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cgang: add simple internal artwork (nw)
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@ -8,11 +8,14 @@ Data East, they titled it "Cosmo Gang".
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It is an electromechanical arcade lightgun game. There is no screen, feedback
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is with motorized elements, lamps and 7segs, and of course sounds and music.
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To shoot the targets in MAME, either enable -mouse and click on one of the
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cosmogang lanes(left mouse button doubles as gun trigger by default).
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Or, configure the gun aim inputs and share them with the trigger. For example
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use Z,X,C,V,B for the gun aims, and "Z or X or C or V or B" for the trigger.
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TODO:
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- internal artwork
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- game can't really be played within MAME's constraints (mechanical stuff,
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- game can't be played properly within MAME's constraints (mechanical stuff,
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and the lightguns linked to it)
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- ppi2_b_r cabinet center sensors, doesn't seem to affect the game at all
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-------------------------------------------------------------------------------
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@ -63,6 +66,9 @@ Overall, the hardware has similarities with Wacky Gator, see wacky_gator.cpp.
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#include "speaker.h"
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// internal artwork
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#include "cgang.lh" // clickable
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namespace {
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@ -70,8 +76,9 @@ namespace {
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static constexpr int DOOR_MOTOR_LIMIT = 2000;
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// length of each cosmogang lane, in motor steps
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// at game start, one cosmo going forward takes around 6-7 seconds (compared to video recording)
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static constexpr int CG_MOTOR_LIMIT = 850;
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// At game start, one cosmo going forward takes around 7 seconds, and if the player does nothing
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// at the 1st round, game is lost with around 10 seconds remaining (compared to video recording).
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static constexpr int CG_MOTOR_LIMIT = 1000;
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class cgang_state : public driver_device
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@ -181,7 +188,7 @@ private:
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int m_cg_motor_clk[5];
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int m_cg_motor_pos[5];
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int m_en_motor_pos[5];
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int m_en_pos[5];
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emu_timer *m_sol_filter[5];
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TIMER_CALLBACK_MEMBER(output_sol) { m_en_sol[param >> 1] = param & 1; }
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@ -214,7 +221,7 @@ void cgang_state::machine_start()
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save_item(NAME(m_cg_motor_dir));
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save_item(NAME(m_cg_motor_clk));
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save_item(NAME(m_cg_motor_pos));
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save_item(NAME(m_en_motor_pos));
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save_item(NAME(m_en_pos));
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}
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void cgang_state::machine_reset()
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@ -227,7 +234,7 @@ void cgang_state::machine_reset()
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{
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m_cg_motor_clk[i] = 0;
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m_cg_motor_pos[i] = 0;
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m_en_motor_pos[i] = CG_MOTOR_LIMIT;
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m_en_pos[i] = CG_MOTOR_LIMIT;
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m_en_sol[i] = 0;
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}
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@ -287,33 +294,33 @@ WRITE_LINE_MEMBER(cgang_state::motor_clock_w)
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void cgang_state::cg_motor_tick(int i)
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{
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// note: the cosmogangs are stuck on the drive belts(5),
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// and the energy crates can lock(or loosen) themselves from the belt
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// and the energy crates can lock themselves into position
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if (BIT(m_cg_motor_dir, i))
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{
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if (m_cg_motor_pos[i] > 0)
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{
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m_cg_motor_pos[i]--;
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// pull energy crate
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if (m_en_sol[i] && m_cg_motor_pos[i] == m_en_pos[i])
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m_en_pos[i]--;
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// 'pull' energy crate
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if (m_en_sol[i])
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m_en_motor_pos[i]--;
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m_cg_motor_pos[i]--;
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}
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}
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else
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{
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// 'push' energy crate
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if (m_en_sol[i])
