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zac_1: added display, inputs, notes. ewf and sshtlzac marked as working [Robbbert]
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@ -2,13 +2,23 @@
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Zaccaria Generation 1
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These games allow for up to 4 players at the same time.
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Setup is via a menu - there are no dipswitches.
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Most of the games flash 6 and 9 at start- this indicates the battery is flat,
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and a full setup is required before it can be used.
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At start, the highscore will be set to a random value. Beating this score will
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award a bonus. Tilting will cause the high score to advance by 100,000.
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If at any time you 'clock' the machine (ie exceed 999,990), the last digit will
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flash, indicating you have a million.
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Sound - the output board is fitted with 4 oscillators which can be switched on
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and off independently. Some games come with a NE555 and SN76477 with switchable
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sounds (achieved with 21 switching diodes and 8 data bits).
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ToDo:
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- Inputs
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- Outputs
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- Display
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- Sound
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- Artwork
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- Proper Artwork
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- Battery Backup
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**************************************************************************************/
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@ -34,17 +44,15 @@ public:
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UINT8 m_t_c;
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UINT8 m_out_offs;
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required_device<cpu_device> m_maincpu;
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required_shared_ptr<UINT8> m_p_ram;
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protected:
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// devices
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required_shared_ptr<UINT8> m_p_ram;
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// driver_device overrides
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virtual void machine_reset();
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private:
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UINT8 m_input_line;
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public:
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DECLARE_DRIVER_INIT(zac_1);
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};
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@ -64,10 +72,10 @@ ADDRESS_MAP_END
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static INPUT_PORTS_START( zac_1 )
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PORT_START("TEST")
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_OTHER ) PORT_NAME("Test") PORT_CODE(KEYCODE_0)
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_OTHER ) PORT_NAME("Test") PORT_CODE(KEYCODE_0) // doesn't seem to do anything
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PORT_START("ROW0")
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PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_SERVICE )
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PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_SERVICE ) // this performs tests
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PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_TILT )
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PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Slam")
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PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_START )
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@ -77,8 +85,50 @@ static INPUT_PORTS_START( zac_1 )
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PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Printer")
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PORT_START("ROW1")
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PORT_BIT( 0xBF, IP_ACTIVE_LOW, IPT_UNUSED )
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PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RAM Reset")
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PORT_BIT( 0x3e, IP_ACTIVE_LOW, IPT_UNUSED )
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PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_TILT )
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PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Burn Test")
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PORT_START("ROW2")
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PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Outhole") PORT_CODE(KEYCODE_X)
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PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("LH Flap") PORT_CODE(KEYCODE_Q)
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PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RH Flap") PORT_CODE(KEYCODE_W)
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PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Bottom Inside RH Canal") PORT_CODE(KEYCODE_E)
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PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Bottom Outside RH Canal") PORT_CODE(KEYCODE_R)
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PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Bottom Outside LH Canal") PORT_CODE(KEYCODE_Y)
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PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Bottom Inside LH Canal") PORT_CODE(KEYCODE_U)
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PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("LH Top Hole") PORT_CODE(KEYCODE_I)
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PORT_START("ROW3")
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PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RH Bumper") PORT_CODE(KEYCODE_O)
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PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("LH Top Canal") PORT_CODE(KEYCODE_A)
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PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Top Centre Canal") PORT_CODE(KEYCODE_S)
