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https://github.com/holub/mame
synced 2025-05-21 05:08:54 +03:00
fixed some spelling fixes (eg. layout break, uppercase)
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@ -61,7 +61,7 @@ static DISCRETE_SOUND_START(qix)
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DISCRETE_INPUTX_DATA(QIX_DAC_DATA, 128, -128*128, 128)
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DISCRETE_INPUT_DATA (QIX_VOL_DATA)
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/* separate the two 4-bit channels. */
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/* Separate the two 4-bit channels. */
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DISCRETE_TRANSFORM3(QIX_VOL_DATA_L, QIX_VOL_DATA, 16, 0x0f, "01/2&")
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DISCRETE_TRANSFORM2(QIX_VOL_DATA_R, QIX_VOL_DATA, 0x0f, "01&")
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@ -118,7 +118,7 @@ DISCRETE_SOUND_START(sprint2)
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/* with the input frequency set by the MotorSND */
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/* latch (4 bit). This freqency is then used to */
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/* drive three counters, that are summed up */
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/* and are output through a DAC */
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/* and are output through a DAC */
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/************************************************/
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DISCRETE_ADJUSTMENT(NODE_20,
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@ -241,7 +241,7 @@ DISCRETE_SOUND_START(sprint1)
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/* with the input frequency set by the MotorSND */
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/* latch (4 bit). This freqency is then used to */
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/* drive three counters, that are summed up */
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/* and are output through a DAC */
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/* and are output through a DAC */
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/************************************************/
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DISCRETE_ADJUSTMENT(NODE_20,
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@ -484,7 +484,7 @@ Stephh's notes on 'tetrsark' (based on the game Z80 code and some tests) :
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so if you insert too many coins, it can be reset to 0 !
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- Routines :
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* 0x56e3 : Play sound (input : register A) - to be confirmed !
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- addresses :
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- Addresses :
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* 0xc52b : credits
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* 0xc541 : ~(IN5) - test for coins "buttons" (code at 0x0232)
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* 0xc516 : ~(IN5)
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@ -121,17 +121,17 @@
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JP9 - 64M O O-O 32M&16M
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JP10 - 64M&32M O-O O 16M
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JP11 - 64M O O-O 32M&16M
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JP12 - through O-O O SP
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JP13 - through O-O O SP
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JP12 - through O-O O SP
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JP13 - through O-O O SP
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JP14 - WDT O O
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JP15 - MONO O-O O SURR
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JP16 - HIGH O O O MID (N/C LOW)
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CN1 through CN3 - Multi-pin Flat Cable Connector
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CN1 to CN3 - Multi-pin Flat Cable Connector
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CN4 - Multi-pin Connector for Network PCB
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CN5 - Multi-pin Flat Cable Connector
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CN6 - 96-Pin To Lower PCB, Joining Connector
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CN7 through CN8 - Not used
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CN9 through CN11 - 6-Pin Power Connectors
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CN7 to CN8 - Not used
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CN9 to CN11 - 6-Pin Power Connectors
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CN19 - USB Connector
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CN21 - 5-Pin Analog Controls Connector (Tied to USB Connector via the Filter Board)
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CN18 - RCA Mono Audio OUT
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@ -69,7 +69,7 @@ Notes:
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LS-07 - 27C512 EPROM (DIP28)
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LS-08 - 27C256 EPROM (DIP28)
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LS-05/06 - 128kx8 mask ROM (DIP28)
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LS-01 through 04 - 27C1000 EPROM (DIP32)
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LS-01-04 - 27C1000 EPROM (DIP32)
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Measurements -
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VSync 57.4444Hz
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HSync 15.1432kHz
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@ -861,7 +861,7 @@ DIP Switch-1 (4 Position DIP)
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Ranking | Exciting | |off| |
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Background | Tender | |on | |
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--------------------------------------------------
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Coin Slots | separate | |off|
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Coin Slots | Separate | |off|
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| Common | |on |
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--------------------------------------------------
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Settings Upon Shipping |off|off|off|off|
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@ -62,7 +62,7 @@ Stephh's notes (based on the game M68000 code and some tests) :
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- 0xff7e16.b to 0xff7e19.b = ??? (range 0x30-0x33 * 3 + 0x00) - MSDigit first - see below
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- 0xff7e21.b = difficulty (range 0x00-0x02) - see below
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2) addresses notes
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2) Addresses notes
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- I can't tell what addresses 0xff7r12.l and 0xff7e16.l are supposed to be designed for :
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they are written once at the beginning of each level (code at 0x1a9030) but I haven't found
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@ -132,7 +132,7 @@ Notes:
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H - 12 pin connector for power input
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J - 15 pin connector
