jp.c : Faeton is working [Robbbert]

Another 6 games are playable.
This commit is contained in:
Robbbert 2014-09-10 02:46:30 +00:00
parent 40e169b961
commit 7d1e764aee
2 changed files with 236 additions and 47 deletions

View File

@ -6,6 +6,13 @@
All manuals are in Spanish.
Schematic has a number of errors and omissions, so referring to PinMAME.
ToDo:
- Mechanical sounds
- Extra sound board for some games
- Lortium: a rom is missing
- Pimbal: outhole not working
- Petaco: different hardware
*******************************************************************************************************/
#include "machine/genpin.h"
@ -30,7 +37,9 @@ public:
DECLARE_WRITE8_MEMBER(lamp2_w) {};
DECLARE_DRIVER_INIT(jp);
private:
bool m_clock_bit;
UINT8 m_row;
UINT32 m_disp_data;
virtual void machine_reset();
required_device<cpu_device> m_maincpu;
};
@ -49,10 +58,160 @@ static ADDRESS_MAP_START( jp_map, AS_PROGRAM, 8, jp_state )
ADDRESS_MAP_END
static INPUT_PORTS_START( jp )
PORT_START("SW.0")
PORT_DIPNAME( 0x01, 0x01, "SW 1")
PORT_DIPSETTING( 0x01, DEF_STR(Off))
PORT_DIPSETTING( 0x00, DEF_STR(On))
PORT_DIPNAME( 0x02, 0x02, "SW 2")
PORT_DIPSETTING( 0x02, DEF_STR(Off))
PORT_DIPSETTING( 0x00, DEF_STR(On))
PORT_DIPNAME( 0x04, 0x04, "SW 3")
PORT_DIPSETTING( 0x04, DEF_STR(Off))
PORT_DIPSETTING( 0x00, DEF_STR(On))
PORT_DIPNAME( 0x08, 0x08, "SW 5")
PORT_DIPSETTING( 0x08, DEF_STR(Off))
PORT_DIPSETTING( 0x00, DEF_STR(On))
PORT_DIPNAME( 0x10, 0x10, "SW 6")
PORT_DIPSETTING( 0x10, DEF_STR(Off))
PORT_DIPSETTING( 0x00, DEF_STR(On))
PORT_DIPNAME( 0x20, 0x20, "SW 7")
PORT_DIPSETTING( 0x20, DEF_STR(Off))
PORT_DIPSETTING( 0x00, DEF_STR(On))
PORT_DIPNAME( 0x40, 0x40, "SW 8")
PORT_DIPSETTING( 0x40, DEF_STR(Off))
PORT_DIPSETTING( 0x00, DEF_STR(On))
PORT_DIPNAME( 0x80, 0x80, "SW 9")
PORT_DIPSETTING( 0x80, DEF_STR(Off))
PORT_DIPSETTING( 0x00, DEF_STR(On))
PORT_START("SW.1")
PORT_DIPNAME( 0x01, 0x01, "SW 10")
PORT_DIPSETTING( 0x01, DEF_STR(Off))
PORT_DIPSETTING( 0x00, DEF_STR(On))
PORT_DIPNAME( 0x02, 0x02, "SW 13")
PORT_DIPSETTING( 0x02, DEF_STR(Off))
PORT_DIPSETTING( 0x00, DEF_STR(On))
PORT_DIPNAME( 0x04, 0x04, "Balls") // SW12 confirmed
PORT_DIPSETTING( 0x04, "3")
PORT_DIPSETTING( 0x00, "5")
PORT_DIPNAME( 0x08, 0x08, "SW 14")
PORT_DIPSETTING( 0x08, DEF_STR(Off))
PORT_DIPSETTING( 0x00, DEF_STR(On))
PORT_DIPNAME( 0x10, 0x10, "SW 4") // confirmed
PORT_DIPSETTING( 0x10, DEF_STR(Off))
PORT_DIPSETTING( 0x00, DEF_STR(On))
PORT_DIPNAME( 0x20, 0x20, "SW 15")
PORT_DIPSETTING( 0x20, DEF_STR(Off))
PORT_DIPSETTING( 0x00, DEF_STR(On))
PORT_DIPNAME( 0x40, 0x40, "SW 11") // confirmed
PORT_DIPSETTING( 0x40, DEF_STR(Off))
PORT_DIPSETTING( 0x00, DEF_STR(On))
PORT_DIPNAME( 0x80, 0x80, "SW 16")
PORT_DIPSETTING( 0x80, DEF_STR(Off))
PORT_DIPSETTING( 0x00, DEF_STR(On))
PORT_START("SW.2")
PORT_DIPNAME( 0x01, 0x01, "SW A")
PORT_DIPSETTING( 0x01, DEF_STR(Off))
PORT_DIPSETTING( 0x00, DEF_STR(On))
PORT_DIPNAME( 0x02, 0x02, "SW B")
PORT_DIPSETTING( 0x02, DEF_STR(Off))
PORT_DIPSETTING( 0x00, DEF_STR(On))
PORT_DIPNAME( 0x04, 0x04, "SW C")
PORT_DIPSETTING( 0x04, DEF_STR(Off))
PORT_DIPSETTING( 0x00, DEF_STR(On))
PORT_DIPNAME( 0x08, 0x08, "SW D")
PORT_DIPSETTING( 0x40, DEF_STR(Off))
PORT_DIPSETTING( 0x00, DEF_STR(On))
PORT_BIT( 0xf0, IP_ACTIVE_LOW, IPT_UNUSED )
PORT_START("SW.3")
