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spellin werds (nw)
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@ -194,7 +194,7 @@ void nes_event_device::update_regs(int reg)
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}
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//-------------------------------------------------
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// Dipswicth
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// Dipswitch
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//-------------------------------------------------
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static INPUT_PORTS_START( nwc_dsw )
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@ -22,7 +22,7 @@
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* expansion carts do not contain the required game data => main PRG must be in the main cart
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so to remain connected even when an expansion is inserted (differently from Datach, where
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the base unit contains no PRG)
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* bankswicth writes with bit3=0 (to access expansion) when no expansion is present should do
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* bankswitch writes with bit3=0 (to access expansion) when no expansion is present should do
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nothing
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***********************************************************************************************************/
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@ -236,7 +236,7 @@ machine_config_constructor sns_pfest94_device::device_mconfig_additions() const
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}
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//-------------------------------------------------
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// Dipswicth
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// Dipswitch
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//-------------------------------------------------
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static INPUT_PORTS_START( pfest94_dsw )
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@ -65,7 +65,7 @@ Stephh's notes (based on the games M68000 code and some tests) :
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3b) 'chelnovu'
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- DSW2 bit 6 freezes the game (code at 0x000654), but when you turn
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the Dip Swicth back to "Off", it adds credits as if COIN1 was pressed.
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the Dip Switch back to "Off", it adds credits as if COIN1 was pressed.
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Is that the correct behaviour ?
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- Even if there is a "andi.w #$ffff, D5" instruction at 0x000ef0,
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DSW2 bit 7 isn't tested in this set.
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@ -95,7 +95,7 @@
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0v 15 Half Gamble switch
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0v 16 Change Card switch
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Refil 17 Coin count/sense from hopper
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Low Switch 18 High swicth
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Low Switch 18 High switch
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Hold 3 Switch 19 Hold 2 switch
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Hold 5 Switch 20 Hold 4 switch
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10p coin 21 Deflect
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@ -23,7 +23,7 @@ TODO:
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- kiinstb : fix gfx glitches, missing texts
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- ffight2b : remove hack for starting credits (RAM - mainly 0x7eadce where credits are stored - is filled with 0x55,
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so you are awarded 55 credits on a hard reset)
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- sblast2b : dipswicthes
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- sblast2b : dipswitches
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- sblast2b : pressing start during gameplay changes the character used. Intentional?
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- denseib : fix gfx glitches, missing texts
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@ -116,7 +116,7 @@ Notes:
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multiple times to select the spin. The flyer also says that the game "includes
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the unique feature of 2 distinct styles of game play, selectable by dipswitch
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setting. For the avid golfer, a more challenging style of swing.".
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This feature only exists when "Language" Dip Swicth is set to "English"
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This feature only exists when "Language" Dip Switch is set to "English"
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- fitegolfu: An "SNK Fighting Golf Program Update" notice published in a trade
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journal outlines 3 improvements which is supposed to allow game players a bit
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@ -552,7 +552,7 @@ static INPUT_PORTS_START( satansat )
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PORT_DIPSETTING ( 0x80, DEF_STR( On ) )
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INPUT_PORTS_END
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/* Derived from 'satansat'. Might not reflect the actual hardware. Dip Swicthes verified from game code though. */
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/* Derived from 'satansat'. Might not reflect the actual hardware. Dip Switches verified from game code though. */
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static INPUT_PORTS_START( sasuke )
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PORT_INCLUDE(satansat)
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@ -241,7 +241,7 @@ Stephh's notes (based on the game M68000 code and some tests) :
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* 0x0002 (World) uses TAITO_COINAGE_WORLD
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- Notice screen only if region = 0x0001
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- I can't tell if it's an ingame bug or an emulation bug,
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but boss are far much harder when "Difficulty" Dip Swicth
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but boss are far much harder when "Difficulty" Dip Switch
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is set to "Easy" : put a watch on 0xf00a76.w for level 1 boss
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and you'll notice that MSB is set to 0x01 instead of 0x00
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- 'supermanu' has no Notice screen or FBI logo & statement
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@ -65,7 +65,7 @@
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PORT_BIT( 0x4000, IP_ACTIVE_LOW, IPT_UNKNOWN )\
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PORT_BIT( 0x8000, IP_ACTIVE_LOW, IPT_UNKNOWN )
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/**************************** Coinage & Dip Swicthes ****************************/
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/**************************** Coinage & Dip Switches ****************************/
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#define COINAGE_WORLD\
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PORT_DIPNAME( 0x0030, 0x0030, DEF_STR( Coin_A ) ) PORT_DIPLOCATION("SW1:5,6")\
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@ -89,7 +89,7 @@
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PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNUSED ) \
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PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_SPECIAL ) /* Actually vblank, handled above */
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/**************************** Coinage Dip Swicthes ****************************/
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/**************************** Coinage Dip Switches ****************************/
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/* Mode 2 Coinage */
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@ -279,7 +279,7 @@ because they just need a few lines of code */
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PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN ) \
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PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN ) \
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PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )
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/**************************** Coinage Dip Swicthes ****************************/
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/**************************** Coinage Dip Switches ****************************/
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/* Konami games from 80s-90s basically use only two kind of coinage dips. The only
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difference is in the settings corresponding to 0x00, which could be either 4C_5C
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@ -7,7 +7,7 @@
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*******************************************************************************/
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/**************************** Coinage Dip Swicthes ****************************/
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/**************************** Coinage Dip Switches ****************************/
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// [standard]
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// | COIN SWITCH 1 | COIN SWITCH 2
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@ -57,7 +57,7 @@
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TAITO_DSWA_BITS_1_TO_3
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/**************************** Coinage Dip Swicthes ****************************/
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/**************************** Coinage Dip Switches ****************************/
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/* with location */
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#define TAITO_COINAGE_JAPAN_OLD_COIN_A_LOC(DIPBANK) \
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