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another aid (nw)
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@ -317,6 +317,84 @@ int find_lamp_strings(running_machine &machine)
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return 0;
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}
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int find_reel_strings(running_machine &machine)
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{
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if (strcmp(machine.system().name, "sc4dnd"))
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return 0;
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// these are for sc4dnd ONLY, need to work out how the code calculates them
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// this list is 4 * 16 symbols for the regular reels, 12 symbols for the number spin, and 2 groups of 16 depending on jackpot/stake keys used for the prize reel
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// code that points at these is likely to be complex because it's conditional on the game code / mode..
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int reelsizes[] = { 16, 16, 16, 16, 12, 16, 16 };
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int total_reel_symbols = 0;
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for (int i = 0; i < 7; i++)
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{
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total_reel_symbols += reelsizes[i];
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}
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int startblock = 0x8d74c;
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int endblock = startblock + 4 * (total_reel_symbols);
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UINT16 *rom = (UINT16*)machine.root_device().memregion( "maincpu" )->base();
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UINT8 *rom8 = machine.root_device().memregion( "maincpu" )->base();
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printf("------------ REELS -----------------\n");
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if (endblock > startblock)
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{
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int which_reel = 0;
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int current_symbols = 0;
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for (int j = startblock / 2; j < endblock / 2; j+=2)
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{
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if (current_symbols == 0)
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{
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printf("REEL %d\n", which_reel+1);
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}
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UINT32 stringaddr = (rom[j + 0] << 16) | rom[j + 1];
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printf("addr %08x ", stringaddr);
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for (int k = stringaddr; k < stringaddr + 10; k++)
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{
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UINT8 chr = rom8[k^1];
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if ((chr == 0xff) || (chr == 0x00))
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{
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k = stringaddr + 10;
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}
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else
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{
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printf("%c", chr);
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}
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}
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printf("\n");
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current_symbols++;
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if (current_symbols == reelsizes[which_reel])
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{
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current_symbols = 0;
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which_reel++;
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}
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}
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}
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return 0;
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}
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/* default reels */
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static const stepper_interface* default_reel_configs[6] =
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{
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@ -375,7 +453,7 @@ DRIVER_INIT_MEMBER(sc4_state,sc4)
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// debug helpers to find strings used for inputs and where the buttons map
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find_input_strings(machine());
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find_lamp_strings(machine());
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find_reel_strings(machine());
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}
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DRIVER_INIT_MEMBER(sc4_state,sc4mbus)
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