avt : added devices (nw)
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@ -63,8 +63,8 @@
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across and 5 columns of symbols down. The object of the game is to line up the winning symbols
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either horizontally or diagonally in the shortest amount of time with the least amount of moves.
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The winning symbols are selected at random at the start of the game and displayed with a dis-
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tinctive yellow color surrounding that symbol in each column.
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The winning symbols are selected at random at the start of the game and displayed with a
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distinctive yellow color surrounding that symbol in each column.
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HOW TO PLAY THE GAME:
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@ -72,23 +72,23 @@
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The player must first insert coins to obtain points to play the game. Once points are on the
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screen the player may then press the play button one time for each point available up to the
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coin multiplier limit (except when lockouts are in effect) at which time the game will auto
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start. If the player wants to start before the coin max, he may press the start button to i-
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nitiate play. At the start of the game arrows are displayed at the top of columns to show the
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start. If the player wants to start before the coin max, he may press the start button to
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initiate play. At the start of the game arrows are displayed at the top of columns to show the
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direction to move that column in order to get the winning symbol on screen, in the event that
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particular winning symbol is already on screen, that symbol will appear at the top of the co-
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lumn instead of the arrow. When the player has all the winning symbols on the screen an align-
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ment of winning symbols, either horizontally or diagonally, should be done with the least a-
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mount of moves in the shortest amount of time. In the event the lockout mode is engaged the
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particular winning symbol is already on screen, that symbol will appear at the top of the
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column instead of the arrow. When the player has all the winning symbols on the screen an
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alignment of winning symbols, either horizontally or diagonally, should be done with the least
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amount of moves in the shortest amount of time. In the event the lockout mode is engaged the
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game will accept coins up to the lockout limit and will then auto start.
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The game has two different win modes defined as follows. If an alignment is obtained in 13
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moves or less, the player will be awarded points defined by the award tables. If alignment
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is obtained from 14 to 32, moves stars will then be awarded for the amount of moves as de-
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fined by the awards table. A bonus of 3 stars will be awarded if game is completed in 3 se-
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conds or less and 100 stars equals 1 point.
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is obtained from 14 to 32, moves stars will then be awarded for the amount of moves as
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defined by the awards table. A bonus of 3 stars will be awarded if game is completed in 3
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seconds or less and 100 stars equals 1 point.
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Time is also an element in this game. When the game is started the player has a specific a-
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mount of time to complete the game, also the arrows have a time limit. These time factors
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Time is also an element in this game. When the game is started the player has a specific
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amount of time to complete the game, also the arrows have a time limit. These time factors
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are variable and may be adjusted in the setup mode. The game also show how the game may be
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played.
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@ -116,8 +116,8 @@
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color band around one of the selections. This band indicates which module is to be selected
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to enter that particular mode. This band may be moved by depressing either the first column
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up or down arrow on your front panel. To enter a particular mode just depress the PLAY button
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on your front panel. To exit a mode just depress the START button on your front panel. To ad-
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just an entry in one of the modules use the second up or down arrow on your front panel. Now
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on your front panel. To exit a mode just depress the START button on your front panel. To
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adjust an entry in one of the modules use the second up or down arrow on your front panel. Now
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lets go through each module so you know how to customize your game for a particular location.
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Let's get into the first module on the menu which is the ACCOUNTING MODE. Remember to depress
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@ -178,8 +178,8 @@
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To change the POINT MULTIPLIER, enter this module and use the first up or down button on your
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front panel to increment or decrement this value.
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To change PLAY TIME SETUP, enter this module and you may change PLAY TIME or ARROW TIME (the a-
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mount of time arrows are allowed to stay on screen during play). To enable the lockout mode, you
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To change PLAY TIME SETUP, enter this module and you may change PLAY TIME or ARROW TIME (the
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amount of time arrows are allowed to stay on screen during play). To enable the lockout mode, you
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may set the lockout number to 1 or 2 or 3 or 4 and 0 if no lockout is desired. To disable the
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STARS set the STAR MODE to OFF. To adjust the UP AWARDS set to ON for more upper awards and to
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OFF for less upper awards table wins.
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@ -187,8 +187,8 @@
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The default name used in BUSINESS NAME SETUP is "THE MANAGEMENT". If you want to put a location
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name in the attract mode, enter the business name setup and use the second up and down arrows to
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select from the alphabet. In the event you make a mistake you can backup by selecting the first
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up arrow. When you are finished with your message just exit by pressing START button and the me-
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ssage will automatically center when you exit.
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up arrow. When you are finished with your message just exit by pressing START button and the
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message will automatically center when you exit.
