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homerun.cpp: updated hw info, TODO list, dips [Guru]
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@ -7,47 +7,105 @@
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Driver by Tomasz Slanina
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They're gambling games (seems to be aimed at kids), with a little skill involved.
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ganjaja has a coin hopper, I don't know how the other games reward the player.
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All games have a medal hopper to reward the player.
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*weird* hardware - based on NES version
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(gfx bank changed in the middle of screen,
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sprites in NES format etc)
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homerun and ganjaja use an extra soundchip for playing voice/samples
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homerun, dynashot and ganjaja use an extra soundchip for playing voice/samples
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Todo :
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- dump homerun sample rom
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- improve controls/dips
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- fix sprite glitches in ganjaja Hop Step & Jump
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- Dump homerun and dynashot sample rom
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- Improve controls/DIP switches
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- Fix sprite glitches in ganjaja Hop Step & Jump
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- Fix sample playing in ganjaja Saisho wa Goo. The words 'rock', 'paper', scissors' are not played?
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- Fix small gfx glitch on right side of screen in homerun. On the real PCB there is nothing on the right side.
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- Fix coinage; Extra credits are added on the first coin-up so with 5C 1C, only 4 coins are required for a credit.
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After that first credit, coinage works as expected and additional crediting requires the correct number of coins.
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When X-Coins Y-Credits is active (where X=* and Y>1), coinage works as expected.
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When starting the game with 1C 1C active, all games start with 1 credit.
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------------------------------------------------------------------------------------
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Hardware info by Guru
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All these games run on the same PCB.
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All games use a NEC uPD7756 for speech.
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-----------------------------------
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Moero!! Pro Yakyuu Homerun Kyousou
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Jaleco, 1988
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PCB Layout
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----------
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HR-8847
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-----------------------------------
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| YM2203 Z80B 6264 |
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|YM3014 DSW(8) HOMERUN.43 |
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| D7756C 6264 |
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|J 640KHz HOMERUN.60 |
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JALECO HR-8847 MADE IN JAPAN
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|---------------------------------|
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|C1230 4558 YM3014 Z80B 6264 |
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|VOL 358 YM2203 DSW(8) 1.43 |
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| D7756C 6264 |
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| 640kHz |
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|J 3.60 |
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|A 2018 |
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|M 2018 2018 8255|
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|M 8255|
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|M 2018 |
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|A |
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| HOMERUN.120 20MHz|
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-----------------------------------
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|A 2018 |
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| 2018 |
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| 555|
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| 1.120 20MHz|
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|---------------------------------|
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Notes:
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Z80 clock: 5.000MHz
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VSync: 60Hz
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HSync: 15.21kHz
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Z80 - Clock 5.000MHz [20/4]
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2018 - 2k x8-bit SRAM
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6264 - 8k x8-bit SRAM
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YM2203 - Clock 2.500MHz [20/8]
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YM3014 - Yamaha YM3014 DAC
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D7756 - NEC uPD7756 ADPCM Speech Processor with internal 256k-bit ROM (32k x8-bit). Clock input 640kHz
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358 - NEC C358 Dual Op AMP
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4558 - NEC C4558 Dual Op AMP
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C1230 - NEC uPC1230H 23W Power AMP
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1,2,3 - EPROMs
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VSync - 59.something. Measured value moves between 59Hz and 60Hz
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HSync - 15.21kHz
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Edge Connector is JAMMA but with some pins re-used for other functions.
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Controls are up, down, left, right, button 1 and start.
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Coin 1 is JAMMA pin 16
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Coin 2 is JAMMA pin 24. Note this is equivalent to JAMMA button 3
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For Coin 1 (JAMMA pin 16)...
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1C 1C - DSW 1 OFF & DSW 2 OFF
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2C 1C - DSW 1 ON & DSW 2 OFF
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3C 1C - DSW 1 OFF & DSW 2 ON
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5C 1C - DSW 1 ON & DSW 2 ON
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For Coin 2 (JAMMA pin 24)
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1C 1C - DSW 1 OFF & DSW 2 OFF
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2C 1C - DSW 1 ON & DSW 2 OFF
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1C 3C - DSW 1 OFF & DSW 2 ON
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1C 5C - DSW 1 ON & DSW 2 ON
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Above coinage for Coin 1 and Coin 2 is confirmed correct on the real PCB.
