flicker: Fixed a couple of mistakes.

This commit is contained in:
Robbbert 2021-12-23 20:27:26 +11:00
parent 64d697c1be
commit 512dbbc2d5
3 changed files with 95 additions and 85 deletions

View File

@ -112,8 +112,8 @@ void by6803_state::by6803_map(address_map &map)
static INPUT_PORTS_START( by6803 )
PORT_START("TEST")
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_SERVICE1 ) PORT_NAME("Self Test") PORT_IMPULSE(1) PORT_CHANGED_MEMBER(DEVICE_SELF, by6803_state, self_test, 0)
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_SERVICE2 ) PORT_NAME("Activity") PORT_IMPULSE(1) PORT_CHANGED_MEMBER(DEVICE_SELF, by6803_state, activity_test, 0)
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_0_PAD) PORT_NAME("Self Test") PORT_IMPULSE(1) PORT_CHANGED_MEMBER(DEVICE_SELF, by6803_state, self_test, 0)
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_1_PAD) PORT_NAME("Activity") PORT_IMPULSE(1) PORT_CHANGED_MEMBER(DEVICE_SELF, by6803_state, activity_test, 0)
PORT_START("X0")
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_A) PORT_NAME("INP01")

View File

@ -2,39 +2,40 @@
// copyright-holders:Robbbert, Vas Crabb
/*************************************************************************
PINBALL
Flicker was originally an electromechanical machine, and Bally asked
Nutting Associates to create a solid-state prototype.
PINBALL
Flicker was originally an electromechanical machine, and Bally asked
Nutting Associates to create a solid-state prototype.
Seems to be the first ever microprocessor-controlled pinball machine.
Seems to be the first ever microprocessor-controlled pinball machine.
Inputs from US Patent 4093232
Some clues from PinMAME
Inputs from US Patent 4093232
Some clues from PinMAME
Note: If F3 pressed, it will remember any credits from last time.
However, you still need to insert a coin before the start button
will work.
Note: If F3 pressed, it will remember any credits from last time.
However, you still need to insert a coin before the start button
will work.
The input/output multiplexing on this machine is quite clever. RAM0
output connected to two 1-of-16 decoders. These are strobed using
CM-RAM1 and CM-RAM2. There is no RAM or I/O mapped there - the
additional chip select lines are just used to strobe the decoders.
The input/output multiplexing on this machine is quite clever. RAM0
output connected to two 1-of-16 decoders. These are strobed using
CM-RAM1 and CM-RAM2. There is no RAM or I/O mapped there - the
additional chip select lines are just used to strobe the decoders.
The programming seems to be incomplete with some bugs and omissions.
- If you score 10 then 1000 at start, the hundreds digit will be blank.
It will fix itself during the natural course of play.
- If you enable the Match digit, and it doesn't match, the knocker
will continually bang away. Works correctly if the match succeeds.
- The 15k to 110k switches are presumed to be the score at which a free
game is granted, but none of that works.
- Setting 45K and 50K can award credits
- Setting 65K and 70K does something
- The "Add-a-ball, Replay, Straight" switches have unknown function,
and don't seem to do anything.
- If you press some keys before starting a game, you'll be awarded the
points when the game starts.
- So, the only settings that are known to work are the games per coin,
and the 3/5 balls per game.
The programming seems to be incomplete with some bugs and omissions.
- If you score 10 then 1000 at start, the hundreds digit will be blank.
It will fix itself during the natural course of play.
- If you enable the Match digit, and it doesn't match, the knocker
will continually bang away. Works correctly if the match succeeds.
- The 15k to 110k switches are presumed to be the score at which a free
game is granted, but none of that works.
- Setting 45K and 50K can award credits
- Setting 65K and 70K does something
- The "Add-a-ball, Replay, Straight" switches have unknown function,
and don't seem to do anything.
- If you press some keys before starting a game, you'll be awarded the
points when the game starts.
- So, the only settings that are known to work are the games per coin,
and the 3/5 balls per game.
- Test button not working.
