New clone added

-----------------
Electronic Battleship (1982 version) [hap, Sean Riddle]
This commit is contained in:
hap 2016-05-29 00:58:28 +02:00
parent 093116cc87
commit d6bcc086f9
3 changed files with 401 additions and 15 deletions

View File

@ -15,8 +15,10 @@
#include "emu.h"
#include "cpu/cop400/cop400.h"
#include "sound/speaker.h"
#include "sound/dac.h"
// internal artwork
#include "bship82.lh" // clickable
#include "ctstein.lh" // clickable
#include "einvaderc.lh" // test-layout(but still playable)
#include "funjacks.lh"
@ -53,7 +55,7 @@ public:
int m_sk; // MCU SK line state
UINT16 m_inp_mux; // multiplexed inputs mask
UINT8 read_inputs(int columns);
UINT16 read_inputs(int columns);
// display common
int m_display_wait; // led/lamp off-delay in microseconds (default 33ms)
@ -92,7 +94,7 @@ void hh_cop400_state::machine_start()
m_d = 0;
m_so = 0;
m_sk = 0;
m_inp_mux = 0;
m_inp_mux = ~0;
// register for savestates
save_item(NAME(m_display_maxy));
@ -224,14 +226,14 @@ void hh_cop400_state::display_matrix(int maxx, int maxy, UINT32 setx, UINT32 set
// generic input handlers
UINT8 hh_cop400_state::read_inputs(int columns)
UINT16 hh_cop400_state::read_inputs(int columns)
{
// active low
UINT8 ret = 0xff;
UINT16 ret = 0xffff;
// read selected input rows
for (int i = 0; i < columns; i++)
if (m_inp_mux >> i & 1)
if (~m_inp_mux >> i & 1)
ret &= m_inp_matrix[i]->read();
return ret;
@ -274,7 +276,7 @@ public:
WRITE8_MEMBER(ctstein_state::write_g)
{
// G0-G2: input mux
m_inp_mux = ~data & 7;
m_inp_mux = data & 7;
}
WRITE8_MEMBER(ctstein_state::write_l)
@ -322,7 +324,7 @@ INPUT_PORTS_END
static MACHINE_CONFIG_START( ctstein, ctstein_state )
/* basic machine hardware */
MCFG_CPU_ADD("maincpu", COP421, 860000) // approximation - RC osc. R=12K to +6V, C=100pf to GND
MCFG_CPU_ADD("maincpu", COP421, 860000) // approximation - RC osc. R=12K, C=100pf
MCFG_COP400_CONFIG(COP400_CKI_DIVISOR_4, COP400_CKO_OSCILLATOR_OUTPUT, false) // guessed
MCFG_COP400_WRITE_G_CB(WRITE8(ctstein_state, write_g))
MCFG_COP400_WRITE_L_CB(WRITE8(ctstein_state, write_l))
@ -380,7 +382,7 @@ WRITE8_MEMBER(h2hbaskb_state::write_d)
WRITE8_MEMBER(h2hbaskb_state::write_g)
{
// G: led select, input mux
m_inp_mux = ~data;
m_inp_mux = data;
m_g = data & 0xf;
}
@ -451,7 +453,7 @@ INPUT_PORTS_END
static MACHINE_CONFIG_START( h2hbaskb, h2hbaskb_state )
/* basic machine hardware */
MCFG_CPU_ADD("maincpu", COP420, 1600000) // approximation - RC osc. R=43K to +9V, C=101pf to GND
MCFG_CPU_ADD("maincpu", COP420, 1600000) // approximation - RC osc. R=43K, C=101pf
MCFG_COP400_CONFIG(COP400_CKI_DIVISOR_16, COP400_CKO_OSCILLATOR_OUTPUT, false) // guessed
MCFG_COP400_WRITE_D_CB(WRITE8(h2hbaskb_state, write_d))
MCFG_COP400_WRITE_G_CB(WRITE8(h2hbaskb_state, write_g))
@ -566,7 +568,7 @@ INPUT_PORTS_END
static MACHINE_CONFIG_START( einvaderc, einvaderc_state )
/* basic machine hardware */
MCFG_CPU_ADD("maincpu", COP444, 1000000) // approximation - RC osc. R=47K to +9V, C=100pf to GND(-9V)
MCFG_CPU_ADD("maincpu", COP444, 1000000) // approximation - RC osc. R=47K, C=100pf
MCFG_COP400_CONFIG(COP400_CKI_DIVISOR_16, COP400_CKO_OSCILLATOR_OUTPUT, false) // guessed
MCFG_COP400_READ_IN_CB(IOPORT("IN.0"))
MCFG_COP400_WRITE_D_CB(WRITE8(einvaderc_state, write_d))
@ -615,7 +617,8 @@ public:
WRITE8_MEMBER(funjacks_state::write_d)
{
// D: led grid + input mux