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JAMMA pin 8 is Hopper Solenoid (5VDC)
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JAMMA pin 25 is Hopper Switch (SPST On/Off; when active pin 25 is tied to ground)
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Hopper operates on 100VAC through a solid-state relay connected to the Hopper Solenoid signal
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The cabinet has a digital number display somewhere because the manual mentions a 2nd chance
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given if the digital counter reads 777. It may be on-screen or 3x 7-segment LEDs on
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the control panel somewhere or maybe there's a DIP setting to turn it on.
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At the title screen the sample played is 'bat hitting ball'.
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When the game play starts a voice says 'play ball' but this is not played in the emulation.
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When the ball is hit the sample played is 'bat hitting ball', then 'crowd cheers'.
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After several strikes in a row the sample played is 'aho'
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If a foul ball goes behind and is caught by the crowd the sample that plays is 'yah'.
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Homerun reference video: https://www.youtube.com/watch?v=80jtlNKZtEE&t=519
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This appears to be a different version with Japanese text for 'credit' and 'game over' and
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the team selection screen shows the number of credits in the game.
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This version shows the 2nd-chance number countdown on screen that is mentioned in the manual.
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777 2nd chance video reference: https://www.youtube.com/watch?v=FBCD2tXG4Jo&t=392
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This version of Homerun is not dumped.
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------------------------------------------------------------------------------------
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*/
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#include "emu.h"
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@ -151,7 +209,7 @@ CUSTOM_INPUT_MEMBER(homerun_state::ganjaja_hopper_status_r)
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static INPUT_PORTS_START( homerun )
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PORT_START("IN0")
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PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_COIN1 )
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PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_COIN2 )
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PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_CUSTOM ) PORT_READ_LINE_MEMBER(homerun_state, sprite0_r)
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PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_CUSTOM ) PORT_READ_LINE_MEMBER(homerun_state, homerun_d7756_busy_r)
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PORT_BIT( 0x37, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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@ -167,30 +225,56 @@ static INPUT_PORTS_START( homerun )
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PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_BUTTON1 )
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PORT_START("IN2")
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PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_COIN2 )
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PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_COIN1 )
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PORT_BIT( 0xdf, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_START("DSW")
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PORT_DIPNAME( 0x03, 0x02, DEF_STR( Coin_B ) ) PORT_DIPLOCATION("DIPSW:1,2")
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PORT_DIPNAME( 0x03, 0x02, DEF_STR( Coin_A ) ) PORT_DIPLOCATION("DIPSW:1,2")
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PORT_DIPSETTING( 0x00, DEF_STR( 5C_1C ) )
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PORT_DIPSETTING( 0x01, DEF_STR( 3C_1C ) )
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PORT_DIPSETTING( 0x02, DEF_STR( 2C_1C ) )
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PORT_DIPSETTING( 0x03, DEF_STR( Free_Play ) )
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PORT_DIPUNKNOWN_DIPLOC( 0x04, 0x04, "DIPSW:3" )
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PORT_DIPUNKNOWN_DIPLOC( 0x08, 0x08, "DIPSW:4" )
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PORT_DIPUNKNOWN_DIPLOC( 0x10, 0x10, "DIPSW:5" )
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PORT_DIPUNKNOWN_DIPLOC( 0x20, 0x20, "DIPSW:6" )
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PORT_DIPUNKNOWN_DIPLOC( 0x40, 0x40, "DIPSW:7" )
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PORT_DIPNAME( 0x80, 0x80, DEF_STR( Coin_A ) ) PORT_DIPLOCATION("DIPSW:8")
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PORT_DIPSETTING( 0x03, DEF_STR( Free_Play ) ) // game boots with 2 permanent credits which is correct
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PORT_DIPUNUSED_DIPLOC( 0x04, 0x04, "DIPSW:3" ) // manual shows blank so assumed to be unused
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PORT_DIPNAME( 0x08, 0x08, DEF_STR( Unknown ) ) PORT_DIPLOCATION("DIPSW:4")
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PORT_DIPSETTING( 0x08, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_DIPNAME( 0x10, 0x10, DEF_STR( Unknown ) ) PORT_DIPLOCATION("DIPSW:5")
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PORT_DIPSETTING( 0x10, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_DIPNAME( 0x20, 0x20, DEF_STR( Unknown ) ) PORT_DIPLOCATION("DIPSW:6")
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PORT_DIPSETTING( 0x20, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_DIPNAME( 0x40, 0x40, DEF_STR( Unknown ) ) PORT_DIPLOCATION("DIPSW:7")
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PORT_DIPSETTING( 0x40, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_DIPNAME( 0x80, 0x80, DEF_STR( Coin_B ) ) PORT_DIPLOCATION("DIPSW:8")
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PORT_DIPSETTING( 0x80, DEF_STR( 1C_1C ) )
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PORT_DIPSETTING( 0x00, DEF_STR( 1C_2C ) )
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// The manuals shows the following DIPs but they don't appear to do anything
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// so this could be for a different version which is not dumped.
