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https://github.com/holub/mame
synced 2025-07-04 17:38:08 +03:00
Moved MPU4 Test Program 4 to the MOD4 driver, still needs some work on the timing though.
Fixed Gamball reel positioning, this will need more work to standardise. [J.Wallace]
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@ -90,7 +90,7 @@
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IMPACT Games
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IMPACT apparently stands for Interactive Moving Picture Amusment Control
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IMPACT apparently stands for Interactive Moving Picture Amusement Control
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Technology, and is intended as a replacement for the JPM System 5 board.
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Large sections of the processing were moved to two identical custom ASICs
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(U1 and U2), only half of each is used.
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@ -19,7 +19,7 @@
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Notes:
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MPS1- The hardware still uses TMS CPUs, but now with matrix driven lamps amongst other things. Later games used AY8910 as a sound chip instead of the SN76489.
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MPS2- Basically MPS1 manufactured on a more compact board, replacing discrete logic with 'custom cells' - which are rebaged 8255 PPIs. This is the better
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MPS2- Basically MPS1 manufactured on a more compact board, replacing discrete logic with 'custom cells' - which are rebadged 8255 PPIs. This is the better
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target to emulate, but some BwBs may struggle with the timing.
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this should be pretty easy to get going, my only concern is patches other drivers have to work around
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@ -69,7 +69,6 @@ TODO:
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- CPU speed/ YM2149 frequencies
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- Input ports need to be cleaned up
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- NVRAM does not work for lvcards?
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- AGEMAME marks lvpoker/ponttekh as GAME_SUPPORTS_SAVE, needs checking.
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***************************************************************************/
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@ -805,7 +805,7 @@ static ADDRESS_MAP_START( m1_memmap, AS_PROGRAM, 8, maygay1b_state )
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AM_RANGE(0x2070, 0x207f) AM_DEVREADWRITE("duart68681", mc68681_device, read, write )
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AM_RANGE(0x2090, 0x2091) AM_DEVWRITE("aysnd", ay8910_device, address_data_w)
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AM_RANGE(0x2090, 0x2091) AM_DEVWRITE("aysnd", ay8910_device, data_address_w)
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AM_RANGE(0x20B0, 0x20B0) AM_READ(m1_meter_r)
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AM_RANGE(0x20A0, 0x20A3) AM_DEVWRITE("pia", pia6821_device, write)
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@ -857,7 +857,7 @@ MACHINE_CONFIG_START( maygay_m1, maygay1b_state )
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MCFG_SOUND_CONFIG(ay8910_config)
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MCFG_SOUND_ROUTE(ALL_OUTPUTS, "mono", 1.0)
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MCFG_SOUND_ADD("ymsnd", YM2413, M1_MASTER_CLOCK/4) // should be a 2149F?
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MCFG_SOUND_ADD("ymsnd", YM2413, M1_MASTER_CLOCK/4)
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MCFG_SOUND_ADD("msm6376", OKIM6376, M1_MASTER_CLOCK/4) //?
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MCFG_SOUND_ROUTE(ALL_OUTPUTS, "mono", 1.0)
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@ -23,11 +23,6 @@ INPUT_PORTS_EXTERN( mpu4jackpot8tkn );
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INPUT_PORTS_EXTERN( mpu4jackpot8per );
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INPUT_PORTS_EXTERN( grtecp );
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ROM_START( m4tst )
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ROM_REGION( 0x10000, "maincpu", ROMREGION_ERASE00 )
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ROM_LOAD( "ut4.p1", 0xC000, 0x4000, CRC(086dc325) SHA1(923caeb61347ac9d3e6bcec45998ddf04b2c8ffd))
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ROM_END
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ROM_START( m4tst2 )
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ROM_REGION( 0x10000, "maincpu", ROMREGION_ERASE00 )
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ROM_LOAD( "ut2.p1", 0xE000, 0x2000, CRC(f7fb6575) SHA1(f7961cbd0801b9561d8cd2d23081043d733e1902))
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@ -2374,7 +2369,6 @@ ROM_END
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/* Barcrest */
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GAME( 198?, m4tst, 0, mod2 , mpu4, mpu4_state, m4default, ROT0, "Barcrest","MPU4 Unit Test (Program 4)",GAME_MECHANICAL )
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GAME( 198?, m4tst2, 0, mod2 , mpu4, mpu4_state, m4default, ROT0, "Barcrest","MPU4 Unit Test (Program 2)",GAME_MECHANICAL )
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GAME( 198?, m4clr, 0, mod2 , mpu4, mpu4_state, m4default, ROT0, "Barcrest","MPU4 Meter Clear ROM",GAME_MECHANICAL )
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GAME( 198?, m4rltst, 0, mod2 , mpu4, mpu4_state, m4default, ROT0, "Barcrest","MPU4 Reel Test (3.0)",GAME_MECHANICAL )
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@ -185,7 +185,12 @@ INPUT_PORTS_START( m4gambal )
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PORT_BIT(0x80, IP_ACTIVE_HIGH, IPT_COIN4) PORT_NAME("100p")PORT_IMPULSE(5)
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INPUT_PORTS_END
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ROM_START( m4tst )
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ROM_REGION( 0x10000, "maincpu", ROMREGION_ERASE00 )
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ROM_LOAD( "ut4.p1", 0xC000, 0x4000, CRC(086dc325) SHA1(923caeb61347ac9d3e6bcec45998ddf04b2c8ffd))
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ROM_END
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GAME(198?, m4tst, 0, mod4yam ,mpu4 , mpu4_state,m4default, ROT0,"Barcrest","MPU4 Unit Test (Program 4)",GAME_MECHANICAL )
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ROM_START( m4stc )
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ROM_REGION( 0x10000, "maincpu", 0 )
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@ -5,6 +5,12 @@
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<color red="1.0" green="0.0" blue="0.0" />
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</led7seg>
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</element>
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<element name ="bezelblock">
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<rect state ="0">
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<bounds x="0" y="0" width="1" height="1" />
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<color red="0" green="0" blue="0" />
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</rect>
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</element>
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<element name="reellamp">
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<rect state ="0">
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<bounds x="0" y="0" width="7" height="3" />
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@ -254,29 +260,34 @@
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</text>
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</element>
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<!-- Barcrest reels have the opto flag set central to their first symbol, which we say is around step 1 (halfsteps = 2)
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We base our reel generation from the top, so we need an offset to drag the right symbol down.
