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https://github.com/holub/mame
synced 2025-06-08 13:53:52 +03:00
homerun: fix coin inserted at boot, fix regression with upd7756 sound
This commit is contained in:
parent
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commit
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@ -23,22 +23,23 @@
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List of encrypted games currently known:
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List of encrypted games currently known:
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CPU Part # Game Comments
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CPU Part # Game Comments
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315-5136 New Lucky 8 Lines (set 7, W-4, encrypted)
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315-5136 New Lucky 8 Lines
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315-5162 4D Warriors & used I'm Sorry for k.p.a.
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(set 7, W-4, encrypted)
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315-5162 4D Warriors & used I'm Sorry for k.p.a.
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Rafflesia &
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Rafflesia &
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Wonder Boy (set 4)
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Wonder Boy (set 4)
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315-5176 Wonder Boy (system 2 hardware, set 2)
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315-5176 Wonder Boy (system 2 hardware, set 2)
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315-5177 Astro Flash &
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315-5177 Astro Flash &
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Wonder Boy (set 1)
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Wonder Boy (set 1)
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315-5178 Wonder Boy (set 2) unencrypted version available
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315-5178 Wonder Boy (set 2) unencrypted version available
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315-5179 Robo-Wrestle 2001
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315-5179 Robo-Wrestle 2001
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317-5000 Fantasy Zone (Sound CPU) same key as 315-5177
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317-5000 Fantasy Zone (Sound CPU) same key as 315-5177
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The following games seem to use the same algorithm as the above ones, but
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The following games seem to use the same algorithm as the above ones, but
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using a key which almost doesn't change
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using a key which almost doesn't change
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317-0004 Calorie Kun unencrypted bootleg available
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317-0004 Calorie Kun unencrypted bootleg available
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317-0005 Space Position
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317-0005 Space Position
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317-0006 Gardia (set 1)
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317-0006 Gardia (set 1)
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317-0007 Gardia (set 2)
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317-0007 Gardia (set 2)
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@ -79,7 +80,7 @@ static void decode(uint8_t *rom, uint8_t *decrypted, const uint8_t xor_table[128
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}
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}
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DEFINE_DEVICE_TYPE(NEC_315_5136, nec_315_5136_device, "nec_315_5136", "Nec 315-5136")
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DEFINE_DEVICE_TYPE(NEC_315_5136, nec_315_5136_device, "nec_315_5136", "NEC 315-5136")
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DEFINE_DEVICE_TYPE(SEGA_315_5179, sega_315_5179_device, "sega_315_5179", "Sega 315-5179")
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DEFINE_DEVICE_TYPE(SEGA_315_5179, sega_315_5179_device, "sega_315_5179", "Sega 315-5179")
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DEFINE_DEVICE_TYPE(SEGA_315_5178, sega_315_5178_device, "sega_315_5178", "Sega 315-5178")
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DEFINE_DEVICE_TYPE(SEGA_315_5178, sega_315_5178_device, "sega_315_5178", "Sega 315-5178")
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DEFINE_DEVICE_TYPE(SEGA_315_5177, sega_315_5177_device, "sega_315_5177", "Sega 315-5177") // also seen as 317-5000
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DEFINE_DEVICE_TYPE(SEGA_315_5177, sega_315_5177_device, "sega_315_5177", "Sega 315-5177") // also seen as 317-5000
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@ -1,32 +1,27 @@
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// license:BSD-3-Clause
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// license:BSD-3-Clause
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// copyright-holders: Tomasz Slanina
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// copyright-holders: Tomasz Slanina
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/*
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/*
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Moero!! Pro Yakyuu Homerun Kyousou - (c) 1988 Jaleco
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Dynamic Shoot Kyousou - (c) 1988 Jaleco
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Ganbare Jajamaru Saisho wa Goo / Ganbare Jajamaru Hop Step & Jump - (c) 1990 Jaleco
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Driver by Tomasz Slanina
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They're gambling games (seems to be aimed at kids), with a little skill involved.
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Moero!! Pro Yakyuu Homerun Kyousou - (c) 1988 Jaleco
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All games have a medal hopper to reward the player.
