bfm/bfm_blackbox.cpp: Added driver for Bellfruit Black Box electromechanical fruit machines. (#10417)

* machine/em_reel.cpp: Encapsulated electromechanical reel simulation.
* barcrest/mpu1.cpp: Refactored to use new electromechanical reel device.

New systems marked not working
------------------------
Nudge Climber (Bellfruit) (Black Box) (5p Stake, £1 Jackpot, all cash)
21 Up (Bellfruit) (Black Box) (5p Stake, £1 Jackpot)
Bell Trail (Bellfruit) (Black Box) (5p Stake, £1 Jackpot)
The Nudge Machine (ADMC) (Black Box) (5p Stake, £1/£2 Jackpot)
Upstairs 'N' Downstairs (Bellfruit) (Black Box) (5p Stake, £1 Jackpot)
Double It (Bellfruit) (Black Box) (10p Stake, £2 Jackpot)
Fire Cracker (Bellfruit) (Black Box) (10p Stake, £2 Jackpot)
Oranges And Lemons (Bellfruit) (Black Box) (10p Stake, £2 Jackpot)
Golden Spin (BWB) (Black Box) (MK1.5, 5p Stake, £50 Jackpot)

New clones marked not working
------------------------
21 Up (Bellfruit) (Black Box) (10p Stake, £2 Jackpot)
Reel Gambler (Bellfruit) (Black Box) (10p Stake, £2 Jackpot)
Upstairs 'N' Downstairs (Bellfruit) (Black Box) (5p Stake, £1 Jackpot, all cash)
Spin Up (CTL) (Black Box) (10p Stake, £3 Jackpot)
Crackerjack (Bellfruit) (Black Box) (5p Stake, £2 Jackpot)
Fiesta (Associated Leisure) (Black Box) (2p Stake, £1/£2 Jackpot)
This commit is contained in:
SomeRandomGuyIdk 2023-07-17 19:51:12 +03:00 committed by GitHub
parent 40b5fec069
commit 7fd6a0b10c
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
29 changed files with 4376 additions and 146 deletions

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@ -4280,6 +4280,18 @@ if (MACHINES["STEPPERS"]~=null) then
}
end
---------------------------------------------------
--
--@src/devices/machine/em_reel.h,MACHINES["EM_REEL"] = true
---------------------------------------------------
if (MACHINES["EM_REEL"]~=null) then
files {
MAME_DIR .. "src/devices/machine/em_reel.cpp",
MAME_DIR .. "src/devices/machine/em_reel.h",
}
end
---------------------------------------------------
--
--@src/devices/machine/corvushd.h,MACHINES["CORVUSHD"] = true

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@ -0,0 +1,125 @@
// license:BSD-3-Clause
// copyright-holders:SomeRandomGuyIdk
/**********************************************************************
Electromechanical reels for slot machines
**********************************************************************/
#include "emu.h"
#include "em_reel.h"
#include <algorithm>
ALLOW_SAVE_TYPE(em_reel_device::dir);
ALLOW_SAVE_TYPE(em_reel_device::reel_state);
DEFINE_DEVICE_TYPE(EM_REEL, em_reel_device, "em_reel", "Electromechanical Reel")
em_reel_device::em_reel_device(const machine_config &mconfig, const char *tag, device_t *owner, uint32_t clock) :
device_t(mconfig, EM_REEL, tag, owner, clock),
m_reel_out(*this, tag),
m_state_cb(*this)
{
}
void em_reel_device::set_state(uint8_t state)
{
if(m_state == reel_state::STOPPED)
{
if(state)
{
m_state = reel_state::SPINNING;
m_move_timer->adjust(m_step_period);
m_state_cb(1);
}
}
else if(m_state == reel_state::SPINNING)
{
if(!state)
{
if(is_at_detent()) // If reel is already on a detent, then stop it immediately
{
m_move_timer->adjust(attotime::never);
m_state = reel_state::STOPPED;
m_state_cb(0);
}
else
{
m_state = reel_state::STOPPING;
}
}
}
else if(m_state == reel_state::STOPPING)
{
if(state)
m_state = reel_state::SPINNING;
}
}
inline bool em_reel_device::is_at_detent() const
{
auto const found = std::lower_bound(m_detents.begin(), m_detents.end(), m_pos);
return (m_detents.end() != found) && (*found == m_pos);
}
TIMER_CALLBACK_MEMBER( em_reel_device::move )
{
if(m_direction == dir::REVERSE)
{
if(m_pos == 0)
m_pos = m_max_pos;
else
m_pos--;
}
else
{
if(m_pos == m_max_pos)
m_pos = 0;
else
m_pos++;
}
if(m_state == reel_state::STOPPING && is_at_detent()) // Stop once a detent is reached
{
m_state = reel_state::STOPPED;
m_state_cb(0);
}
else
{
m_move_timer->adjust(m_step_period);
}
m_reel_out = m_pos;
}
void em_reel_device::device_start()
{
m_reel_out.resolve();
save_item(NAME(m_state));
save_item(NAME(m_pos));
save_item(NAME(m_direction));
m_move_timer = timer_alloc(FUNC(em_reel_device::move), this);
m_state = reel_state::STOPPED;
m_pos = 0;
}
void em_reel_device::device_validity_check(validity_checker &valid) const
{
auto detent = m_detents.begin();
while(m_detents.end() != detent)
{
if(*detent > m_max_pos)
fatalerror("Detent on step %u is out of range, maximum is %u\n", *detent, m_max_pos);
auto const next = std::next(detent);
if((m_detents.end() != next) && (*next <= *detent))
fatalerror("Detents %u and %u are not in ascending order\n", *detent, *next);
detent = next;
}
}