m_d = m_inp_mux = data ^ 0xf;
m_inp_mux = data;
m_d = data ^ 0xf;
display_matrix(2, 4, m_l, m_d);
}
@ -837,7 +840,7 @@ INPUT_PORTS_END
static MACHINE_CONFIG_START( plus1, plus1_state )
/* basic machine hardware */
MCFG_CPU_ADD("maincpu", COP410, 1000000) // approximation - RC osc. R=51K to +5V, C=100pf to GND
MCFG_CPU_ADD("maincpu", COP410, 1000000) // approximation - RC osc. R=51K, C=100pf
MCFG_COP400_CONFIG(COP400_CKI_DIVISOR_16, COP400_CKO_OSCILLATOR_OUTPUT, true) // guessed
MCFG_COP400_WRITE_D_CB(WRITE8(plus1_state, write_d))
MCFG_COP400_READ_G_CB(IOPORT("IN.0"))
@ -929,7 +932,7 @@ WRITE_LINE_MEMBER(lightfgt_state::write_sk)
READ8_MEMBER(lightfgt_state::read_g)
{
// G: multiplexed inputs
m_inp_mux = (m_so | m_d << 1) ^ 0x1f;
m_inp_mux = m_d << 1 | m_so;
return read_inputs(5);
}
@ -971,7 +974,7 @@ INPUT_PORTS_END
static MACHINE_CONFIG_START( lightfgt, lightfgt_state )
/* basic machine hardware */
MCFG_CPU_ADD("maincpu", COP421, 950000) // approximation - RC osc. R=82K to +6V, C=56pf to GND(-6V)
MCFG_CPU_ADD("maincpu", COP421, 950000) // approximation - RC osc. R=82K, C=56pf
MCFG_COP400_CONFIG(COP400_CKI_DIVISOR_16, COP400_CKO_OSCILLATOR_OUTPUT, false) // guessed
MCFG_COP400_WRITE_SO_CB(WRITELINE(lightfgt_state, write_so))
MCFG_COP400_WRITE_D_CB(WRITE8(lightfgt_state, write_d))
@ -992,6 +995,155 @@ MACHINE_CONFIG_END
/***************************************************************************
Milton Bradley Electronic Battleship (1982 version)
* COP420 MCU label COP420-JWE/N
This is a simplified hardware revision to the 1977/1979 version. The game
board looks almost identical.
***************************************************************************/
class bship82_state : public hh_cop400_state
{
public:
bship82_state(const machine_config &mconfig, device_type type, const char *tag)
: hh_cop400_state(mconfig, type, tag),
m_dac(*this, "dac")
{ }
required_device<dac_device> m_dac;
DECLARE_WRITE8_MEMBER(write_d);
DECLARE_WRITE8_MEMBER(write_g);
DECLARE_READ8_MEMBER(read_l);
DECLARE_READ8_MEMBER(read_in);
DECLARE_WRITE_LINE_MEMBER(write_so);
};
// handlers
WRITE8_MEMBER(bship82_state::write_d)
{
// D: input mux
m_inp_mux = data;
}
WRITE8_MEMBER(bship82_state::write_g)
{
// G: 4-bit signed DAC
if (~data & 8) data ^= 7;
m_dac->write_signed8(data << 4);
}
READ8_MEMBER(bship82_state::read_l)
{
// L: multiplexed inputs
return read_inputs(4) & 0xff;
}
READ8_MEMBER(bship82_state::read_in)
{
// IN: multiplexed inputs
return read_inputs(4) >> 8 & 0xf;
}
WRITE_LINE_MEMBER(bship82_state::write_so)
{
// SO: led
display_matrix(1, 1, state, 1);
}
// config
static INPUT_PORTS_START( bship82 )
PORT_START("IN.0") // D0 ports L,IN
PORT_BIT( 0x001, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_BACKSPACE) PORT_NAME("P1 Clear Last Entry") // CLE
PORT_BIT( 0x002, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_A) PORT_NAME("P1 A")
PORT_BIT( 0x004, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_B) PORT_NAME("P1 B")
PORT_BIT( 0x008, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_C) PORT_NAME("P1 C")
PORT_BIT( 0x010, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_D) PORT_NAME("P1 D")
PORT_BIT( 0x020, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_E) PORT_NAME("P1 E")
PORT_BIT( 0x040, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_F) PORT_NAME("P1 F")
