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allied.c : added blanking.
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@ -25,8 +25,9 @@
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For some reason the 'rol $46' instruction outputs the original data
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followed by the new result, so I've had to employ a horrible hack.
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When playing, you must hit Z at the start of each ball, or you'll get
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no points. When the ball indicator goes out, your game is over.
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At the start of each ball, the display will be flashing. You need to
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hit Z, and then you can get a score. When the ball indicator goes out,
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your game is over.
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Game doesn't have any backup battery, so all info is lost at poweroff.
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If required, a fake nvram could be used at 00-3F (like PinMAME does).
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@ -417,6 +418,15 @@ WRITE8_MEMBER( allied_state::ic4_b_w )
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segment = (m_player_score[i] >> 16) & 15;
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output_set_digit_value(i*10+5, patterns[segment]);
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}
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else
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{
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output_set_digit_value(i*10, 0);
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output_set_digit_value(i*10+1, 0);
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output_set_digit_value(i*10+2, 0);
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output_set_digit_value(i*10+3, 0);
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output_set_digit_value(i*10+4, 0);
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output_set_digit_value(i*10+5, 0);
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}
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}
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// doesn't seem to be a strobe for the credits display
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@ -583,7 +593,16 @@ TIMER_DEVICE_CALLBACK_MEMBER( allied_state::timer_a )
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void allied_state::machine_reset()
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{
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output_set_value("led0", 1); //1=off (diagnostic led still to be hooked up)
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m_display = 0;
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m_bit_counter = 0;
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m_disp_data = 0;
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m_ic5a = 0;
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m_ic6a0 = 0;
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m_ic6a1 = 0;
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m_ic6a2 = 0;
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m_ic6b4 = 0;
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m_ic6b7 = 0;
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output_set_value("led0", 1); //1=off
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}
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static MACHINE_CONFIG_START( allied, allied_state )
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