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@ -0,0 +1,89 @@
// license:BSD-3-Clause
// copyright-holders:SomeRandomGuyIdk
/**********************************************************************
Electromechanical reels for slot machines
**********************************************************************/
#ifndef MAME_MACHINE_EM_REEL_H
#define MAME_MACHINE_EM_REEL_H
#pragma once
#include <iterator>
#include <utility>
#include <vector>
class em_reel_device : public device_t
{
public:
enum class dir : uint8_t
{
FORWARD = 0, // Steps count up
REVERSE // Steps count down
};
em_reel_device(const machine_config &mconfig, const char *tag, device_t *owner, uint32_t clock = 0);
template <typename T>
em_reel_device(
const machine_config &mconfig, const char *tag, device_t *owner,
uint16_t steps, T &&detents, attotime period, dir direction = dir::REVERSE) :
em_reel_device(mconfig, tag, owner, 0)
{
set_max_pos(steps);
set_detents(std::forward<T>(detents));
set_rotation_period(period);
set_direction(direction);
}
// Movement state callback, used for playing samples
auto state_changed_callback() { return m_state_cb.bind(); }
// Set period for one full rotation
void set_rotation_period(attotime period) { m_step_period = period / (m_max_pos + 1); }
// Get the reel's current step position
uint16_t get_pos() const { return m_pos; }
// Start and stop the reel
void set_state(uint8_t state);
// Set the direction the reel moves in
void set_direction(dir direction) { m_direction = direction; }
protected:
virtual void device_start() override;
virtual void device_validity_check(validity_checker &valid) const override;
private:
enum class reel_state : uint8_t
{
STOPPED = 0,
SPINNING,
STOPPING
};
TIMER_CALLBACK_MEMBER(move);
void set_max_pos(uint16_t steps) { m_max_pos = steps - 1; }
template <typename T> void set_detents(T &&detents) { m_detents.assign(std::begin(detents), std::end(detents)); }
bool is_at_detent() const;
std::vector<uint16_t> m_detents;
uint16_t m_max_pos;
attotime m_step_period;
output_finder<> m_reel_out;
devcb_write_line m_state_cb;
reel_state m_state;
uint16_t m_pos;
dir m_direction;
emu_timer *m_move_timer;
};
DECLARE_DEVICE_TYPE(EM_REEL, em_reel_device)
#endif // MAME_MACHINE_EM_REEL_H

