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