PORT_BIT( 0x080, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_G) PORT_NAME("P1 G")
PORT_BIT( 0x100, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_H) PORT_NAME("P1 H")
PORT_BIT( 0x200, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_I) PORT_NAME("P1 I")
PORT_BIT( 0x400, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_J) PORT_NAME("P1 J")
PORT_BIT( 0x800, IP_ACTIVE_LOW, IPT_UNUSED )
PORT_START("IN.1") // D1 ports L,IN
PORT_BIT( 0x001, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_DEL) PORT_NAME("P1 Clear Memory") // CM
PORT_BIT( 0x002, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_1) PORT_CODE(KEYCODE_1_PAD) PORT_NAME("P1 1")
PORT_BIT( 0x004, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_2) PORT_CODE(KEYCODE_2_PAD) PORT_NAME("P1 2")
PORT_BIT( 0x008, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_3) PORT_CODE(KEYCODE_3_PAD) PORT_NAME("P1 3")
PORT_BIT( 0x010, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_4) PORT_CODE(KEYCODE_4_PAD) PORT_NAME("P1 4")
PORT_BIT( 0x020, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_5) PORT_CODE(KEYCODE_5_PAD) PORT_NAME("P1 5")
PORT_BIT( 0x040, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_6) PORT_CODE(KEYCODE_6_PAD) PORT_NAME("P1 6")
PORT_BIT( 0x080, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_7) PORT_CODE(KEYCODE_7_PAD) PORT_NAME("P1 7")
PORT_BIT( 0x100, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_8) PORT_CODE(KEYCODE_8_PAD) PORT_NAME("P1 8")
PORT_BIT( 0x200, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_9) PORT_CODE(KEYCODE_9_PAD) PORT_NAME("P1 9")
PORT_BIT( 0x400, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_0) PORT_CODE(KEYCODE_0_PAD) PORT_NAME("P1 10")
PORT_BIT( 0x800, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_CODE(KEYCODE_ENTER) PORT_CODE(KEYCODE_ENTER_PAD) PORT_NAME("P1 Fire")
PORT_START("IN.2") // D2 ports L,IN
PORT_BIT( 0x001, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_NAME("P2 Clear Last Entry") // CLE
PORT_BIT( 0x002, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_NAME("P2 A")
PORT_BIT( 0x004, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_NAME("P2 B")
PORT_BIT( 0x008, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_NAME("P2 C")
PORT_BIT( 0x010, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_NAME("P2 D")
PORT_BIT( 0x020, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_NAME("P2 E")
PORT_BIT( 0x040, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_NAME("P2 F")
PORT_BIT( 0x080, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_NAME("P2 G")
PORT_BIT( 0x100, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_NAME("P2 H")
PORT_BIT( 0x200, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_NAME("P2 I")
PORT_BIT( 0x400, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_NAME("P2 J")
PORT_BIT( 0x800, IP_ACTIVE_LOW, IPT_UNUSED )
PORT_START("IN.3") // D3 ports L,IN
PORT_BIT( 0x001, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_NAME("P2 Clear Memory") // CM
PORT_BIT( 0x002, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_NAME("P2 1")
PORT_BIT( 0x004, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_NAME("P2 2")
PORT_BIT( 0x008, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_NAME("P2 3")
PORT_BIT( 0x010, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_NAME("P2 4")
