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https://github.com/holub/mame
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New working machine added (#4815)
* New working machine added ----------- Game & Watch: Popeye [Henrik Algestam] * hh_sm510: Clearified Popeye version
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// license:BSD-3-Clause
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// copyright-holders:hap, Sean Riddle, algestam
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// copyright-holders:hap, Sean Riddle, Henrik Algestam
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// thanks-to:Igor, ChoccyHobNob, RColtrane
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/***************************************************************************
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@ -28,8 +28,9 @@ Trivia: Most of the Nintendo G&W have built-in cheats, likely kept in by
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Nintendo to test the game. These were not accessible to users of course,
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but for the sake of fun they're (usually) available on MAME.
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BTANB: On some of the earlier G&W games, eg. gnw_mmouse, gnw_pchute, gnw_fire,
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the controls still work after game over, this happens on the real thing too.
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BTANB: On some of the earlier G&W games, eg. gnw_fire, gnw_mmouse, gnw_pchute,
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gnw_popeye, the controls still work after game over, this happens on the real
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thing too.
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Game list (* denotes not emulated yet)
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@ -45,7 +46,7 @@ CN-07* g ? Helmet (aka Headache)
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LN-08* g ? Lion
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PR-21 ws SM5A Parachute
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OC-22 ws SM5A Octopus
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PP-23* ws SM5A? Popeye
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PP-23 ws SM5A Popeye
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FP-24* ws SM5A Chef
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MC-25 ws SM5A Mickey Mouse
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EG-26 ws SM5A Egg (near-certainly same ROM as MC-25, but LCD differs)
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@ -1408,6 +1409,97 @@ ROM_END
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/***************************************************************************
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Nintendo Game & Watch: Popeye (model PP-23)
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* PCB label PP-23 Y
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* Sharp SM5A label PP-23 52YD (no decap)
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* lcd screen with custom segments, 1-bit sound
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This is the wide screen version, there's also tabletop and panorama versions.
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***************************************************************************/
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class gnw_popeye_state : public hh_sm510_state
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{
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public:
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gnw_popeye_state(const machine_config &mconfig, device_type type, const char *tag) :
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hh_sm510_state(mconfig, type, tag)
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{ }
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void gnw_popeye(machine_config &config);
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};
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// config
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static INPUT_PORTS_START( gnw_popeye )
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PORT_START("IN.0") // R2
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PORT_CONFNAME( 0x01, 0x00, "Infinite Lives (Cheat)") // when cheat is activated, not all segments are lit on the ACL reset screen
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PORT_CONFSETTING( 0x00, DEF_STR( Off ) )
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PORT_CONFSETTING( 0x01, DEF_STR( On ) )
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PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_UNUSED ) // same as 0x01?
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PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_UNUSED ) // reset?
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_UNUSED ) // alarm test?
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PORT_START("IN.1") // R3
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PORT_BIT( 0x0f, IP_ACTIVE_HIGH, IPT_UNUSED )
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PORT_START("IN.2") // R4
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_SELECT ) PORT_CHANGED_MEMBER(DEVICE_SELF, hh_sm510_state, input_changed, nullptr) PORT_NAME("Time")
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PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_START2 ) PORT_CHANGED_MEMBER(DEVICE_SELF, hh_sm510_state, input_changed, nullptr) PORT_NAME("Game B")
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PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_START1 ) PORT_CHANGED_MEMBER(DEVICE_SELF, hh_sm510_state, input_changed, nullptr) PORT_NAME("Game A")