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Dynamic Shoot Kyousou - (c) 1988 Jaleco
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Ganbare Jajamaru Saisho wa Goo / Ganbare Jajamaru Hop Step & Jump - (c) 1990 Jaleco
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Driver by Tomasz Slanina
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*weird* hardware - based on NES version
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They're gambling games (seems to be aimed at kids), with a little skill involved.
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(gfx bank changed in the middle of screen,
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All games have a medal hopper to reward the player.
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sprites in NES format etc)
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homerun, dynashot and ganjaja use an extra soundchip for playing voice/samples
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*weird* hardware - based on NES version
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(gfx bank changed in the middle of screen,
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sprites in NES format etc)
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Todo :
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homerun, dynashot and ganjaja use an extra soundchip for playing voice/samples
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- Dump homerun and dynashot sample ROM
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- Improve controls/DIP switches
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- Fix sprite glitches in ganjaja Hop Step & Jump
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- Fix sample playing in ganjaja Saisho wa Goo. The words 'rock', 'paper', scissors' are not played?
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- Fix small gfx glitch on right side of screen in homerun. On the real PCB there is nothing on the right side.
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- Fix coinage; Extra credits are added on the first coin-up so with 5C 1C, only 4 coins are required for a credit.
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After that first credit, coinage works as expected and additional crediting requires the correct number of coins.
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When X-Coins Y-Credits is active (where X=* and Y>1), coinage works as expected.
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When starting the game with 1C 1C active, all games start with 1 credit.
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TODO:
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- Dump homerun and dynashot sample ROM
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- Improve controls/DIP switches
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- Fix sprite glitches in ganjaja Hop Step & Jump
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- Fix sample playing in ganjaja Saisho wa Goo. The words 'rock', 'paper', scissors' are not played?
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- Fix small gfx glitch on right side of screen in homerun. On the real PCB there is nothing on the right side.
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------------------------------------------------------------------------------------
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------------------------------------------------------------------------------------
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@ -105,7 +100,6 @@ This version shows the 2nd-chance number countdown on screen that is mentioned i
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777 2nd chance video reference: https://www.youtube.com/watch?v=FBCD2tXG4Jo&t=392
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777 2nd chance video reference: https://www.youtube.com/watch?v=FBCD2tXG4Jo&t=392
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This version of Homerun is not dumped.
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This version of Homerun is not dumped.
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------------------------------------------------------------------------------------
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------------------------------------------------------------------------------------
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*/
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*/
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@ -220,26 +214,24 @@ void homerun_state::scrollx_w(u8 data)
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void homerun_state::banking_w(u8 data)
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void homerun_state::banking_w(u8 data)
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{
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{
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u8 const old = m_gfx_ctrl;
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if (m_gfx_ctrl != data)
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if (old ^ data)
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{
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{
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if ((old ^ data) & 3)
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if ((m_gfx_ctrl ^ data) & 3)
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{
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{
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// games do mid-screen gfx bank switching
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// games do mid-screen gfx bank switching
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int vpos = m_screen->vpos();
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m_screen->update_partial(m_screen->vpos());
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m_screen->update_partial(vpos);
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}
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}
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// d0-d1: gfx bank
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// d0-d1: gfx bank
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// d2-d4: ?
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// d2-d4: ?
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// d5-d7: prg bank
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// d5-d7: prg bank
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m_gfx_ctrl = data;
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if ((m_gfx_ctrl ^ data) & 1)
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if ((old ^ m_gfx_ctrl) & 1)
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m_tilemap->mark_all_dirty();
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m_tilemap->mark_all_dirty();
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if ((old ^ m_gfx_ctrl) >> 5 & 7)
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if ((m_gfx_ctrl ^ data) >> 5 & 7)
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m_mainbank->set_entry(m_gfx_ctrl >> 5 & 7);
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m_mainbank->set_entry(data >> 5 & 7);
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m_gfx_ctrl = data;
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}
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}
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}
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}
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@ -352,8 +344,8 @@ void homerun_state::control_w(u8 data)
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// d5: d7756 reset pin(?)
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// d5: d7756 reset pin(?)