*************************************************************************/
@ -53,8 +54,9 @@ public:
, m_maincpu(*this, "maincpu")
, m_testport(*this, "TEST")
, m_coinport(*this, "COIN")
, m_switch(*this, "SWITCH.%X", 0U)
, m_digits(*this, "digit%u", 0U)
, m_switch(*this, "X%d", 0U)
, m_digits(*this, "digit%d", 0U)
, m_io_outputs(*this, "out%d", 0U)
{
}
@ -86,6 +88,7 @@ private:
required_ioport m_coinport;
required_ioport_array<16> m_switch;
output_finder<16> m_digits;
output_finder<80> m_io_outputs; // 16 solenoids + 64 lamps
bool m_cm_ram1 = false, m_cm_ram2 = false;
u8 m_ram0_output = 0U, m_rom0_output = 0U, m_rom1_output = 0U;
@ -123,13 +126,13 @@ void flicker_state::flicker_ram_ports(address_map &map)
static INPUT_PORTS_START( flicker )
PORT_START("TEST")
PORT_BIT(0x0001, IP_ACTIVE_HIGH, IPT_UNUSED)
PORT_BIT(0x0002, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("Door Slam") PORT_CODE(KEYCODE_HOME) PORT_CHANGED_MEMBER(DEVICE_SELF, flicker_state, test_changed, 0)
PORT_BIT(0x0002, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("Door Slam") PORT_CODE(KEYCODE_0) PORT_CHANGED_MEMBER(DEVICE_SELF, flicker_state, test_changed, 0)
PORT_BIT(0x001c, IP_ACTIVE_HIGH, IPT_UNKNOWN) // called "two coins", "three coins", "four coins" in patent, purpose unknown
PORT_BIT(0x07e0, IP_ACTIVE_HIGH, IPT_CUSTOM) PORT_CUSTOM_MEMBER(flicker_state, coins_in)
PORT_BIT(0x0800, IP_ACTIVE_HIGH, IPT_TILT)
PORT_BIT(0x0800, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("Tilt") PORT_CODE(KEYCODE_9)
PORT_BIT(0x1000, IP_ACTIVE_HIGH, IPT_START) PORT_NAME("Credit Button") PORT_CHANGED_MEMBER(DEVICE_SELF, flicker_state, test_changed, 0)
PORT_BIT(0x6000, IP_ACTIVE_HIGH, IPT_UNUSED)
PORT_BIT(0x8000, IP_ACTIVE_HIGH, IPT_SERVICE1) PORT_NAME("Test") PORT_CHANGED_MEMBER(DEVICE_SELF, flicker_state, test_changed, 0)
PORT_BIT(0x8000, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("Test") PORT_CODE(KEYCODE_0_PAD) PORT_CHANGED_MEMBER(DEVICE_SELF, flicker_state, test_changed, 0)
// The coin slot would be connected to one of the lines via a wire jumper on a terminal strip
PORT_START("COIN")
@ -142,59 +145,57 @@ static INPUT_PORTS_START( flicker )
PORT_CONFSETTING( 0x20, DEF_STR(1C_6C))
PORT_BIT(0x80, IP_ACTIVE_HIGH, IPT_COIN1) PORT_CHANGED_MEMBER(DEVICE_SELF, flicker_state, test_changed, 0)
PORT_START("SWITCH.0")
PORT_BIT(0x01, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("Left Lane Target") PORT_CODE(KEYCODE_W)
PORT_BIT(0x02, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("\"/B\" Target") PORT_CODE(KEYCODE_E)
PORT_BIT(0x04, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("Left Lane 1000") PORT_CODE(KEYCODE_R)
PORT_BIT(0x08, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("\"/A\" Target") PORT_CODE(KEYCODE_Y)
PORT_START("X0")
PORT_BIT(0x01, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("Left Lane Target") PORT_CODE(KEYCODE_A)
PORT_BIT(0x02, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("\"/B\" Target") PORT_CODE(KEYCODE_B)
PORT_BIT(0x04, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("Left Lane 1000") PORT_CODE(KEYCODE_C)
PORT_BIT(0x08, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("\"/A\" Target") PORT_CODE(KEYCODE_D)