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G - 22-way edge connector
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B31-12 through B31-17 - PALs
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B31-12 to B31-17 - PALs
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K9100162A
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@ -174,8 +174,8 @@ OBJECT BOARD
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| MB81461 MB81461 MB81461 MB81461 |
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|--------------------------------------------------------------|
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Notes:
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B31-04 through 06 - 234000 mask ROM (DIP40)
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B31-18 through 24 - PALs
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B31-04 to 06 - 234000 mask ROM (DIP40)
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B31-18 to 24 - PALs
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MB81461 - 64kx4 dual-port DRAM (ZIP24)
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TMM2064 - 8kx8 SRAM (DIP28)
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@ -116,18 +116,18 @@ Notes:
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JP9 - 64M O O-O 32M&16M
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JP10 - 64M&32M O-O O 16M
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JP11 - 64M O O-O 32M&16M
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JP12 - through O-O O SP
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JP13 - through O-O O SP
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JP12 - through O-O O SP
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JP13 - through O-O O SP
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JP14 - WDT O O
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JP15 - MONO O-O O SURR
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JP16 - HIGH O O O MID (N/C LOW)
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CN1 through CN3 - D-SUB Connectors
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CN1 to CN3 - D-SUB Connectors
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CN4 - Multi-pin Connector for Network PCB
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CN5 - DIN96 connector (pads only, not used)
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CN6 - DIN96 joining connector to lower PCB
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CN7 - Multi-pin connector (pads only, not used)
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CN9 through CN13 - Power Connectors
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CN14 through CN17 - RCA Stereo Audio OUT
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CN9 to CN13 - Power Connectors
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CN14 to CN17 - RCA Stereo Audio OUT
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CN18 - RCA Mono Audio OUT
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CN19 - USB Connector
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@ -135,7 +135,7 @@ Stephh's notes (based on the game M68000 code and some tests) :
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- Game name : "RASTAN SAGA"
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- Notice screen
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- In "demo mode", you get no scrolling screen with what the various items do
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- beginning screen when you start a new game
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- Beginning screen when you start a new game
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- Different messages between levels
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- Message after beating level 6 boss
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- Copyright message on scrolling credits screen
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@ -189,7 +189,7 @@ Model No. S2000C SALTIRE
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+-+ | VGA | H3 |
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+----------+-------+-------------------------------+
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basically the same as the VCG-1 SALTIRE below, but the
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Basically the same as the VCG-1 SALTIRE below, but the
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XILINX chip is socketted and no H1 or H2 connector.
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------------------------------------------------------------
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@ -67,7 +67,7 @@ Notes:
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ROMs
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----
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32J1 through 32J8 - 16M mask ROM (DIP42)
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32J1 to 32J8 - 16M mask ROM (DIP42)
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32A12/13/14/J15 - 27C2001 EPROM (DIP32)
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32J9 - 4M mask ROM (DIP32)
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32J10 - 27C512 EPROM (DIP28)
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@ -384,15 +384,15 @@ Notes:
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TD62003 : PNP 50V 0.5A Quad Darlinton Switch (for driving coin meters)
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D633 : Si NPN POWER transistor used in 68k reset circuit (TIP122 compatible)
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ROMs:
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C09-12 through C09-14 - MB834100
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C09-12 to C09-14 - MB834100
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C09-07 - HN62404
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C09-32 through C09-33 - AM27C512
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C09-30 through C09-31 - TC571000
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C09-32 to C09-33 - AM27C512
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C09-30 to C09-31 - TC571000
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C09-38 and C09-36 - TC571000
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C09-23 - AM27S21
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C09-22 and C09-26 - MMI PAL16L8B
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C09-21 and
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C09-24 through C09-25 - MMI PAL20L8B
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C09-24 to C09-25 - MMI PAL20L8B
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PINOUT CONNECTOR D (Note: All pinouts typed from an original Taito document)
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------------------
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@ -468,9 +468,9 @@ VIDEO PCB K1100491A J1100210A
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Notes:
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ROMs:
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C09-01 through C09-05 - 234000
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C09-01 to C09-05 - 234000
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C09-06 - HN62404
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C09-17 through C09-18 - MMI 63S441
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C09-17 to C09-18 - MMI 63S441
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C09-19 - MMI PAL16L8B
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C09-20 - AM27S21
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@ -1400,7 +1400,7 @@ Also printed on the board near the ROMs is....