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@ -26,6 +26,7 @@
#include "cpu/m6800/m6800.h"
#include "machine/6821pia.h"
#include "machine/em_reel.h"
#include "machine/timer.h"
#include "sound/dac.h"
@ -47,11 +48,11 @@ public:
mpu1_state(const machine_config &mconfig, device_type type, const char *tag) :
driver_device(mconfig, type, tag),
m_maincpu(*this, "maincpu"),
m_nmi_timer(*this, "nmi"),
m_pia1(*this, "pia1"),
m_pia2(*this, "pia2"),
m_lamps(*this, "lamp%u", 0U),
m_reel_out(*this, "reel%u", 1U),
m_sreel_out(*this, "sreel%u", 1U),
m_reels(*this, "emreel%u", 1U),
m_dac(*this, "dac"),
m_samples(*this, "samples")
{ }
@ -66,49 +67,39 @@ protected:
virtual void machine_reset() override;
private:
enum { STEPS_PER_SYMBOL = 20 };
template <unsigned Lamp> void pia_lamp_w(int state) { m_lamps[Lamp] = state; }
template <unsigned Reel> void reel_sample_cb(uint8_t state);
TIMER_DEVICE_CALLBACK_MEMBER(nmi);
TIMER_CALLBACK_MEMBER(change_pia2a_bit7);
void pia1_portb_w(uint8_t data);
void pia1_portb_lg_w(uint8_t data);
uint8_t pia2_porta_r();
void pia2_porta_w(uint8_t data);
void pia2_portb_w(uint8_t data);
uint8_t reel_pos_r(uint8_t reel);
void payout_cash_w(bool state);
void payout_token_w(bool state);
void meter_w(int meter, bool state);
void coin_lockout_w(bool state);
void reel_w(int reel, bool state);
void mpu1_map(address_map &map);
uint8_t m_reel_select;
bool m_pia2a_select;
bool m_prev_payout[2];
uint8_t m_reel_state[4];
uint16_t m_reel_pos[4];
emu_timer *m_reel_timer[4];
attotime m_reel_speed;
uint8_t m_pia2a_bit7_value;
emu_timer *m_change_pia2a_bit7_timer;
TIMER_DEVICE_CALLBACK_MEMBER(nmi);
template <unsigned Reel> TIMER_CALLBACK_MEMBER(reel_move);
TIMER_CALLBACK_MEMBER(change_pia2a_bit7);
enum
{
REEL_STOPPED = 0,
REEL_SPINNING,
REEL_STOPPING
};
// devices
required_device<cpu_device> m_maincpu;
required_device<timer_device> m_nmi_timer;
required_device<pia6821_device> m_pia1;
required_device<pia6821_device> m_pia2;
output_finder<13> m_lamps;
output_finder<4> m_reel_out;
output_finder<4> m_sreel_out;
required_device_array<em_reel_device, 4> m_reels;
required_device<dac_1bit_device> m_dac;
required_device<fruit_samples_device> m_samples;
};
@ -127,10 +118,10 @@ void mpu1_state::pia1_portb_w(uint8_t data)
{
if(BIT(data, 7) == 0)
{
reel_w(0, BIT(data, 0));
reel_w(1, BIT(data, 1));
reel_w(2, BIT(data, 2));
reel_w(3, BIT(data, 3));
m_reels[0]->set_state(BIT(data, 0));
m_reels[1]->set_state(BIT(data, 1));
m_reels[2]->set_state(BIT(data, 2));
m_reels[3]->set_state(BIT(data, 3));
coin_lockout_w(BIT(data, 4));
m_lamps[11] = BIT(data, 5);
meter_w(0, BIT(data, 6));
@ -158,10 +149,10 @@ void mpu1_state::pia1_portb_lg_w(uint8_t data)
if(BIT(data, 7) == 0)
{
reel_w(0, BIT(data, 0));
reel_w(1, BIT(data, 1));
reel_w(2, BIT(data, 2));
reel_w(3, BIT(data, 3));
m_reels[0]->set_state(BIT(data, 0));
m_reels[1]->set_state(BIT(data, 1));
m_reels[2]->set_state(BIT(data, 2));
m_reels[3]->set_state(BIT(data, 3));
coin_lockout_w(BIT(data, 4));
// Manual says bit 5 might be "Reel Motor", reels work fine without this
m_lamps[11] = BIT(data, 6);
@ -182,11 +173,7 @@ uint8_t mpu1_state::pia2_porta_r()
{
if(m_pia2a_select == 0)
{
uint16_t pos = m_reel_pos[m_reel_select];
if(pos % 20 == 0)
return (pos / 20) + 1;
else
return 0;
return reel_pos_r(m_reel_select);
}
else
{
@ -206,6 +193,16 @@ void mpu1_state::pia2_portb_w(uint8_t data)
for(int i = 0; i < 8; i++) m_lamps[i] = BIT(data, i);
}
uint8_t mpu1_state::reel_pos_r(uint8_t reel)
{
uint16_t pos = m_reels[reel]->get_pos();
if(pos % STEPS_PER_SYMBOL == 0)
return (pos / STEPS_PER_SYMBOL) + 1;
else
return 0;
}
void mpu1_state::payout_cash_w(bool state)
{
if(!m_prev_payout[0] && state) m_samples->play(fruit_samples_device::SAMPLE_PAYOUT);
@ -253,58 +250,13 @@ TIMER_CALLBACK_MEMBER( mpu1_state::change_pia2a_bit7 )
m_pia2a_bit7_value = 0;
}
/* MPU1 does not have stepper reels, it instead uses an electromechanical reel system.
Each reel has a single output - setting the output high causes the reel to start moving,
and once it's set back low, the reel will stop at whichever symbol it's heading towards.
Position tracking is done via contacts on index plates below each symbol, which the CPU