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PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RH Top Canal") PORT_CODE(KEYCODE_D)
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PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("LH Top Fixed Target") PORT_CODE(KEYCODE_F)
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PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RH Top Fixed Target") PORT_CODE(KEYCODE_G)
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PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("LH Bumper") PORT_CODE(KEYCODE_H)
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PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RH Top Hole") PORT_CODE(KEYCODE_J)
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PORT_START("ROW4")
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PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Bottom Bumper") PORT_CODE(KEYCODE_K)
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PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("LH Top Contact") PORT_CODE(KEYCODE_L)
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PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RH Top Contact") PORT_CODE(KEYCODE_Z)
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PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("LH Spinning Target") PORT_CODE(KEYCODE_X)
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PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Lateral Outside Contacts") PORT_CODE(KEYCODE_C)
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PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RH Spinning Target") PORT_CODE(KEYCODE_V)
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PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Bank Contacts") PORT_CODE(KEYCODE_B)
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PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Moving Target") PORT_CODE(KEYCODE_N)
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PORT_START("ROW5")
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PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("LH Bank Target 1") PORT_CODE(KEYCODE_M)
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PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("LH Bank Target 2") PORT_CODE(KEYCODE_MINUS)
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PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("LH Bank Target 3") PORT_CODE(KEYCODE_EQUALS)
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PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("LH Bank Target 4") PORT_CODE(KEYCODE_BACKSPACE)
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PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RH Bank Target 1") PORT_CODE(KEYCODE_OPENBRACE)
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PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RH Bank Target 2") PORT_CODE(KEYCODE_CLOSEBRACE)
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PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RH Bank Target 3") PORT_CODE(KEYCODE_BACKSLASH)
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PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RH Bank Target 4") PORT_CODE(KEYCODE_COLON)
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INPUT_PORTS_END
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READ8_MEMBER( zac_1_state::ctrl_r )
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@ -90,7 +140,19 @@ READ8_MEMBER( zac_1_state::ctrl_r )
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if (m_input_line == 0xfd)
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return ioport("ROW1")->read();
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else
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return 0xff; // playboard contactors
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if (m_input_line == 0xfb)
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return ioport("ROW2")->read();
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else
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if (m_input_line == 0xf7)
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return ioport("ROW3")->read();
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else
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if (m_input_line == 0xef)
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return ioport("ROW4")->read();
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else
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if (m_input_line == 0xdf)
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return ioport("ROW5")->read();
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else
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return 0xff;
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}
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WRITE8_MEMBER( zac_1_state::ctrl_w )
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@ -133,16 +195,20 @@ static TIMER_DEVICE_CALLBACK( zac_1_inttimer )
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static TIMER_DEVICE_CALLBACK( zac_1_outtimer )
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{
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static const UINT8 patterns[16] = { 0x3f, 0x06, 0x5b, 0x4f, 0x66, 0x6d, 0x7d, 0x07, 0x7f, 0x6f, 0, 0, 0, 0, 0, 0 };
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zac_1_state *state = timer.machine().driver_data<zac_1_state>();
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state->m_out_offs++;
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// displays, solenoids, lamps
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// not sure yet but seems scores = 1800-182D; solenoids = 1840-187F;
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// lamps = 1880-18BF; credits &balls=18C0-18FF.
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// 182E-183F is a storage area for inputs.
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}
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DRIVER_INIT_MEMBER(zac_1_state,zac_1)
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{
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if (state->m_out_offs < 0x40)
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{
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UINT8 display = (state->m_out_offs >> 3) & 7;
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UINT8 digit = state->m_out_offs & 7;
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output_set_digit_value(display * 10 + digit, patterns[state->m_p_ram[state->m_out_offs]&15]);
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}
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// not sure yet but seems scores = 1800-182D; solenoids = 1840-187F;
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// lamps = 1880-18BF; bookkeeping=18C0-18FF. 4-tone osc=1850-1853.
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// 182E-183F is a storage area for inputs.