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Z)
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_C)
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_V)
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_B)
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_N)
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_M)
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_COMMA)
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_STOP)
PORT_START("SW.4")
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Q)
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_W)
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_E)
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_R)
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Y)
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_U)
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_I)
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_O)
PORT_START("SW.5")
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_A)
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_S)
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_D)
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_F)
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_G)
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_H)
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_J)
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_K)
PORT_START("SW.6")
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_X) PORT_NAME("Outhole")
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_COIN1 )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_COIN2 )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_COIN3 )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_START )
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_TILT )
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_TILT )
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_SLASH)
PORT_START("SW.7")
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_L)
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_QUOTE)
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_EQUALS)
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_BACKSPACE)
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_OPENBRACE)
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_CLOSEBRACE)
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_BACKSLASH)
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_COLON)
INPUT_PORTS_END
WRITE8_MEMBER( jp_state::disp_w )
{
UINT8 i;
m_row = data >> 3; // d3..d7 = switch strobes
// d0 = data; d1 = clock; d2 = strobe
data ^= 7;
if ((data & 6) == 2)
{
m_clock_bit = BIT(data, 1);
m_disp_data = (m_disp_data << 1) | BIT(data, 0);
}
if BIT(data, 2)
{
UINT8 segment, t = (m_disp_data >> 24) & 15;
if (t == 8)
{ // ball number
segment = m_disp_data >> 6;
output_set_digit_value(94, BITSWAP8(segment, 0, 1, 2, 3, 4, 5, 6, 7) ^ 0xff);
}
else
if (t < 8)
{ // main displays
if (t == 7)
segment = 128;
else
segment = 1 << (6-t);
for (i = 0; i < 32; i++)
if BIT(m_disp_data, i)
output_set_digit_value(i, (output_get_digit_value(i) & ~segment));
else
output_set_digit_value(i, (output_get_digit_value(i) | segment));
}
}
}
WRITE8_MEMBER( jp_state::porta_w )
@ -61,18 +220,45 @@ WRITE8_MEMBER( jp_state::porta_w )
