Corona.c driver improvements. A lot of input/output work,

accurate periodic interrupt timing for sound CPU, meters,
DIP switches, and other minor things. We got Winners Circle
82 playable. [Roberto Fresca]


New games added or promoted from NOT_WORKING status
---------------------------------------------------
Winners Circle 82 [Roberto Fresca, Angelo Salese, Rob Ragon]
This commit is contained in:
Roberto Fresca 2011-03-05 19:56:04 +00:00
parent 0ceaf2f121
commit dba7401145

View File

@ -24,9 +24,9 @@
----------
Winners Circle.
4-players horse race game.
4-players horse racing game.
Very rare game, due to massive conversions to any kind of roulette soft.
Very rare game, due to massive conversions to any kind of roulette games.
------
@ -437,10 +437,10 @@ static WRITE8_HANDLER( ball_w )
lamp_old = lamp;
}
static READ8_HANDLER( test_r )
{
return space->machine->rand() & 0xff;
}
//static READ8_HANDLER( test_r )
//{
// return space->machine->rand() & 0xff;
//}
/******** Multiplexed Inputs ********/
@ -479,6 +479,26 @@ static WRITE8_HANDLER( mux_port_w )
coin_counter_w(space->machine, 1, (data ^ 0xff) & 0x80); /* Credits Out (mechanical meters) */
}
static WRITE8_HANDLER( wc_meters_w )
{
/* - bits -
7654 3210
---- ---x Credits In counter pulse.
---- --x- Credits In counter pulse, inserted through coin3 only (lower 4 lines of IN3).
---- -x-- Credits Out counter pulse.
-xxx x--- Unknown (directly connected to the higher 4 lines of IN3).
x--- ---- Unknown.
Data is written inverted.
*/
coin_counter_w(space->machine, 0, (data ^ 0xff) & 0x01); /* Credits In */
coin_counter_w(space->machine, 1, (data ^ 0xff) & 0x02); /* Credits In (through Coin 3) */
coin_counter_w(space->machine, 2, (data ^ 0xff) & 0x04); /* Credits Out */
// popmessage("meters: %02x", (data ^ 0xff));
}
/***************************************************
* --- MEMORY MAPS --- *
@ -551,11 +571,17 @@ ADDRESS_MAP_END
Blitter F0-F4
Status: F5
Reads: F9 (maybe DIP, since was polled at beginning)
F8-FA-F8-FB-FF-FA (F8/FB/FF/FA)
Reads:
F8 ---> DIP switches bank 1.
F9 ---> Controls for players A & B.
FA ---> Credits for players A, B, C, D.
FB ---> Single credits for players A, B, C, D, + fix bits 3, 4, 5, 6 in meters.
FD ---> Controls for players C & D.
FF ---> Unknown.
Writes: FE (writes 01, 02 and 03 during attract) Seems snd_latch or traffic lights.
after FE write, poll FD constantly...
Writes:
FC ---> Meters.
FE ---> Sound Latch (writes 01, 02 and 03 during attract)...