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//..PORT_DIPNAME( 0x70, 0x70, "Difficulty" ) PORT_DIPLOCATION("DIPSW:5,6,7")
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//..PORT_DIPSETTING( 0x70, "1" )
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//..PORT_DIPSETTING( 0x10, "2" )
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//..PORT_DIPSETTING( 0x20, "3" ) // manual only shows difficulty 1-5 but using 3 DIP switches
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//..PORT_DIPSETTING( 0x30, "4" )
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//..PORT_DIPSETTING( 0x40, "5" )
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//..PORT_DIPSETTING( 0x50, "?" )
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//..PORT_DIPSETTING( 0x60, "?" )
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//..PORT_DIPSETTING( 0x00, "?" )
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//..PORT_DIPNAME( 0x88, 0x88, "Payout" ) PORT_DIPLOCATION("DIPSW:8,4")
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//..PORT_DIPSETTING( 0x88, "1 Medal" ) // after number is a Japanese symbol 枚 which is used for counting flat thin objects
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//..PORT_DIPSETTING( 0x08, "2 Medals" ) // so it must be referring to 'medals' since the wiring diagram shows a 'medal hopper'
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//..PORT_DIPSETTING( 0x80, "3 Medals" )
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//..PORT_DIPSETTING( 0x00, "Unused" )
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INPUT_PORTS_END
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static INPUT_PORTS_START( dynashot )
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PORT_START("IN0")
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PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_COIN1 )
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PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_COIN2 )
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PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_CUSTOM ) PORT_READ_LINE_MEMBER(homerun_state, sprite0_r)
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PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNUSED ) // doesn't have d7756
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PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNUSED ) // ... actually does have a D7756 on the PCB
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PORT_BIT( 0x37, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_START("IN1")
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@ -204,29 +288,30 @@ static INPUT_PORTS_START( dynashot )
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PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_BUTTON1 )
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PORT_START("IN2")
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PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_COIN2 )
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PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_COIN1 )
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PORT_BIT( 0xdf, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_START("DSW")
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PORT_DIPNAME( 0x03, 0x02, DEF_STR( Coin_B ) ) PORT_DIPLOCATION("DIPSW:1,2")
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PORT_DIPNAME( 0x03, 0x03, DEF_STR( Coin_A ) ) PORT_DIPLOCATION("DIPSW:1,2")
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PORT_DIPSETTING( 0x00, DEF_STR( 5C_1C ) )
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PORT_DIPSETTING( 0x01, DEF_STR( 3C_1C ) )
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PORT_DIPSETTING( 0x02, DEF_STR( 2C_1C ) )
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PORT_DIPSETTING( 0x03, DEF_STR( Free_Play ) )
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PORT_DIPUNKNOWN_DIPLOC( 0x04, 0x04, "DIPSW:3" ) // collisions? (not all bits)
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PORT_DIPUNKNOWN_DIPLOC( 0x08, 0x08, "DIPSW:4" ) // "
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PORT_DIPUNKNOWN_DIPLOC( 0x10, 0x10, "DIPSW:5" ) // "
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PORT_DIPUNKNOWN_DIPLOC( 0x20, 0x20, "DIPSW:6" ) // "
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PORT_DIPUNKNOWN_DIPLOC( 0x40, 0x40, "DIPSW:7" ) // "
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PORT_DIPNAME( 0x80, 0x80, DEF_STR( Coin_A ) ) PORT_DIPLOCATION("DIPSW:8")
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PORT_DIPSETTING( 0x80, DEF_STR( 1C_1C ) )
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PORT_DIPSETTING( 0x00, DEF_STR( 1C_2C ) )
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PORT_DIPSETTING( 0x03, DEF_STR( 1C_1C ) ) // game boots with 1 credit inserted - wrong
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PORT_DIPUNKNOWN_DIPLOC( 0x04, 0x04, "DIPSW:3" )
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PORT_DIPUNKNOWN_DIPLOC( 0x08, 0x08, "DIPSW:4" )
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PORT_DIPUNKNOWN_DIPLOC( 0x10, 0x10, "DIPSW:5" )
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PORT_DIPUNKNOWN_DIPLOC( 0x20, 0x20, "DIPSW:6" )
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PORT_DIPNAME( 0xc0, 0xc0, DEF_STR( Coin_B ) ) PORT_DIPLOCATION("DIPSW:7,8")
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PORT_DIPSETTING( 0x80, DEF_STR( 2C_1C ) )
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PORT_DIPSETTING( 0xc0, DEF_STR( 1C_1C ) ) // game boots with 1 credit inserted - wrong
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PORT_DIPSETTING( 0x40, DEF_STR( 1C_3C ) )
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PORT_DIPSETTING( 0x00, DEF_STR( 1C_5C ) )
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INPUT_PORTS_END
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static INPUT_PORTS_START( ganjaja )
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PORT_START("IN0")
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_UNKNOWN ) // ?
