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Emulate sound latch protection in brickzn [Luca Elia, system11]
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@ -678,7 +678,7 @@ READ8_MEMBER(suna8_state::brickzn_cheats_r)
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---- ---0 Palette RAM Bank
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C0A0: Sound Latch
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C0A0: Sound Latch (optionally scrambled)
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C0A0: 7654 3---
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@ -699,9 +699,20 @@ WRITE8_MEMBER(suna8_state::brickzn_multi_w)
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}
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else if ((m_protection_val & 0xfc) == 0x90)
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{
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soundlatch_byte_w(space, 0, data);
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/*
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0d brick hit NO! 25?
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2c side wall hit OK
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3b paddle hit OK
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44 death OK?
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53 death OK?
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56 coin in OK?
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70 monster hit NO? 58?
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*/
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UINT8 remap = (m_remap_sound ? BITSWAP8(data, 7,6,3,4,5,2,1,0) : data);
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logerror("CPU #0 - PC %04X: soundlatch = %02X\n",space.device().safe_pc(),data);
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soundlatch_byte_w(space, 0, remap);
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logerror("CPU #0 - PC %04X: soundlatch = %02X (->%02X)\n",space.device().safe_pc(),data,remap);
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}
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else if (protselect == 0x04)
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{
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@ -774,6 +785,8 @@ WRITE8_MEMBER(suna8_state::brickzn_prot2_w)
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else
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space.install_ram(0xc800, 0xdfff, m_wram);
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m_remap_sound = ((m_prot2 ^ data) == 0xf8) ? 1 : 0;
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// Select alternate data decryption, see code at 787e:
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membank("bank1")->set_entry((membank("bank1")->entry() & 0x0f) + ((m_prot2 == (data | 0xdc)) ? 0x10 : 0));
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@ -1527,6 +1540,19 @@ static INPUT_PORTS_START( brickzn )
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INPUT_PORTS_END
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static INPUT_PORTS_START( brickznv6 )
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PORT_INCLUDE(brickzn)
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PORT_MODIFY("DSW2") // DSW 2 - $c103
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PORT_DIPNAME( 0x18, 0x10, DEF_STR( Bonus_Life ) ) PORT_DIPLOCATION("SW2:4,5")
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PORT_DIPSETTING( 0x18, "None" )
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PORT_DIPSETTING( 0x10, "10K" )
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PORT_DIPSETTING( 0x08, "30K" )
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PORT_DIPSETTING( 0x00, "50K" )
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PORT_DIPNAME( 0x20, 0x20, "Display" ) PORT_DIPLOCATION("SW2:6")
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PORT_DIPSETTING( 0x00, DEF_STR( No ) )
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PORT_DIPSETTING( 0x20, DEF_STR( Yes ) )
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INPUT_PORTS_END
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/***************************************************************************
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Hard Head 2
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@ -1917,6 +1943,7 @@ MACHINE_CONFIG_END
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MACHINE_RESET_MEMBER(suna8_state,brickzn)
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{
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m_protection_val = m_prot2 = m_prot2_prev = 0xff;
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m_remap_sound = 0;
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membank("bank1")->set_entry(0);
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}
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@ -1928,7 +1955,7 @@ static MACHINE_CONFIG_START( brickzn, suna8_state )
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MCFG_CPU_IO_MAP(brickzn_io_map)
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MCFG_CPU_VBLANK_INT_DRIVER("screen", suna8_state, irq0_line_hold) // nmi breaks ramtest but is needed!
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MCFG_CPU_ADD("audiocpu", Z80, SUNA8_MASTER_CLOCK / 4) /* Z0840006PSC */
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MCFG_CPU_ADD("audiocpu", Z80, SUNA8_MASTER_CLOCK / 8) /* Z0840006PSC - 3MHz better matches the tempo in the video */
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MCFG_CPU_PROGRAM_MAP(brickzn_sound_map)
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MCFG_CPU_ADD("pcm", Z80, SUNA8_MASTER_CLOCK / 4) /* Z0840006PSC */
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@ -2882,7 +2909,7 @@ GAME( 1990, starfigh, 0, starfigh, starfigh, suna8_state, starfigh, ROT
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GAME( 1991, hardhea2, 0, hardhea2, hardhea2, suna8_state, hardhea2, ROT0, "SunA", "Hard Head 2 (v2.0)", 0 )
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// is meant to sound like this https://www.youtube.com/watch?v=yfU1C7A3iZI (recorded from v6.0, Joystick version)
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GAME( 1992, brickzn, 0, brickzn, brickzn, suna8_state, brickzn, ROT90, "SunA", "Brick Zone (v6.0, Joystick)", GAME_IMPERFECT_SOUND )
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GAME( 1992, brickznv5, brickzn, brickzn, brickzn, suna8_state, brickznv5, ROT90, "SunA", "Brick Zone (v5.0, Joystick)", GAME_IMPERFECT_SOUND )
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GAME( 1992, brickznv4, brickzn, brickzn, brickzn, suna8_state, brickznv4, ROT90, "SunA", "Brick Zone (v4.0, Spinner)", GAME_IMPERFECT_SOUND )
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GAME( 1992, brickzn11, brickzn, brickzn, brickzn, suna8_state, brickzn11, ROT90, "SunA", "Brick Zone (v1.1)", GAME_NOT_WORKING )
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GAME( 1992, brickzn, 0, brickzn, brickznv6,suna8_state, brickzn, ROT90, "SunA", "Brick Zone (v6.0, Joystick)", 0 )
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GAME( 1992, brickznv5, brickzn, brickzn, brickzn, suna8_state, brickznv5, ROT90, "SunA", "Brick Zone (v5.0, Joystick)", 0 )
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GAME( 1992, brickznv4, brickzn, brickzn, brickzn, suna8_state, brickznv4, ROT90, "SunA", "Brick Zone (v4.0, Spinner)", 0 )
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GAME( 1992, brickzn11, brickzn, brickzn, brickzn, suna8_state, brickzn11, ROT90, "SunA", "Brick Zone (v1.1)", GAME_NOT_WORKING )
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@ -18,7 +18,8 @@ public:
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m_screen(*this, "screen"),
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m_palette(*this, "palette"),
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m_prot_opcode_toggle(0)
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m_prot_opcode_toggle(0),
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m_remap_sound(0)
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{ }
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required_device<cpu_device> m_maincpu;
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@ -45,6 +46,7 @@ public:
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UINT8 m_spritebank_latch;
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UINT8 m_write_disable;
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UINT8 m_prot_opcode_toggle;
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UINT8 m_remap_sound;
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UINT8* m_decrypt;
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enum GFXBANK_TYPE_T
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