*/
static ADDRESS_MAP_START( winner82_map, ADDRESS_SPACE_PROGRAM, 8 )
@ -573,15 +599,14 @@ static ADDRESS_MAP_START( winner82_cpu_io_map, ADDRESS_SPACE_IO, 8 )
AM_RANGE(0xf4, 0xf4) AM_WRITE(blitter_unk_w)
AM_RANGE(0xf5, 0xf5) AM_READ(blitter_status_r)
AM_RANGE(0xf9, 0xf9) AM_READ_PORT("DSW1")
AM_RANGE(0xf8, 0xf8) AM_READ_PORT("IN0")
AM_RANGE(0xfa, 0xfa) AM_READ_PORT("IN1")
AM_RANGE(0xfb, 0xfb) AM_READ_PORT("IN2")
AM_RANGE(0xfd, 0xfd) AM_READ(test_r) /* dunno WTF is, but after the snd latch is polled constantly */
AM_RANGE(0xf8, 0xf8) AM_READ_PORT("DSW1") /* coinage DIP SW */
AM_RANGE(0xf9, 0xf9) AM_READ_PORT("IN0") /* controls for players A & B */
AM_RANGE(0xfa, 0xfa) AM_READ_PORT("IN1") /* credits for players A, B, C, D */
AM_RANGE(0xfb, 0xfb) AM_READ_PORT("IN3") /* single credits for players A, B, C, D, + fix bits 3, 4, 5, 6 in meters */
AM_RANGE(0xfc, 0xfc) AM_WRITE(wc_meters_w)
AM_RANGE(0xfd, 0xfd) AM_READ_PORT("IN2") /* controls for players C & D */
AM_RANGE(0xfe, 0xfe) AM_WRITE(sound_latch_w)
AM_RANGE(0xff, 0xff) AM_READ_PORT("IN3")
// AM_RANGE(0xee, 0xee) AM_READ_PORT("IN4")
AM_RANGE(0xff, 0xff) AM_READ_PORT("DSW2") /* no idea */
ADDRESS_MAP_END
static ADDRESS_MAP_START( winner82_sound_map, ADDRESS_SPACE_PROGRAM, 8 )
@ -765,63 +790,62 @@ static INPUT_PORTS_START( winner )
INPUT_PORTS_END
static INPUT_PORTS_START( winner82 )
PORT_START("IN0")
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_1) PORT_NAME("IN0-1")
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_2) PORT_NAME("IN0-2")
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_3) PORT_NAME("IN0-3")
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_4) PORT_NAME("IN0-4")
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_5) PORT_NAME("IN0-5")
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_6) PORT_NAME("IN0-6")
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_7) PORT_NAME("IN0-7")
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_8) PORT_NAME("IN0-8")
PORT_START("IN0") /* players A & B controls */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_LCONTROL) PORT_NAME("Player A - Bet/Triple") /* A: bet/triple */
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Q) PORT_NAME("Player A - Credits Out") /* A: credits out */
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_LEFT) PORT_NAME("Player A - Cursor Left") /* A: cursor left */
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_RIGHT) PORT_NAME("Player A - Cursor Right") /* A: cursor right */
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_5_PAD) PORT_NAME("Player B - Bet/Triple") /* B: bet/triple */
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_W) PORT_NAME("Player B - Credits Out") /* B: credits out */
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_4_PAD) PORT_NAME("Player B - Cursor Left") /* B: cursor left */
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_6_PAD) PORT_NAME("Player B - Cursor Right") /* B: cursor right */
PORT_START("IN1") /* credits */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Q) PORT_NAME("Player B - Coin 2") /* 10 credits / pulse */
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_W) PORT_NAME("Player A - Coin 2") /* 10 credits / pulse */
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_E) PORT_NAME("Player D - Coin 2") /* 10 credits / pulse */
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_R) PORT_NAME("Player C - Coin 2") /* 10 credits / pulse */
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_T) PORT_NAME("Player B - Coin 1") /* 1 credit / pulse */
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Y) PORT_NAME("Player A - Coin 1") /* 1 credit / pulse */
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_U) PORT_NAME("Player D - Coin 1") /* 1 credit / pulse */
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_I) PORT_NAME("Player C - Coin 1") /* 1 credit / pulse */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_6) PORT_NAME("Player B - Coin 2") /* 10 credits / pulse */