PORT_START("SWITCH.1")
PORT_BIT(0x01, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("Right Lane Target") PORT_CODE(KEYCODE_U)
PORT_BIT(0x02, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("\"/C\" Target") PORT_CODE(KEYCODE_I)
PORT_BIT(0x04, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("Right Lane 1000") PORT_CODE(KEYCODE_O)
PORT_BIT(0x08, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("\"/D\" Target") PORT_CODE(KEYCODE_A)
PORT_START("X1")
PORT_BIT(0x01, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("Right Lane Target") PORT_CODE(KEYCODE_E)
PORT_BIT(0x02, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("\"/C\" Target") PORT_CODE(KEYCODE_F)
PORT_BIT(0x04, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("Right Lane 1000") PORT_CODE(KEYCODE_G)
PORT_BIT(0x08, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("\"/D\" Target") PORT_CODE(KEYCODE_H)
PORT_START("SWITCH.2")
PORT_BIT(0x01, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("Spinner") PORT_CODE(KEYCODE_S)
PORT_START("X2")
PORT_BIT(0x01, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("Spinner") PORT_CODE(KEYCODE_I)
PORT_BIT(0x0e, IP_ACTIVE_HIGH, IPT_UNUSED)
PORT_START("SWITCH.3")
PORT_BIT(0x01, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("10's Target") PORT_CODE(KEYCODE_D)
PORT_BIT(0x02, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("100's Target") PORT_CODE(KEYCODE_F)
PORT_BIT(0x04, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("Pot Bumper") PORT_CODE(KEYCODE_G)
PORT_BIT(0x08, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("3000 Hole") PORT_CODE(KEYCODE_H)
PORT_START("X3")
PORT_BIT(0x01, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("10's Target") PORT_CODE(KEYCODE_J)
PORT_BIT(0x02, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("100's Target") PORT_CODE(KEYCODE_K)
PORT_BIT(0x04, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("Pot Bumper") PORT_CODE(KEYCODE_L)
PORT_BIT(0x08, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("3000 Hole") PORT_CODE(KEYCODE_M)
PORT_START("SWITCH.4")
PORT_BIT(0x01, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("1000 Bonus") PORT_CODE(KEYCODE_J)
PORT_START("X4")
PORT_BIT(0x01, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("1000 Bonus") PORT_CODE(KEYCODE_N)
PORT_BIT(0x02, IP_ACTIVE_HIGH, IPT_UNUSED)
PORT_BIT(0x04, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("500 Targets") PORT_CODE(KEYCODE_K)
PORT_BIT(0x08, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("Out Hole") PORT_CODE(KEYCODE_X)
PORT_BIT(0x04, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("500 Targets") PORT_CODE(KEYCODE_O)
PORT_BIT(0x08, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("Out Hole") PORT_CODE(KEYCODE_X)
PORT_START("SWITCH.5")
PORT_BIT(0x01, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("Left 500 Out") PORT_CODE(KEYCODE_L)
PORT_BIT(0x02, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("Left Bumper") PORT_CODE(KEYCODE_Z)
PORT_BIT(0x04, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("Right 500 Out") PORT_CODE(KEYCODE_C)
PORT_BIT(0x08, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("Right Bumper") PORT_CODE(KEYCODE_V)