will read once all reels are stopped.
I've modeled the reels as having 400 virtual "steps". Every reel has 20 symbols, which
gives 20 "steps" between each symbol. */
void mpu1_state::reel_w(int reel, bool state)
{
if(m_reel_state[reel] == REEL_STOPPED)
{
if(state)
{
m_reel_state[reel] = REEL_SPINNING;
m_reel_timer[reel]->adjust(m_reel_speed);
m_samples->play(fruit_samples_device::SAMPLE_EM_REEL_1_START + reel);
}
}
else if(m_reel_state[reel] == REEL_SPINNING)
{
if(!state)
{
if(m_reel_pos[reel] % 20 == 0) // If reel is already on a symbol, then stop it immediately
{
m_reel_timer[reel]->adjust(attotime::never);
m_reel_state[reel] = REEL_STOPPED;
m_samples->play(fruit_samples_device::SAMPLE_EM_REEL_1_STOP + reel);
}
else m_reel_state[reel] = REEL_STOPPING;
}
}
}
template <unsigned Reel>
TIMER_CALLBACK_MEMBER( mpu1_state::reel_move )
void mpu1_state::reel_sample_cb(uint8_t state)
{
if(m_reel_pos[Reel] == 0)
m_reel_pos[Reel] = 400 - 1;
else
m_reel_pos[Reel]--;
if(m_reel_state[Reel] == REEL_STOPPING && m_reel_pos[Reel] % 20 == 0) // Stop once a symbol is reached
{
m_reel_timer[Reel]->adjust(attotime::never);
m_reel_state[Reel] = REEL_STOPPED;
if(state == 0)
m_samples->play(fruit_samples_device::SAMPLE_EM_REEL_1_STOP + Reel);
}
else m_reel_timer[Reel]->adjust(m_reel_speed);
m_reel_out[Reel] = m_reel_pos[Reel];
m_sreel_out[Reel] = (m_reel_pos[Reel] * 0x10000) / 400;
else if(state == 1)
m_samples->play(fruit_samples_device::SAMPLE_EM_REEL_1_START + Reel);
}
static INPUT_PORTS_START( mpu1_inputs )
@ -377,24 +329,8 @@ INPUT_PORTS_END
void mpu1_state::machine_start()
{
m_lamps.resolve();
m_reel_out.resolve();
m_sreel_out.resolve();
save_item(NAME(m_reel_state));
save_item(NAME(m_reel_pos));
save_item(NAME(m_reel_speed));
m_reel_timer[0] = timer_alloc(FUNC(mpu1_state::reel_move<0>), this);
m_reel_timer[1] = timer_alloc(FUNC(mpu1_state::reel_move<1>), this);
m_reel_timer[2] = timer_alloc(FUNC(mpu1_state::reel_move<2>), this);
m_reel_timer[3] = timer_alloc(FUNC(mpu1_state::reel_move<3>), this);
m_change_pia2a_bit7_timer = timer_alloc(FUNC(mpu1_state::change_pia2a_bit7), this);
for(int i = 0; i < 4; i++)
{
m_reel_state[i] = REEL_STOPPED;
m_reel_pos[i] = 0;
}
}
void mpu1_state::machine_reset()
@ -411,7 +347,8 @@ void mpu1_state::mpu1(machine_config &config)
I've set a stable 1 MHz clock here, which is also the case on MPU2. */
m_maincpu->set_addrmap(AS_PROGRAM, &mpu1_state::mpu1_map);
TIMER(config, "nmi").configure_periodic(FUNC(mpu1_state::nmi), attotime::from_hz(100)); // From AC zero crossing detector
TIMER(config, m_nmi_timer).configure_periodic(FUNC(mpu1_state::nmi), attotime::from_hz(100)); // From AC zero crossing detector
m_nmi_timer->set_start_delay(attotime::from_msec(1)); // Don't go to NMI at reset time
PIA6821(config, m_pia1, 0);
m_pia1->readpa_handler().set_ioport("IN");
@ -435,12 +372,23 @@ void mpu1_state::mpu1(machine_config &config)
m_pia2->cb1_w(0);
m_pia2->cb2_handler().set(FUNC(mpu1_state::pia_lamp_w<10>));
m_reel_speed = attotime::from_usec(2000); // Seems close enough to footage of a real machine
for(int i = 0; i < 4; i++)
{
std::set<uint16_t> detents;
for(int i = 0; i < 20; i++)
detents.insert(i * STEPS_PER_SYMBOL);
EM_REEL(config, m_reels[i], 20 * STEPS_PER_SYMBOL, detents, attotime::from_double(0.8));
}
SPEAKER(config, "mono").front_center();
DAC_1BIT(config, m_dac, 0).add_route(ALL_OUTPUTS, "mono", 0.25);
FRUIT_SAMPLES(config, m_samples);
m_reels[0]->state_changed_callback().set(FUNC(mpu1_state::reel_sample_cb<0>));
m_reels[1]->state_changed_callback().set(FUNC(mpu1_state::reel_sample_cb<1>));
m_reels[2]->state_changed_callback().set(FUNC(mpu1_state::reel_sample_cb<2>));
m_reels[3]->state_changed_callback().set(FUNC(mpu1_state::reel_sample_cb<3>));
}
void mpu1_state::mpu1_lg(machine_config &config)
@ -449,7 +397,8 @@ void mpu1_state::mpu1_lg(machine_config &config)
m_pia1->writepb_handler().set(FUNC(mpu1_state::pia1_portb_lg_w));
m_reel_speed = attotime::from_usec(2600); // Slower reels
for(int i = 0; i < 4; i++)
m_reels[i]->set_rotation_period(attotime::from_double(1.04)); // Slower reels
}
// Common mask ROM on most cartridges, also used by MPU2

