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