PORT_START("X5")
PORT_BIT(0x01, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("Left 500 Out") PORT_CODE(KEYCODE_P)
PORT_BIT(0x02, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("Left Sling") PORT_CODE(KEYCODE_Q)
PORT_BIT(0x04, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("Right 500 Out") PORT_CODE(KEYCODE_R)
PORT_BIT(0x08, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("Right Sling") PORT_CODE(KEYCODE_S)
PORT_START("SWITCH.6")
PORT_BIT(0x01, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("\"A\" Target") PORT_CODE(KEYCODE_B)
PORT_BIT(0x02, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("\"B\" Target") PORT_CODE(KEYCODE_N)
PORT_BIT(0x04, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("\"C\" Target") PORT_CODE(KEYCODE_M)
PORT_BIT(0x08, IP_ACTIVE_HIGH, IPT_OTHER) PORT_NAME("\"D\" Target") PORT_CODE(KEYCODE_COMMA)
PORT_START("X6")
PORT_BIT(0x01, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("\"A\" Target") PORT_CODE(KEYCODE_T)
PORT_BIT(0x02, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("\"B\" Target") PORT_CODE(KEYCODE_U)
PORT_BIT(0x04, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("\"C\" Target") PORT_CODE(KEYCODE_V)
PORT_BIT(0x08, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_NAME("\"D\" Target") PORT_CODE(KEYCODE_W)
PORT_START("SWITCH.7")
PORT_BIT(0x0f, IP_ACTIVE_HIGH, IPT_UNUSED)
PORT_START("X7")
PORT_START("SWITCH.8")
PORT_BIT(0x0f, IP_ACTIVE_HIGH, IPT_UNUSED)
PORT_START("X8")
PORT_START("SWITCH.9")
PORT_START("X9")
PORT_CONFNAME(0x01, 0x00, "Balls")
PORT_CONFSETTING( 0x00, "3")
PORT_CONFSETTING( 0x01, "5")
PORT_BIT(0x0e, IP_ACTIVE_HIGH, IPT_UNUSED)
PORT_START("SWITCH.A")
PORT_START("X10")
PORT_CONFNAME(0x01, 0x00, "Straight")
PORT_CONFSETTING( 0x00, DEF_STR(Off))
PORT_CONFSETTING( 0x01, DEF_STR(On))
@ -208,7 +209,7 @@ static INPUT_PORTS_START( flicker )
PORT_CONFSETTING( 0x00, DEF_STR(Off))
PORT_CONFSETTING( 0x08, DEF_STR(On))
PORT_START("SWITCH.B")
PORT_START("X11")
PORT_CONFNAME(0x01, 0x00, "15K")
PORT_CONFSETTING( 0x00, DEF_STR(Off))
PORT_CONFSETTING( 0x01, DEF_STR(On))
@ -222,7 +223,7 @@ static INPUT_PORTS_START( flicker )
PORT_CONFSETTING( 0x00, DEF_STR(Off))
PORT_CONFSETTING( 0x08, DEF_STR(On))
PORT_START("SWITCH.C")
PORT_START("X12")
PORT_CONFNAME(0x01, 0x00, "35K")
PORT_CONFSETTING( 0x00, DEF_STR(Off))
PORT_CONFSETTING( 0x01, DEF_STR(On))
@ -236,7 +237,7 @@ static INPUT_PORTS_START( flicker )
PORT_CONFSETTING( 0x00, DEF_STR(Off))
PORT_CONFSETTING( 0x08, DEF_STR(On))
PORT_START("SWITCH.D")
PORT_START("X13")
PORT_CONFNAME(0x01, 0x00, "55K")
PORT_CONFSETTING( 0x00, DEF_STR(Off))
PORT_CONFSETTING( 0x01, DEF_STR(On))
@ -250,7 +251,7 @@ static INPUT_PORTS_START( flicker )
PORT_CONFSETTING( 0x00, DEF_STR(Off))
PORT_CONFSETTING( 0x08, DEF_STR(On))
PORT_START("SWITCH.E")
PORT_START("X14")
PORT_CONFNAME(0x01, 0x00, "75K")
PORT_CONFSETTING( 0x00, DEF_STR(Off))
PORT_CONFSETTING( 0x01, DEF_STR(On))
@ -264,7 +265,7 @@ static INPUT_PORTS_START( flicker )
PORT_CONFSETTING( 0x00, DEF_STR(Off))
PORT_CONFSETTING( 0x08, DEF_STR(On))
PORT_START("SWITCH.F")
PORT_START("X15")
PORT_CONFNAME(0x01, 0x00, "95K")