PORT_BIT( 0x020, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_NAME("P2 5")
PORT_BIT( 0x040, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_NAME("P2 6")
PORT_BIT( 0x080, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_NAME("P2 7")
PORT_BIT( 0x100, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_NAME("P2 8")
PORT_BIT( 0x200, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_NAME("P2 9")
PORT_BIT( 0x400, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_NAME("P2 10")
PORT_BIT( 0x800, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_NAME("P2 Fire")
PORT_START("IN.4") // SI
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_KEYPAD ) PORT_TOGGLE PORT_CODE(KEYCODE_F1) PORT_NAME("Load/Go") // switch
INPUT_PORTS_END
static MACHINE_CONFIG_START( bship82, bship82_state )
/* basic machine hardware */
MCFG_CPU_ADD("maincpu", COP420, 3000000) // approximation - RC osc. R=14K, C=100pf
MCFG_COP400_CONFIG(COP400_CKI_DIVISOR_16, COP400_CKO_OSCILLATOR_OUTPUT, false) // guessed
MCFG_COP400_WRITE_D_CB(WRITE8(bship82_state, write_d))
MCFG_COP400_WRITE_G_CB(WRITE8(bship82_state, write_g))
MCFG_COP400_READ_L_CB(READ8(bship82_state, read_l))
MCFG_COP400_READ_IN_CB(READ8(bship82_state, read_in))
MCFG_COP400_WRITE_SO_CB(WRITELINE(bship82_state, write_so))
MCFG_COP400_READ_SI_CB(IOPORT("IN.4"))
MCFG_TIMER_DRIVER_ADD_PERIODIC("display_decay", hh_cop400_state, display_decay_tick, attotime::from_msec(1))
MCFG_DEFAULT_LAYOUT(layout_bship82)
/* sound hardware */
MCFG_SPEAKER_STANDARD_MONO("mono")
MCFG_DAC_ADD("dac")
MCFG_SOUND_ROUTE(ALL_OUTPUTS, "mono", 0.25)
MACHINE_CONFIG_END
/***************************************************************************
Game driver(s)
@ -1040,6 +1192,12 @@ ROM_START( lightfgt )
ROM_END
ROM_START( bship82 )
ROM_REGION( 0x0400, "maincpu", 0 )
ROM_LOAD( "cop420-jwe_n", 0x0000, 0x0400, CRC(5ea8111a) SHA1(34931463b806b48dce4f8ae2361512510bae0ebf) )
ROM_END
/* YEAR NAME PARENT COMPAT MACHINE INPUT INIT COMPANY, FULLNAME, FLAGS */
CONS( 1979, ctstein, 0, 0, ctstein, ctstein, driver_device, 0, "Castle Toy", "Einstein (Castle Toy)", MACHINE_SUPPORTS_SAVE | MACHINE_CLICKABLE_ARTWORK )
@ -1051,5 +1209,9 @@ CONS( 1981, einvaderc, einvader, 0, einvaderc, einvaderc, driver_device, 0, "Ent
CONS( 1979, funjacks, 0, 0, funjacks, funjacks, driver_device, 0, "Mattel", "Funtronics Jacks", MACHINE_SUPPORTS_SAVE | MACHINE_NOT_WORKING )
CONS( 1979, funrlgl, 0, 0, funrlgl, funrlgl, driver_device, 0, "Mattel", "Funtronics Red Light Green Light", MACHINE_SUPPORTS_SAVE | MACHINE_NOT_WORKING )
CONS( 1980, plus1, 0, 0, plus1, plus1, driver_device, 0, "Milton Bradley", "Plus One", MACHINE_SUPPORTS_SAVE | MACHINE_NOT_WORKING )
CONS( 1980, plus1, 0, 0, plus1, plus1, driver_device, 0, "Milton Bradley", "Plus One", MACHINE_SUPPORTS_SAVE | MACHINE_NOT_WORKING ) // ***
CONS( 1981, lightfgt, 0, 0, lightfgt, lightfgt, driver_device, 0, "Milton Bradley", "Lightfight", MACHINE_SUPPORTS_SAVE | MACHINE_CLICKABLE_ARTWORK )
CONS( 1982, bship82, bship, 0, bship82, bship82, driver_device, 0, "Milton Bradley", "Electronic Battleship (1982 version)", MACHINE_SUPPORTS_SAVE | MACHINE_CLICKABLE_ARTWORK ) // ***
// ***: As far as MAME is concerned, the game is emulated fine. But for it to be playable, it requires interaction
// with other, unemulatable, things eg. game board/pieces, playing cards, pen & paper, etc.

