, mariobl,driver_device, 0, ROT180, "bootleg", "Mario Bros. (Japan, bootleg)", MACHINE_SUPPORTS_SAVE ) // was listed as 'on extended Ambush hardware' but doesn't seem similar apart from the sound system?
GAME( 1983, dkong3abl,dkong3, dkong3abl,dkong3abl,driver_device,0, ROT90, "bootleg", "Donkey Kong 3 (bootleg with 2xAY8910)", MACHINE_NOT_WORKING ) // likewise, put here because it's similar to mariobl

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@ -1,38 +0,0 @@
// license:BSD-3-Clause
// copyright-holders:Zsolt Vasvari
/*************************************************************************
Ambush
*************************************************************************/
class ambush_state : public driver_device
{
public:
ambush_state(const machine_config &mconfig, device_type type, const char *tag)
: driver_device(mconfig, type, tag),
m_videoram(*this, "videoram"),
m_spriteram(*this, "spriteram"),
m_colorram(*this, "colorram"),
m_scrollram(*this, "scrollram"),
m_colorbank(*this, "colorbank"),
m_maincpu(*this, "maincpu"),
m_gfxdecode(*this, "gfxdecode"),
m_palette(*this, "palette") { }
/* memory pointers */
required_shared_ptr<uint8_t> m_videoram;
required_shared_ptr<uint8_t> m_spriteram;
required_shared_ptr<uint8_t> m_colorram;
required_shared_ptr<uint8_t> m_scrollram;
required_shared_ptr<uint8_t> m_colorbank;
DECLARE_WRITE8_MEMBER(ambush_coin_counter_w);
DECLARE_WRITE8_MEMBER(flip_screen_w);
DECLARE_PALETTE_INIT(ambush);
uint32_t screen_update_ambush(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect);
void draw_chars( bitmap_ind16 &bitmap, const rectangle &cliprect, int priority );
required_device<cpu_device> m_maincpu;
required_device<gfxdecode_device> m_gfxdecode;
required_device<palette_device> m_palette;
};

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@ -71,10 +71,10 @@ public:
/* devices */
required_device<cpu_device> m_maincpu;
optional_device<cpu_device> m_audiocpu;
required_device<cpu_device> m_audiocpu;
required_device<gfxdecode_device> m_gfxdecode;
required_device<palette_device> m_palette;
optional_device<z80dma_device> m_z80dma;
required_device<z80dma_device> m_z80dma;
optional_device<generic_latch_8_device> m_soundlatch;
optional_device<generic_latch_8_device> m_soundlatch2;
optional_device<generic_latch_8_device> m_soundlatch3;
@ -111,7 +111,6 @@ public:
DECLARE_WRITE8_MEMBER(mario_gfxbank_w);
DECLARE_WRITE8_MEMBER(mario_palettebank_w);
DECLARE_WRITE8_MEMBER(mario_scroll_w);
DECLARE_WRITE8_MEMBER(mariobl_scroll_w);
DECLARE_WRITE8_MEMBER(mario_flip_w);
DECLARE_READ8_MEMBER(mario_sh_p1_r);
DECLARE_READ8_MEMBER(mario_sh_p2_r);
@ -129,16 +128,14 @@ public:
virtual void sound_start() override;
virtual void sound_reset() override;
DECLARE_PALETTE_INIT(mario);
uint32_t screen_update_common(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect);
uint32_t screen_update_mario(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect);
uint32_t screen_update_mariobl(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect);
uint32_t screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect);
INTERRUPT_GEN_MEMBER(vblank_irq);
DECLARE_WRITE8_MEMBER(mario_sh_sound_w);
DECLARE_WRITE8_MEMBER(mario_sh1_w);
DECLARE_WRITE8_MEMBER(mario_sh2_w);
DECLARE_READ8_MEMBER(memory_read_byte);
DECLARE_WRITE8_MEMBER(memory_write_byte);
void draw_sprites(bitmap_ind16 &bitmap, const rectangle &cliprect, int is_bootleg);
void draw_sprites(bitmap_ind16 &bitmap, const rectangle &cliprect);
};
/*----------- defined in audio/mario.c -----------*/

View File

@ -1096,6 +1096,8 @@ ambush // (c) 1983
ambushh // (c) 1983
ambushj // (c) 1983 Nippon Amuse license
ambushv // (c) 1983 Volt Electronics license
dkong3abl // bootleg
mariobl // bootleg
@source:amerihok.cpp
amerihok //
@ -17812,9 +17814,7 @@ wanted // (c) 1984 Sigma Ent. Inc.
marinedt // MG (c) 1981 Taito Corporation
@source:mario.cpp
dkong3abl //
mario // (c) 1983 Nintendo of America
mariobl // bootleg
marioe // (c) 1983 Nintendo of America
marioj // (c) 1983 Nintendo
marioo // (c) 1983 Nintendo of America