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_SERVICE2 ) PORT_CHANGED_MEMBER(DEVICE_SELF, hh_sm510_state, input_changed, nullptr) PORT_NAME("Alarm")
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PORT_START("BA")
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_CHANGED_MEMBER(DEVICE_SELF, hh_sm510_state, input_changed, nullptr) PORT_16WAY
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PORT_START("B")
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_CHANGED_MEMBER(DEVICE_SELF, hh_sm510_state, input_changed, nullptr) PORT_16WAY
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PORT_START("ACL")
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_SERVICE1 ) PORT_CHANGED_MEMBER(DEVICE_SELF, hh_sm510_state, acl_button, nullptr) PORT_NAME("ACL")
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INPUT_PORTS_END
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void gnw_popeye_state::gnw_popeye(machine_config &config)
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{
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/* basic machine hardware */
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SM5A(config, m_maincpu);
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m_maincpu->set_r_mask_option(sm510_base_device::RMASK_DIRECT); // confirmed
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m_maincpu->write_segs().set(FUNC(hh_sm510_state::sm500_lcd_segment_w));
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m_maincpu->read_k().set(FUNC(hh_sm510_state::input_r));
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m_maincpu->write_r().set(FUNC(hh_sm510_state::piezo_input_w));
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m_maincpu->read_ba().set_ioport("BA");
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m_maincpu->read_b().set_ioport("B");
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/* video hardware */
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screen_device &screen(SCREEN(config, "screen", SCREEN_TYPE_SVG));
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screen.set_svg_region("svg");
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screen.set_refresh_hz(50);
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screen.set_size(1604, 1080);
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screen.set_visarea_full();
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TIMER(config, "display_decay").configure_periodic(FUNC(hh_sm510_state::display_decay_tick), attotime::from_msec(1));
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/* sound hardware */
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SPEAKER(config, "mono").front_center();
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SPEAKER_SOUND(config, m_speaker);
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m_speaker->add_route(ALL_OUTPUTS, "mono", 0.25);
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}
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// roms
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ROM_START( gnw_popeye )
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ROM_REGION( 0x1000, "maincpu", 0 )
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ROM_LOAD( "pp-23", 0x0000, 0x0740, CRC(49987769) SHA1(ad90659a3ce7169a4df16367c5307435d9f9d956) )
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ROM_REGION( 218428, "svg", 0)
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ROM_LOAD( "gnw_popeye.svg", 0, 218428, CRC(b2c3fdf2) SHA1(5e782f25f9ff432a292e67efc7f5653cf2a81b60) )
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ROM_END
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/***************************************************************************
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Nintendo Game & Watch: Mickey Mouse (model MC-25), Egg (model EG-26)
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@ -8870,6 +8962,7 @@ CONS( 1991, kgarfld, 0, 0, kgarfld, kgarfld, kgarfld_state,
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// Nintendo G&W: wide screen
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CONS( 1981, gnw_pchute, 0, 0, gnw_pchute, gnw_pchute, gnw_pchute_state, empty_init, "Nintendo", "Game & Watch: Parachute", MACHINE_SUPPORTS_SAVE )
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CONS( 1981, gnw_octopus, 0, 0, gnw_octopus, gnw_octopus, gnw_octopus_state, empty_init, "Nintendo", "Game & Watch: Octopus", MACHINE_SUPPORTS_SAVE )
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CONS( 1981, gnw_popeye, 0, 0, gnw_popeye, gnw_popeye, gnw_popeye_state, empty_init, "Nintendo", "Game & Watch: Popeye (wide screen)", MACHINE_SUPPORTS_SAVE )
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CONS( 1981, gnw_mmouse, 0, 0, gnw_mmouse, gnw_mmouse, gnw_mmouse_state, empty_init, "Nintendo", "Game & Watch: Mickey Mouse", MACHINE_SUPPORTS_SAVE )
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CONS( 1981, gnw_egg, gnw_mmouse, 0, gnw_egg, gnw_mmouse, gnw_mmouse_state, empty_init, "Nintendo", "Game & Watch: Egg", MACHINE_SUPPORTS_SAVE )
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CONS( 1984, nupogodi, gnw_mmouse, 0, nupogodi, gnw_mmouse, gnw_mmouse_state, empty_init, "Elektronika", "Nu, pogodi!", MACHINE_SUPPORTS_SAVE )
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@ -15103,6 +15103,7 @@ gnw_mickdon // Nintendo
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gnw_octopus // Nintendo
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gnw_opanic // Nintendo
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gnw_pchute // Nintendo
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gnw_popeye // Nintendo
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gnw_rshower // Nintendo
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gnw_smb // Nintendo
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gnw_squish // Nintendo
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