mirror of
https://github.com/holub/mame
synced 2025-04-24 01:11:11 +03:00
invrvnge dips 5,6,7 are read from IN0 (info from misfitmame)
also, put driver notes in one big comment section instead of /* separate lines */, and got rid of (very incomplete anyway)changelog
This commit is contained in:
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dbdebb9d0c
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209d797f67
@ -1,26 +1,22 @@
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/****************************************************************************/
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/* */
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/* 8080bw.c */
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/* */
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/* Michael Strutts, Nicola Salmoria, Tormod Tjaberg, Mirko Buffoni */
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/* Lee Taylor, Valerio Verrando, Marco Cassili, Zsolt Vasvari and others */
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/* */
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/* */
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/* Notes: */
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/* ----- */
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/* */
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/* - Space Invaders Deluxe still says Space Invaders Part II, */
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/* because according to KLOV, Midway was only allowed to make minor */
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/* modifications of the Taito code. */
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/* */
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/* - DIP Locations verified from manual for: */
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/* -sitv */
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/* -sicv */
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/* -invadpt2 */
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/* -lrescue */
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/* -invasion */
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/* */
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/* - The Taito Space invaders hardware comes on at least five board types;
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/*****************************************************************************
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8080bw.c
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Michael Strutts, Nicola Salmoria, Tormod Tjaberg, Mirko Buffoni
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Lee Taylor, Valerio Verrando, Marco Cassili, Zsolt Vasvari and others
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Notes:
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-----
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- Space Invaders Deluxe still says Space Invaders Part II,
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because according to KLOV, Midway was only allowed to make minor
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modifications of the Taito code.
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- DIP settings/locations verified from manual for:
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sitv, sicv, invadpt2, lrescue, invasion, invrvnge
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- The Taito Space invaders hardware comes on at least five board types;
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The Taito manufactured ones are:
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* The "L-shaped" PCB set, Upright, B&W only
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* Three pcbs in a stack, often called the '3 layer pcb set' (most common)
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@ -104,81 +100,52 @@
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UV1, UV2, UV3, UV4, UV5, UV6, UV7, UV8, UV9, UV10 w/proms - undumped (probably same as pvxx set just split differently)
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PV01, PV02, PV03, PV04, PV05 w/proms - invadpt2
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- Midway PCB sets: (cursory descripton)
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NOTE: The discrete components, particularly for the shot sound, differ between Taito and Midway audio daughterboards.
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TODO: figure out the difference between the Taito and Midway discrete boards and emulate them both properly. Figure out what the current discrete setup is trying to emulate.
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* All Midway Space Invaders games ([Space Invader Upright], [Space Invader Cocktail], [Deluxe Space Invaders Upright], [Deluxe Space Invaders Cocktail], and [Space Invaders II]) use the same 8080 mainboard, with no emulation-relevant differences between revisions.
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* [Space Invaders II] from Midway (only produced as a cocktail) uses an extra sound board for the simultaneous 2 player head-to-head sounds.
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TODO: remove Space Invader 'invaders' set from mw8080bw.c, it does not belong there at all
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- Midway PCB sets: (cursory descripton)
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* All Midway Space Invaders games ([Space Invader Upright], [Space Invader Cocktail],
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[Deluxe Space Invaders Upright], [Deluxe Space Invaders Cocktail], and [Space Invaders II])
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use the same 8080 mainboard, with no emulation-relevant differences between revisions.
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* [Space Invaders II] from Midway (only produced as a cocktail) uses
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an extra sound board for the simultaneous 2 player head-to-head sounds.
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- Taito-USA-made 'trimline' PCBS do not match the taito pcbs either.
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*/
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/* To Do: */
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/* ----- */
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/* */
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/* - Space Chaser (schaser) */
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/* 1. The "missile" sound is incorrect. This is how it should be: */
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/* It should be a constant "klunkity-klunk", and should only be */
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/* heard while missiles are seen to be moving. When the red */
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/* missiles speed up, there should be more "klunks per second" */
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/* with the pitch staying constant. */
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/* 8/8/8 D.R. - Who says? According to the schematic the sounds are */
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/* correct. Make a video showing otherwise or trace SX0 & SX1 on */
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/* a real PCB to find the difference. */
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/* Currently it beeps every time a player eats a dot. Seems right. */
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/* 2. If "Hard" mode is selected, numerous bugs appear which */
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/* could be either an emulation fault or a bad rom. Some */
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/* bugs are: */
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/* a. Graphic error halfway up the left side */
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/* b. Score adds or subtracts random amounts */
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/* c. Score not cleared when starting a new game */
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/* d. Game begins on the wrong level */
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/* */
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/* - Space War (Sanritsu) */
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/* */
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/* 1. I seem to recall that the flashing ufo had its own sample */
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/* sound, a sort of rattling noise. Unable to find evidence */
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/* of this (so far). */
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/* */
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/* */
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/* Change Log: */
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/* ---------- */
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/* */
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/* 24 Dec 1998 - added sitv [LT] */
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/* */
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/* 21 Nov 1999 - added spacewar3 [LT] */
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/* */
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/* 26 May 2001 - added galxwars */
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/* galxwar2 (galxwars2) */
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/* jspectr2 (jspecter2) */
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/* ozmawar2 (ozmawars2) */
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/* spaceatt */
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/* sstrangr */
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/* */
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/* 26 May 2001 - changed galxwars input port so the new sets work */
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/* */
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/* 30 Jul 2001 - added sstrngr2 */
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/* */
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/* 17 Jul 2006 - schaser - connect up prom - fix dipswitches */
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/* schasrcv (schasercv) - allow bottom line to show on screen */
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/* */
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/* */
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/* 10 Sep 2006 - invadpt2 - add name reset button */
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/* spcewars - add bitstream circuit, fix dipswitches */
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/* */
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/* */
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/* 13 Dec 2006 - add PRELIMINARY sound support and documentation to: */
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/* rollingc, spcenctr, gunfight, m4, gmissile, */
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/* schasrcv (schasercv), 280zzzap, lagunar, lupin3, phantom2, */
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/* blueshrk, desertgu, ballbomb, yosakdon/yosakdoa (yosakdona)*/
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/* shuttlei, invrvnge/invrvnga (invrvngea). */
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/* Documented indianbt sound. Removed NO_SOUND flag from */
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/* cosmo and dogpatch as the sound was already working. */
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/* [Robert] */
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/* */
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/* 02 May 2007 - Major clean-up of driver and video system */
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/* */
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/****************************************************************************/
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- Taito-USA-made 'trimline' PCBS do not match the taito pcbs either.
