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astrocde.c: Made Space Zap black & white. It uses an overlay for colors, the MAME artwork team will probably take care of that part. [hap]
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@ -104,6 +104,7 @@
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DIP locations verified for:
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- seawolf2 (manual)
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- wow (manual)
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- spacezap (manual)
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- gorf (manual)
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- robby (manual)
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- profpac (manual)
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@ -119,6 +120,7 @@
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#include "sound/samples.h"
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#include "sound/astrocde.h"
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#include "sound/ay8910.h"
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#include "tenpindx.lh"
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#include "gorf.lh"
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@ -835,7 +837,7 @@ INPUT_PORTS_END
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static INPUT_PORTS_START( spacezap )
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PORT_START("P1HANDLE")
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PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_COIN1 )
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PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_COIN1 ) // manual says this dip is unused on cocktail cabs
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PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_COIN2 )
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PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_TILT )
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PORT_SERVICE( 0x08, IP_ACTIVE_LOW )
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@ -844,19 +846,19 @@ static INPUT_PORTS_START( spacezap )
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PORT_BIT( 0xc0, IP_ACTIVE_LOW, IPT_UNUSED )
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PORT_START("P2HANDLE")
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PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_4WAY PORT_COCKTAIL
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PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_4WAY PORT_COCKTAIL
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PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_4WAY PORT_COCKTAIL
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PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_4WAY PORT_COCKTAIL
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PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_COCKTAIL PORT_NAME("P2 Aim Up")
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PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_COCKTAIL PORT_NAME("P2 Aim Down")
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PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON4 ) PORT_COCKTAIL PORT_NAME("P2 Aim Left")
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PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_BUTTON5 ) PORT_COCKTAIL PORT_NAME("P2 Aim Right")
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PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_COCKTAIL
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PORT_DIPUNUSED_DIPLOC( 0x20, 0x20, "JU:1" )
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PORT_BIT( 0xc0, IP_ACTIVE_LOW, IPT_UNUSED )
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PORT_START("P3HANDLE")
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PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_4WAY
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PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_4WAY
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PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_4WAY
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PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_4WAY
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PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_NAME("P1 Aim Up") PORT_CODE(KEYCODE_UP)
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PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_NAME("P1 Aim Down") PORT_CODE(KEYCODE_DOWN)
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PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON4 ) PORT_NAME("P1 Aim Left") PORT_CODE(KEYCODE_LEFT)
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PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_BUTTON5 ) PORT_NAME("P1 Aim Right") PORT_CODE(KEYCODE_RIGHT)
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PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 )
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PORT_DIPNAME( 0x20, 0x20, DEF_STR( Cabinet ) ) PORT_DIPLOCATION("JU:2")
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PORT_DIPSETTING( 0x20, DEF_STR( Upright ) )
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@ -1381,6 +1383,9 @@ static MACHINE_CONFIG_DERIVED( spacezap, astrocade_base )
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MCFG_CPU_MODIFY("maincpu")
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MCFG_CPU_PROGRAM_MAP(spacezap_map)
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MCFG_CPU_IO_MAP(port_map_mono_pattern)
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/* video hardware */
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MCFG_PALETTE_INIT(astrocde_bw)
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MACHINE_CONFIG_END
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@ -1821,7 +1826,7 @@ GAME( 1978, seawolf2, 0, seawolf2, seawolf2, seawolf2, ROT0, "Midway", "Sea
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/* 91354 CPU board + 90700 game board + 91356 RAM board */
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GAME( 1980, ebases, 0, ebases, ebases, ebases, ROT0, "Midway", "Extra Bases", GAME_SUPPORTS_SAVE )
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/* 91354 CPU board + 90706 game board + 91356 RAM board + 91355 pattern board */
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/* 91354 CPU board + 90706 game board + 91356 RAM board + 91355 pattern board. Has B/W monitor and color overlay */
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GAME( 1980, spacezap, 0, spacezap, spacezap, spacezap, ROT0, "Midway", "Space Zap", GAME_SUPPORTS_SAVE )
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/* 91354 CPU board + 90708 game board + 91356 RAM board + 91355 pattern board + 91397 memory board */
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@ -27,6 +27,7 @@ extern UINT8 astrocade_video_config;
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extern UINT8 astrocade_sparkle[4];
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PALETTE_INIT( astrocde );
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PALETTE_INIT( astrocde_bw );
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PALETTE_INIT( profpac );
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VIDEO_START( astrocde );
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@ -167,6 +167,18 @@ PALETTE_INIT( astrocde )
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}
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PALETTE_INIT( astrocde_bw )
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{
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int i;
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PALETTE_INIT_CALL(astrocde);
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// B/W: set whole palette to luma only
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for (i = 16; i < 512; i++)
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palette_set_color(machine, i, palette_get_color(machine, i & 15));
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}
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PALETTE_INIT( profpac )
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{
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/* Professor Pac-Man uses a more standard 12-bit RGB palette layout */
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