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}
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static MACHINE_CONFIG_START( zac_1, zac_1_state )
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@ -306,14 +372,14 @@ ROM_START(wsports)
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ROM_LOAD ( "ws5.bin", 0x1000, 0x0400, CRC(5ef51ced) SHA1(390579d0482ceabf87924f7718ef33e336726d92))
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ROM_END
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GAME(1981, ewf, 0, zac_1, zac_1, zac_1_state, zac_1, ROT0, "Zaccaria", "Earth Wind Fire", GAME_IS_SKELETON_MECHANICAL)
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GAME(1980, firemntn, 0, zac_1, zac_1, zac_1_state, zac_1, ROT0, "Zaccaria", "Fire Mountain", GAME_IS_SKELETON_MECHANICAL)
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GAME(1978, futurwld, 0, zac_1, zac_1, zac_1_state, zac_1, ROT0, "Zaccaria", "Future World", GAME_IS_SKELETON_MECHANICAL)
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GAME(1979, hotwheel, 0, zac_1, zac_1, zac_1_state, zac_1, ROT0, "Zaccaria", "Hot Wheels", GAME_IS_SKELETON_MECHANICAL)
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GAME(1978, hod, 0, zac_1, zac_1, zac_1_state, zac_1, ROT0, "Zaccaria", "House of Diamonds", GAME_IS_SKELETON_MECHANICAL)
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GAME(1981, locomotp, 0, zac_1, zac_1, zac_1_state, zac_1, ROT0, "Zaccaria", "Locomotion", GAME_IS_SKELETON_MECHANICAL)
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GAME(1979, strapids, 0, zac_1, zac_1, zac_1_state, zac_1, ROT0, "Zaccaria", "Shooting the Rapids", GAME_IS_SKELETON_MECHANICAL)
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GAME(1980, sshtlzac, 0, zac_1, zac_1, zac_1_state, zac_1, ROT0, "Zaccaria", "Space Shuttle (Zaccaria)", GAME_IS_SKELETON_MECHANICAL)
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GAME(1980, stargod, 0, zac_1, zac_1, zac_1_state, zac_1, ROT0, "Zaccaria", "Star God", GAME_IS_SKELETON_MECHANICAL)
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GAME(1980, stargoda, stargod, zac_1, zac_1, zac_1_state, zac_1, ROT0, "Zaccaria", "Star God (alternate sound)", GAME_IS_SKELETON_MECHANICAL)
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GAME(1978, wsports, 0, zac_1, zac_1, zac_1_state, zac_1, ROT0, "Zaccaria", "Winter Sports", GAME_IS_SKELETON_MECHANICAL)
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GAME(1981, ewf, 0, zac_1, zac_1, driver_device, 0, ROT0, "Zaccaria", "Earth Wind Fire", GAME_MECHANICAL | GAME_NO_SOUND)
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GAME(1980, firemntn, 0, zac_1, zac_1, driver_device, 0, ROT0, "Zaccaria", "Fire Mountain", GAME_IS_SKELETON_MECHANICAL)
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GAME(1978, futurwld, 0, zac_1, zac_1, driver_device, 0, ROT0, "Zaccaria", "Future World", GAME_IS_SKELETON_MECHANICAL)
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GAME(1979, hotwheel, 0, zac_1, zac_1, driver_device, 0, ROT0, "Zaccaria", "Hot Wheels", GAME_IS_SKELETON_MECHANICAL)
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GAME(1978, hod, 0, zac_1, zac_1, driver_device, 0, ROT0, "Zaccaria", "House of Diamonds", GAME_IS_SKELETON_MECHANICAL)
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GAME(1981, locomotp, 0, zac_1, zac_1, driver_device, 0, ROT0, "Zaccaria", "Locomotion", GAME_IS_SKELETON_MECHANICAL)
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GAME(1979, strapids, 0, zac_1, zac_1, driver_device, 0, ROT0, "Zaccaria", "Shooting the Rapids", GAME_IS_SKELETON_MECHANICAL)
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GAME(1980, sshtlzac, 0, zac_1, zac_1, driver_device, 0, ROT0, "Zaccaria", "Space Shuttle (Zaccaria)", GAME_MECHANICAL | GAME_NO_SOUND)
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GAME(1980, stargod, 0, zac_1, zac_1, driver_device, 0, ROT0, "Zaccaria", "Star God", GAME_IS_SKELETON_MECHANICAL)
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GAME(1980, stargoda, stargod, zac_1, zac_1, driver_device, 0, ROT0, "Zaccaria", "Star God (alternate sound)", GAME_IS_SKELETON_MECHANICAL)
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GAME(1978, wsports, 0, zac_1, zac_1, driver_device, 0, ROT0, "Zaccaria", "Winter Sports", GAME_IS_SKELETON_MECHANICAL)
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@ -1,6 +1,6 @@
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<!-- flicker.lay -->
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<!-- zac_1.lay -->
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<!-- 2012-08-22: Initial version. [Robbbert] -->
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<!-- 2012-08-28: Initial version. [Robbbert] -->
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<mamelayout version="2">
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@ -16,18 +16,25 @@
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<color red="0.0" green="0.0" blue="0.0" />
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</rect>
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</element>
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<element name="P0"><text string="Ball"><color red="1.0" green="1.0" blue="1.0" /></text></element>
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<element name="P0"><text string="Balls"><color red="1.0" green="1.0" blue="1.0" /></text></element>
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<element name="P1"><text string="Credits"><color red="1.0" green="1.0" blue="1.0" /></text></element>
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<element name="P3"><text string="Score"><color red="1.0" green="1.0" blue="1.0" /></text></element>
