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https://github.com/holub/mame
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New working machine added (#5530)
---------- Game & Watch: Mario's Bombs Away [algestam]
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6cf7200512
commit
684e514e75
@ -25,7 +25,7 @@ TODO:
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electronically. For the ones that weren't decapped, they were read by
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playing back all melody data and reconstructing it to ROM. Visual(decap)
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verification is wanted for: gnw_bfight, gnw_bjack, gnw_bsweep, gnw_climber,
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gnw_dkjrp, gnw_gcliff, gnw_sbuster, gnw_zelda
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gnw_dkjrp, gnw_gcliff, gnw_mbaway, gnw_sbuster, gnw_zelda
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****************************************************************************
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@ -83,7 +83,7 @@ PG-74* tt SM511? Popeye
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SM-91* p SM511? Snoopy (assume same ROM & LCD as tabletop version)
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PG-92* p SM511? Popeye "
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CJ-93 p SM511 Donkey Kong Jr. "
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PB-94* p SM511? Mario's Bombs Away
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TB-94 p SM511 Mario's Bombs Away
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DC-95* p SM511? Mickey Mouse
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MK-96* p SM511? Donkey Kong Circus (same ROM as DC-95? LCD is different)
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DJ-101 nws SM510 Donkey Kong Jr.
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@ -3653,6 +3653,94 @@ ROM_END
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/***************************************************************************
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Nintendo Game & Watch: Mario's Bombs Away (model TB-94)
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* PCB labels: TB-94 M (main board), SM-91C (controller board)
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* Sharp SM511 label TB-94 537C (no decap)
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* lcd screen with custom segments, 1-bit sound
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***************************************************************************/
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class gnw_mbaway_state : public hh_sm510_state
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{
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public:
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gnw_mbaway_state(const machine_config &mconfig, device_type type, const char *tag) :
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hh_sm510_state(mconfig, type, tag)
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{ }
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void gnw_mbaway(machine_config &config);
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};
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// config
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static INPUT_PORTS_START( gnw_mbaway )
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PORT_START("IN.0") // S1
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_CHANGED_CB(input_changed) // Up/Down
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PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_CHANGED_CB(input_changed)
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PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_CHANGED_CB(input_changed)
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_UNUSED )
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PORT_START("IN.1") // S2
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_SELECT ) PORT_CHANGED_CB(input_changed) PORT_NAME("Time")
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PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_START2 ) PORT_CHANGED_CB(input_changed) PORT_NAME("Game B")
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PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_START1 ) PORT_CHANGED_CB(input_changed) PORT_NAME("Game A")
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_SERVICE2 ) PORT_CHANGED_CB(input_changed) PORT_NAME("Alarm")
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PORT_START("ACL")
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_SERVICE1 ) PORT_CHANGED_CB(acl_button) PORT_NAME("ACL")
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PORT_START("BA")
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PORT_CONFNAME( 0x01, 0x01, "Invincibility (Cheat)") // factory test, unpopulated on PCB
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PORT_CONFSETTING( 0x01, DEF_STR( Off ) )
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PORT_CONFSETTING( 0x00, DEF_STR( On ) )
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PORT_START("B")
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PORT_CONFNAME( 0x01, 0x01, "Infinite Lives (Cheat)") // "
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PORT_CONFSETTING( 0x01, DEF_STR( Off ) )
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PORT_CONFSETTING( 0x00, DEF_STR( On ) )
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INPUT_PORTS_END
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void gnw_mbaway_state::gnw_mbaway(machine_config &config)
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{
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/* basic machine hardware */
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SM511(config, m_maincpu);
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m_maincpu->write_segs().set(FUNC(hh_sm510_state::sm510_lcd_segment_w));
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m_maincpu->read_k().set(FUNC(hh_sm510_state::input_r));
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m_maincpu->write_s().set(FUNC(hh_sm510_state::input_w));
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m_maincpu->write_r().set(FUNC(hh_sm510_state::piezo_r1_w));
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m_maincpu->read_ba().set_ioport("BA");
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m_maincpu->read_b().set_ioport("B");
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/* video hardware */
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screen_device &screen(SCREEN(config, "screen", SCREEN_TYPE_SVG));
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screen.set_refresh_hz(60);
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screen.set_size(1920, 1031);
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screen.set_visarea_full();
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/* sound hardware */
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SPEAKER(config, "mono").front_center();
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SPEAKER_SOUND(config, m_speaker);
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m_speaker->add_route(ALL_OUTPUTS, "mono", 0.25);
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}
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// roms
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ROM_START( gnw_mbaway )
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ROM_REGION( 0x1000, "maincpu", 0 )
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ROM_LOAD( "tb-94.program", 0x0000, 0x1000, CRC(11d18a48) SHA1(afccfa19dace7c4fcc15a84ecfcfb9d7ae3861e4) )
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ROM_REGION( 0x100, "maincpu:melody", 0 )
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ROM_LOAD( "tb-94.melody", 0x000, 0x100, BAD_DUMP CRC(6179e627) SHA1(e0bc8a7b2a1044f1437b0e06391102e403c11e1f) )
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ROM_REGION( 514643, "screen", 0)
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ROM_LOAD( "gnw_mbaway.svg", 0, 514643, CRC(2ec2f18b) SHA1(8e2fd20615d867aac97e443fb977513ff98138b4) )
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ROM_END
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/***************************************************************************
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Nintendo Game & Watch: Donkey Kong Jr. (model DJ-101)
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@ -9697,6 +9785,7 @@ CONS( 1988, gnw_bfight, 0, 0, gnw_bfight, gnw_bfight, gnw_bfight_sta
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// Nintendo G&W: table top / panorama screen
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CONS( 1983, gnw_dkjrp, 0, 0, gnw_dkjrp, gnw_dkjrp, gnw_dkjrp_state, empty_init, "Nintendo", "Game & Watch: Donkey Kong Jr. (panorama screen)", MACHINE_SUPPORTS_SAVE )
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CONS( 1983, gnw_mbaway, 0, 0, gnw_mbaway, gnw_mbaway, gnw_mbaway_state, empty_init, "Nintendo", "Game & Watch: Mario's Bombs Away", MACHINE_SUPPORTS_SAVE )
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// Nintendo G&W: micro vs. system (actually, no official Game & Watch logo anywhere)
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CONS( 1984, gnw_boxing, 0, 0, gnw_boxing, gnw_boxing, gnw_boxing_state, empty_init, "Nintendo", "Micro Vs. System: Boxing", MACHINE_SUPPORTS_SAVE )
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@ -15305,6 +15305,7 @@ gnw_lboat // Nintendo
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gnw_manhole // Nintendo
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gnw_mario // Nintendo
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gnw_mariocm // Nintendo
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gnw_mbaway // Nintendo
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gnw_mmouse // Nintendo
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gnw_mickdon // Nintendo
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gnw_octopus // Nintendo
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