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PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_COIN1 )
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PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_COIN2 )
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PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_CUSTOM ) PORT_READ_LINE_MEMBER(homerun_state, sprite0_r)
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PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_CUSTOM ) PORT_READ_LINE_MEMBER(homerun_state, ganjaja_d7756_busy_r)
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PORT_BIT( 0x36, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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@ -242,17 +327,18 @@ static INPUT_PORTS_START( ganjaja )
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PORT_START("IN2")
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PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_UNKNOWN ) // bit masked with IN0 IPT_COIN1, maybe coin lockout?
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PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_COIN2 )
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PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_COIN1 )
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PORT_BIT( 0xcf, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_START("DSW")
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// starts game with coin in if 1c_1c?
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PORT_DIPNAME( 0x01, 0x00, DEF_STR( Coin_B ) ) PORT_DIPLOCATION("DIPSW:1")
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// Starts game with coin in if 1C_1C
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// With 2C_1C only 1 coin is needed to start the game because 1 extra credit is incorrectly given
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PORT_DIPNAME( 0x01, 0x00, DEF_STR( Coin_A ) ) PORT_DIPLOCATION("DIPSW:1")
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PORT_DIPSETTING( 0x00, DEF_STR( 2C_1C ) )
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PORT_DIPSETTING( 0x01, DEF_STR( 1C_1C ) )
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PORT_DIPNAME( 0x02, 0x02, DEF_STR( Coin_A ) ) PORT_DIPLOCATION("DIPSW:2")
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PORT_DIPSETTING( 0x01, DEF_STR( 1C_1C ) ) // game boots with 1 credit inserted - wrong
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PORT_DIPNAME( 0x02, 0x02, DEF_STR( Coin_B ) ) PORT_DIPLOCATION("DIPSW:2")
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PORT_DIPSETTING( 0x00, DEF_STR( 2C_1C ) )
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PORT_DIPSETTING( 0x02, DEF_STR( 1C_1C ) ) // game will boot with 1 credit inserted
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PORT_DIPSETTING( 0x02, DEF_STR( 1C_1C ) )
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PORT_DIPUNKNOWN_DIPLOC( 0x04, 0x04, "DIPSW:3" )
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PORT_DIPUNKNOWN_DIPLOC( 0x08, 0x08, "DIPSW:4" )
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PORT_DIPUNKNOWN_DIPLOC( 0x10, 0x10, "DIPSW:5" )
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@ -270,26 +356,27 @@ INPUT_PORTS_END
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***************************************************************************/
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// homerun samples, note that this is the complete rom contents; not all samples are used in this game
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// homerun samples, taken from the Famicom version of Moero!! Pro Yakyuu
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// note that this is the complete rom contents; not all samples are used in this game
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static const char *const homerun_sample_names[] =
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{
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"*homerun",
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"00", // strike
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"01", // ball
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"02", // time (ask for time out)
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"03", // out
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"04", // safe
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"05", // foul
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"06", // yah (field player catching a fast ball)
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"07", // batter out (batter out after 3 strikes)
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"08", // play ball
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"09", // ball four