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if (m_cg_motor_pos[i] < CG_MOTOR_LIMIT)
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{
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if (m_en_motor_pos[i] < CG_MOTOR_LIMIT)
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{
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m_en_motor_pos[i]++;
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if (m_cg_motor_pos[i] < m_en_pos[i])
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m_cg_motor_pos[i]++;
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// push energy crate
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else if (m_en_sol[i])
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{
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m_cg_motor_pos[i]++;
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m_en_pos[i]++;
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}
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}
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else if (m_cg_motor_pos[i] < m_en_motor_pos[i])
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m_cg_motor_pos[i]++;
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}
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refresh_motor_output();
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@ -335,7 +342,7 @@ void cgang_state::refresh_motor_output()
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for (int i = 0; i < 5; i++)
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{
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m_cg_count[i] = int((m_cg_motor_pos[i] / float(CG_MOTOR_LIMIT)) * 100.0 + 0.5);
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m_en_count[i] = int((m_en_motor_pos[i] / float(CG_MOTOR_LIMIT)) * 100.0 + 0.5);
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m_en_count[i] = int((m_en_pos[i] / float(CG_MOTOR_LIMIT)) * 100.0 + 0.5);
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}
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m_door_count = int((m_door_motor_pos / float(DOOR_MOTOR_LIMIT)) * 100.0 + 0.5);
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@ -350,7 +357,7 @@ READ8_MEMBER(cgang_state::ppi1_b_r)
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// PB0-PB4: cabinet front limit (CR1INI-CR5INI)
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for (int i = 0; i < 5; i++)
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if (m_en_motor_pos[i] == CG_MOTOR_LIMIT)
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if (m_en_pos[i] == CG_MOTOR_LIMIT)
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data ^= 1 << i;
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// PB5-PB7: cabinet back limit (HST1-HST3)
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@ -372,7 +379,7 @@ READ8_MEMBER(cgang_state::ppi1_c_r)
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// PC2-PC6: cosmogang-energy crate collision (CR1-CR5)
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for (int i = 0; i < 5; i++)
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if (m_cg_motor_pos[i] == m_en_motor_pos[i])
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if (m_cg_motor_pos[i] == m_en_pos[i])
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data ^= 1 << (i + 2);
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// PC7: audiocpu mailbox status
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@ -414,7 +421,9 @@ READ8_MEMBER(cgang_state::ppi2_b_r)
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u8 data = 0x1f;
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// PB0-PB4: cabinet center (G1POG-G5POG)
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// how this is sensed?
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for (int i = 0; i < 5; i++)
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if (m_cg_motor_pos[i] < (CG_MOTOR_LIMIT / 8))
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data ^= 1 << i;
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return data;
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}
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@ -444,7 +453,7 @@ WRITE8_MEMBER(cgang_state::ppi3_a_w)
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WRITE8_MEMBER(cgang_state::ppi3_b_w)
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{
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// PA0-PA4: cosmogang motor power
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// PB0-PB4: cosmogang motor power
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m_cg_motor_on = data & 0x1f;
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// PB5: game over(winning) lamp
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@ -792,7 +801,7 @@ void cgang_state::cgang(machine_config &config)
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PWM_DISPLAY(config, m_digits).set_size(10, 7);
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m_digits->set_segmask(0x3ff, 0x7f);
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//config.set_default_layout(layout_cgang);
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config.set_default_layout(layout_cgang);
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/* sound hardware */
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SPEAKER(config, "mono").front_center();
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@ -835,4 +844,4 @@ ROM_END
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******************************************************************************/
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/* YEAR NAME PARENT MACHINE INPUT CLASS INIT MONITOR COMPANY, FULLNAME, FLAGS */
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GAME( 1990, cgang, 0, cgang, cgang, cgang_state, empty_init, ROT0, "Namco (Data East license)", "Cosmo Gang (US)", MACHINE_SUPPORTS_SAVE | MACHINE_MECHANICAL | MACHINE_NOT_WORKING )
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GAME( 1990, cgang, 0, cgang, cgang, cgang_state, empty_init, ROT0, "Namco (Data East license)", "Cosmo Gang (US)", MACHINE_SUPPORTS_SAVE | MACHINE_MECHANICAL | MACHINE_CLICKABLE_ARTWORK | MACHINE_NOT_WORKING )
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src/mame/layout/cgang.lay
Normal file
259
src/mame/layout/cgang.lay
Normal file
@ -0,0 +1,259 @@
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<?xml version="1.0"?>
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<mamelayout version="2">
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<element name="nothing" defstate="0">
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<text string=" "/>
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</element>
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<element name="ani_white" defstate="0">
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||||
</view>
|
||||
</mamelayout>
|
Loading…
Reference in New Issue
Block a user