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by6803: Most machines are playable.
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@ -5,28 +5,43 @@
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PINBALL
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Bally MPU A084-91786-AH06 (6803)
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The characteristic 6803 pinball has 4x 7-digit displays lined up along the bottom of the
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backbox. They show scores, moving messages, and anything else that's needed.
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First generation 6803 has 4x 7-digit displays, and a 6-digit display for the credits/balls (only
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4 digits are visible).
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Then, the 2nd generation replaced all that with 4x 7-letter alphanumeric displays lined up along
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the bottom of the backbox. They show scores, moving messages, and anything else that's needed.
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This also meant a more informative setup mode.
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Schematic has a number of mistakes.
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Here are the key codes to enable play: (to do)
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Setting Up:
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- The default settings don't work on most machines. Use the number pad for all inputs.
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After starting or restarting, wait for flashing scores before pressing anything.
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Each number pair is entered as: first number, Enter, 2nd number, Enter, Enter.
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See the manual for more details.
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- 0B38: F1, 16 40, 17 1, 23 3, 24 3, 25 3, 26 3, 27 3, 29 1, 30 1, 47 1, esc.
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- 0C70: Press F1, 62 1, esc. Start again. F1, 62 0, 16 40, 17 1, 24 3, 25 3,
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26 3, 27 3, 29 1, 30 1, esc. Start again.
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- 0E34: Press F1, 44 65, esc. Start again.
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- 0H05, 0H07, 2001, 2006: no setup necessary.
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- Others: Press F1, press / to choose Feature Options, Enter, 65, Enter, Enter, esc.
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Here are the key codes to enable play:
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Game NUM Start game End ball
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--------------------------------------------------------------------------------------------------
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Eight Ball Champ 0B38 (not working)
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Beat the Clock 0C70 (not working)
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Motordome 0E14 (can't insert coin)
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Lady Luck 0E34 (not working)
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Strange Science 0E35 (can't insert coin)
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Special Force / Special Force Girls 0E47 (can't insert coin)
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Black Belt / Karate Fight 0E52 (can't insert coin)
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City Slicker 0E79 (can't insert coin)
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Eight Ball Champ 0B38 1 X
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Beat the Clock 0C70 1 X (timed game, no ball display)
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Motordome 0E14 1 X
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Lady Luck 0E34 1 X
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Strange Science 0E35 (unknown)
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Special Force / Special Force Girls 0E47 Hold TUV, hit 1 TUV
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Black Belt / Karate Fight 0E52 1 X
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City Slicker 0E79 Hold U and ; hit 1 U;
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Hardbody / Super Sport 0E94 (stuck switch)
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Party Animal 0H01 (can't insert coin)
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Heavy Metal Meltdown 0H03 (can't insert coin)
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Party Animal 0H01 Hold Left Down Right, hit 1 Down Left Right
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Heavy Metal Meltdown 0H03 Hold ;'/. and hit 1 Hold ;'/. and hit X twice
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Escape from the Lost World 0H05 Hold DX, hit 1 DX
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Dungeons and Dragons 0H06 (can't insert coin)
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Dungeons and Dragons 0H06 Hold Left Down Right, hit 1 Down Left Right
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Blackwater 100 0H07 Hold Enter ][, hit 1 Jiggle ]X[
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Hot Shotz (unemulated prototype)
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**** After merge with Williams ****
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@ -35,16 +50,14 @@ Atlantis 2006 Hold Left Down Right, hit 1 Do
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Status:
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- 2nd gen games boot up and display. See above table for individual status.
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- Most games are playable. See above table for individual status.
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ToDo:
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- Sound
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- Mechanical sounds
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- Outputs
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- 1st gen display needs credits/balls
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- Commas are missing from the display.
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- Gen 2 games: Commas
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- Code has provision for a round LED, to be added to layout.