PORT_CONFSETTING( 0x00, DEF_STR(Off))
PORT_CONFSETTING( 0x01, DEF_STR(On))
@ -299,6 +300,7 @@ WRITE_LINE_MEMBER(flicker_state::cm_ram1_w)
{ "lamp_800", "lamp_900", nullptr, nullptr },
{ "lamp_point_00", "lamp_1000", "lamp_2000", "lamp_3000" },
{ "lamp_4000", "lamp_5000", "lamp_6000", "lamp_7000" },
{ "lamp_8000", "lamp_9000", "lamp_10000", nullptr },
{ "lamp_dummy_zero", "lamp_game_over", "lamp_tilt", "lamp_same_player_shoots" },
{ "lamp_1_up", "lamp_2_up", "lamp_one_player", "lamp_two_player" } };
@ -316,6 +318,8 @@ WRITE_LINE_MEMBER(flicker_state::cm_ram1_w)
output().set_value(lamp_matrix[m_mux_col][2], BIT(m_rom1_output, 2));
if (lamp_matrix[m_mux_col][3])
output().set_value(lamp_matrix[m_mux_col][3], BIT(m_rom1_output, 3));
for (u8 i = 0; i < 4; i++)
m_io_outputs[16U+m_mux_col*4U+i] = BIT(m_rom1_output, i);
}
if (0x0c == m_mux_col)
{
@ -331,20 +335,25 @@ WRITE_LINE_MEMBER(flicker_state::cm_ram2_w)
{
if (!m_cm_ram2 && !state && (m_relay_drive != m_ram0_output))
{
for (u8 i = 0; i < 16; i++)
m_io_outputs[i] = (i == m_ram0_output);
// The coin outputs (A and B) aren't used
switch (m_relay_drive = m_ram0_output)
{
case 0x01: // 10 chime
m_samples->start(1, 1);
m_samples->start(3, 3);
break;
case 0x02: // 100 chime
m_samples->start(2, 2);
break;
case 0x03: // 1000 chime
m_samples->start(3, 3);
m_samples->start(1, 1);
break;
case 0x04: // left sling
case 0x05: // right sling
m_samples->start(0, 7);
break;
case 0x04: // left bumper
case 0x05: // right bumper
case 0x06: // pot bumper
m_samples->start(0, 0);
break;
@ -385,6 +394,7 @@ INPUT_CHANGED_MEMBER(flicker_state::test_changed)
void flicker_state::driver_start()
{
m_digits.resolve();
m_io_outputs.resolve();
save_item(NAME(m_cm_ram1));
save_item(NAME(m_cm_ram2));

View File

@ -14,8 +14,8 @@ copyright-holders:Robbbert
<element name="P0"><text string="Ball"><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="P2"><text string="Match"><color red="1.0" green="1.0" blue="1.0" /></text></element>
<element name="P3"><text string="Player 1"><color red="1.0" green="1.0" blue="1.0" /></text></element>
<element name="P4"><text string="Player 2"><color red="1.0" green="1.0" blue="1.0" /></text></element>
<element name="P3"><text state="1" string="Player 1"><color red="1.0" green="1.0" blue="1.0" /></text></element>
<element name="P4"><text state="1" string="Player 2"><color red="1.0" green="1.0" blue="1.0" /></text></element>
<view name="Default Layout">
<bounds left="0" top="0" right="674" bottom="194" />
@ -72,7 +72,7 @@ copyright-holders:Robbbert
<element ref="P0"><bounds left="120" right="160" top="110" bottom="135" /></element>
<element ref="P1"><bounds left="320" right="380" top="110" bottom="135" /></element>
<element ref="P2"><bounds left="520" right="570" top="110" bottom="135" /></element>
<element ref="P3"><bounds left="100" right="200" top="10" bottom="35" /></element>
<element ref="P4"><bounds left="500" right="600" top="10" bottom="35" /></element>
<element name="out60" ref="P3"><bounds left="100" right="200" top="10" bottom="35" /></element>
<element name="out61" ref="P4"><bounds left="500" right="600" top="10" bottom="35" /></element>
</view>
</mamelayout>