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<element name="P3"><text string="Player 1"><color red="1.0" green="1.0" blue="1.0" /></text></element>
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<element name="P4"><text string="Player 2"><color red="1.0" green="1.0" blue="1.0" /></text></element>
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<element name="P5"><text string="Player 3"><color red="1.0" green="1.0" blue="1.0" /></text></element>
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<element name="P6"><text string="Player 4"><color red="1.0" green="1.0" blue="1.0" /></text></element>
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<element name="P7"><text string="High Score"><color red="1.0" green="1.0" blue="1.0" /></text></element>
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<view name="Default Layout">
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<!-- Background -->
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<backdrop element="background">
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<bounds left="0" top="0" right="318" bottom="180" />
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<bounds left="0" top="20" right="274" bottom="394" />
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</backdrop>
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<!-- LEDs -->
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<!-- Player 1 Score -->
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<bezel name="digit5" element="digit">
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<bounds left="10" top="45" right="44" bottom="84" />
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</bezel>
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@ -46,23 +53,108 @@
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<bezel name="digit0" element="digit">
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<bounds left="230" top="45" right="264" bottom="84" />
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</bezel>
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<!-- Player 2 Score -->
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<bezel name="digit15" element="digit">
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<bounds left="10" top="105" right="44" bottom="144" />
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</bezel>
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<bezel name="digit14" element="digit">
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<bounds left="54" top="105" right="88" bottom="144" />
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</bezel>
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<bezel name="digit13" element="digit">
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<bounds left="98" top="105" right="132" bottom="144" />
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</bezel>
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<bezel name="digit12" element="digit">
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<bounds left="142" top="105" right="176" bottom="144" />
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</bezel>
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<bezel name="digit11" element="digit">
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<bounds left="186" top="105" right="220" bottom="144" />
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</bezel>
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<bezel name="digit10" element="digit">
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<bounds left="274" top="45" right="308" bottom="84" />
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<bounds left="230" top="105" right="264" bottom="144" />
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</bezel>
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<bezel name="digit9" element="digit">
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<bounds left="30" top="145" right="54" bottom="170" />
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<!-- Player 3 Score -->
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<bezel name="digit25" element="digit">
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<bounds left="10" top="165" right="44" bottom="204" />
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</bezel>
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<bezel name="digit8" element="digit">
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<bounds left="64" top="145" right="88" bottom="170" />
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<bezel name="digit24" element="digit">
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<bounds left="54" top="165" right="88" bottom="204" />
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</bezel>
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<bezel name="digit7" element="digit">
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<bounds left="230" top="145" right="254" bottom="170" />
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<bezel name="digit23" element="digit">
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<bounds left="98" top="165" right="132" bottom="204" />
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</bezel>
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<bezel name="digit6" element="digit">
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<bounds left="264" top="145" right="288" bottom="170" />
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<bezel name="digit22" element="digit">