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Notes:
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CAT702 - protection chip labelled 'TW02' (DIP20)
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JGUN1, JGUN2 - Connector for optional gun controllers
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ROMs U14 through U17 - 27C040 EPROM
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ROMs U14 to U17 - 27C040 EPROM
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DS1232S - Dallas DS1232 (reset IC, SOIC16)
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VT83C461 - VIA VT83C461 (IDE Hard Drive controller, QFP100)
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EPM7160ELC84 - Altera MAX EPM7160ELC84-10 (PLCC84 CPLD, labelled 'PSX PiD 9-19-96 2FDA')
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@ -1571,7 +1571,7 @@ Notes:
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CAT702 - protection chip labelled 'ET02' (DIP20)
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ROMs 217, 216 & 326 - surface mounted 32MBit MASK ROM (SOP44)
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ROMs 042 & 046 - 27C2001 EPROM
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ROMs 212 through 215 - 27C4001 EPROM
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ROMs 212 to 215 - 27C4001 EPROM
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MAIN_IF2 & SUB_IF2 - AMD Mach211 CPLD (PLCC44)
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M628032 - 32K x8 SRAM, equivalent to 62256 SRAM (SOJ28)
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68000 clock - 12MHz
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@ -1930,10 +1930,10 @@ Notes:
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U35, U36 - 27C080 DIP32 EPROM
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U21, U22 - Unpopulated positions for DIP32 EPROM
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U6, U20 - Unpopulated position for SOP44 MaskROM
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U3 through U6 \
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U17 through U19 | surface mounted 32MBit SOP44 MaskROM
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U28 through U31 |
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U41 through U44 /
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U3 to U6 \
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U17 to U19 | surface mounted 32MBit SOP44 MaskROM
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U28 to U31 |
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U41 to U44 /
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Sound Board
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@ -411,7 +411,7 @@ READ16_HANDLER( scc68070_periphs_r )
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switch(offset)
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{
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// interrupts: 80001001
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// Interrupts: 80001001
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case 0x1000/2: // LIR priority level
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return scc68070->lir;
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@ -703,7 +703,7 @@ WRITE16_HANDLER( scc68070_periphs_w )
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switch(offset)
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{
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// interrupts: 80001001
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// Interrupts: 80001001
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case 0x1000/2: // LIR priority level
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verboselog(space->machine(), 2, "scc68070_periphs_w: LIR: %04x & %04x\n", data, mem_mask);
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COMBINE_DATA(&scc68070->lir);
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@ -12,7 +12,7 @@
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Convert the color PROMs into a more useable format.
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Break through has one 256x8 and one 256x4 palette PROMs.
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Break Thru has one 256x8 and one 256x4 palette PROMs.
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I don't know for sure how the palette PROMs are connected to the RGB
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output, but it's probably the usual:
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@ -310,7 +310,7 @@ static void draw_sprites(running_machine &machine, bitmap_t *bitmap, const recta
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pal&=0xf;
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}
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// accommodate for chaining and flipping
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// Accommodate for chaining and flipping
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if(xflip)
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{
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xinc=-(int)(16.0f*foomX);
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@ -4299,9 +4299,9 @@ void tc0150rod_draw( device_t *device, bitmap_t *bitmap, const rectangle *clipre
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// ChaseHQ glitches on right when road rejoins:
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// 0a6 and lower => 0x5ff 5fe etc.
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// 35c => 575 right road edge wraps back onto other side of screen
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// 5ff-54a through 5ff-331
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// b6 through 2ce
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// 2a6 through 0 through 5a7 ??
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// 5ff-54a through 5ff-331
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// b6 through 2ce
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// 2a6 through 0 through 5a7 ??
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left_edge = road_center - (roadb_clipl & 0x3ff); /* start pixel for left edge */
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right_edge = road_center + 1 + (roadb_clipr & 0x3ff); /* start pixel for right edge */
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