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Implemented buzzer sound in Destiny - The Fortuneteller [Angelo Salese]
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@ -21,13 +21,13 @@ push the main service button F2.
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TODO:
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TODO:
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- Emulate the graphics with genuine artwork display;
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- Emulate the graphics with genuine artwork display;
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- Printer emulation;
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- Printer emulation;
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- Sound;
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- Exact sound & irq frequency;
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***************************************************************************/
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***************************************************************************/
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#include "emu.h"
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#include "emu.h"
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#include "cpu/m6809/m6809.h"
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#include "cpu/m6809/m6809.h"
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#include "sound/beep.h"
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class destiny_state : public driver_device
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class destiny_state : public driver_device
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{
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{
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@ -48,6 +48,8 @@ public:
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DECLARE_WRITE8_MEMBER(display_w);
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DECLARE_WRITE8_MEMBER(display_w);
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DECLARE_WRITE8_MEMBER(out_w);
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DECLARE_WRITE8_MEMBER(out_w);
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DECLARE_WRITE8_MEMBER(bank_select_w);
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DECLARE_WRITE8_MEMBER(bank_select_w);
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DECLARE_WRITE8_MEMBER(sound_on_w);
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DECLARE_WRITE8_MEMBER(sound_off_w);
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DECLARE_INPUT_CHANGED_MEMBER(coin_inserted);
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DECLARE_INPUT_CHANGED_MEMBER(coin_inserted);
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@ -151,6 +153,16 @@ INPUT_CHANGED_MEMBER(destiny_state::coin_inserted)
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coin_counter_w(machine(), 0, newval);
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coin_counter_w(machine(), 0, newval);
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}
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}
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WRITE8_MEMBER(destiny_state::sound_on_w)
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{
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beep_set_state(machine().device(BEEPER_TAG),1);
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}
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WRITE8_MEMBER(destiny_state::sound_off_w)
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{
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beep_set_state(machine().device(BEEPER_TAG),0);
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}
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static ADDRESS_MAP_START( main_map, AS_PROGRAM, 8, destiny_state )
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static ADDRESS_MAP_START( main_map, AS_PROGRAM, 8, destiny_state )
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AM_RANGE(0x0000, 0x5fff) AM_ROMBANK("bank1")
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AM_RANGE(0x0000, 0x5fff) AM_ROMBANK("bank1")
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AM_RANGE(0x8000, 0x87ff) AM_RAM
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AM_RANGE(0x8000, 0x87ff) AM_RAM
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@ -162,8 +174,8 @@ static ADDRESS_MAP_START( main_map, AS_PROGRAM, 8, destiny_state )
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AM_RANGE(0x9005, 0x9005) AM_READ_PORT("DIPSW") AM_WRITE(out_w)
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AM_RANGE(0x9005, 0x9005) AM_READ_PORT("DIPSW") AM_WRITE(out_w)
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// AM_RANGE(0x9006, 0x9006) AM_NOP // printer motor on
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// AM_RANGE(0x9006, 0x9006) AM_NOP // printer motor on
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// AM_RANGE(0x9007, 0x9007) AM_NOP // printer data
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// AM_RANGE(0x9007, 0x9007) AM_NOP // printer data
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// AM_RANGE(0x900a, 0x900a) AM_NOP // sound on
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AM_RANGE(0x900a, 0x900a) AM_WRITE(sound_on_w)
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// AM_RANGE(0x900b, 0x900b) AM_NOP // sound off
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AM_RANGE(0x900b, 0x900b) AM_WRITE(sound_off_w)
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AM_RANGE(0x900c, 0x900c) AM_WRITE(bank_select_w)
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AM_RANGE(0x900c, 0x900c) AM_WRITE(bank_select_w)
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// AM_RANGE(0x900d, 0x900d) AM_NOP // printer motor off
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// AM_RANGE(0x900d, 0x900d) AM_NOP // printer motor off
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// AM_RANGE(0x900e, 0x900e) AM_NOP // printer motor jam reset
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// AM_RANGE(0x900e, 0x900e) AM_NOP // printer motor jam reset
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@ -238,6 +250,8 @@ INPUT_PORTS_END
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void destiny_state::machine_start()
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void destiny_state::machine_start()
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{
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{
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beep_set_frequency(machine().device(BEEPER_TAG),800); // TODO: determine exact frequency thru schematics
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beep_set_state(machine().device(BEEPER_TAG),0);
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}
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}
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void destiny_state::machine_reset()
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void destiny_state::machine_reset()
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@ -265,7 +279,8 @@ static MACHINE_CONFIG_START( destiny, destiny_state )
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/* sound hardware */
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/* sound hardware */
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MCFG_SPEAKER_STANDARD_MONO("mono")
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MCFG_SPEAKER_STANDARD_MONO("mono")
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MCFG_SOUND_ADD(BEEPER_TAG, BEEP, 0)
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MCFG_SOUND_ROUTE(ALL_OUTPUTS,"mono",0.50)
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MACHINE_CONFIG_END
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MACHINE_CONFIG_END
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@ -296,4 +311,4 @@ ROM_START( destiny )
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ROM_LOAD( "ag11.18a", 0x16000, 0x2000, CRC(5f7bf9f9) SHA1(281f89c0bccfcc2bdc1d4d0a5b9cc9a8ab2e7869) )
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ROM_LOAD( "ag11.18a", 0x16000, 0x2000, CRC(5f7bf9f9) SHA1(281f89c0bccfcc2bdc1d4d0a5b9cc9a8ab2e7869) )
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ROM_END
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ROM_END
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GAME( 1983, destiny, 0, destiny, destiny, 0, ROT0, "Data East Corporation", "Destiny - The Fortuneteller (USA)", GAME_NO_SOUND | GAME_NOT_WORKING )
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GAME( 1983, destiny, 0, destiny, destiny, 0, ROT0, "Data East Corporation", "Destiny - The Fortuneteller (USA)", GAME_IMPERFECT_SOUND | GAME_NOT_WORKING )
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