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if (m_d7756 != nullptr)
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if (m_d7756 != nullptr)
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{
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{
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m_d7756->reset_w(!BIT(data, 5));
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m_d7756->reset_w(BIT(~data, 5));
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m_d7756->start_w(!BIT(data, 4));
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m_d7756->start_w(BIT(data, 4));
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}
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}
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if (m_samples != nullptr)
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if (m_samples != nullptr)
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{
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{
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@ -440,7 +432,7 @@ static INPUT_PORTS_START( homerun )
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PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_BUTTON1 )
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PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_BUTTON1 )
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PORT_START("IN2")
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PORT_START("IN2")
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PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_COIN1 )
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PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_COIN1 )
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PORT_BIT( 0xdf, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_BIT( 0xdf, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_START("DSW")
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PORT_START("DSW")
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@ -448,20 +440,12 @@ static INPUT_PORTS_START( homerun )
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PORT_DIPSETTING( 0x00, DEF_STR( 5C_1C ) )
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PORT_DIPSETTING( 0x00, DEF_STR( 5C_1C ) )
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PORT_DIPSETTING( 0x01, DEF_STR( 3C_1C ) )
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PORT_DIPSETTING( 0x01, DEF_STR( 3C_1C ) )
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PORT_DIPSETTING( 0x02, DEF_STR( 2C_1C ) )
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PORT_DIPSETTING( 0x02, DEF_STR( 2C_1C ) )
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PORT_DIPSETTING( 0x03, DEF_STR( Free_Play ) ) // game boots with 2 permanent credits which is correct
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PORT_DIPSETTING( 0x03, DEF_STR( Free_Play ) ) // game boots with 2 permanent credits which is correct
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PORT_DIPUNUSED_DIPLOC( 0x04, 0x04, "DIPSW:3" ) // manual shows blank so assumed to be unused
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PORT_DIPUNUSED_DIPLOC( 0x04, 0x04, "DIPSW:3" ) // manual shows blank so assumed to be unused
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PORT_DIPNAME( 0x08, 0x08, DEF_STR( Unknown ) ) PORT_DIPLOCATION("DIPSW:4")
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PORT_DIPUNKNOWN_DIPLOC( 0x08, 0x08, "DIPSW:4" )
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PORT_DIPSETTING( 0x08, DEF_STR( Off ) )
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PORT_DIPUNKNOWN_DIPLOC( 0x10, 0x10, "DIPSW:5" )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_DIPUNKNOWN_DIPLOC( 0x20, 0x20, "DIPSW:6" )
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PORT_DIPNAME( 0x10, 0x10, DEF_STR( Unknown ) ) PORT_DIPLOCATION("DIPSW:5")
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PORT_DIPUNKNOWN_DIPLOC( 0x40, 0x40, "DIPSW:7" )
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PORT_DIPSETTING( 0x10, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_DIPNAME( 0x20, 0x20, DEF_STR( Unknown ) ) PORT_DIPLOCATION("DIPSW:6")
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PORT_DIPSETTING( 0x20, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_DIPNAME( 0x40, 0x40, DEF_STR( Unknown ) ) PORT_DIPLOCATION("DIPSW:7")
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PORT_DIPSETTING( 0x40, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_DIPNAME( 0x80, 0x80, DEF_STR( Coin_B ) ) PORT_DIPLOCATION("DIPSW:8")
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PORT_DIPNAME( 0x80, 0x80, DEF_STR( Coin_B ) ) PORT_DIPLOCATION("DIPSW:8")
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PORT_DIPSETTING( 0x80, DEF_STR( 1C_1C ) )
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PORT_DIPSETTING( 0x80, DEF_STR( 1C_1C ) )
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PORT_DIPSETTING( 0x00, DEF_STR( 1C_2C ) )
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PORT_DIPSETTING( 0x00, DEF_STR( 1C_2C ) )
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@ -489,7 +473,7 @@ static INPUT_PORTS_START( dynashot )
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PORT_START("IN0")
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PORT_START("IN0")
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PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_COIN2 )