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To Do:
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-----
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- Midway PCB sets
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* The discrete components, particularly for the shot sound, differ
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between Taito and Midway audio daughterboards.
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+ Figure out the difference between the Taito and Midway discrete
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boards and emulate them both properly.
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+ Figure out what the current discrete setup is trying to emulate.
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* Remove Space Invaders 'invaders' set from mw8080bw.c, it does not belong
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there at all
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- Space Chaser (schaser)
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1. The "missile" sound is incorrect. This is how it should be:
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It should be a constant "klunkity-klunk", and should only be
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heard while missiles are seen to be moving. When the red
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missiles speed up, there should be more "klunks per second"
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with the pitch staying constant.
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8/8/8 D.R. - Who says? According to the schematic the sounds are
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correct. Make a video showing otherwise or trace SX0 & SX1 on
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a real PCB to find the difference.
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Currently it beeps every time a player eats a dot. Seems right.
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2. If "Hard" mode is selected, numerous bugs appear which
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could be either an emulation fault or a bad rom. Some
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bugs are:
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a. Graphic error halfway up the left side
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b. Score adds or subtracts random amounts
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c. Score not cleared when starting a new game
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d. Game begins on the wrong level
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- Space War (Sanritsu)
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* I seem to recall that the flashing ufo had its own sample
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sound, a sort of rattling noise. Unable to find evidence
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of this (so far).
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*****************************************************************************/
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#include "emu.h"
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#include "cpu/m6800/m6800.h"
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@ -638,14 +605,19 @@ ADDRESS_MAP_END
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static INPUT_PORTS_START( invrvnge )
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PORT_START("IN0")
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_UNUSED )
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PORT_DIPNAME( 0x06, 0x06, DEF_STR( Difficulty ) ) PORT_DIPLOCATION("SW1:5,6")
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PORT_DIPSETTING( 0x00, DEF_STR( Easy ) )
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PORT_DIPSETTING( 0x02, DEF_STR( Hard ) )
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PORT_DIPSETTING( 0x04, DEF_STR( Harder ) )
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PORT_DIPSETTING( 0x06, DEF_STR( Hardest ) )
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_UNKNOWN ) // must be low or game won't boot [code: 0x1a9-1af]
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PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_UNUSED )
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PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNUSED )
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PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNUSED )
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PORT_DIPNAME( 0x80, 0x80, "Fuel Destroyed by Comet" ) PORT_DIPLOCATION("SW1:7")
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PORT_DIPSETTING( 0x00, "3" )
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PORT_DIPSETTING( 0x80, "6" )
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PORT_START("IN1")
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PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_COIN1 )
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@ -653,7 +625,7 @@ static INPUT_PORTS_START( invrvnge )
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PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_START1 )
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 )
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PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_2WAY
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PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_2WAY
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PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_2WAY
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PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )
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@ -667,23 +639,9 @@ static INPUT_PORTS_START( invrvnge )
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PORT_DIPNAME( 0x08, 0x08, DEF_STR( Bonus_Life ) ) PORT_DIPLOCATION("SW1:4")
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PORT_DIPSETTING( 0x00, "1500" )
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PORT_DIPSETTING( 0x08, "2000" )
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#if 0
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PORT_DIPNAME( 0x30, 0x30, DEF_STR( Difficulty ) ) PORT_DIPLOCATION("SW1:5,6")
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PORT_DIPSETTING( 0x00, DEF_STR( Easy ) )
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PORT_DIPSETTING( 0x10, DEF_STR( Hard ) )
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PORT_DIPSETTING( 0x20, DEF_STR( Harder ) )
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PORT_DIPSETTING( 0x30, DEF_STR( Hardest ) )
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PORT_DIPNAME( 0x40, 0x40, "Fuel Destroyed by Comet" ) PORT_DIPLOCATION("SW1:7")
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PORT_DIPSETTING( 0x00, "3" )
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PORT_DIPSETTING( 0x40, "6" )
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#else
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PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_PLAYER(2)
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PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_2WAY PORT_PLAYER(2)
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PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_2WAY PORT_PLAYER(2)
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PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_2WAY PORT_PLAYER(2)
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#endif
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PORT_DIPNAME( 0x80, 0x00, DEF_STR( Coinage ) ) PORT_DIPLOCATION("SW1:8")
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PORT_DIPSETTING( 0x80, DEF_STR( 2C_1C ) ) // 1 play 10p, 2 play 20p, 6 play 50p
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PORT_DIPSETTING( 0x00, DEF_STR( 1C_1C ) ) // 1 play 20p, 2 play 40p, 3 play 50p
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