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SYSTEM TESTS
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@ -402,15 +402,26 @@
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- Inputs
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avtbingo, avtsym14 will accept coins. PIO-1 is programmed to cause an interrupt
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when coin1 is pressed (port02).
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avtnfl gets the interrupt from PIO-2, but then reads port02 (from PIO-1) to get
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the key that was pressed. Currently PIO-2 is not connected to anything in emulation.
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The interrupt routine also draws the screen.
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avtsym25 has mismatched program roms so cannot work.
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************************************************************************************************/
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#include "emu.h"
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#include "cpu/z80/z80.h"
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#include "cpu/z80/z80daisy.h"
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#include "machine/nvram.h"
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#include "sound/ay8910.h"
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#include "video/mc6845.h"
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//#include "machine/z80ctc.h"
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//#include "machine/z80pio.h"
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#include "machine/z80pio.h"
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#include "screen.h"
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#include "speaker.h"
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@ -424,35 +435,37 @@ class avt_state : public driver_device
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{
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public:
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avt_state(const machine_config &mconfig, device_type type, const char *tag)
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: driver_device(mconfig, type, tag),
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m_maincpu(*this,"maincpu"),
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m_crtc(*this, "crtc"),
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m_videoram(*this, "videoram"),
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m_colorram(*this, "colorram"),
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m_gfxdecode(*this, "gfxdecode"),
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m_palette(*this, "palette") { }
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required_device<cpu_device> m_maincpu;
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required_device<mc6845_device> m_crtc;
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required_shared_ptr<uint8_t> m_videoram;
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required_shared_ptr<uint8_t> m_colorram;
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required_device<gfxdecode_device> m_gfxdecode;
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required_device<palette_device> m_palette;
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: driver_device(mconfig, type, tag)
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, m_maincpu(*this,"maincpu")
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, m_crtc(*this, "crtc")
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, m_pio1(*this, "pio1")
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, m_videoram(*this, "videoram")
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, m_colorram(*this, "colorram")
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, m_gfxdecode(*this, "gfxdecode")
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, m_palette(*this, "palette")
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{ }
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DECLARE_WRITE8_MEMBER(avt_6845_address_w);
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DECLARE_WRITE8_MEMBER(avt_6845_data_w);
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DECLARE_READ8_MEMBER( avt_6845_data_r );
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DECLARE_WRITE8_MEMBER(avt_videoram_w);
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DECLARE_WRITE8_MEMBER(avt_colorram_w);
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tilemap_t *m_bg_tilemap;
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uint8_t m_crtc_vreg[0x100],m_crtc_index;
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TILE_GET_INFO_MEMBER(get_bg_tile_info);
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virtual void video_start() override;
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DECLARE_PALETTE_INIT(avt);
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uint32_t screen_update_avt(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect);
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INTERRUPT_GEN_MEMBER(avt_vblank_irq);
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private:
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tilemap_t *m_bg_tilemap;
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uint8_t m_crtc_vreg[0x100],m_crtc_index;
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virtual void video_start() override;
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required_device<cpu_device> m_maincpu;
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required_device<mc6845_device> m_crtc;
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required_device<z80pio_device> m_pio1;
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required_shared_ptr<uint8_t> m_videoram;
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required_shared_ptr<uint8_t> m_colorram;
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required_device<gfxdecode_device> m_gfxdecode;
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required_device<palette_device> m_palette;
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};
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#define mc6845_h_char_total (m_crtc_vreg[0])
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@ -634,11 +647,11 @@ ADDRESS_MAP_END
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static ADDRESS_MAP_START( avt_portmap, AS_IO, 8, avt_state )
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ADDRESS_MAP_GLOBAL_MASK(0xff)
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// AM_RANGE(0x00, 0x03) unk, maybe IO
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AM_RANGE(0x00, 0x03) AM_DEVREADWRITE("pio1", z80pio_device, read_alt, write_alt)
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// AM_RANGE(0x00, 0x00) AM_READ_PORT("DSW1")
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// AM_RANGE(0x01, 0x01) AM_READ_PORT("IN1")
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AM_RANGE(0x02, 0x02) AM_READ_PORT("IN0")
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// AM_RANGE(0x08, 0x0b) unk, maybe IO
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// AM_RANGE(0x02, 0x02) AM_READ_PORT("IN0")
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AM_RANGE(0x08, 0x0b) AM_DEVREADWRITE("pio2", z80pio_device, read_alt, write_alt)
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// AM_RANGE(0x08, 0x08) AM_READ_PORT("IN2")
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// AM_RANGE(0x09, 0x09) AM_READ_PORT("IN3")
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AM_RANGE(0x21, 0x21) AM_DEVWRITE("aysnd", ay8910_device, data_w) /* AY8910 data */
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@ -717,7 +730,7 @@ ADDRESS_MAP_END
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all access a000/c000 with an offset of 0x800 for video.