223
src/mame/layout/bship82.lay Normal file
View File

@ -0,0 +1,223 @@
<?xml version="1.0"?>
<mamelayout version="2">
<!-- define elements -->
<element name="static_black"><rect><color red="0.0" green="0.0" blue="0.0" /></rect></element>
<element name="static_gray"><rect><color red="0.1" green="0.1" blue="0.11" /></rect></element>
<element name="static_red"><rect><color red="0.8" green="0.1" blue="0.15" /></rect></element>
<element name="text_fire">
<rect><color red="0.8" green="0.1" blue="0.15" /></rect>
<text string="FIRE"><color red="0.8" green="0.8" blue="0.8" /></text>
</element>
<element name="lamp" defstate="0">
<disk state="0"><color red="0.15" green="0.03" blue="0.033" /></disk>
<disk state="1"><color red="1.0" green="0.2" blue="0.23" /></disk>
</element>
<element name="button_blue" defstate="0">
<rect state="0">
<bounds x="0.0" y="0.0" width="1.0" height="1.0" />
<color red="0.1" green="0.1" blue="0.11" />
</rect>
<rect state="1">
<bounds x="0.0" y="0.0" width="1.0" height="1.0" />
<color red="0.15" green="0.5" blue="0.8" />
</rect>
<rect>
<bounds x="0.15" y="0.15" width="0.7" height="0.7" />
<color red="0.0" green="0.0" blue="0.0" />
</rect>
</element>
<element name="button_yellow" defstate="0">
<rect state="0">
<bounds x="0.0" y="0.0" width="1.0" height="1.0" />
<color red="0.1" green="0.1" blue="0.11" />
</rect>
<rect state="1">
<bounds x="0.0" y="0.0" width="1.0" height="1.0" />
<color red="0.8" green="0.75" blue="0.15" />
</rect>
<rect>
<bounds x="0.15" y="0.15" width="0.7" height="0.7" />
<color red="0.0" green="0.0" blue="0.0" />
</rect>
</element>
<element name="hlb" defstate="0">
<text string=" ">
<bounds x="0.0" y="0.0" width="1.0" height="1.0" />
<color red="0.0" green="0.0" blue="0.0" />
</text>
<rect state="1">
<bounds x="0.0" y="0.0" width="1.0" height="1.0" />
<color red="0.0" green="0.0" blue="0.0" />
</rect>
</element>
<element name="text_lg" defstate="0">
<rect><color red="0.1" green="0.1" blue="0.11" /></rect>
<text state="0" string="LOAD">
<bounds x="0.0" y="0.32" width="1.0" height="0.36" />
<color red="0.82" green="0.82" blue="0.82" />
</text>
<text state="1" string="GO">
<bounds x="0.0" y="0.32" width="1.0" height="0.36" />
<color red="0.82" green="0.82" blue="0.82" />
</text>
</element>
<element name="text_p1"><text string="player 1"><color red="0.4" green="0.4" blue="0.4" /></text></element>
<element name="text_p2"><text string="player 2"><color red="0.4" green="0.4" blue="0.4" /></text></element>
<element name="text_cm"><text string="CM"><color red="0.7" green="0.7" blue="0.7" /></text></element>
<element name="text_cle"><text string="CLE"><color red="0.7" green="0.7" blue="0.7" /></text></element>
<element name="text_1"><text string="1"><color red="0.7" green="0.7" blue="0.7" /></text></element>
<element name="text_2"><text string="2"><color red="0.7" green="0.7" blue="0.7" /></text></element>
<element name="text_3"><text string="3"><color red="0.7" green="0.7" blue="0.7" /></text></element>
<element name="text_4"><text string="4"><color red="0.7" green="0.7" blue="0.7" /></text></element>
<element name="text_5"><text string="5"><color red="0.7" green="0.7" blue="0.7" /></text></element>
<element name="text_6"><text string="6"><color red="0.7" green="0.7" blue="0.7" /></text></element>
<element name="text_7"><text string="7"><color red="0.7" green="0.7" blue="0.7" /></text></element>
<element name="text_8"><text string="8"><color red="0.7" green="0.7" blue="0.7" /></text></element>
<element name="text_9"><text string="9"><color red="0.7" green="0.7" blue="0.7" /></text></element>
<element name="text_10"><text string="10"><color red="0.7" green="0.7" blue="0.7" /></text></element>
<element name="text_a"><text string="A"><color red="0.7" green="0.7" blue="0.7" /></text></element>