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<bounds left="142" top="165" right="176" bottom="204" />
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</bezel>
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<bezel element="P0"><bounds left="230" right="288" top="110" bottom="135" /></bezel>
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<bezel element="P1"><bounds left="30" right="88" top="110" bottom="135" /></bezel>
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<bezel element="P3"><bounds left="100" right="200" top="10" bottom="35" /></bezel>
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<bezel name="digit21" element="digit">
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<bounds left="186" top="165" right="220" bottom="204" />
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</bezel>
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<bezel name="digit20" element="digit">
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<bounds left="230" top="165" right="264" bottom="204" />
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</bezel>
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<!-- Player 4 Score -->
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<bezel name="digit35" element="digit">
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<bounds left="10" top="225" right="44" bottom="264" />
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</bezel>
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<bezel name="digit34" element="digit">
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<bounds left="54" top="225" right="88" bottom="264" />
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</bezel>
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<bezel name="digit33" element="digit">
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<bounds left="98" top="225" right="132" bottom="264" />
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</bezel>
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<bezel name="digit32" element="digit">
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<bounds left="142" top="225" right="176" bottom="264" />
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</bezel>
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<bezel name="digit31" element="digit">
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<bounds left="186" top="225" right="220" bottom="264" />
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</bezel>
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<bezel name="digit30" element="digit">
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<bounds left="230" top="225" right="264" bottom="264" />
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</bezel>
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<!-- High Score -->
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<bezel name="digit45" element="digit">
|
||||
<bounds left="10" top="285" right="44" bottom="324" />
|
||||
</bezel>
|
||||
<bezel name="digit44" element="digit">
|
||||
<bounds left="54" top="285" right="88" bottom="324" />
|
||||
</bezel>
|
||||
<bezel name="digit43" element="digit">
|
||||
<bounds left="98" top="285" right="132" bottom="324" />
|
||||
</bezel>
|
||||
<bezel name="digit42" element="digit">
|
||||
<bounds left="142" top="285" right="176" bottom="324" />
|
||||
</bezel>
|
||||
<bezel name="digit41" element="digit">
|
||||
<bounds left="186" top="285" right="220" bottom="324" />
|
||||
</bezel>
|
||||
<bezel name="digit40" element="digit">
|
||||
<bounds left="230" top="285" right="264" bottom="324" />
|
||||
</bezel>
|
||||
|
||||
<!-- Credits -->
|
||||
<bezel name="digit55" element="digit">
|
||||
<bounds left="10" top="345" right="44" bottom="384" />
|
||||
</bezel>
|
||||
<bezel name="digit54" element="digit">
|
||||
<bounds left="54" top="345" right="88" bottom="384" />
|
||||
</bezel>
|
||||
|
||||
<!-- Match / Balls Left -->
|
||||
<bezel name="digit51" element="digit">
|
||||
<bounds left="186" top="345" right="220" bottom="384" />
|
||||
</bezel>
|
||||
<bezel name="digit50" element="digit">
|
||||
<bounds left="230" top="345" right="264" bottom="384" />
|
||||
</bezel>
|
||||
<bezel element="P0"><bounds left="200" right="258" top="330" bottom="342" /></bezel>
|
||||
<bezel element="P1"><bounds left="30" right="88" top="330" bottom="342" /></bezel>
|
||||
<bezel element="P3"><bounds left="100" right="180" top="30" bottom="42" /></bezel>
|
||||
<bezel element="P4"><bounds left="100" right="180" top="90" bottom="102" /></bezel>
|
||||
<bezel element="P5"><bounds left="100" right="180" top="150" bottom="162" /></bezel>
|
||||
<bezel element="P6"><bounds left="100" right="180" top="210" bottom="222" /></bezel>
|
||||
<bezel element="P7"><bounds left="100" right="180" top="270" bottom="282" /></bezel>
|
||||
</view>
|
||||
</mamelayout>
|
||||
|
@ -1,6 +1,6 @@
|
||||
<!-- flicker.lay -->
|
||||
<!-- zac_proto.lay -->
|
||||
|
||||
<!-- 2012-08-22: Initial version. [Robbbert] -->
|
||||
<!-- 2012-08-25: Initial version. [Robbbert] -->
|
||||
|
||||
<mamelayout version="2">
|
||||
|
||||
@ -16,7 +16,7 @@
|
||||
<color red="0.0" green="0.0" blue="0.0" />
|
||||
</rect>
|
||||
</element>
|
||||
<element name="P0"><text string="Ball"><color red="1.0" green="1.0" blue="1.0" /></text></element>
|
||||
<element name="P0"><text string="Balls"><color red="1.0" green="1.0" blue="1.0" /></text></element>
|
||||
<element name="P1"><text string="Credits"><color red="1.0" green="1.0" blue="1.0" /></text></element>
|
||||
<element name="P3"><text string="Score"><color red="1.0" green="1.0" blue="1.0" /></text></element>
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user