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_5) PORT_NAME("Player A - Coin 2") /* 10 credits / pulse */
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_8) PORT_NAME("Player D - Coin 2") /* 10 credits / pulse */
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_7) PORT_NAME("Player C - Coin 2") /* 10 credits / pulse */
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_2) PORT_NAME("Player B - Coin 1") /* 1 credit / pulse */
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_1) PORT_NAME("Player A - Coin 1") /* 1 credit / pulse */
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_4) PORT_NAME("Player D - Coin 1") /* 1 credit / pulse */
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_3) PORT_NAME("Player C - Coin 1") /* 1 credit / pulse */
PORT_START("IN2")
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_A) PORT_NAME("IN2-1")
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_S) PORT_NAME("IN2-2")
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_D) PORT_NAME("IN2-3")
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_F) PORT_NAME("IN2-4")
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_G) PORT_NAME("IN2-5")
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_H) PORT_NAME("IN2-6")
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_J) PORT_NAME("IN2-7")
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_K) PORT_NAME("IN2-8")
PORT_START("IN2") /* players C & D controls */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_K) PORT_NAME("Player C - Bet/Triple") /* C: bet/triple */
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_E) PORT_NAME("Player C - Credits Out") /* C: credits out */
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_L) PORT_NAME("Player C - Cursor Right") /* C: cursor right */
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_J) PORT_NAME("Player C - Cursor Left") /* C: cursor left */
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_S) PORT_NAME("Player D - Bet/Triple") /* D: bet/triple */
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_R) PORT_NAME("Player D - Credits Out") /* D: credits out */
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_D) PORT_NAME("Player D - Cursor Right") /* D: cursor right */
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_A) PORT_NAME("Player D - Cursor Left") /* D: cursor left */
PORT_START("IN3")
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Z) PORT_NAME("IN3-1")
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_X) PORT_NAME("IN3-2")
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_C) PORT_NAME("IN3-3")
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_V) PORT_NAME("IN3-4")
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_B) PORT_NAME("IN3-5")
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_N) PORT_NAME("IN3-6")
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_M) PORT_NAME("IN3-7")
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_L) PORT_NAME("IN3-8")
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_X) PORT_NAME("Player B - Coin 3") /* always 1 credit, lockable through DIP switch */
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Z) PORT_NAME("Player A - Coin 3") /* always 1 credit, lockable through DIP switch */
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_V) PORT_NAME("Player D - Coin 3") /* always 1 credit, lockable through DIP switch */
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_C) PORT_NAME("Player C - Coin 3") /* always 1 credit, lockable through DIP switch */
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_B) PORT_NAME("IN3-5") /* bit 3 in meters */
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_N) PORT_NAME("IN3-6") /* bit 4 in meters */
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_M) PORT_NAME("IN3-7") /* bit 5 in meters */
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_O) PORT_NAME("IN3-8") /* bit 6 in meters */
PORT_START("IN4")
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_1_PAD) PORT_NAME("IN4-1")
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_2_PAD) PORT_NAME("IN4-2")
