some alignment, spacing, info, notes... (nw)

This commit is contained in:
RobertoFresca 2015-06-01 02:40:54 -03:00
parent b339e78fbe
commit dbed74ef60

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@ -36,6 +36,16 @@
* Janken Man Lucky!, (c) 199?, Sunwise.
****************************************************************************
General Notes...
For better experience, use the hi-res external artwork I made.
Preview: http://www.robertofresca.com/imagenes/jankenmn_full.png
Artwork: http://mrdo.mameworld.info/artwork/jankenmn.zip
(mirror) http://www.progettoemma.net/mw/jankenmn.zip
****************************************************************************
Hardware Notes...
@ -108,27 +118,27 @@
lamps:
0 = Multiplier 1 "attarii" (pays x1)
1 = Multiplier 2 "ooatari" (pays x2)
00 = Multiplier 1 "attarii" (pays x1)
01 = Multiplier 2 "ooatari" (pays x2)
2 = Rock button LED
3 = Scissors button LED
4 = Paper button LED
02 = Rock button LED
03 = Scissors button LED
04 = Paper button LED
5 = Lose
6 = Draw
7 = Win
05 = Lose
06 = Draw
07 = Win
8 = Base Hand
9 = Paper components
10 = Paper/Scissors components
08 = Base Hand
09 = Paper components
10 = Paper/Scissors common components
11 = Rock components
12 = Scissors components
13 = Rock/Scissors components
13 = Rock/Scissors common components
14 = Payout error LED
Not implemented in internal .lay:
Not implemented in the internal layout/artwork:
15 = Rotating blue lamp
@ -169,7 +179,7 @@ public:
*********************************************/
static const UINT8 led_map[16] = // 7748 IC?
{ 0x3f,0x06,0x5b,0x4f,0x66,0x6d,0x7c,0x07,0x7f,0x67,0x58,0x4c,0x62,0x69,0x78,0x00 };
{ 0x3f, 0x06, 0x5b, 0x4f, 0x66, 0x6d, 0x7c, 0x07, 0x7f, 0x67, 0x58, 0x4c, 0x62, 0x69, 0x78, 0x00 };
WRITE8_MEMBER(jankenmn_state::lamps1_w)
{
@ -182,7 +192,7 @@ WRITE8_MEMBER(jankenmn_state::lamps1_w)
output_set_lamp_value(13, (data & 3) != 0);
// d4-d7: led7seg (remaining credits) right digit
output_set_digit_value(1, led_map[data >> 4 & 0xf]);
output_set_digit_value(1, led_map[data >> 4 & 0x0f]);
// d3: ? (only set if game is over)
}
@ -222,6 +232,8 @@ WRITE8_MEMBER(jankenmn_state::lamps3_w)
coin_lockout_global_w(machine(), ~data & 0x20);
// d0, d6, d7: N/C?
if (data & 0x04)
logerror("payout: %02X\n", (data & 0x04));
}
CUSTOM_INPUT_MEMBER(jankenmn_state::hopper_status_r)
@ -249,6 +261,46 @@ static ADDRESS_MAP_START( jankenmn_port_map, AS_IO, 8, jankenmn_state )
AM_RANGE(0x30, 0x30) AM_WRITENOP // ???
ADDRESS_MAP_END
/*
Writes to port 30h....
They are coming from different code chunks, but seems that at least
they have different functions. Writes from 00B6h are unknown, whilst
others coming from 00D6h are counters. Sometimes whilst one increase,
the other one decrease. Writes coming from 0103h seems to clear (00)
or just end whatever the command sent.
Other behaviours could point to be different counters.
Also when you win, and the multipliers start to run, a lot of data
is written to the port. Maybe is a leftover, or just a connector to
hook the multiplier's 'roulette style' matrix lamps for other Janken
Man games...
':maincpu' (00B6): unmapped io memory write to 0030 = 01 & FF
':maincpu' (00D6): unmapped io memory write to 0030 = 2F & FF
':maincpu' (0103): unmapped io memory write to 0030 = 00 & FF
':maincpu' (00B6): unmapped io memory write to 0030 = F4 & FF
':maincpu' (00D6): unmapped io memory write to 0030 = 30 & FF
':maincpu' (0103): unmapped io memory write to 0030 = 00 & FF
':maincpu' (00B6): unmapped io memory write to 0030 = E7 & FF
':maincpu' (00D6): unmapped io memory write to 0030 = 31 & FF
':maincpu' (0103): unmapped io memory write to 0030 = 00 & FF
':maincpu' (00B6): unmapped io memory write to 0030 = DA & FF
':maincpu' (00D6): unmapped io memory write to 0030 = 32 & FF
':maincpu' (0103): unmapped io memory write to 0030 = 00 & FF
':maincpu' (00B6): unmapped io memory write to 0030 = CD & FF
':maincpu' (00D6): unmapped io memory write to 0030 = 33 & FF
':maincpu' (0103): unmapped io memory write to 0030 = 00 & FF
Need more analysis...
*/
/*********************************************
* Input Ports Definitions *
@ -256,9 +308,9 @@ ADDRESS_MAP_END
static INPUT_PORTS_START( jankenmn )
PORT_START("IN0")
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_NAME("Guu (Rock)")
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_BUTTON2 ) PORT_NAME("Choki (Scissors)")
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_BUTTON3 ) PORT_NAME("Paa (Paper)")
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_CODE(KEYCODE_Z) PORT_NAME("Guu (Rock)")
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_BUTTON2 ) PORT_CODE(KEYCODE_X) PORT_NAME("Choki (Scissors)")
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_BUTTON3 ) PORT_CODE(KEYCODE_C) PORT_NAME("Paa (Paper)")
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_COIN3 ) // 100 yen coin
PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_SPECIAL ) PORT_CUSTOM_MEMBER(DEVICE_SELF, jankenmn_state, hopper_status_r, NULL)
@ -362,5 +414,5 @@ ROM_END
* Game Drivers *
*********************************************/
/* YEAR NAME PARENT MACHINE INPUT INIT ROT COMPANY FULLNAME FLAGS... LAYOUT */
GAMEL( 1991, jankenmn, 0, jankenmn, jankenmn, driver_device, 0, ROT0, "Sunwise", "Janken Man Kattara Ageru", GAME_SUPPORTS_SAVE, layout_jankenmn )
/* YEAR NAME PARENT MACHINE INPUT STATE INIT ROT COMPANY FULLNAME FLAGS... LAYOUT */
GAMEL( 1991, jankenmn, 0, jankenmn, jankenmn, driver_device, 0, ROT0, "Sunwise", "Janken Man Kattara Ageru", GAME_SUPPORTS_SAVE, layout_jankenmn )