File diff suppressed because it is too large Load Diff

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@ -118,6 +118,9 @@ protected:
template <unsigned N> void opto_cb(int state) { m_opto[N] = state; }
TIMER_DEVICE_CALLBACK_MEMBER(int1);
TIMER_DEVICE_CALLBACK_MEMBER(int2);
uint8_t inputs_r(offs_t offset);
uint8_t inputs_ext_r(offs_t offset);
void reel_w(offs_t offset, uint8_t data);
@ -174,10 +177,6 @@ protected:
uint8_t m_busext_mode;
uint8_t m_busext_addr;
TIMER_DEVICE_CALLBACK_MEMBER(int1);
TIMER_DEVICE_CALLBACK_MEMBER(int2);
// devices
required_device<cpu_device> m_maincpu;
required_ioport_array<4> m_inputs;
required_device_array<stepper_device, 4> m_reel;

168
src/mame/layout/bb_21up.lay Normal file
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@ -0,0 +1,168 @@
<?xml version="1.0"?>
<!--
21 Up
license:CC0
-->
<mamelayout version="2">
<element name="matrixlamp">
<rect state="0">
<color red="0.7" green="0.7" blue="0.7" />
</rect>
<rect state="1">
<color red="0.95" green="0.95" blue="0.43" />
</rect>
</element>
<element name="led">
<disk state="0">
<color red="0.2" green="0.0" blue="0.0" />
</disk>
<disk state="1">
<color red="1.0" green="0.0" blue="0.0" />
</disk>
</element>
<element name="rect_white">
<rect>
<color red="1.0" green="1.0" blue="1.0"/>
</rect>
</element>
<element name="rect_black">
<rect>
<color red="0.0" green="0.0" blue="0.0"/>
</rect>
</element>
<element name="Reel 1">
<rect> <bounds x="0" y="0" width="100" height="400"/> <color alpha="0.0"/> </rect>
<text string="Bellfruit"> <bounds x="0" y="20" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Lemon"> <bounds x="0" y="40" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Orange"> <bounds x="0" y="60" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Melon"> <bounds x="0" y="80" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Cherry"> <bounds x="0" y="100" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Lemon"> <bounds x="0" y="120" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Orange"> <bounds x="0" y="140" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Grapes"> <bounds x="0" y="160" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="6"> <bounds x="0" y="180" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Orange"> <bounds x="0" y="200" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Plum"> <bounds x="0" y="220" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Lemon"> <bounds x="0" y="240" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Grapes"> <bounds x="0" y="260" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Cherry"> <bounds x="0" y="280" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Orange"> <bounds x="0" y="300" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Cherry"> <bounds x="0" y="320" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Pineapple"> <bounds x="0" y="340" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="6"> <bounds x="0" y="360" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Lemon"> <bounds x="0" y="380" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
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View File

@ -0,0 +1,174 @@
<?xml version="1.0"?>
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Bell Trail
license:CC0
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View File

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View File

@ -0,0 +1,145 @@
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Double It
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View File

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View File

@ -0,0 +1,162 @@
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View File

@ -0,0 +1,199 @@
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View File

@ -0,0 +1,161 @@
<?xml version="1.0"?>
<!--
Nudge Climber
license:CC0
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View File

