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Added command 0xb1
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@ -158,8 +158,8 @@ static ADDRESS_MAP_START( victnine_map, ADDRESS_SPACE_PROGRAM, 8 )
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AM_RANGE(0xe000, 0xe7ff) AM_RAM AM_BASE_MEMBER(flstory_state, workram) /* work RAM */
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ADDRESS_MAP_END
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static UINT8 mcu_cmd;
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static UINT8 mcu_b2_res;
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static UINT8 mcu_cmd,mcu_counter;
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static UINT8 mcu_b2_res,mcu_b1_res;
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static READ8_HANDLER( rumba_mcu_r )
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{
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@ -171,6 +171,7 @@ static READ8_HANDLER( rumba_mcu_r )
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case 0x02: return 0; //
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case 0x73: return 0xa4; //initial MCU check
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case 0x33: return mcu_b2_res; //0xb2 result
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case 0x31: return mcu_b1_res; //0xb1 result
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case 0x04:
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case 0x3b: return 0; // TODO
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case 0x05:
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@ -186,6 +187,24 @@ static WRITE8_HANDLER( rumba_mcu_w )
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{
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printf("PC=%04x W %02x\n",cpu_get_pc(space->cpu),data);
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if(mcu_cmd == 0xb0) // counter, used by command 0xb1 (and something else?
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{
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mcu_counter = data;
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}
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if(mcu_cmd == 0xb1) // player death sequence, controls X position
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{
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mcu_b1_res = data;
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/* TODO: this is pretty hard to simulate ... */
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if(mcu_counter >= 0x10)
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mcu_b1_res++;
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else if(mcu_counter >= 0x08)
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mcu_b1_res--;
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else
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mcu_b1_res++;
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}
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if(mcu_cmd == 0xb2) // player sprite hook-up param when he throws the wheel
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{
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/*
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