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- Operator keypad
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- Various sound boards
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- Inputs, Solenoids vary per game
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@ -63,6 +76,7 @@ ToDo:
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#include "speaker.h"
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#include "by6803.lh"
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#include "by6803a.lh"
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namespace {
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@ -84,7 +98,7 @@ public:
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{ }
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void by6803(machine_config &config);
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void digit6(machine_config &config);
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void gen1(machine_config &config);
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void s11(machine_config &config);
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DECLARE_INPUT_CHANGED_MEMBER(activity_test);
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@ -106,9 +120,9 @@ private:
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u8 pia1a_r();
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void pia1a_w(u8 data);
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void pia1b_w(u8 data);
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void pia0a_6w(u8 data);
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void pia1a_6w(u8 data);
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DECLARE_WRITE_LINE_MEMBER(pia0_ca2_6w);
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void pia0a_g1w(u8 data);
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void pia1a_g1w(u8 data);
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DECLARE_WRITE_LINE_MEMBER(pia0_ca2_g1w);
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DECLARE_WRITE_LINE_MEMBER(pia0_ca2_w);
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DECLARE_WRITE_LINE_MEMBER(pia0_cb2_w);
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DECLARE_WRITE_LINE_MEMBER(pia1_cb2_w);
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@ -124,14 +138,14 @@ private:
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bool m_pia0_timer = 0;
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u8 m_port1 = 0U, m_port2 = 0U;
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u8 m_digit = 0U;
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u8 m_segment[4]{};
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u8 m_segment[5]{};
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required_device<m6803_cpu_device> m_maincpu;
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//optional_device<williams_s11b_sound_device> m_s11sound;
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required_device<pia6821_device> m_pia0;
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required_device<pia6821_device> m_pia1;
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required_ioport m_io_test;
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required_ioport_array<6> m_io_keyboard;
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output_finder<40> m_digits;
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output_finder<50> m_digits;
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output_finder<1> m_leds;
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output_finder<112> m_io_outputs; // 16 solenoids + 96 lamps
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};
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@ -147,24 +161,24 @@ void by6803_state::by6803_map(address_map &map)
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static INPUT_PORTS_START( by6803 )
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PORT_START("TEST")
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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)
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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)
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PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_F1) PORT_NAME("Self Test") PORT_IMPULSE(1) PORT_CHANGED_MEMBER(DEVICE_SELF, by6803_state, self_test, 0)
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PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_F2) PORT_NAME("Activity") PORT_IMPULSE(1) PORT_CHANGED_MEMBER(DEVICE_SELF, by6803_state, activity_test, 0)
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PORT_START("X0")
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_A) PORT_NAME("INP01")
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PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_B) PORT_NAME("INP02")
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PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_C) PORT_NAME("INP03")
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_D) PORT_NAME("INP04")
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_A) PORT_CODE(KEYCODE_ENTER_PAD) PORT_NAME("INP01") // PAD ENTER
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PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_B) PORT_CODE(KEYCODE_0_PAD) PORT_NAME("INP02") // PAD 0
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PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_C) PORT_CODE(KEYCODE_DEL_PAD) PORT_NAME("INP03") // PAD KBD/CLR
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_D) PORT_CODE(KEYCODE_PLUS_PAD) PORT_NAME("INP04") // PAD GAME
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PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_LSHIFT) PORT_NAME("Left Flipper")
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PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_START1 )
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PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_RSHIFT) PORT_NAME("Right Flipper")
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PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_X) PORT_NAME("Outhole")