<element name="text_b"><text string="B"><color red="0.7" green="0.7" blue="0.7" /></text></element>
<element name="text_c"><text string="C"><color red="0.7" green="0.7" blue="0.7" /></text></element>
<element name="text_d"><text string="D"><color red="0.7" green="0.7" blue="0.7" /></text></element>
<element name="text_e"><text string="E"><color red="0.7" green="0.7" blue="0.7" /></text></element>
<element name="text_f"><text string="F"><color red="0.7" green="0.7" blue="0.7" /></text></element>
<element name="text_g"><text string="G"><color red="0.7" green="0.7" blue="0.7" /></text></element>
<element name="text_h"><text string="H"><color red="0.7" green="0.7" blue="0.7" /></text></element>
<element name="text_i"><text string="I"><color red="0.7" green="0.7" blue="0.7" /></text></element>
<element name="text_j"><text string="J"><color red="0.7" green="0.7" blue="0.7" /></text></element>
<!-- build screen -->
<view name="Internal Layout">
<bounds left="-2" right="278" top="-16" bottom="31" />
<bezel name="0.0" element="lamp"><bounds x="44" y="-14" width="60" height="10" /></bezel>
<bezel name="0.0" element="lamp"><bounds x="186" y="-14" width="60" height="10" /></bezel>
<bezel element="text_p1"><bounds x="44" y="23" width="60" height="6" /></bezel>
<bezel element="text_p2"><bounds x="186" y="23" width="60" height="6" /></bezel>
<bezel element="static_gray"><bounds x="137.75" y="-15" width="0.5" height="45" /></bezel>
<!-- player 1 buttons -->
<bezel element="static_red"><bounds x="0" y="0" width="10" height="10" /></bezel>
<bezel element="text_fire"><bounds x="0" y="3" width="10" height="4" /></bezel>
<bezel element="hlb" inputtag="IN.1" inputmask="0x800"><bounds x="0" y="0" width="10" height="10" /><color alpha="0.3" /></bezel>
<bezel element="button_yellow" inputtag="IN.1" inputmask="0x001"><bounds x="14" y="0" width="10" height="10" /></bezel>
<bezel element="button_yellow" inputtag="IN.1" inputmask="0x002"><bounds x="25" y="0" width="10" height="10" /></bezel>
<bezel element="button_yellow" inputtag="IN.1" inputmask="0x004"><bounds x="36" y="0" width="10" height="10" /></bezel>
<bezel element="button_yellow" inputtag="IN.1" inputmask="0x008"><bounds x="47" y="0" width="10" height="10" /></bezel>
<bezel element="button_yellow" inputtag="IN.1" inputmask="0x010"><bounds x="58" y="0" width="10" height="10" /></bezel>
<bezel element="button_yellow" inputtag="IN.1" inputmask="0x020"><bounds x="69" y="0" width="10" height="10" /></bezel>
<bezel element="button_yellow" inputtag="IN.1" inputmask="0x040"><bounds x="80" y="0" width="10" height="10" /></bezel>
<bezel element="button_yellow" inputtag="IN.1" inputmask="0x080"><bounds x="91" y="0" width="10" height="10" /></bezel>
<bezel element="button_yellow" inputtag="IN.1" inputmask="0x100"><bounds x="102" y="0" width="10" height="10" /></bezel>
<bezel element="button_yellow" inputtag="IN.1" inputmask="0x200"><bounds x="113" y="0" width="10" height="10" /></bezel>
<bezel element="button_yellow" inputtag="IN.1" inputmask="0x400"><bounds x="124" y="0" width="10" height="10" /></bezel>
<bezel element="text_cm"><bounds x="14" y="3" width="10" height="4" /></bezel>
<bezel element="text_1"><bounds x="25" y="2" width="10" height="6" /></bezel>
<bezel element="text_2"><bounds x="36" y="2" width="10" height="6" /></bezel>
<bezel element="text_3"><bounds x="47" y="2" width="10" height="6" /></bezel>
<bezel element="text_4"><bounds x="58" y="2" width="10" height="6" /></bezel>
<bezel element="text_5"><bounds x="69" y="2" width="10" height="6" /></bezel>
<bezel element="text_6"><bounds x="80" y="2" width="10" height="6" /></bezel>
<bezel element="text_7"><bounds x="91" y="2" width="10" height="6" /></bezel>
