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New working machine added (#6972)
* New working machine added ---------- Bassmate Computer [algestam, Mr. Do]
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@ -29,10 +29,10 @@ TODO:
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- Currently there is no accurate way to dump the SM511/SM512 melody ROM
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electronically. For the ones that weren't decapped, they were read by
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playing back all melody data and reconstructing it to ROM. Visual(decap)
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verification is wanted for: gnw_bfightn, gnw_bjack, gnw_bsweep, gnw_climbern,
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gnw_dkcirc, gnw_dkhockey, gnw_dkjrp, gnw_dkong3, gnw_gcliff, gnw_mariocmt,
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gnw_mariotj, gnw_mbaway, gnw_mmousep, gnw_pinball, gnw_popeyep, gnw_sbuster,
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gnw_snoopyp, gnw_zelda
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verification is wanted for: bassmate, gnw_bfightn, gnw_bjack, gnw_bsweep,
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gnw_climbern, gnw_dkcirc, gnw_dkhockey, gnw_dkjrp, gnw_dkong3, gnw_gcliff,
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gnw_mariocmt, gnw_mariotj, gnw_mbaway, gnw_mmousep, gnw_pinball, gnw_popeyep,
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gnw_sbuster, gnw_snoopyp, gnw_zelda
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****************************************************************************
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@ -4299,6 +4299,86 @@ ROM_END
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/***************************************************************************
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Telko Bassmate Computer (model BM-501)
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* PCB label BM-501
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* Sharp SM511 label BM-501 556AA (no decap)
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* vertical dual lcd screens with custom segments, 1-bit sound
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The Bassmate Computer was produced for Telko by Nintendo as an OEM product
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and sold under different brands, i.e. Telko, KMV and Probe 2000.
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The hardware is identical as G&W Multi Screen, but it's not part of the game
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series.
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***************************************************************************/
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class bassmate_state : public hh_sm510_state
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{
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public:
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bassmate_state(const machine_config &mconfig, device_type type, const char *tag) :
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hh_sm510_state(mconfig, type, tag)
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{ }
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void bassmate(machine_config &config);
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};
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// config
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static INPUT_PORTS_START( bassmate )
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PORT_START("IN.0") // S1
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_START1 ) PORT_CHANGED_CB(input_changed) PORT_NAME("Compute")
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PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_SERVICE2 ) PORT_CHANGED_CB(input_changed) PORT_NAME("Alarm")
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PORT_BIT( 0x0c, IP_ACTIVE_HIGH, IPT_UNUSED )
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PORT_START("IN.1") // S2
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_BUTTON8 ) PORT_CHANGED_CB(input_changed) PORT_NAME("Wind")
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PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_BUTTON6 ) PORT_CHANGED_CB(input_changed) PORT_NAME("Cover")
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PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_BUTTON4 ) PORT_CHANGED_CB(input_changed) PORT_NAME("Time of Day")
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_BUTTON2 ) PORT_CHANGED_CB(input_changed) PORT_NAME("Wtr. Temp F")
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PORT_START("IN.2") // S3
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_BUTTON7 ) PORT_CHANGED_CB(input_changed) PORT_NAME("Wtr. Clarity")
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PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_BUTTON5 ) PORT_CHANGED_CB(input_changed) PORT_NAME("Structure")
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PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_BUTTON3 ) PORT_CHANGED_CB(input_changed) PORT_NAME("Wtr. Depth(FT)")
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_CHANGED_CB(input_changed) PORT_NAME("Season")
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PORT_START("ACL")
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_SERVICE1 ) PORT_CHANGED_CB(acl_button) PORT_NAME("ACL")
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PORT_START("BA")
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PORT_CONFNAME( 0x01, 0x01, "Skip Compute Animation (Cheat)") // factory test, unpopulated on PCB
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PORT_CONFSETTING( 0x01, DEF_STR( Off ) )
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PORT_CONFSETTING( 0x00, DEF_STR( On ) )
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INPUT_PORTS_END
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void bassmate_state::bassmate(machine_config &config)
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{
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sm511_dualv(config, 1920/2, 1253/2, 1920/2, 1273/2);
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}
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// roms
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ROM_START( bassmate )
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ROM_REGION( 0x1000, "maincpu", 0 )
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ROM_LOAD( "bm-501.program", 0x0000, 0x1000, CRC(9bdd0501) SHA1(986b3b84184a987ae383c325700df21d8915f0e2) )
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ROM_REGION( 0x100, "maincpu:melody", 0 )
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ROM_LOAD( "bm-501.melody", 0x000, 0x100, BAD_DUMP CRC(fbe15600) SHA1(8be64792fffe5b8913a55b9b2624dd57dc238be7) ) // decap needed for verification
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ROM_REGION( 42305, "screen_top", 0)
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ROM_LOAD( "bassmate_top.svg", 0, 42305, CRC(0cc056fe) SHA1(4d0e5b115adf513f5b3148ca7e39e0acbafd925c) )
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ROM_REGION( 19775, "screen_bottom", 0)
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ROM_LOAD( "bassmate_bottom.svg", 0, 19775, CRC(9561d52d) SHA1(903ef3944810c0efdc02f46a619891c1ef17c483) )
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ROM_END
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/***************************************************************************
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Konami Double Dribble
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@ -9334,6 +9414,9 @@ CONS( 1984, gnw_boxing, 0, 0, gnw_boxing, gnw_boxing, gnw_boxing
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CONS( 1984, gnw_dkong3, 0, 0, gnw_dkong3, gnw_dkong3, gnw_dkong3_state, empty_init, "Nintendo", "Micro Vs. System: Donkey Kong 3", MACHINE_SUPPORTS_SAVE | MACHINE_REQUIRES_ARTWORK )
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CONS( 1984, gnw_dkhockey, 0, 0, gnw_dkhockey, gnw_dkhockey, gnw_dkhockey_state, empty_init, "Nintendo", "Micro Vs. System: Donkey Kong Hockey", MACHINE_SUPPORTS_SAVE | MACHINE_REQUIRES_ARTWORK )
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// Nintendo G&W hardware licensed to other companies (not part of G&W series)
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CONS( 1984, bassmate, 0, 0, bassmate, bassmate, bassmate_state, empty_init, "Telko / Nintendo", "Bassmate Computer", MACHINE_SUPPORTS_SAVE | MACHINE_REQUIRES_ARTWORK )
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// Konami
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CONS( 1989, kdribble, 0, 0, kdribble, kdribble, kdribble_state, empty_init, "Konami", "Double Dribble (handheld)", MACHINE_SUPPORTS_SAVE | MACHINE_REQUIRES_ARTWORK )
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CONS( 1989, ktopgun, 0, 0, ktopgun, ktopgun, ktopgun_state, empty_init, "Konami", "Top Gun (handheld)", MACHINE_SUPPORTS_SAVE | MACHINE_REQUIRES_ARTWORK )
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@ -15924,6 +15924,7 @@ us2pfball // US Games
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uspbball // US Games
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@source:hh_sm510.cpp
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bassmate // Telko
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exospace // Elektronika
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gnw_ball // Nintendo
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gnw_bfight // Nintendo
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