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PORT_START("X1")
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_COIN2 )
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PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_COIN1 )
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PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_COIN3 )
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_E) PORT_NAME("INP12")
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_COIN2 ) PORT_CODE(KEYCODE_6) PORT_CODE(KEYCODE_3_PAD) // PAD 3
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PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_COIN1 ) PORT_CODE(KEYCODE_5) PORT_CODE(KEYCODE_2_PAD) // PAD 2
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PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_COIN3 ) PORT_CODE(KEYCODE_7) PORT_CODE(KEYCODE_1_PAD) // PAD 1
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_SLASH_PAD) PORT_CODE(KEYCODE_E) PORT_NAME("INP12") // PAD A
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PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_F) PORT_NAME("INP13")
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PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_0) PORT_NAME("Slam Tilt")
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PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_9) PORT_NAME("Tilt")
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@ -172,20 +186,20 @@ static INPUT_PORTS_START( by6803 )
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// from here, vary per game
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PORT_START("X2")
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_G) PORT_NAME("INP17")
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PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_H) PORT_NAME("INP18")
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PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_I) PORT_NAME("INP19")
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_J) PORT_NAME("INP20")
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_G) PORT_CODE(KEYCODE_6_PAD) PORT_NAME("INP17") // PAD 6
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PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_H) PORT_CODE(KEYCODE_5_PAD) PORT_NAME("INP18") // PAD 5
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PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_I) PORT_CODE(KEYCODE_4_PAD) PORT_NAME("INP19") // PAD 4
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_J) PORT_CODE(KEYCODE_ASTERISK) PORT_NAME("INP20") // PAD B
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PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_K) PORT_NAME("INP21")
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PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_L) PORT_NAME("INP22")
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PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_M) PORT_NAME("INP23")
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PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_N) PORT_NAME("INP24")
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PORT_START("X3")
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_O) PORT_NAME("INP25")
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PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_P) PORT_NAME("INP26")
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PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_Q) PORT_NAME("INP27")
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_R) PORT_NAME("INP28")
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_O) PORT_CODE(KEYCODE_9_PAD) PORT_NAME("INP25") // PAD 9
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PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_P) PORT_CODE(KEYCODE_8_PAD) PORT_NAME("INP26") // PAD 8
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PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_Q) PORT_CODE(KEYCODE_7_PAD) PORT_NAME("INP27") // PAD 7
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_R) PORT_CODE(KEYCODE_MINUS_PAD) PORT_NAME("INP28") // PAD C
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PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_S) PORT_NAME("INP29")
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PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_T) PORT_NAME("INP30")
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PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_KEYPAD ) PORT_CODE(KEYCODE_U) PORT_NAME("INP31")
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@ -382,30 +396,38 @@ void by6803_state::pia1b_w(u8 data)
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}
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}
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void by6803_state::pia0a_6w(u8 data)
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void by6803_state::pia0a_g1w(u8 data)
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{
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m_pia0_a = data;
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for (u8 i = 0; i < 4; i++)
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if (!BIT(data, i))
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m_segment[i] = BIT(data, 4, 4);
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}
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void by6803_state::pia1a_6w(u8 data)
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void by6803_state::pia1a_g1w(u8 data)
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{
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m_pia1_a = data;
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if (!BIT(data, 0))
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for (u8 i = 1; i < 8; i++)
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if (BIT(data, i))
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m_digit = 7 - i;
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m_digit = i;
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if (!BIT(m_pia1_a, 0))