<bezel element="text_8"><bounds x="102" y="2" width="10" height="6" /></bezel>
<bezel element="text_9"><bounds x="113" y="2" width="10" height="6" /></bezel>
<bezel element="text_10"><bounds x="124" y="2" width="10" height="6" /></bezel>
<bezel element="button_blue" inputtag="IN.0" inputmask="0x001"><bounds x="14" y="11" width="10" height="10" /></bezel>
<bezel element="button_blue" inputtag="IN.0" inputmask="0x002"><bounds x="25" y="11" width="10" height="10" /></bezel>
<bezel element="button_blue" inputtag="IN.0" inputmask="0x004"><bounds x="36" y="11" width="10" height="10" /></bezel>
<bezel element="button_blue" inputtag="IN.0" inputmask="0x008"><bounds x="47" y="11" width="10" height="10" /></bezel>
<bezel element="button_blue" inputtag="IN.0" inputmask="0x010"><bounds x="58" y="11" width="10" height="10" /></bezel>
<bezel element="button_blue" inputtag="IN.0" inputmask="0x020"><bounds x="69" y="11" width="10" height="10" /></bezel>
<bezel element="button_blue" inputtag="IN.0" inputmask="0x040"><bounds x="80" y="11" width="10" height="10" /></bezel>
<bezel element="button_blue" inputtag="IN.0" inputmask="0x080"><bounds x="91" y="11" width="10" height="10" /></bezel>
<bezel element="button_blue" inputtag="IN.0" inputmask="0x100"><bounds x="102" y="11" width="10" height="10" /></bezel>
<bezel element="button_blue" inputtag="IN.0" inputmask="0x200"><bounds x="113" y="11" width="10" height="10" /></bezel>
<bezel element="button_blue" inputtag="IN.0" inputmask="0x400"><bounds x="124" y="11" width="10" height="10" /></bezel>
<bezel element="text_cle"><bounds x="14" y="14" width="10" height="4" /></bezel>
<bezel element="text_a"><bounds x="25" y="13" width="10" height="6" /></bezel>
<bezel element="text_b"><bounds x="36" y="13" width="10" height="6" /></bezel>
<bezel element="text_c"><bounds x="47" y="13" width="10" height="6" /></bezel>
<bezel element="text_d"><bounds x="58" y="13" width="10" height="6" /></bezel>
<bezel element="text_e"><bounds x="69" y="13" width="10" height="6" /></bezel>
<bezel element="text_f"><bounds x="80" y="13" width="10" height="6" /></bezel>
<bezel element="text_g"><bounds x="91" y="13" width="10" height="6" /></bezel>
<bezel element="text_h"><bounds x="102" y="13" width="10" height="6" /></bezel>
<bezel element="text_i"><bounds x="113" y="13" width="10" height="6" /></bezel>
<bezel element="text_j"><bounds x="124" y="13" width="10" height="6" /></bezel>
<!-- player 2 buttons -->
<bezel element="static_red"><bounds x="142" y="0" width="10" height="10" /></bezel>
<bezel element="text_fire"><bounds x="142" y="3" width="10" height="4" /></bezel>
<bezel element="hlb" inputtag="IN.3" inputmask="0x800"><bounds x="142" y="0" width="10" height="10" /><color alpha="0.3" /></bezel>
<bezel element="text_lg" inputtag="IN.4" inputmask="0x01"><bounds x="142" y="11" width="10" height="10" /></bezel>
<bezel element="button_yellow" inputtag="IN.3" inputmask="0x001"><bounds x="156" y="0" width="10" height="10" /></bezel>
<bezel element="button_yellow" inputtag="IN.3" inputmask="0x002"><bounds x="167" y="0" width="10" height="10" /></bezel>
<bezel element="button_yellow" inputtag="IN.3" inputmask="0x004"><bounds x="178" y="0" width="10" height="10" /></bezel>
<bezel element="button_yellow" inputtag="IN.3" inputmask="0x008"><bounds x="189" y="0" width="10" height="10" /></bezel>
<bezel element="button_yellow" inputtag="IN.3" inputmask="0x010"><bounds x="200" y="0" width="10" height="10" /></bezel>
<bezel element="button_yellow" inputtag="IN.3" inputmask="0x020"><bounds x="211" y="0" width="10" height="10" /></bezel>
<bezel element="button_yellow" inputtag="IN.3" inputmask="0x040"><bounds x="222" y="0" width="10" height="10" /></bezel>