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"10", // home run
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"11", // new pitcher (choosing new pitcher in time out)
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"12", // ouch (batter gets hit by pitcher)
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"13", // aho (be called a fool by supervisor)
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"14", // bat hits ball
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"15", // crowd cheers
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"00", // strike (not used)
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"01", // ball (not used)
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"02", // time (ask for time out) (not used)
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"03", // out (not used)
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"04", // safe (not used)
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"05", // foul (not used)
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"06", // yah (person in crowd catching a foul ball going behind)(used)
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"07", // batter out (batter out after 3 strikes) (not used)
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"08", // play ball (based on video reference this should be played but isn't)
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"09", // ball four (not used)
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"10", // home run (used)
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"11", // new pitcher (choosing new pitcher in time out) (not used)
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"12", // ouch (batter gets hit by pitcher) (not used)
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"13", // aho (be called a fool by supervisor)(used)
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"14", // bat hits ball(used)
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"15", // crowd cheers(used)
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nullptr
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};
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@ -418,7 +505,7 @@ ROM_START( homerun )
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ROM_LOAD( "homerun.ic120", 0x00000, 0x20000, CRC(52f0709b) SHA1(19e675bcccadb774f60ec5929fc1fb5cf0d3f617) )
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ROM_REGION( 0x08000, "d7756", ROMREGION_ERASE00 )
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ROM_LOAD( "d7756c.ic98", 0x00000, 0x08000, NO_DUMP ) /* D7756C built-in rom - very likely the same rom as [Moero!! Pro Yakyuu (Black/Red)] on Famicom, and [Moero!! Nettou Yakyuu '88] on MSX2 */
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ROM_LOAD( "d7756c.ic98", 0x00000, 0x08000, NO_DUMP ) // D7756C built-in rom - very likely the same rom as Moero!! Pro Yakyuu (Black/Red) on Famicom
|
||||
ROM_END
|
||||
|
||||
ROM_START( nhomerun )
|
||||
@ -444,6 +531,9 @@ ROM_START( dynashot )
|
||||
|
||||
ROM_REGION( 0x20000, "gfx2", 0 )
|
||||
ROM_LOAD( "2.ic120", 0x00000, 0x20000, CRC(bedf7b98) SHA1(cb6c5fcaf8df5f5c7636c3c8f79b9dda78e30c2e) )
|
||||
|
||||
ROM_REGION( 0x08000, "d7756", ROMREGION_ERASE00 )
|
||||
ROM_LOAD( "d7756c.ic98", 0x00000, 0x08000, NO_DUMP )
|
||||
ROM_END
|
||||
|
||||
|
||||
@ -465,5 +555,5 @@ ROM_END
|
||||
// YEAR NAME PARENT MACHINE INPUT STATE INIT ROT COMPANY FULLNAME FLAGS
|
||||
GAME( 1988, nhomerun, 0, homerun, homerun, homerun_state, empty_init, ROT0, "Jaleco", "NEW Moero!! Pro Yakyuu Homerun Kyousou", MACHINE_IMPERFECT_GRAPHICS | MACHINE_IMPERFECT_SOUND | MACHINE_SUPPORTS_SAVE ) // same as below but harder?
|
||||
GAME( 1988, homerun, nhomerun, homerun, homerun, homerun_state, empty_init, ROT0, "Jaleco", "Moero!! Pro Yakyuu Homerun Kyousou", MACHINE_IMPERFECT_GRAPHICS | MACHINE_IMPERFECT_SOUND | MACHINE_SUPPORTS_SAVE )
|
||||
GAME( 1988, dynashot, 0, dynashot, dynashot, homerun_state, empty_init, ROT0, "Jaleco", "Dynamic Shoot Kyousou", MACHINE_IMPERFECT_GRAPHICS | MACHINE_SUPPORTS_SAVE )
|
||||
GAME( 1990, ganjaja, 0, ganjaja, ganjaja, homerun_state, empty_init, ROT0, "Jaleco", "Ganbare Jajamaru Saisho wa Goo / Ganbare Jajamaru Hop Step & Jump", MACHINE_IMPERFECT_GRAPHICS | MACHINE_SUPPORTS_SAVE )
|
||||
GAME( 1988, dynashot, 0, dynashot, dynashot, homerun_state, empty_init, ROT0, "Jaleco", "Dynamic Shoot Kyousou", MACHINE_IMPERFECT_GRAPHICS | MACHINE_IMPERFECT_SOUND | MACHINE_SUPPORTS_SAVE )
|
||||
GAME( 1990, ganjaja, 0, ganjaja, ganjaja, homerun_state, empty_init, ROT0, "Jaleco", "Ganbare Jajamaru Saisho wa Goo / Ganbare Jajamaru Hop Step & Jump", MACHINE_IMPERFECT_GRAPHICS | MACHINE_IMPERFECT_SOUND | MACHINE_SUPPORTS_SAVE )
|
||||
|
Loading…
Reference in New Issue
Block a user