View File

@ -48,9 +48,7 @@ yanchamr // (c) 1986 (Japan)
youjyudn // (c) 1986 (Japan)
// mario.cpp
dkong3abl //
mario // (c) 1983 Nintendo of America
mariobl // bootleg
marioe // (c) 1983 Nintendo of America
marioj // (c) 1983 Nintendo
marioo // (c) 1983 Nintendo of America

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@ -1,159 +0,0 @@
// license:BSD-3-Clause
// copyright-holders:Zsolt Vasvari
/***************************************************************************
video.c
Functions to emulate the video hardware of the machine.
***************************************************************************/
#include "emu.h"
#include "includes/ambush.h"
/***************************************************************************
Convert the color PROMs into a more useable format.
I'm not sure about the resistor value, I'm using the Galaxian ones.
***************************************************************************/
PALETTE_INIT_MEMBER(ambush_state, ambush)
{
const uint8_t *color_prom = memregion("proms")->base();
int i;
for (i = 0; i < palette.entries(); i++)
{
int bit0, bit1, bit2, r, g, b;
/* red component */
bit0 = (color_prom[i] >> 0) & 0x01;
bit1 = (color_prom[i] >> 1) & 0x01;
bit2 = (color_prom[i] >> 2) & 0x01;
r = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
/* green component */
bit0 = (color_prom[i] >> 3) & 0x01;
bit1 = (color_prom[i] >> 4) & 0x01;
bit2 = (color_prom[i] >> 5) & 0x01;
g = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
/* blue component */
bit0 = 0;
bit1 = (color_prom[i] >> 6) & 0x01;
bit2 = (color_prom[i] >> 7) & 0x01;
b = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
palette.set_pen_color(i, rgb_t(r,g,b));
}
}
void ambush_state::draw_chars( bitmap_ind16 &bitmap, const rectangle &cliprect, int priority )
{
int offs, transpen;
transpen = (priority == 0) ? -1 : 0;
for (offs = 0; offs < m_videoram.bytes(); offs++)
{
int code, sx, sy, col;
uint8_t scroll;
sy = (offs / 32);
sx = (offs % 32);
col = m_colorram[((sy & 0x1c) << 3) + sx];
if (priority & ~col)
continue;
scroll = ~m_scrollram[sx];
code = m_videoram[offs] | ((col & 0x60) << 3);
if (flip_screen())
{
sx = 31 - sx;
sy = 31 - sy;
scroll = ~scroll - 1;
}
m_gfxdecode->gfx(0)->transpen(bitmap,cliprect,
code,
(col & 0x0f) | ((*m_colorbank & 0x03) << 4),
flip_screen(), flip_screen(),
8 * sx, (8 * sy + scroll) & 0xff, transpen);
}
}
uint32_t ambush_state::screen_update_ambush(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
int offs;
bitmap.fill(0, cliprect);
/* Draw the characters */
draw_chars(bitmap, cliprect, 0x00);
/* Draw the sprites. */
for (offs = m_spriteram.bytes() - 4; offs >= 0; offs -= 4)
{
int code, col, sx, sy, flipx, flipy, gfx;
sy = m_spriteram[offs + 0];
sx = m_spriteram[offs + 3];
if ( (sy == 0) ||
(sy == 0xff) ||
((sx < 0x40) && ( m_spriteram[offs + 2] & 0x10)) ||
((sx >= 0xc0) && (!(m_spriteram[offs + 2] & 0x10))))
continue; /* prevent wraparound */
code = (m_spriteram[offs + 1] & 0x3f) | ((m_spriteram[offs + 2] & 0x60) << 1);
if (m_spriteram[offs + 2] & 0x80)
{
/* 16x16 sprites */
gfx = 1;
if (!flip_screen())
sy = 240 - sy;
else
sx = 240 - sx;
}
else
{
/* 8x8 sprites */
gfx = 0;
code <<= 2;
if (!flip_screen())
sy = 248 - sy;
else
sx = 248 - sx;
}
col = m_spriteram[offs + 2] & 0x0f;
flipx = m_spriteram[offs + 1] & 0x40;
flipy = m_spriteram[offs + 1] & 0x80;
if (flip_screen())
{
flipx = !flipx;
flipy = !flipy;
}
m_gfxdecode->gfx(gfx)->transpen(bitmap,cliprect,
code, col | ((*m_colorbank & 0x03) << 4),
flipx, flipy,
sx,sy,0);
}
/* Draw the foreground priority characters over the sprites */
draw_chars(bitmap, cliprect, 0x10);
return 0;
}