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m_segment[4] = BIT(m_pia0_a, 4, 4);
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}
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WRITE_LINE_MEMBER( by6803_state::pia0_ca2_6w )
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WRITE_LINE_MEMBER( by6803_state::pia0_ca2_g1w )
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{
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static const u8 patterns[16] = { 0x3f,0x06,0x5b,0x4f,0x66,0x6d,0x7d,0x07,0x7f,0x6f,0,0,0,0,0,0 }; // MC14543
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static const u8 patterns[16] = { 0x3f,0x06,0xdb,0xcf,0xe6,0xed,0xfd,0x07,0xff,0xef,0,0,0,0,0,0 }; // MC14543
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if (state)
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{
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m_digits[m_digit] = patterns[m_segment[0]];
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m_digits[m_digit+7] = patterns[m_segment[1]];
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m_digits[m_digit+16] = patterns[m_segment[2]];
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m_digits[m_digit+23] = patterns[m_segment[3]];
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for (u8 i = 0; i < 4; i++)
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{
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u16 t = patterns[m_segment[i]];
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if (t && ((m_digit == 1) || (m_digit == 4)))
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t |= 0xc000; // Add comma
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m_digits[m_digit+i*10] = t;
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}
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m_digits[m_digit+40] = patterns[m_segment[4]];
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}
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}
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@ -507,12 +529,13 @@ void by6803_state::s11(machine_config &config)
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//WILLIAMS_S11B_SOUND(config, m_s11sound, 0).add_route(ALL_OUTPUTS, "mono", 1.0);
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}
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void by6803_state::digit6(machine_config &config)
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void by6803_state::gen1(machine_config &config)
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{
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by6803(config);
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m_pia0->writepa_handler().set(FUNC(by6803_state::pia0a_6w));
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m_pia1->writepa_handler().set(FUNC(by6803_state::pia1a_6w));
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m_pia0->ca2_handler().set(FUNC(by6803_state::pia0_ca2_6w));
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m_pia0->writepa_handler().set(FUNC(by6803_state::pia0a_g1w));
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m_pia1->writepa_handler().set(FUNC(by6803_state::pia1a_g1w));
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m_pia0->ca2_handler().set(FUNC(by6803_state::pia0_ca2_g1w));
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config.set_default_layout(layout_by6803a);
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}
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@ -851,10 +874,10 @@ ROM_END
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// 1st gen
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GAME( 1985, eballchp, 0, digit6, by6803, by6803_state, empty_init, ROT0, "Bally", "Eight Ball Champ", MACHINE_IS_SKELETON_MECHANICAL )
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GAME( 1985, beatclck, 0, digit6, by6803, by6803_state, empty_init, ROT0, "Bally", "Beat the Clock", MACHINE_IS_SKELETON_MECHANICAL )
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GAME( 1985, beatclck2, beatclck, digit6, by6803, by6803_state, empty_init, ROT0, "Bally", "Beat the Clock (with flasher support)", MACHINE_IS_SKELETON_MECHANICAL )
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GAME( 1986, ladyluck, 0, digit6, by6803, by6803_state, empty_init, ROT0, "Bally", "Lady Luck", MACHINE_IS_SKELETON_MECHANICAL )
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GAME( 1985, eballchp, 0, gen1, by6803, by6803_state, empty_init, ROT0, "Bally", "Eight Ball Champ", MACHINE_IS_SKELETON_MECHANICAL )
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GAME( 1985, beatclck, 0, gen1, by6803, by6803_state, empty_init, ROT0, "Bally", "Beat the Clock", MACHINE_IS_SKELETON_MECHANICAL )
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GAME( 1985, beatclck2, beatclck, gen1, by6803, by6803_state, empty_init, ROT0, "Bally", "Beat the Clock (with flasher support)", MACHINE_IS_SKELETON_MECHANICAL )
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GAME( 1986, ladyluck, 0, gen1, by6803, by6803_state, empty_init, ROT0, "Bally", "Lady Luck", MACHINE_IS_SKELETON_MECHANICAL )
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// 2nd gen
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GAME( 1986, motrdome, 0, by6803, by6803, by6803_state, empty_init, ROT0, "Bally", "MotorDome (rev. D)", MACHINE_IS_SKELETON_MECHANICAL )
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144
src/mame/layout/by6803a.lay
Normal file
144
src/mame/layout/by6803a.lay
Normal file
@ -0,0 +1,144 @@
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<?xml version="1.0"?>
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<!--
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license:CC0
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copyright-holders:Robbbert
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-->
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<mamelayout version="2">
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<element name="digit" defstate="0">
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<led14segsc>