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_3_PAD) PORT_NAME("IN4-3")
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_4_PAD) PORT_NAME("IN4-4")
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_5_PAD) PORT_NAME("IN4-5")
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_6_PAD) PORT_NAME("IN4-6")
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_7_PAD) PORT_NAME("IN4-7")
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_8_PAD) PORT_NAME("IN4-8")
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_7_PAD) PORT_NAME("IN4-4")
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_8_PAD) PORT_NAME("IN4-5")
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_9_PAD) PORT_NAME("IN4-6")
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_0_PAD) PORT_NAME("IN4-7")
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_I) PORT_NAME("IN4-8")
PORT_START("DSW1")
PORT_DIPNAME( 0x01, 0x01, "DSW1" )
PORT_DIPSETTING( 0x01, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x02, 0x02, DEF_STR( Unknown ) )
PORT_DIPSETTING( 0x02, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x03, 0x03, DEF_STR( Coinage ) )
PORT_DIPSETTING( 0x00, "x10" )
PORT_DIPSETTING( 0x01, "x5" )
PORT_DIPSETTING( 0x02, "x2" )
PORT_DIPSETTING( 0x03, "x1" )
PORT_DIPNAME( 0x04, 0x04, DEF_STR( Unknown ) )
PORT_DIPSETTING( 0x04, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
@ -837,9 +861,9 @@ static INPUT_PORTS_START( winner82 )
PORT_DIPNAME( 0x40, 0x40, DEF_STR( Unknown ) )
PORT_DIPSETTING( 0x40, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x80, 0x80, DEF_STR( Unknown ) )
PORT_DIPSETTING( 0x80, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x80, 0x00, "Coin 3 Lockout" )
PORT_DIPSETTING( 0x00, DEF_STR( Off ) )
PORT_DIPSETTING( 0x80, DEF_STR( On ) )
PORT_START("DSW2")
PORT_DIPNAME( 0x01, 0x01, "DSW2" )
@ -1081,7 +1105,7 @@ static MACHINE_CONFIG_START( winner81, driver_device )
MCFG_CPU_ADD("soundcpu", Z80, WC_MAIN_XTAL/10) /* measured */
MCFG_CPU_PROGRAM_MAP(winner81_sound_map)
MCFG_CPU_IO_MAP(winner81_sound_cpu_io_map)
MCFG_CPU_PERIODIC_INT(nmi_line_pulse,120) //unknown timing
MCFG_CPU_PERIODIC_INT(nmi_line_pulse, 244) /* 244 Hz (1MHz/16/16/16) */
// MCFG_NVRAM_ADD_0FILL("nvram")
@ -1115,7 +1139,7 @@ static MACHINE_CONFIG_START( winner82, driver_device )
MCFG_CPU_ADD("soundcpu", Z80, WC_MAIN_XTAL/10) /* measured */
MCFG_CPU_PROGRAM_MAP(winner82_sound_map)
MCFG_CPU_IO_MAP(winner82_sound_cpu_io_map)
MCFG_CPU_PERIODIC_INT(nmi_line_pulse,120) //unknown timing
MCFG_CPU_PERIODIC_INT(nmi_line_pulse, 244) /* 244 Hz (1MHz/16/16/16) */
// MCFG_NVRAM_ADD_0FILL("nvram")
@ -1149,7 +1173,7 @@ static MACHINE_CONFIG_START( re800, driver_device )
MCFG_CPU_ADD("soundcpu", Z80, RE_MAIN_XTAL/8) /* measured 2MHz. but seems a bit low */
MCFG_CPU_PROGRAM_MAP(re800_sound_map)
MCFG_CPU_IO_MAP(re800_sound_cpu_io_map)
MCFG_CPU_PERIODIC_INT(nmi_line_pulse,120) //unknown timing
MCFG_CPU_PERIODIC_INT(nmi_line_pulse, 244) /* 244 Hz (1MHz/16/16/16) */
MCFG_NVRAM_ADD_0FILL("nvram")
@ -1288,7 +1312,7 @@ ROM_END
/* YEAR NAME PARENT MACHINE INPUT INIT ROT COMPANY FULLNAME FLAGS LAYOUT */
GAME( 1981, winner81, 0, winner81, winner, 0, ROT0, "Corona Co.,LTD.", "Winners Circle (81)", GAME_NOT_WORKING )
GAME( 1982, winner82, 0, winner82, winner82, 0, ROT0, "Corona Co.,LTD.", "Winners Circle (82)", GAME_NOT_WORKING )
GAME( 1982, winner82, 0, winner82, winner82, 0, ROT0, "Corona Co.,LTD.", "Winners Circle (82)", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_COLORS ) /* playable! */
GAMEL( 1991, re800ea, 0, re800, re800, 0, ROT90, "Entretenimientos GEMINIS", "Ruleta RE-800 (earlier, no attract)", GAME_IMPERFECT_GRAPHICS | GAME_IMPERFECT_COLORS, layout_re800 )
GAMEL( 1991, re800v1, 0, re800, re800, 0, ROT90, "Entretenimientos GEMINIS", "Ruleta RE-800 (v1.0)", GAME_IMPERFECT_GRAPHICS | GAME_IMPERFECT_COLORS, layout_re800 )
GAMEL( 1991, re800v3, 0, re800, re800v3, 0, ROT90, "Entretenimientos GEMINIS", "Ruleta RE-800 (v3.0)", GAME_IMPERFECT_GRAPHICS | GAME_IMPERFECT_COLORS, layout_re800 )