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https://github.com/holub/mame
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New working machine added (#4893)
----------- Game & Watch: Zelda [algestam]
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@ -17,7 +17,7 @@ TODO:
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- Currently there is no accurate way to dump the SM511/SM512 melody ROM
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electronically. For the ones that weren't decapped, they were read by
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playing back all melody data and reconstructing it to ROM. Visual(decap)
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verification is wanted for: gnw_bfight, gnw_bjack, gnw_climber
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verification is wanted for: gnw_bfight, gnw_bjack, gnw_climber, gnw_zelda
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- identify lcd segments for tgaiden
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****************************************************************************
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@ -68,7 +68,7 @@ MG-61 ms SM510 Squish
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BD-62* ms SM512 Bomb Sweeper
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JB-63* ms SM511? Safe Buster
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MV-64* ms SM511? Gold Cliff
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ZL-65* ms SM511? Zelda
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ZL-65 ms SM512 Zelda
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CJ-71* tt SM511? Donkey Kong Jr.
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CM-72* tt SM511? Mario's Cement Factory
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SM-73* tt SM511? Snoopy
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@ -3004,6 +3004,107 @@ ROM_END
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/***************************************************************************
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Nintendo Game & Watch: Zelda (model ZL-65)
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* PCB label ZL-65
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* Sharp SM512 label ZL-65 8935 A (no decap)
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* vertical dual lcd screens with custom segments, 1-bit sound
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***************************************************************************/
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class gnw_zelda_state : public hh_sm510_state
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{
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public:
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gnw_zelda_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_zelda(machine_config &config);
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};
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// config
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static INPUT_PORTS_START( gnw_zelda )
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PORT_START("IN.0") // S1
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_CHANGED_MEMBER(DEVICE_SELF, hh_sm510_state, input_changed, nullptr)
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PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP ) PORT_CHANGED_MEMBER(DEVICE_SELF, hh_sm510_state, input_changed, nullptr)
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PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_CHANGED_MEMBER(DEVICE_SELF, hh_sm510_state, input_changed, nullptr)
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN ) PORT_CHANGED_MEMBER(DEVICE_SELF, hh_sm510_state, input_changed, nullptr)
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PORT_START("IN.1") // S2
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_CHANGED_MEMBER(DEVICE_SELF, hh_sm510_state, input_changed, nullptr) // Attack
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PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_UNUSED )
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PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_UNUSED )
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_UNUSED )
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PORT_START("IN.2") // S3
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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("Continue")
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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")
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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("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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PORT_START("BA") // MCU BA(alpha) pin pulled to GND
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PORT_CONFNAME( 0x01, 0x01, "Invincibility (Cheat)") // Invincibility when playing on bottom screen only
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PORT_CONFSETTING( 0x01, DEF_STR( Off ) )
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PORT_CONFSETTING( 0x00, DEF_STR( On ) )
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INPUT_PORTS_END
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void gnw_zelda_state::gnw_zelda(machine_config &config)
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{
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/* basic machine hardware */
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SM512(config, m_maincpu);
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m_maincpu->write_segs().set(FUNC(hh_sm510_state::sm510_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_s().set(FUNC(hh_sm510_state::input_w));
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m_maincpu->write_r().set(FUNC(hh_sm510_state::piezo_r1_w));
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m_maincpu->read_b().set_ioport("BA");
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/* video hardware */
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screen_device &screen_top(SCREEN(config, "screen_top", SCREEN_TYPE_SVG));
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screen_top.set_svg_region("svg_top");
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screen_top.set_refresh_hz(50);
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screen_top.set_size(1920/2, 1346/2);
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screen_top.set_visarea_full();
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screen_device &screen_bottom(SCREEN(config, "screen_bottom", SCREEN_TYPE_SVG));
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screen_bottom.set_svg_region("svg_bottom");
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screen_bottom.set_refresh_hz(50);
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screen_bottom.set_size(1920/2, 1291/2);
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screen_bottom.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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config.set_default_layout(layout_gnw_dualv);
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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_zelda )
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ROM_REGION( 0x1000, "maincpu", 0 )
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ROM_LOAD( "zl-65.program", 0x0000, 0x1000, CRC(b96aa64e) SHA1(d1f0c64104eb3ecbf370674d5078a3a85b2b7227) )
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ROM_REGION( 0x100, "maincpu:melody", 0 )
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ROM_LOAD( "zl-65.melody", 0x000, 0x100, BAD_DUMP CRC(3a281b0f) SHA1(7a236775557939050bbcd6f9d0a598d219a032f2) ) // decap needed for verification
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ROM_REGION( 282866, "svg_top", 0)
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ROM_LOAD( "gnw_zelda_top.svg", 0, 282866, CRC(7bd167a0) SHA1(96955538d9c0ab94b144ff725524b601bdf9f28c) )
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ROM_REGION( 424989, "svg_bottom", 0)
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ROM_LOAD( "gnw_zelda_bottom.svg", 0, 424989, CRC(22783f93) SHA1(f8b2a6cbac9c5a83425ed93c6da63b7c95c0e379) )
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ROM_END
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/***************************************************************************
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Nintendo Game & Watch: Donkey Kong Jr. (model DJ-101)
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@ -8983,6 +9084,7 @@ CONS( 1983, gnw_rshower, 0, 0, gnw_rshower, gnw_rshower, gnw_rshower_st
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CONS( 1983, gnw_lboat, 0, 0, gnw_lboat, gnw_lboat, gnw_lboat_state, empty_init, "Nintendo", "Game & Watch: Lifeboat", MACHINE_SUPPORTS_SAVE)
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CONS( 1985, gnw_bjack, 0, 0, gnw_bjack, gnw_bjack, gnw_bjack_state, empty_init, "Nintendo", "Game & Watch: Black Jack", MACHINE_SUPPORTS_SAVE)
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CONS( 1986, gnw_squish, 0, 0, gnw_squish, gnw_squish, gnw_squish_state, empty_init, "Nintendo", "Game & Watch: Squish", MACHINE_SUPPORTS_SAVE )
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CONS( 1989, gnw_zelda, 0, 0, gnw_zelda, gnw_zelda, gnw_zelda_state, empty_init, "Nintendo", "Game & Watch: Zelda", MACHINE_SUPPORTS_SAVE )
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// Nintendo G&W: new wide screen
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CONS( 1982, gnw_dkjr, 0, 0, gnw_dkjr, gnw_dkjr, gnw_dkjr_state, empty_init, "Nintendo", "Game & Watch: Donkey Kong Jr. (new wide screen)", MACHINE_SUPPORTS_SAVE )
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@ -15126,6 +15126,7 @@ gnw_squish // Nintendo
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gnw_stennis // Nintendo
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gnw_tbridge // Nintendo
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gnw_tfish // Nintendo
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gnw_zelda // Nintendo
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kbilly // Konami
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kblades // Konami
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kbucky // Konami
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