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<color red="1.0" green="0.0" blue="0.0" />
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</led14segsc>
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</element>
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<element name="diag" defstate="0">
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<led7seg>
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<color red="1.0" green="0.0" blue="1.0" />
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</led7seg>
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</element>
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<element name="P0"><text string="Ball / Match"><color red="1.0" green="1.0" blue="1.0" /></text></element>
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<element name="P1"><text string="Credits"><color red="1.0" green="1.0" blue="1.0" /></text></element>
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<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="P5"><text string="Player 3"><color red="1.0" green="1.0" blue="1.0" /></text></element>
|
||||
<element name="P6"><text string="Player 4"><color red="1.0" green="1.0" blue="1.0" /></text></element>
|
||||
|
||||
<view name="Default Layout">
|
||||
<bounds left="0" top="20" right="318" bottom="394" />
|
||||
|
||||
<!-- LEDs -->
|
||||
|
||||
<!-- Player 1 Score -->
|
||||
|
||||
<element name="digit1" ref="digit">
|
||||
<bounds left="10" top="45" right="44" bottom="84" />
|
||||
</element>
|
||||
<element name="digit2" ref="digit">
|
||||
<bounds left="54" top="45" right="88" bottom="84" />
|
||||
</element>
|
||||
<element name="digit3" ref="digit">
|
||||
<bounds left="98" top="45" right="132" bottom="84" />
|
||||
</element>
|
||||
<element name="digit4" ref="digit">
|
||||
<bounds left="142" top="45" right="176" bottom="84" />
|
||||
</element>
|
||||
<element name="digit5" ref="digit">
|
||||
<bounds left="186" top="45" right="220" bottom="84" />
|
||||
</element>
|
||||
<element name="digit6" ref="digit">
|
||||
<bounds left="230" top="45" right="264" bottom="84" />
|
||||
</element>
|
||||
<element name="digit7" ref="digit">
|
||||
<bounds left="274" top="45" right="308" bottom="84" />
|
||||
</element>
|
||||
|
||||
<!-- Player 2 Score -->
|
||||
<element name="digit11" ref="digit">
|
||||
<bounds left="10" top="105" right="44" bottom="144" />
|
||||
</element>
|
||||
<element name="digit12" ref="digit">
|
||||
<bounds left="54" top="105" right="88" bottom="144" />
|
||||
</element>
|
||||
<element name="digit13" ref="digit">
|
||||
<bounds left="98" top="105" right="132" bottom="144" />
|
||||
</element>
|
||||
<element name="digit14" ref="digit">
|
||||
<bounds left="142" top="105" right="176" bottom="144" />
|
||||
</element>
|
||||
<element name="digit15" ref="digit">
|
||||
<bounds left="186" top="105" right="220" bottom="144" />
|
||||
</element>
|
||||
<element name="digit16" ref="digit">
|
||||
<bounds left="230" top="105" right="264" bottom="144" />
|
||||
</element>
|
||||
<element name="digit17" ref="digit">
|
||||
<bounds left="274" top="105" right="308" bottom="144" />
|
||||
</element>
|
||||
|
||||
<!-- Player 3 Score -->
|
||||
<element name="digit21" ref="digit">
|
||||
<bounds left="10" top="165" right="44" bottom="204" />
|
||||
</element>
|
||||
<element name="digit22" ref="digit">
|
||||
<bounds left="54" top="165" right="88" bottom="204" />
|
||||
</element>
|
||||
<element name="digit23" ref="digit">
|
||||
<bounds left="98" top="165" right="132" bottom="204" />
|
||||
</element>
|
||||
<element name="digit24" ref="digit">
|
||||
<bounds left="142" top="165" right="176" bottom="204" />
|
||||
</element>
|
||||
<element name="digit25" ref="digit">
|
||||
<bounds left="186" top="165" right="220" bottom="204" />
|
||||
</element>
|
||||
<element name="digit26" ref="digit">
|
||||
<bounds left="230" top="165" right="264" bottom="204" />
|
||||
</element>
|
||||
<element name="digit27" ref="digit">
|
||||
<bounds left="274" top="165" right="308" bottom="204" />
|
||||
</element>
|
||||
|
||||
<!-- Player 4 Score -->
|
||||
<element name="digit31" ref="digit">
|
||||
<bounds left="10" top="225" right="44" bottom="264" />
|
||||
</element>
|
||||
<element name="digit32" ref="digit">
|
||||
<bounds left="54" top="225" right="88" bottom="264" />
|
||||
</element>
|
||||
<element name="digit33" ref="digit">
|
||||
<bounds left="98" top="225" right="132" bottom="264" />
|
||||
</element>
|
||||
<element name="digit34" ref="digit">
|
||||
<bounds left="142" top="225" right="176" bottom="264" />
|
||||
</element>
|
||||
<element name="digit35" ref="digit">
|
||||
<bounds left="186" top="225" right="220" bottom="264" />
|
||||
</element>
|
||||
<element name="digit36" ref="digit">
|
||||
<bounds left="230" top="225" right="264" bottom="264" />
|
||||
</element>
|
||||
<element name="digit37" ref="digit">
|
||||
<bounds left="274" top="225" right="308" bottom="264" />
|
||||
</element>
|
||||
|
||||
<!-- Credits and Balls -->
|
||||
<element name="digit43" ref="digit">
|
||||
<bounds left="10" top="345" right="44" bottom="384" />
|
||||
</element>
|
||||
<element name="digit44" ref="digit">
|
||||
<bounds left="54" top="345" right="88" bottom="384" />
|
||||
</element>
|
||||
<element name="digit46" ref="digit">
|
||||
<bounds left="186" top="345" right="220" bottom="384" />
|
||||
</element>
|
||||
<element name="digit47" ref="digit">
|
||||
<bounds left="230" top="345" right="264" bottom="384" />
|
||||
</element>
|
||||
<element ref="P0"><bounds left="200" right="258" top="330" bottom="342" /></element>
|
||||
<element ref="P1"><bounds left="30" right="88" top="330" bottom="342" /></element>
|
||||
<element ref="P3"><bounds left="100" right="180" top="30" bottom="42" /></element>
|
||||
<element ref="P4"><bounds left="100" right="180" top="90" bottom="102" /></element>
|
||||
<element ref="P5"><bounds left="100" right="180" top="150" bottom="162" /></element>
|
||||
<element ref="P6"><bounds left="100" right="180" top="210" bottom="222" /></element>
|
||||
</view>
|
||||
</mamelayout>
|
Loading…
Reference in New Issue
Block a user