View File

@ -107,11 +107,6 @@ WRITE8_MEMBER(mario_state::mario_scroll_w)
m_gfx_scroll = data + 17;
}
WRITE8_MEMBER(mario_state::mariobl_scroll_w)
{
m_gfx_scroll = data;
}
WRITE8_MEMBER(mario_state::mario_flip_w)
{
if (m_flip != (data & 0x01))
@ -155,7 +150,7 @@ void mario_state::video_start()
* confirmed on mametests.org as being present on real PCB as well.
*/
void mario_state::draw_sprites(bitmap_ind16 &bitmap, const rectangle &cliprect, int is_bootleg)
void mario_state::draw_sprites(bitmap_ind16 &bitmap, const rectangle &cliprect)
{
/* TODO: draw_sprites should adopt the scanline logic from dkong.c
* The schematics have the same logic for sprite buffering.
@ -164,70 +159,42 @@ void mario_state::draw_sprites(bitmap_ind16 &bitmap, const rectangle &cliprect,
int start, end, inc;
if (!is_bootleg)
{
start = 0;
end = m_spriteram.bytes();
inc = 4;
}
else
{
start = m_spriteram.bytes()-4;
end = -4;
inc = -4;
}
start = 0;
end = m_spriteram.bytes();
inc = 4;
offs = start;
while (offs != end)
{
if (is_bootleg || m_spriteram[offs])
if (m_spriteram[offs])
{
int x, y;
int code, color, flipx, flipy;
if (!is_bootleg)
// from schematics ....
y = (m_spriteram[offs + 0] + (m_flip ? 0xF7 : 0xF9) + 1) & 0xFF;
x = m_spriteram[offs + 3];
// sprite will be drawn if (y + scanline) & 0xF0 = 0xF0
y = 240 - y; /* logical screen position */
y = y ^ (m_flip ? 0xFF : 0x00); /* physical screen location */
x = x ^ (m_flip ? 0xFF : 0x00); /* physical screen location */
code = m_spriteram[offs + 2];
color = (m_spriteram[offs + 1] & 0x0f) + 16 * m_palette_bank;
flipx = (m_spriteram[offs + 1] & 0x80);
flipy = (m_spriteram[offs + 1] & 0x40);
if (m_flip)
{
// from schematics ....
y = (m_spriteram[offs + 0] + (m_flip ? 0xF7 : 0xF9) + 1) & 0xFF;
x = m_spriteram[offs + 3];
// sprite will be drawn if (y + scanline) & 0xF0 = 0xF0
y = 240 - y; /* logical screen position */
y = y ^ (m_flip ? 0xFF : 0x00); /* physical screen location */
x = x ^ (m_flip ? 0xFF : 0x00); /* physical screen location */
code = m_spriteram[offs + 2];
color = (m_spriteram[offs + 1] & 0x0f) + 16 * m_palette_bank;
flipx = (m_spriteram[offs + 1] & 0x80);
flipy = (m_spriteram[offs + 1] & 0x40);
if (m_flip)
{
y -= 14;
x -= 7;
}
else
{
y += 1;
x -= 8;
}
y -= 14;
x -= 7;
}
else
{
y = (m_spriteram[offs + 3] + (m_flip ? 0xF7 : 0xF9) + 1) & 0xFF;
x = m_spriteram[offs + 0];
y = 240 - y; /* logical screen position */
// y = y ^ (m_flip ? 0xFF : 0x00); /* physical screen location */
// x = x ^ (m_flip ? 0xFF : 0x00); /* physical screen location */
code = (m_spriteram[offs + 2] & 0x7f) | ((m_spriteram[offs + 1] & 0x40) << 1); // upper tile bit is where the flipy bit goes on mario
color = (m_spriteram[offs + 1] & 0x0f) + 16 * m_palette_bank;
flipx = (m_spriteram[offs + 1] & 0x80);
flipy = (m_spriteram[offs + 2] & 0x80); // and the flipy bit is where the upper tile bit is on mario
y += -7;
y += 1;
x -= 8;
}
if (m_flip)
@ -252,7 +219,7 @@ void mario_state::draw_sprites(bitmap_ind16 &bitmap, const rectangle &cliprect,
}
}
uint32_t mario_state::screen_update_common(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
uint32_t mario_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
int t;
@ -264,27 +231,9 @@ uint32_t mario_state::screen_update_common(screen_device &screen, bitmap_ind16 &
}
m_bg_tilemap->set_scrolly(0, m_gfx_scroll);
m_bg_tilemap->draw(screen, bitmap, cliprect, 0, 0);
return 0;
}
uint32_t mario_state::screen_update_mario(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
screen_update_common(screen, bitmap, cliprect);
draw_sprites(bitmap, cliprect, 0);
return 0;
}
uint32_t mario_state::screen_update_mariobl(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
// not sure
m_palette_bank = m_gfx_bank; // might be the 'attr' ram
machine().tilemap().mark_all_dirty();
screen_update_common(screen, bitmap, cliprect);
draw_sprites(bitmap, cliprect, 1);
draw_sprites(bitmap, cliprect);
return 0;
}