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Each half step is 65536/96 = 682.6 recurring, with a symbol taking 8 half steps when on 12 per reel (5461 per symbol), or 6 when on 16 (4096 per symbol).
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We also need to allow for that 2 half step deflection (1365).
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-->
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<element name="SteppersReel1" defstate="0">
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<reel stateoffset="-1364" symbollist="3.00 RPT:300p.png,2.40:240.png,2.20:220.png,2.00:200.png,1.60:160.png,1.20:120.png,1.00:100p.png,80p:80p.png,60p:60p.png,LOSE:lose.png,JACK:jack.png,POT:pot.png" numsymbolsvisible="2">
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<reel stateoffset="-6826" symbollist="3.00 RPT:300p.png,2.40:240.png,2.20:220.png,2.00:200.png,1.60:160.png,1.20:120.png,1.00:100p.png,80p:80p.png,60p:60p.png,LOSE:lose.png,JACK:jack.png,POT:pot.png" numsymbolsvisible="3">
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<color red="1.0" green="1.0" blue="1.0" />
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<bounds x="0" y="0" width="1" height="1" />
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</reel>
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</element>
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<element name="SteppersReel2" defstate="0">
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<reel stateoffset="2732" symbollist="7:7.png,Cherry:cherry.png,Bar:bar.png,Melon:melon.png,7:7.png,Bar:bar.png,Bell:bell.png,Cherry:cherry.png,Melon:melon.png,Bell:bell.png,7:7.png,Bar:bar.png,Cherry:cherry.png,Bell:bell.png,Bar:bar.png,Melon:melon.png" numsymbolsvisible="3">
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<reel stateoffset="-5461" symbollist="7:7.png,Cherry:cherry.png,Bar:bar.png,Melon:melon.png,7:7.png,Bar:bar.png,Bell:bell.png,Cherry:cherry.png,Melon:melon.png,Bell:bell.png,7:7.png,Bar:bar.png,Cherry:cherry.png,Bell:bell.png,Bar:bar.png,Melon:melon.png" numsymbolsvisible="3">
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<color red="1.0" green="1.0" blue="1.0" />
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<bounds x="0" y="0" width="1" height="1" />
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</reel>
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</element>
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<element name="SteppersReel3" defstate="0">
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<reel stateoffset="2732" symbollist="7:7.png,Melon:melon.png,Bell:bell.png,Cherry:cherry.png,Bar:bar.png,Bell:bell.png,Melon:melon.png,Bar:bar.png,Cherry:cherry.png,7:7.png,Melon:melon.png,Bar:bar.png,Cherry:cherry.png,Melon:melon.png,Cherry:cherry.png,Bell:bell.png" numsymbolsvisible="3">
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<reel stateoffset="-5461" symbollist="7:7.png,Melon:melon.png,Bell:bell.png,Cherry:cherry.png,Bar:bar.png,Bell:bell.png,Melon:melon.png,Bar:bar.png,Cherry:cherry.png,7:7.png,Melon:melon.png,Bar:bar.png,Cherry:cherry.png,Melon:melon.png,Cherry:cherry.png,Bell:bell.png" numsymbolsvisible="3">
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<color red="1.0" green="1.0" blue="1.0" />
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<bounds x="0" y="0" width="1" height="1" />
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</reel>
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</element>
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<element name="SteppersReel4" defstate="0">
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<reel stateoffset="2732" symbollist="Bell:bell.png,7:7.png,Bell:bell.png,Bar:bar.png,7:7.png,Cherry:cherry.png,Melon:melon.png,Bell:bell.png,Cherry:cherry.png,Bar:bar.png,7:7.png,Melon:melon.png,Cherry:cherry.png,Bell:bell.png,Bar:bar.png,Melon:melon.png" numsymbolsvisible="3">
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<reel stateoffset="-5461" symbollist="Bell:bell.png,7:7.png,Bell:bell.png,Bar:bar.png,7:7.png,Cherry:cherry.png,Melon:melon.png,Bell:bell.png,Cherry:cherry.png,Bar:bar.png,7:7.png,Melon:melon.png,Cherry:cherry.png,Bell:bell.png,Bar:bar.png,Melon:melon.png" numsymbolsvisible="3">
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<color red="1.0" green="1.0" blue="1.0" />
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<bounds x="0" y="0" width="1" height="1" />
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</reel>
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@ -296,7 +307,11 @@
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</backdrop>
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<backdrop name="sreel1" element="SteppersReel1" state="0">
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<bounds x="85" y="491.3333" width="50" height="58.6666"/>
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<bounds x="85" y="463" width="49" height="87.9999"/>
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</backdrop>
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<backdrop name="blk" element="bezelblock" state="0">
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<bounds x="85" y="463" width="49" height="29.3333"/>
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</backdrop>
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<backdrop name="lamp26" element="cancol" state="0" inputtag="BLACK2" inputmask="0x04">
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