<bezel element="button_yellow" inputtag="IN.3" inputmask="0x080"><bounds x="233" y="0" width="10" height="10" /></bezel>
<bezel element="button_yellow" inputtag="IN.3" inputmask="0x100"><bounds x="244" y="0" width="10" height="10" /></bezel>
<bezel element="button_yellow" inputtag="IN.3" inputmask="0x200"><bounds x="255" y="0" width="10" height="10" /></bezel>
<bezel element="button_yellow" inputtag="IN.3" inputmask="0x400"><bounds x="266" y="0" width="10" height="10" /></bezel>
<bezel element="text_cm"><bounds x="156" y="3" width="10" height="4" /></bezel>
<bezel element="text_1"><bounds x="167" y="2" width="10" height="6" /></bezel>
<bezel element="text_2"><bounds x="178" y="2" width="10" height="6" /></bezel>
<bezel element="text_3"><bounds x="189" y="2" width="10" height="6" /></bezel>
<bezel element="text_4"><bounds x="200" y="2" width="10" height="6" /></bezel>
<bezel element="text_5"><bounds x="211" y="2" width="10" height="6" /></bezel>
<bezel element="text_6"><bounds x="222" y="2" width="10" height="6" /></bezel>
<bezel element="text_7"><bounds x="233" y="2" width="10" height="6" /></bezel>
<bezel element="text_8"><bounds x="244" y="2" width="10" height="6" /></bezel>
<bezel element="text_9"><bounds x="255" y="2" width="10" height="6" /></bezel>
<bezel element="text_10"><bounds x="266" y="2" width="10" height="6" /></bezel>
<bezel element="button_blue" inputtag="IN.2" inputmask="0x001"><bounds x="156" y="11" width="10" height="10" /></bezel>
<bezel element="button_blue" inputtag="IN.2" inputmask="0x002"><bounds x="167" y="11" width="10" height="10" /></bezel>
<bezel element="button_blue" inputtag="IN.2" inputmask="0x004"><bounds x="178" y="11" width="10" height="10" /></bezel>
<bezel element="button_blue" inputtag="IN.2" inputmask="0x008"><bounds x="189" y="11" width="10" height="10" /></bezel>
<bezel element="button_blue" inputtag="IN.2" inputmask="0x010"><bounds x="200" y="11" width="10" height="10" /></bezel>
<bezel element="button_blue" inputtag="IN.2" inputmask="0x020"><bounds x="211" y="11" width="10" height="10" /></bezel>
<bezel element="button_blue" inputtag="IN.2" inputmask="0x040"><bounds x="222" y="11" width="10" height="10" /></bezel>
<bezel element="button_blue" inputtag="IN.2" inputmask="0x080"><bounds x="233" y="11" width="10" height="10" /></bezel>
<bezel element="button_blue" inputtag="IN.2" inputmask="0x100"><bounds x="244" y="11" width="10" height="10" /></bezel>
<bezel element="button_blue" inputtag="IN.2" inputmask="0x200"><bounds x="255" y="11" width="10" height="10" /></bezel>
<bezel element="button_blue" inputtag="IN.2" inputmask="0x400"><bounds x="266" y="11" width="10" height="10" /></bezel>
<bezel element="text_cle"><bounds x="156" y="14" width="10" height="4" /></bezel>
<bezel element="text_a"><bounds x="167" y="13" width="10" height="6" /></bezel>
<bezel element="text_b"><bounds x="178" y="13" width="10" height="6" /></bezel>
<bezel element="text_c"><bounds x="189" y="13" width="10" height="6" /></bezel>
<bezel element="text_d"><bounds x="200" y="13" width="10" height="6" /></bezel>
<bezel element="text_e"><bounds x="211" y="13" width="10" height="6" /></bezel>
<bezel element="text_f"><bounds x="222" y="13" width="10" height="6" /></bezel>
<bezel element="text_g"><bounds x="233" y="13" width="10" height="6" /></bezel>
<bezel element="text_h"><bounds x="244" y="13" width="10" height="6" /></bezel>
<bezel element="text_i"><bounds x="255" y="13" width="10" height="6" /></bezel>
<bezel element="text_j"><bounds x="266" y="13" width="10" height="6" /></bezel>
</view>
</mamelayout>

View File

@ -13947,6 +13947,7 @@ hexion // GX122 (c) 1992
hexionb // bootleg
@source:hh_cop400.cpp
bship82 // Milton Bradley
ctstein // Castle Toy
einvaderc // Entex
funjacks // Mattel