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PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_COIN2 )
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PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_CUSTOM ) PORT_READ_LINE_MEMBER(FUNC(homerun_state::sprite0_r))
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PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_CUSTOM ) PORT_READ_LINE_MEMBER(FUNC(homerun_state::sprite0_r))
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PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNUSED ) // ... actually does have a D7756 on the PCB
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PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNUSED ) // ... actually does have a D7756 on the PCB
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PORT_BIT( 0x37, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_BIT( 0x37, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_START("IN1")
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PORT_START("IN1")
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@ -503,7 +487,7 @@ static INPUT_PORTS_START( dynashot )
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PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_BUTTON1 )
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PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_BUTTON1 )
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PORT_START("IN2")
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PORT_START("IN2")
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PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_COIN1 )
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PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_COIN1 )
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PORT_BIT( 0xdf, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_BIT( 0xdf, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_START("DSW")
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PORT_START("DSW")
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@ -511,14 +495,14 @@ static INPUT_PORTS_START( dynashot )
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PORT_DIPSETTING( 0x00, DEF_STR( 5C_1C ) )
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PORT_DIPSETTING( 0x00, DEF_STR( 5C_1C ) )
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PORT_DIPSETTING( 0x01, DEF_STR( 3C_1C ) )
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PORT_DIPSETTING( 0x01, DEF_STR( 3C_1C ) )
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PORT_DIPSETTING( 0x02, DEF_STR( 2C_1C ) )
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PORT_DIPSETTING( 0x02, DEF_STR( 2C_1C ) )
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PORT_DIPSETTING( 0x03, DEF_STR( 1C_1C ) ) // game boots with 1 credit inserted - wrong
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PORT_DIPSETTING( 0x03, DEF_STR( 1C_1C ) )
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PORT_DIPUNKNOWN_DIPLOC( 0x04, 0x04, "DIPSW:3" )
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PORT_DIPUNKNOWN_DIPLOC( 0x04, 0x04, "DIPSW:3" )
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PORT_DIPUNKNOWN_DIPLOC( 0x08, 0x08, "DIPSW:4" )
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PORT_DIPUNKNOWN_DIPLOC( 0x08, 0x08, "DIPSW:4" )
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PORT_DIPUNKNOWN_DIPLOC( 0x10, 0x10, "DIPSW:5" )
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PORT_DIPUNKNOWN_DIPLOC( 0x10, 0x10, "DIPSW:5" )
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PORT_DIPUNKNOWN_DIPLOC( 0x20, 0x20, "DIPSW:6" )
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PORT_DIPUNKNOWN_DIPLOC( 0x20, 0x20, "DIPSW:6" )
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PORT_DIPNAME( 0xc0, 0xc0, DEF_STR( Coin_B ) ) PORT_DIPLOCATION("DIPSW:7,8")
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PORT_DIPNAME( 0xc0, 0xc0, DEF_STR( Coin_B ) ) PORT_DIPLOCATION("DIPSW:7,8")
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PORT_DIPSETTING( 0x80, DEF_STR( 2C_1C ) )
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PORT_DIPSETTING( 0x80, DEF_STR( 2C_1C ) )
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PORT_DIPSETTING( 0xc0, DEF_STR( 1C_1C ) ) // game boots with 1 credit inserted - wrong
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PORT_DIPSETTING( 0xc0, DEF_STR( 1C_1C ) )
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PORT_DIPSETTING( 0x40, DEF_STR( 1C_3C ) )
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PORT_DIPSETTING( 0x40, DEF_STR( 1C_3C ) )
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PORT_DIPSETTING( 0x00, DEF_STR( 1C_5C ) )
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PORT_DIPSETTING( 0x00, DEF_STR( 1C_5C ) )
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INPUT_PORTS_END
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INPUT_PORTS_END
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@ -541,16 +525,14 @@ static INPUT_PORTS_START( ganjaja )
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PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_START("IN2")
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PORT_START("IN2")
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PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_UNKNOWN ) // bit masked with IN0 IPT_COIN1, maybe coin lockout?
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PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_UNKNOWN ) // also coin 2?
