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https://github.com/holub/mame
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Jankenman driver: Remapped inputs to Z-X-C to be more friendly.
Routed the payout pulse to mech counters. Added some notes.
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@ -2,7 +2,7 @@
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JANKENMAN UNIT
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JANKENMAN UNIT
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Preliminary driver by Roberto Fresca.
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Driver by Roberto Fresca.
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With further improvements by MAME Team.
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With further improvements by MAME Team.
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@ -15,14 +15,23 @@
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Guu (rock), Choki (scissors), Paa (paper).
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Guu (rock), Choki (scissors), Paa (paper).
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Some cabs have a Start button and/or Payout button too.
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Some cabs have a Start button and/or Payout button too.
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info: http://dgm.hmc6.net/museum/jyankenman.html
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Info:
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http://dgm.hmc6.net/museum/jyankenman.html
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http://dgm.hmc6.net/museum/jyankenman_kattaraageru.html
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(and many videos on Youtube)
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(and many videos on Youtube)
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Games working on this hardware:
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Janken Man series (working on this hardware):
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* Janken Man (Pretty Carnival) (3 station prize game), (c) 1985, Sunwise.
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* Janken Man (Pretty Carnival) (3 station prize game), (c) 1985, Sunwise.
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(revision unknown, probably later than 1985)
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* New Janken Man, (c) 1986, Sunwise.
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* Janken Man Fever, (c) 1988, Sunwise.
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* Janken Man Fever JP, (c) 1991, Sunwise.
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* Janken Man JP, (c) 1991, Sunwise.
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* Janken Man Kattara Ageru, (c) 1991, Sunwise.
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* Janken Man Bubbles, (c) 1992, Sunwise.
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* Janken Man Big, (c) 19??, Sunwise.
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* Janken Man Lucky!, (c) 199?, Sunwise.
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****************************************************************************
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****************************************************************************
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@ -90,13 +99,15 @@
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The internal layout has lamps mapped the following way:
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The internal layout has lamps mapped the following way:
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digits:
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digits:
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0 = Left
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0 = Left
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1 = Right
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1 = Right
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lamps:
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lamps:
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0 = Multiplier 1 "attarii"
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1 = Multiplier 2 "ooatari"
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0 = Multiplier 1 "attarii" (pays x1)
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1 = Multiplier 2 "ooatari" (pays x2)
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2 = Rock button LED
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2 = Rock button LED
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3 = Scissors button LED
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3 = Scissors button LED
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@ -115,7 +126,7 @@ lamps:
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14 = Payout error LED
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14 = Payout error LED
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Not implemented in internal .lay:
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Not implemented in internal .lay:
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15 = Rotating blue lamp
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15 = Rotating blue lamp
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@ -190,8 +201,8 @@ static WRITE8_DEVICE_HANDLER( jankenmn_lamps3_w )
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// d1: blue rotating lamp on top of cab
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// d1: blue rotating lamp on top of cab
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output_set_lamp_value(15, data >> 1 & 1);
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output_set_lamp_value(15, data >> 1 & 1);
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// d2: payout (waits for payout sensor)
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// d2: payout (waits for hopper status)
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// TODO
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coin_counter_w(device->machine(), 2, data & 0x04);
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// d3: right multiplier lamp(2), d4: left multiplier lamp(1)
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// d3: right multiplier lamp(2), d4: left multiplier lamp(1)
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output_set_lamp_value(0, data >> 4 & 1);
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output_set_lamp_value(0, data >> 4 & 1);
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@ -203,7 +214,7 @@ static WRITE8_DEVICE_HANDLER( jankenmn_lamps3_w )
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// d0, d6, d7: N/C?
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// d0, d6, d7: N/C?
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}
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}
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static CUSTOM_INPUT( jankenmn_payout_sensor_r )
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static CUSTOM_INPUT( jankenmn_hopper_status_r )
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{
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{
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// temp workaround, needs hopper
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// temp workaround, needs hopper
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return field.machine().rand();
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return field.machine().rand();
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@ -235,12 +246,12 @@ ADDRESS_MAP_END
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static INPUT_PORTS_START( jankenmn )
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static INPUT_PORTS_START( jankenmn )
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PORT_START("IN0")
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PORT_START("IN0")
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_NAME("Guu (Rock)")
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_CODE(KEYCODE_Z) PORT_NAME("Guu (Rock)")
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PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_BUTTON2 ) PORT_NAME("Choki (Scissors)")
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PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_BUTTON2 ) PORT_CODE(KEYCODE_X) PORT_NAME("Choki (Scissors)")
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PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_BUTTON3 ) PORT_NAME("Paa (Paper)")
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PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_BUTTON3 ) PORT_CODE(KEYCODE_C) PORT_NAME("Paa (Paper)")
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_UNKNOWN )
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PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_COIN3 ) // 100 yen coin
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PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_COIN3 ) // 100 yen coin
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PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_SPECIAL ) PORT_CUSTOM(jankenmn_payout_sensor_r, NULL)
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PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_SPECIAL ) PORT_CUSTOM(jankenmn_hopper_status_r, NULL)
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PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_COIN2 ) // 10 yen coin
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PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_COIN2 ) // 10 yen coin
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PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_COIN1 ) // 10 yen coin
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PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_COIN1 ) // 10 yen coin
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@ -368,4 +379,4 @@ ROM_END
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*********************************************/
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*********************************************/
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/* YEAR NAME PARENT MACHINE INPUT INIT ROT COMPANY FULLNAME FLAGS... LAYOUT */
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/* YEAR NAME PARENT MACHINE INPUT INIT ROT COMPANY FULLNAME FLAGS... LAYOUT */
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GAMEL( 1985, jankenmn, 0, jankenmn, jankenmn, 0, ROT0, "Sunwise", "Janken Man", 0, layout_jankenmn )
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GAMEL( 1991, jankenmn, 0, jankenmn, jankenmn, 0, ROT0, "Sunwise", "Janken Man Kattara Ageru", 0, layout_jankenmn )
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