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avtnfl and avtbingo use 28/29 for CRTC.
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*/
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*/
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/*********************************************
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* Input Ports *
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@ -727,9 +740,9 @@ static INPUT_PORTS_START( symbols )
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PORT_START("IN0")
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PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_1) PORT_NAME("IN0-1")
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PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_2) PORT_NAME("IN0-2")
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PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_3) PORT_NAME("IN0-3")
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PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_4) PORT_NAME("IN0-4")
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PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_5) PORT_NAME("IN0-5")
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PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_3) PORT_NAME("IN0-3") // Tilt
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PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_COIN1 ) PORT_IMPULSE(2)
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PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_4) PORT_NAME("IN0-5")
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PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_6) PORT_NAME("IN0-6")
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PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_7) PORT_NAME("IN0-7")
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PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_8) PORT_NAME("IN0-8")
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@ -885,7 +898,7 @@ static INPUT_PORTS_START( avtbingo )
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PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_POKER_HOLD3 ) PORT_NAME("Column 3 UP")
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PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_POKER_HOLD2 ) PORT_NAME("Column 2 UP")
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PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_POKER_HOLD1 ) PORT_NAME("Column 1 UP")
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PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_COIN1 )
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PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_COIN1 ) PORT_IMPULSE(2)
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PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_POKER_HOLD5 ) PORT_NAME("Column 5 UP")
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PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_POKER_HOLD4 ) PORT_NAME("Column 4 UP")
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PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_7) PORT_NAME("IN0-7") // Used. Masked 0x40. See code at PC=0338.
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@ -922,16 +935,25 @@ GFXDECODE_END
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* Machine Drivers *
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*********************************************/
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/* IM 2 */
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// our pio cannot detect a static interrupt, so we push the current switch state in, then it will work
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INTERRUPT_GEN_MEMBER(avt_state::avt_vblank_irq)
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{
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m_maincpu->set_input_line_and_vector(0, HOLD_LINE, 0x06);
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m_pio1->port_b_write(ioport("IN0")->read());
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}
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static const z80_daisy_config daisy_chain[] =
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{
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{ "pio1" },
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{ "pio2" },
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//{ "ctc" },
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{ nullptr }
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};
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static MACHINE_CONFIG_START( avt )
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/* basic machine hardware */
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MCFG_CPU_ADD("maincpu", Z80, CPU_CLOCK) /* guess */
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MCFG_Z80_DAISY_CHAIN(daisy_chain)
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MCFG_CPU_PROGRAM_MAP(avt_map)
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MCFG_CPU_IO_MAP(avt_portmap)
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MCFG_CPU_VBLANK_INT_DRIVER("screen", avt_state, avt_vblank_irq)
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@ -958,6 +980,13 @@ static MACHINE_CONFIG_START( avt )
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MCFG_SPEAKER_STANDARD_MONO("mono")
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MCFG_SOUND_ADD("aysnd", AY8910, CPU_CLOCK/2) /* 1.25 MHz.?? */
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MCFG_SOUND_ROUTE(ALL_OUTPUTS, "mono", 1.00)
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MCFG_DEVICE_ADD("pio1", Z80PIO, CPU_CLOCK)
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MCFG_Z80PIO_OUT_INT_CB(INPUTLINE("maincpu", INPUT_LINE_IRQ0))
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MCFG_Z80PIO_IN_PB_CB(IOPORT("IN0"))
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MCFG_DEVICE_ADD("pio2", Z80PIO, CPU_CLOCK)
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MCFG_Z80PIO_OUT_INT_CB(INPUTLINE("maincpu", INPUT_LINE_IRQ0))
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MACHINE_CONFIG_END
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@ -981,7 +1010,7 @@ ROM_START( avtsym14 )
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ROM_END
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ROM_START( avtsym25 )
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ROM_REGION( 0x10000, "maincpu", 0 )
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ROM_REGION( 0x10000, "maincpu", 0 ) // These 2 roms are from different sets and cannot work together
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ROM_LOAD( "u38-2.51.u38", 0x0000, 0x2000, CRC(230a43df) SHA1(395508d5824b50210d6341b958049da10c067201) )
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ROM_LOAD( "u39-2.52.u39", 0x2000, 0x2000, CRC(a1a8f8f6) SHA1(96798fae534bdef6126eeb3e497fab47a4badae9) )
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