@ -0,0 +1,173 @@
<?xml version="1.0"?>
<!--
The Nudge Machine
license:CC0
-->
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<text string="Apple"> <bounds x="0" y="100" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="ADMC"> <bounds x="0" y="120" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Plum"> <bounds x="0" y="140" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
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<text string="Star"> <bounds x="0" y="220" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Pound"> <bounds x="0" y="240" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Bell"> <bounds x="0" y="260" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Strawberry"> <bounds x="0" y="280" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Orange"> <bounds x="0" y="300" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Cherry"> <bounds x="0" y="320" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Lemon"> <bounds x="0" y="340" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Clover"> <bounds x="0" y="360" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Pound"> <bounds x="0" y="380" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Melon"> <bounds x="0" y="0" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
</element>
<element name="Reel 4">
<rect> <bounds x="0" y="0" width="100" height="400"/> <color alpha="0.0"/> </rect>
<text string="Strawberry"> <bounds x="0" y="20" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Lemon"> <bounds x="0" y="40" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
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<text string="Bell"> <bounds x="0" y="140" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
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<text string="Lemon"> <bounds x="0" y="180" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Apple"> <bounds x="0" y="200" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
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<text string="ADMC"> <bounds x="0" y="280" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Lemon"> <bounds x="0" y="300" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Cherry"> <bounds x="0" y="320" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Apple"> <bounds x="0" y="340" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Grapes"> <bounds x="0" y="360" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Clover"> <bounds x="0" y="380" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Melon"> <bounds x="0" y="0" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
</element>
<view name="AWP Simulated Video (No Artwork)">
<repeat count="4">
<param name="i" start="1" increment="1" />
<param name="x" start="20" increment="50" />
<element ref="rect_white">
<bounds x="~x~" y="200" width="30" height="80"/>
</element>
<element ref="Reel ~i~" state="0">
<bounds x="~x~" y="200" width="30" height="80"/>
<yscroll name="emreel~i~" size="0.15" wrap="yes" min="0" max="399"/>
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</repeat>
<element ref="rect_black">
<bounds x="20" y="240" width="200" height="1"/>
</element>
<element ref="rect_black">
<bounds x="0" y="285" width="1" height="1"/> <!-- Bottom border -->
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<repeat count="2">
<param name="i" start="0" increment="8" />
<param name="y" start="0" increment="12" />
<repeat count="8">
<param name="j" start="~i~" increment="1" />
<param name="x" start="0" increment="12" />
<element name="lamp~j~" ref="matrixlamp" state="0">
<bounds x="~x~" y="~y~" width="11" height="11"/>
</element>
</repeat>
</repeat>
<element name="lamp16" ref="matrixlamp" state="0"> <bounds x="96" y="12" width="11" height="11"/> </element>
<element name="lamp17" ref="matrixlamp" state="0"> <bounds x="108" y="12" width="11" height="11"/> </element>
<repeat count="4">
<param name="i" start="18" increment="8" />
<param name="y" start="24" increment="12" />
<repeat count="8">
<param name="j" start="~i~" increment="1" />
<param name="x" start="0" increment="12" />
<element name="lamp~j~" ref="matrixlamp" state="0">
<bounds x="~x~" y="~y~" width="11" height="11"/>
</element>
</repeat>
</repeat>
<element name="test1" ref="led"> <bounds x="209" y="0" width="11" height="11" /> </element>
<element name="test2" ref="led"> <bounds x="209" y="11" width="11" height="11" /> </element>
</view>
</mamelayout>

162
src/mame/layout/bb_oal.lay Normal file
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@ -0,0 +1,162 @@
<?xml version="1.0"?>
<!--
Oranges And Lemons
license:CC0
-->
<mamelayout version="2">
<element name="matrixlamp">
<rect state="0">
<color red="0.7" green="0.7" blue="0.7" />
</rect>
<rect state="1">
<color red="0.95" green="0.95" blue="0.43" />
</rect>
</element>
<element name="led">
<disk state="0">
<color red="0.2" green="0.0" blue="0.0" />
</disk>
<disk state="1">
<color red="1.0" green="0.0" blue="0.0" />
</disk>
</element>
<element name="rect_white">
<rect>
<color red="1.0" green="1.0" blue="1.0"/>
</rect>
</element>
<element name="rect_black">
<rect>
<color red="0.0" green="0.0" blue="0.0"/>
</rect>
</element>
<element name="Reel 1">
<rect> <bounds x="0" y="0" width="100" height="400"/> <color alpha="0.0"/> </rect>
<text string="Pear"> <bounds x="0" y="40" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Cherry"> <bounds x="0" y="60" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
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<text string="Pear"> <bounds x="0" y="100" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Cherry"> <bounds x="0" y="120" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
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<text string="Pear"> <bounds x="0" y="160" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Cherry"> <bounds x="0" y="180" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Melon"> <bounds x="0" y="200" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Bellfruit"> <bounds x="0" y="220" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
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<text string="Orange"> <bounds x="0" y="260" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Lemon"> <bounds x="0" y="280" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Cherry"> <bounds x="0" y="300" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
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<text string="Grapes"> <bounds x="0" y="360" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
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<text string="Pear"> <bounds x="0" y="0" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Bell"> <bounds x="0" y="20" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
</element>
<element name="Reel 2">
<rect> <bounds x="0" y="0" width="100" height="400"/> <color alpha="0.0"/> </rect>
<text string="Grapes"> <bounds x="0" y="40" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Strawberry"> <bounds x="0" y="60" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
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<text string="Strawberry"> <bounds x="0" y="180" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Plum"> <bounds x="0" y="200" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Orange"> <bounds x="0" y="220" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Strawberry"> <bounds x="0" y="240" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Plum"> <bounds x="0" y="260" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
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<text string="Grapes"> <bounds x="0" y="300" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
<text string="Plum"> <bounds x="0" y="320" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
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<text string="Grapes"> <bounds x="0" y="360" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
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<element name="Reel 3">
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<text string="Pear"> <bounds x="0" y="300" width="100" height="20"/> <color red="0.0" green="0.0" blue="0.0"/> </text>
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</element>
<element name="LCD" defstate="0">
<led7seg>
<color red="0.9" green="0.0" blue="0.0" />
</led7seg>
</element>
<view name="AWP Simulated Video (No Artwork)">
<repeat count="3">
<param name="i" start="1" increment="1" />
<param name="x" start="45" increment="50" />
<element ref="rect_white">
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</element>
<element ref="Reel ~i~" state="0">
<bounds x="~x~" y="145" width="30" height="135"/>
<yscroll name="emreel~i~" size="0.25" wrap="yes" min="0" max="399"/>
</element>
</repeat>
<element ref="rect_black">
<bounds x="20" y="213" width="200" height="1"/>
</element>
<element ref="rect_black">
<bounds x="20" y="172" width="200" height="1"/>
</element>
<element ref="rect_black">
<bounds x="20" y="254" width="200" height="1"/>
</element>
<element ref="rect_black">
<bounds x="0" y="285" width="1" height="1"/> <!-- Bottom border -->
</element>
<element name="digit1" ref="LCD"> <bounds x="30" y="100" width="18" height="30" /> </element>
<element name="digit0" ref="LCD"> <bounds x="54" y="100" width="18" height="30" /> </element>
<repeat count="2">
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<repeat count="8">
<param name="j" start="~i~" increment="1" />
<param name="x" start="0" increment="12" />
<element name="lamp~j~" ref="matrixlamp" state="0">
<bounds x="~x~" y="~y~" width="11" height="11"/>
</element>
</repeat>
</repeat>
<element name="lamp16" ref="matrixlamp" state="0"> <bounds x="96" y="12" width="11" height="11"/> </element>
<element name="lamp17" ref="matrixlamp" state="0"> <bounds x="108" y="12" width="11" height="11"/> </element>
<repeat count="1">
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<repeat count="8">
<param name="j" start="~i~" increment="1" />
<param name="x" start="0" increment="12" />
<element name="lamp~j~" ref="matrixlamp" state="0">
<bounds x="~x~" y="~y~" width="11" height="11"/>
</element>
</repeat>
</repeat>
<element name="test1" ref="led"> <bounds x="209" y="0" width="11" height="11" /> </element>
<element name="test2" ref="led"> <bounds x="209" y="11" width="11" height="11" /> </element>
</view>
</mamelayout>

