sega/sms_bootleg.cpp: fix Super Mario in smssgame

This commit is contained in:
angelosa 2023-11-23 01:35:50 +01:00
parent 966de6736a
commit 15489d768e

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@ -10,10 +10,25 @@ for Sono Corp Japan
this is an SMS multi-game bootleg with 32 games
smssgame
|# | game name | mapper | QA notes |
|--|--|--|--|
|01| Super Bubble | 08| |
|02| Tetris | 01| |
|03| Wonder Boy | 00| |
|04| Alex Kidd | 82| |
|06| Hello Kang Si| 02| boots as Ghost House |
|07| Solomon Key | 84| |
|08| Buk Doo Gun | 02| boots as Lode Runner |
smssgamea
- Different banking, TBD
there are also empty k9/k10/k11/k12 positions, but they were clearly never used.
====================================================================
Games ordered by MENU
Super Bubble ( port08_w 00 )
@ -287,9 +302,11 @@ void smsbootleg_state::machine_reset()
void smsbootleg_state::sms_supergame_map(address_map &map)
{
map.unmap_value_high();
map(0x0000, 0xbfff).view(m_rom_view);
m_rom_view[0](0x0000, 0xbfff).rom().region("maincpu", 0);
m_rom_view[1](0x0000, 0x7fff).bankr("game_bank");
m_rom_view[1](0x8000, 0xbfff).bankr("game_bank"); // Super Mario accesses this
map(0xc000, 0xfff7).ram();
// map(0xfffc, 0xffff).rw(FUNC(smsbootleg_state::sms_mapper_r), FUNC(smsbootleg_state::sms_mapper_w)); // Bankswitch control
map(0xfffe, 0xfffe).lw8(