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PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_COIN1 )
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PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_COIN1 )
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PORT_BIT( 0xcf, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_BIT( 0xcf, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_START("DSW")
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PORT_START("DSW")
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// Starts game with coin in if 1C_1C
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PORT_DIPNAME( 0x01, 0x01, DEF_STR( Coin_A ) ) PORT_DIPLOCATION("DIPSW:1")
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// With 2C_1C only 1 coin is needed to start the game because 1 extra credit is incorrectly given
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PORT_DIPNAME( 0x01, 0x00, DEF_STR( Coin_A ) ) PORT_DIPLOCATION("DIPSW:1")
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PORT_DIPSETTING( 0x00, DEF_STR( 2C_1C ) )
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PORT_DIPSETTING( 0x00, DEF_STR( 2C_1C ) )
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PORT_DIPSETTING( 0x01, DEF_STR( 1C_1C ) ) // game boots with 1 credit inserted - wrong
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PORT_DIPSETTING( 0x01, DEF_STR( 1C_1C ) )
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PORT_DIPNAME( 0x02, 0x02, DEF_STR( Coin_B ) ) PORT_DIPLOCATION("DIPSW:2")
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PORT_DIPNAME( 0x02, 0x02, DEF_STR( Coin_B ) ) PORT_DIPLOCATION("DIPSW:2")
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PORT_DIPSETTING( 0x00, DEF_STR( 2C_1C ) )
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PORT_DIPSETTING( 0x00, DEF_STR( 2C_1C ) )
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PORT_DIPSETTING( 0x02, DEF_STR( 1C_1C ) )
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PORT_DIPSETTING( 0x02, DEF_STR( 1C_1C ) )
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@ -558,7 +540,9 @@ static INPUT_PORTS_START( ganjaja )
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PORT_DIPUNKNOWN_DIPLOC( 0x08, 0x08, "DIPSW:4" )
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PORT_DIPUNKNOWN_DIPLOC( 0x08, 0x08, "DIPSW:4" )
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PORT_DIPUNKNOWN_DIPLOC( 0x10, 0x10, "DIPSW:5" )
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PORT_DIPUNKNOWN_DIPLOC( 0x10, 0x10, "DIPSW:5" )
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PORT_DIPUNKNOWN_DIPLOC( 0x20, 0x20, "DIPSW:6" ) // chance to win?
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PORT_DIPUNKNOWN_DIPLOC( 0x20, 0x20, "DIPSW:6" ) // chance to win?
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PORT_DIPUNKNOWN_DIPLOC( 0x40, 0x40, "DIPSW:7" ) // "
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PORT_DIPNAME( 0x40, 0x00, DEF_STR( Demo_Sounds ) ) PORT_DIPLOCATION("DIPSW:7")
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PORT_DIPSETTING( 0x40, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_DIPNAME( 0x80, 0x80, "Game" ) PORT_DIPLOCATION("DIPSW:8")
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PORT_DIPNAME( 0x80, 0x80, "Game" ) PORT_DIPLOCATION("DIPSW:8")
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PORT_DIPSETTING( 0x80, "Saisho wa Goo" )
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PORT_DIPSETTING( 0x80, "Saisho wa Goo" )
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PORT_DIPSETTING( 0x00, "Hop Step & Jump" )
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PORT_DIPSETTING( 0x00, "Hop Step & Jump" )
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@ -1355,8 +1355,8 @@ static INPUT_PORTS_START( imsorry )
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PORT_DIPNAME( 0x02, 0x00, DEF_STR( Demo_Sounds ) ) PORT_DIPLOCATION("SWB:2")
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PORT_DIPNAME( 0x02, 0x00, DEF_STR( Demo_Sounds ) ) PORT_DIPLOCATION("SWB:2")
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PORT_DIPSETTING( 0x02, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x02, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_DIPNAME( 0x0C, 0x0C, DEF_STR( Lives ) ) PORT_DIPLOCATION("SWB:3,4")
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PORT_DIPNAME( 0x0c, 0x0c, DEF_STR( Lives ) ) PORT_DIPLOCATION("SWB:3,4")
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PORT_DIPSETTING( 0x0C, "3" )
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PORT_DIPSETTING( 0x0c, "3" )
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PORT_DIPSETTING( 0x08, "4" )
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PORT_DIPSETTING( 0x08, "4" )
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PORT_DIPSETTING( 0x04, "5" )
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PORT_DIPSETTING( 0x04, "5" )
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PORT_DIPSETTING( 0x00, DEF_STR( Infinite ) )
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PORT_DIPSETTING( 0x00, DEF_STR( Infinite ) )
|
||||||
|
Loading…
Reference in New Issue
Block a user