READ8_MEMBER( jp_state::porta_r )
{
switch (m_row)
{
case 0x1e:
return ioport("SW.1")->read();
case 0x1d:
return ioport("SW.7")->read();
case 0x0f:
return ioport("SW.2")->read();
}
return 0xff;
}
READ8_MEMBER( jp_state::portb_r )
{
switch (m_row)
{
case 0x1e:
return ioport("SW.0")->read();
case 0x1d:
return ioport("SW.3")->read();
case 0x1b:
return ioport("SW.4")->read();
case 0x17:
return ioport("SW.5")->read();
case 0x0f:
return ioport("SW.6")->read();
}
return 0xff;
}
void jp_state::machine_reset()
{
m_row = 0;
m_clock_bit = 0;
//m_maincpu->set_input_line(INPUT_LINE_NMI, PULSE_LINE);
output_set_digit_value(96, 0x3f);
output_set_digit_value(97, 0x3f);
output_set_digit_value(98, 0x3f);
output_set_digit_value(99, 0x3f);
}
DRIVER_INIT_MEMBER( jp_state, jp )
@ -100,7 +286,7 @@ static MACHINE_CONFIG_START( jp, jp_state )
MACHINE_CONFIG_END
/*-------------------------------------------------------------------
/ America 1492
/ America 1492 #1107
/-------------------------------------------------------------------*/
ROM_START(america)
ROM_REGION(0x4000, "maincpu", 0)
@ -120,7 +306,7 @@ ROM_START(america)
ROM_END
/*-------------------------------------------------------------------
/ Aqualand
/ Aqualand #1105
/-------------------------------------------------------------------*/
ROM_START(aqualand)
ROM_REGION(0x4000, "maincpu", 0)
@ -147,7 +333,7 @@ ROM_START(aqualand)
ROM_END
/*-------------------------------------------------------------------
/ Faeton
/ Faeton #1103
/-------------------------------------------------------------------*/
ROM_START(faeton)
ROM_REGION(0x4000, "maincpu", 0)
@ -155,7 +341,7 @@ ROM_START(faeton)
ROM_END
/*-------------------------------------------------------------------
/ Halley Comet
/ Halley Comet #1104
/-------------------------------------------------------------------*/
ROM_START(halley)
ROM_REGION(0x4000, "maincpu", 0)
@ -210,7 +396,7 @@ ROM_START(halleya)
ROM_END
/*-------------------------------------------------------------------
/ Lortium
/ Lortium #1110
/-------------------------------------------------------------------*/
ROM_START(lortium)
ROM_REGION(0x4000, "maincpu", 0)
@ -228,7 +414,7 @@ ROM_START(pimbal)
ROM_END
/*-------------------------------------------------------------------
/ Olympus
/ Olympus #1108
/-------------------------------------------------------------------*/
ROM_START(olympus)
ROM_REGION(0x4000, "maincpu", 0)
@ -248,7 +434,7 @@ ROM_START(olympus)
ROM_END
/*-------------------------------------------------------------------
/ Petaco
/ Petaco #1101
/-------------------------------------------------------------------*/
ROM_START(petaco)
ROM_REGION(0x4000, "maincpu", 0)
@ -276,13 +462,16 @@ ROM_START(petaco2)
ROM_LOAD("jpsonid7.dat", 0x30000, 0x8000, CRC(ff430b1b) SHA1(423592a40eba174108dfc6817e549c643bb3c80f))
ROM_END
GAME(1986, america, 0, jp, jp, jp_state, jp, ROT0, "Juegos Populares", "America 1492", GAME_IS_SKELETON_MECHANICAL)
GAME(1986, aqualand, 0, jp, jp, jp_state, jp, ROT0, "Juegos Populares", "Aqualand", GAME_IS_SKELETON_MECHANICAL)
GAME(1985, faeton, 0, jp, jp, jp_state, jp, ROT0, "Juegos Populares", "Faeton", GAME_IS_SKELETON_MECHANICAL)
// different hardware
GAME(1984, petaco, 0, jp, jp, jp_state, jp, ROT0, "Juegos Populares", "Petaco", GAME_IS_SKELETON_MECHANICAL)
