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Marked the game as GAME_UNEMULATED_PROTECTION, until we understand more about the 0xc* commands (or the MCU is decapped)
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@ -185,12 +185,15 @@ static READ8_HANDLER( rumba_mcu_r )
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case 0x41: return 0;
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case 0x42:
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{
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/* TODO: subtle behaviour for transitioning from level 16 to level 1 (loop clear?). Command is:
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/* TODO: subtle behaviour for transitioning from level 16 to level 17 (loop clear?). Command is:
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0xc0 -> param -> 0xc1 -> param -> ... 0xc7 -> param -> 0x0e (end of packet) then reads at 0x40 -> 0x41 and 0x42
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Params written doesn't make any sense, they are copies from RAM addresses at 0xe450-7 and they looks like ... garbage.
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It's possible that all of this it just increments by one an internal RAM address in the MCU and then it sends a six when this counter
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has bits 0-3 == 0 (BCD operation?), but then the question is ... how it determines game over?
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According to a PCB test, game should roll back to level 1 layout but level counter should say "17" instead of current "11". Some of these ports also appears to control
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game-play speed and who is playing between player 1 and 2.
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*/
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//static UINT8 level_val;
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@ -1615,4 +1618,4 @@ GAME( 1985, flstoryj, flstory, flstory, flstory, 0, ROT180, "Taito", "The Fa
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GAME( 1985, onna34ro, 0, onna34ro, onna34ro, 0, ROT0, "Taito", "Onna Sansirou - Typhoon Gal (set 1)", GAME_UNEMULATED_PROTECTION | GAME_IMPERFECT_SOUND | GAME_SUPPORTS_SAVE )
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GAME( 1985, onna34roa, onna34ro, onna34ro, onna34ro, 0, ROT0, "Taito", "Onna Sansirou - Typhoon Gal (set 2)", GAME_UNEMULATED_PROTECTION | GAME_IMPERFECT_SOUND | GAME_SUPPORTS_SAVE )
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GAME( 1984, victnine, 0, victnine, victnine, 0, ROT0, "Taito", "Victorious Nine", GAME_IMPERFECT_SOUND | GAME_SUPPORTS_SAVE )
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GAME( 1984, rumba, 0, rumba, rumba, 0, ROT270, "Taito", "Rumba Lumber", GAME_IMPERFECT_SOUND )
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GAME( 1984, rumba, 0, rumba, rumba, 0, ROT270, "Taito", "Rumba Lumber", GAME_IMPERFECT_SOUND | GAME_UNEMULATED_PROTECTION )
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