View File

@ -0,0 +1,145 @@
<?xml version="1.0"?>
<!--
Spin Up
license:CC0
-->
<mamelayout version="2">
<element name="matrixlamp">
<rect state="0">
<color red="0.7" green="0.7" blue="0.7" />
</rect>
<rect state="1">
<color red="0.95" green="0.95" blue="0.43" />
</rect>
</element>
<element name="led">
<disk state="0">
<color red="0.2" green="0.0" blue="0.0" />
</disk>
<disk state="1">
<color red="1.0" green="0.0" blue="0.0" />
</disk>
</element>
<element name="rect_white">
<rect>
<color red="1.0" green="1.0" blue="1.0"/>
</rect>
</element>
<element name="rect_black">
<rect>
<color red="0.0" green="0.0" blue="0.0"/>
</rect>
</element>
<element name="Reel 1">
<rect> <bounds x="0" y="0" width="100" height="400"/> <color alpha="0.0"/> </rect>
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View File

@ -0,0 +1,180 @@
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@ -124,7 +124,7 @@ license:CC0-1.0
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@ -54,7 +54,7 @@ license:CC0-1.0
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@ -9263,6 +9263,23 @@ ad5vpaa //
ad5vpab //
ad5vpac //
@source:bfm/bfm_blackbox.cpp
bb_21up // 21 Up (Bellfruit)
bb_21upa //
bb_bellt // Bell Trail (Bellfruit)
bb_cjack // Crackerjack (Bellfruit)
bb_dblit // Double It (Bellfruit)
bb_fiest // Fiesta (Associated Leisure)
bb_firec // Fire Cracker (Bellfruit)
bb_gspin // Golden Spin (BWB)
bb_nudcl // Nudge Climber (Bellfruit)
bb_nudgm // The Nudge Machine (ADMC)
bb_oal // Oranges And Lemons (Bellfruit)
bb_reelg // Reel Gambler (Bellfruit)
bb_spinu // Spin Up (CTL)
bb_upndn // Upstairs 'N' Downstairs (Bellfruit)
bb_upndna //
@source:bfm/bfm_sc1.cpp
m_tppokr // (c) 1996 BFM/ELAM,Game Card 95-750-899, uses Adder board for feature gfx
sc1actv8 //