// mostly ok
GAME(1985, petaco2, 0, jp, jp, jp_state, jp, ROT0, "Juegos Populares", "Petaco 2", GAME_MECHANICAL | GAME_IMPERFECT_SOUND )
GAME(1985, faeton, 0, jp, jp, jp_state, jp, ROT0, "Juegos Populares", "Faeton", GAME_MECHANICAL)
GAME(1986, halley, 0, jp, jp, jp_state, jp, ROT0, "Juegos Populares", "Halley Comet", GAME_MECHANICAL | GAME_IMPERFECT_SOUND )
GAME(1986, halleya, halley, jp, jp, jp_state, jp, ROT0, "Juegos Populares", "Halley Comet (alternate version)", GAME_MECHANICAL | GAME_IMPERFECT_SOUND )
GAME(1986, aqualand, 0, jp, jp, jp_state, jp, ROT0, "Juegos Populares", "Aqualand", GAME_MECHANICAL | GAME_IMPERFECT_SOUND )
GAME(1986, america, 0, jp, jp, jp_state, jp, ROT0, "Juegos Populares", "America 1492", GAME_MECHANICAL | GAME_IMPERFECT_SOUND )
GAME(1986, olympus, 0, jp, jp, jp_state, jp, ROT0, "Juegos Populares", "Olympus", GAME_MECHANICAL | GAME_IMPERFECT_SOUND )
GAME(1987, lortium, 0, jp, jp, jp_state, jp, ROT0, "Juegos Populares", "Lortium", GAME_IS_SKELETON_MECHANICAL)
GAME(19??, pimbal, 0, jp, jp, jp_state, jp, ROT0, "Juegos Populares", "Pimbal (Pinball 3000)", GAME_IS_SKELETON_MECHANICAL)
GAME(1984, petaco, 0, jp, jp, jp_state, jp, ROT0, "Juegos Populares", "Petaco", GAME_IS_SKELETON_MECHANICAL)
GAME(1985, petaco2, 0, jp, jp, jp_state, jp, ROT0, "Juegos Populares", "Petaco 2", GAME_IS_SKELETON_MECHANICAL)
GAME(1986, halley, 0, jp, jp, jp_state, jp, ROT0, "Juegos Populares", "Halley Comet", GAME_IS_SKELETON_MECHANICAL)
GAME(1986, halleya, halley, jp, jp, jp_state, jp, ROT0, "Juegos Populares", "Halley Comet (alternate version)", GAME_IS_SKELETON_MECHANICAL)
GAME(1986, olympus, 0, jp, jp, jp_state, jp, ROT0, "Juegos Populares", "Olympus", GAME_IS_SKELETON_MECHANICAL)

View File

@ -36,108 +36,108 @@
<!-- Player 1 Score -->
<bezel name="digit6" element="digit">
<bezel name="digit31" element="digit">
<bounds left="10" top="45" right="44" bottom="84" />
</bezel>
<bezel name="digit5" element="digit">
<bezel name="digit23" element="digit">
<bounds left="54" top="45" right="88" bottom="84" />
</bezel>
<bezel name="digit4" element="digit">
<bezel name="digit22" element="digit">
<bounds left="98" top="45" right="132" bottom="84" />
</bezel>
<bezel name="digit3" element="digit">
<bezel name="digit21" element="digit">
<bounds left="142" top="45" right="176" bottom="84" />
</bezel>
<bezel name="digit2" element="digit">
<bezel name="digit20" element="digit">
<bounds left="186" top="45" right="220" bottom="84" />
</bezel>
<bezel name="digit1" element="digit">
<bezel name="digit19" element="digit">
<bounds left="230" top="45" right="264" bottom="84" />
</bezel>
<bezel name="digit0" element="digit">
<bezel name="digit96" element="digit">
<bounds left="274" top="45" right="308" bottom="84" />
</bezel>
<!-- Player 2 Score -->
<bezel name="digit16" element="digit">
<bezel name="digit30" element="digit">
<bounds left="10" top="105" right="44" bottom="144" />
</bezel>
<bezel name="digit15" element="digit">
<bezel name="digit18" element="digit">
<bounds left="54" top="105" right="88" bottom="144" />
</bezel>
<bezel name="digit14" element="digit">
<bezel name="digit17" element="digit">
<bounds left="98" top="105" right="132" bottom="144" />
</bezel>
<bezel name="digit13" element="digit">
