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misc notes (nw)
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@ -586,14 +586,13 @@ MACHINE_CONFIG_END
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LJN I Took a Lickin' From a Chicken
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* COP421 MCU label ~/005 COP421-NJC/N
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* 11 leds, 1-bit sound, motor to a rubber chicken with a pulley in the middle
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* 11 leds, 1-bit sound, motor to a chicken on a spring
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This toy includes 4 games: Tic Tac Toe, Chicken Sez, and Total Recall I/II.
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known releases:
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- USA: I Took a Lickin' From a Chicken (KMart Corporation/LJN?)
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- Japan: Professor Chicken's Genius Classroom 「にわとり博士の天才教室」,
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distributed by Bandai
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- USA: I Took a Lickin' From a Chicken
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- Japan: Professor Chicken's Genius Classroom 「にわとり博士の天才教室」, distributed by Bandai
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***************************************************************************/
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@ -63,6 +63,8 @@
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35 HD44801B 1983, Alpha 8302 protection MCU (see 8201)
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42 HD44801B 1984, Alpha 8303 protection MCU (see 8201)
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*89 HD44801C 1985, CXG Advanced Portachess
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(* denotes not yet emulated by MAME, @ denotes it's in this driver)
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@ -10,16 +10,18 @@
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-----------------------------------------------------------
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*020 1650 19??, GI Economega IV TV PPL Tuning System Control
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@024 1655 1979, Toytronic? Football
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@033 1655A 1979, Toytronic Football
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@033 1655A 1979, Toytronic Football (newer)
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@036 1655A 1979, Ideal Maniac
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*043 1655A 1979, Calfax/Caprice Pro-Action Baseball (have dump)
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*043 1655A 1979, Caprice Pro-Action Baseball (have dump)
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*051 1655A 1979, U.S. Games Basketball/Tandy Electronic Basketball (have dump)
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@053 1655A 1979, Atari Touch Me
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@0?? 1655A 1979, Tiger Half Court Computer Basketball/Sears Electronic Basketball (custom label)
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@061 1655A 1980, Lakeside Le Boom
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*081 1655A 19??, Ramtex Space Invaders/Block Buster
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@094 1655A 1980, GAF Melody Madness
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@110 1650A 1979, Tiger/Tandy Rocket Pinball
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*133 1650A 1980, U.S. Games Programmable Baseball/Tandy 2-Player Baseball (have dump)
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*144 1650A 1980, U.S. Games Football/Tandy 2-Player Football (have dump)
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*133 1650A 1981, U.S. Games Programmable Baseball/Tandy 2-Player Baseball (have dump)
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*144 1650A 1981, U.S. Games Football/Tandy 2-Player Football (have dump)
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*192 1650 19??, <unknown> phone dialer (have dump)
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*255 1655 19??, <unknown> talking clock (have dump)
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*518 1650A 19??, GI Teleview Control Chip (features differ per program)
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@ -28,10 +30,6 @@
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*533 1650A 19??, "
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*536 1650 1982, GI Teleview Autodialer/Terminal Identifier
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inconsistent:
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@<none> 1655A 1979, Tiger Half Court Computer Basketball/Sears Electronic Basketball
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(* denotes not yet emulated by MAME, @ denotes it's in this driver)
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@ -617,8 +615,9 @@ MACHINE_CONFIG_END
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* 1 led, 1-bit sound with RC circuit for volume decay
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This is a tabletop timebomb defusion game. It's shaped like an aerial bomb,
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and starts 'ticking' when the player opens the keypad door. To begin, select
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the game mode, rows(keypad size), and fuse duration.
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colored black on USA version, yellow on dual-language Canadian version.
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The game starts 'ticking' when the player opens the keypad door. To begin,
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select the game mode, rows(keypad size), and fuse duration.
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Game modes as described on the box:
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1: Eliminate the buttons one by one in the order set out by the computer. Press
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@ -996,7 +995,7 @@ MACHINE_CONFIG_END
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Toytronic Football
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* PIC1655-024 or PIC1655A-033
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* 4511 7seg decoder, 7 7seg LEDs + 27 other LEDs, 1-bit sound
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* 4511 7seg BCD decoder, 7 7seg LEDs + 27 other LEDs, 1-bit sound
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Hello and welcome to another Mattel Football clone, there are so many of these.
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The PIC1655-024 one came from an unbranded handheld, but comparison suggests
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@ -1045,7 +1044,7 @@ WRITE8_MEMBER(ttfball_state::write_b)
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// B0,B1,B3,B7: input mux low
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m_inp_mux = (m_inp_mux & 0x10) | (~data & 3) | (~data >> 1 & 4) | (~data >> 4 & 8);
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// B0-B7: led select
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// B0-B7: led select (see above)
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m_b = data;
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prepare_display();
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}
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@ -1058,7 +1057,7 @@ WRITE8_MEMBER(ttfball_state::write_c)
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// C7: input mux high
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m_inp_mux = (m_inp_mux & 0xf) | (data >> 3 & 0x10);
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// C0-C7: led data/select, 4511
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// C0-C7: led data/select (see above)
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m_c = data;
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prepare_display();
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}
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@ -49,7 +49,7 @@
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<!-- build screen -->
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<view name="Internal Layout">
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<bounds left="2.01" right="21.99" top="6.01" bottom="49.99" />
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<bounds left="2.01" right="21.99" top="10.25" bottom="49.99" />
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<!-- bezel -->
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@ -6,7 +6,6 @@
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<element name="static_black"><rect><color red="0" green="0" blue="0" /></rect></element>
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<element name="static_blue"><rect><color red="0.2" green="0.25" blue="0.9" /></rect></element>
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<element name="static_yellow"><rect><color red="0.9" green="0.9" blue="0.2" /></rect></element>
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<element name="static_yellow2"><rect><color red="0.8" green="0.6" blue="0.1" /></rect></element>
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<element name="static_red"><rect><color red="0.9" green="0.1" blue="0.15" /></rect></element>
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<element name="static_green"><rect><color red="0.2" green="0.9" blue="0.3" /></rect></element>
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<element name="static_orange1"><rect><color red="0.9" green="0.4" blue="0.15" /></rect></element>
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@ -54,14 +53,13 @@
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<!-- build screen -->
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<view name="Internal Layout">
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<bounds left="1.41" right="10.89" top="4.7" bottom="19.3" />
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<bounds left="1.41" right="10.89" top="5" bottom="19.3" />
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<bezel name="digit0" element="digit"><bounds x="5.15" y="5.3" width="1" height="1.5" /></bezel>
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<bezel name="digit1" element="digit"><bounds x="6.15" y="5.3" width="1" height="1.5" /></bezel>
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<bezel name="digit0" element="digit"><bounds x="5.15" y="5.6" width="1" height="1.5" /></bezel>
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<bezel name="digit1" element="digit"><bounds x="6.15" y="5.6" width="1" height="1.5" /></bezel>
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<!-- bezel (also allow clicking it) -->
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<bezel element="static_yellow2"><bounds x="1.4" y="7.4" width="9.5" height="1" /></bezel>
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<bezel element="static_gray"><bounds x="1.4" y="7.7" width="9.5" height="12" /></bezel>
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<bezel element="static_black"><bounds x="1.7" y="9.7" width="8.9" height="8.9" /></bezel>
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