View File

@ -14,48 +14,37 @@
namespace {
const char *const fruit_sample_names[fruit_samples_device::SAMPLE_END + 2] =
const char *const fruit_sample_names[] =
{
"*fruitsamples",
"payout", // 0
"meter", // 1
"em_reel_start", // 2
"em_reel_stop", // 3
"buzzer", // 2
"em_reel_start", // 3
"em_reel_stop", // 4
nullptr
};
const uint8_t fruit_sample_ids[fruit_samples_device::SAMPLE_END] =
const fruit_samples_device::sample_params params[] =
{
0, // SAMPLE_PAYOUT
1, // SAMPLE_METER
2, // SAMPLE_EM_REEL_1_START
2, // SAMPLE_EM_REEL_2_START
2, // SAMPLE_EM_REEL_3_START
2, // SAMPLE_EM_REEL_4_START
3, // SAMPLE_EM_REEL_1_STOP
3, // SAMPLE_EM_REEL_2_STOP
3, // SAMPLE_EM_REEL_3_STOP
3, // SAMPLE_EM_REEL_4_STOP
};
const uint8_t fruit_sample_channels[fruit_samples_device::SAMPLE_END] =
{
0, // SAMPLE_PAYOUT
1, // SAMPLE_METER
2, // SAMPLE_EM_REEL_1_START
3, // SAMPLE_EM_REEL_2_START
4, // SAMPLE_EM_REEL_3_START
5, // SAMPLE_EM_REEL_4_START
2, // SAMPLE_EM_REEL_1_STOP
3, // SAMPLE_EM_REEL_2_STOP
4, // SAMPLE_EM_REEL_3_STOP
5 // SAMPLE_EM_REEL_4_STOP
//id ch loop
{ 0, 0, false }, // SAMPLE_PAYOUT
{ 1, 1, false }, // SAMPLE_METER
{ 2, 2, false }, // SAMPLE_BUZZER
{ 3, 3, false }, // SAMPLE_EM_REEL_1_START
{ 3, 4, false }, // SAMPLE_EM_REEL_2_START
{ 3, 5, false }, // SAMPLE_EM_REEL_3_START
{ 3, 6, false }, // SAMPLE_EM_REEL_4_START
{ 4, 3, false }, // SAMPLE_EM_REEL_1_STOP
{ 4, 4, false }, // SAMPLE_EM_REEL_2_STOP
{ 4, 5, false }, // SAMPLE_EM_REEL_3_STOP
{ 4, 6, false } // SAMPLE_EM_REEL_4_STOP
};
} // anonymous namespace
DEFINE_DEVICE_TYPE(FRUIT_SAMPLES, fruit_samples_device, "fruit_samples", "Fruit machine mechanical samples")
DEFINE_DEVICE_TYPE(FRUIT_SAMPLES, fruit_samples_device, "fruit_samples", "Fruit Machine Mechanical Samples")
fruit_samples_device::fruit_samples_device(const machine_config &mconfig, const char *tag, device_t *owner, uint32_t clock) :
device_t(mconfig, FRUIT_SAMPLES, tag, owner, clock),
@ -73,15 +62,33 @@ void fruit_samples_device::device_add_mconfig(machine_config &config)
SPEAKER(config, "fruitmech").front_center();
SAMPLES(config, m_samples);
m_samples->set_channels(6);
m_samples->set_channels(7);
m_samples->set_samples_names(fruit_sample_names);
m_samples->add_route(ALL_OUTPUTS, "fruitmech", 1.0);
}
void fruit_samples_device::play(uint8_t index)
{
if (index < SAMPLE_END)
m_samples->start(fruit_sample_channels[index], fruit_sample_ids[index]);
if(index < SAMPLE_END)
{
sample_params sample = params[index];
m_samples->start(sample.channel, sample.id, sample.loop);
}
else
fatalerror("fruit_samples_device: Sample index %u out of range\n", index);
{
fatalerror("fruit_samples_device::play: Sample index %u out of range\n", index);
}
}
void fruit_samples_device::stop(uint8_t index)
{
if(index < SAMPLE_END)
{
sample_params sample = params[index];
m_samples->stop(sample.channel);
}
else
{
fatalerror("fruit_samples_device::stop: Sample index %u out of range\n", index);
}
}

View File

@ -19,11 +19,13 @@ public:
fruit_samples_device(const machine_config &mconfig, const char *tag, device_t *owner, uint32_t clock = 0);
void play(uint8_t index);
void stop(uint8_t index);
enum
{
SAMPLE_PAYOUT = 0,
SAMPLE_METER,
SAMPLE_BUZZER,
SAMPLE_EM_REEL_1_START,
SAMPLE_EM_REEL_2_START,
SAMPLE_EM_REEL_3_START,
@ -35,6 +37,13 @@ public:
SAMPLE_END
};
struct sample_params
{
uint32_t id;
uint8_t channel;
bool loop;
};
protected:
virtual void device_start() override;
virtual void device_add_mconfig(machine_config &config) override;