<bezel name="digit16" element="digit">
<bounds left="142" top="105" right="176" bottom="144" />
</bezel>
<bezel name="digit12" element="digit">
<bezel name="digit15" element="digit">
<bounds left="186" top="105" right="220" bottom="144" />
</bezel>
<bezel name="digit11" element="digit">
<bezel name="digit14" element="digit">
<bounds left="230" top="105" right="264" bottom="144" />
</bezel>
<bezel name="digit10" element="digit">
<bezel name="digit97" element="digit">
<bounds left="274" top="105" right="308" bottom="144" />
</bezel>
<!-- Player 3 Score -->
<bezel name="digit26" element="digit">
<bezel name="digit29" element="digit">
<bounds left="10" top="165" right="44" bottom="204" />
</bezel>
<bezel name="digit25" element="digit">
<bezel name="digit13" element="digit">
<bounds left="54" top="165" right="88" bottom="204" />
</bezel>
<bezel name="digit24" element="digit">
<bezel name="digit12" element="digit">
<bounds left="98" top="165" right="132" bottom="204" />
</bezel>
<bezel name="digit23" element="digit">
<bezel name="digit11" element="digit">
<bounds left="142" top="165" right="176" bottom="204" />
</bezel>
<bezel name="digit22" element="digit">
<bezel name="digit10" element="digit">
<bounds left="186" top="165" right="220" bottom="204" />
</bezel>
<bezel name="digit21" element="digit">
<bezel name="digit9" element="digit">
<bounds left="230" top="165" right="264" bottom="204" />
</bezel>
<bezel name="digit20" element="digit">
<bezel name="digit98" element="digit">
<bounds left="274" top="165" right="308" bottom="204" />
</bezel>
<!-- Player 4 Score -->
<bezel name="digit36" element="digit">
<bezel name="digit28" element="digit">
<bounds left="10" top="225" right="44" bottom="264" />
</bezel>
<bezel name="digit35" element="digit">
<bezel name="digit8" element="digit">
<bounds left="54" top="225" right="88" bottom="264" />
</bezel>
<bezel name="digit34" element="digit">
<bezel name="digit7" element="digit">
<bounds left="98" top="225" right="132" bottom="264" />
</bezel>
<bezel name="digit33" element="digit">
<bezel name="digit6" element="digit">
<bounds left="142" top="225" right="176" bottom="264" />
</bezel>
<bezel name="digit32" element="digit">
<bezel name="digit5" element="digit">
<bounds left="186" top="225" right="220" bottom="264" />
</bezel>
<bezel name="digit31" element="digit">
<bezel name="digit4" element="digit">
<bounds left="230" top="225" right="264" bottom="264" />
</bezel>
<bezel name="digit30" element="digit">
<bezel name="digit99" element="digit">
<bounds left="274" top="225" right="308" bottom="264" />
</bezel>
<!-- Credits and Balls -->
<bezel name="digit41" element="digit">
<bezel name="digit95" element="digit">
<bounds left="30" top="345" right="64" bottom="384" />
</bezel>
<bezel name="digit40" element="digit">
<bezel name="digit94" element="digit">
<bounds left="69" top="345" right="103" bottom="384" />
</bezel>
<bezel name="digit45" element="digit">
<bezel name="digit3" element="digit">
<bounds left="171" top="345" right="205" bottom="384" />
</bezel>
<bezel name="digit44" element="digit">
<bezel name="digit2" element="digit">
<bounds left="210" top="345" right="244" bottom="384" />
</bezel>
<bezel element="P1"><bounds left="200" right="258" top="330" bottom="342" /></bezel>