sag: preparing for pacman2 dump

This commit is contained in:
hap 2021-10-18 15:06:38 +02:00
parent 9b9999090a
commit ec68a94720
6 changed files with 32 additions and 26 deletions

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@ -9,6 +9,16 @@ license:CC0
Cartridges(MCU+ROM) for Entex Select-A-Game Machine, note that the manual and Cartridges(MCU+ROM) for Entex Select-A-Game Machine, note that the manual and
label calls one "Select-A-Game Cartridge" and not "Select-A-Game Machine Cartridge" label calls one "Select-A-Game Cartridge" and not "Select-A-Game Machine Cartridge"
Games released, MCU:
- Baseball 4 - HD38800
- Basketball 3 - HD38800
- Football 4 - TMS1670
- Pac-Man 2 - HD38800
- Pinball - HD38800
- Space Invader 2 - HD38800
Battleship and Turtles were announced but unreleased.
--> -->
<softwarelist name="entex_sag" description="Select-A-Game cartridges"> <softwarelist name="entex_sag" description="Select-A-Game cartridges">

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@ -139,8 +139,8 @@ Misc:
Note: * The Altera EPM7032 usually stamped / labeled with the Cave game ID number as listed above. Note: * The Altera EPM7032 usually stamped / labeled with the Cave game ID number as listed above.
* Actual flash ROMs will vary by manufacturer but will be compatible with flash ROM listed. * Actual flash ROMs will vary by manufacturer but will be compatible with flash ROM listed.
* There are two known CV1000-B PCB revisions. The newer one uses an updated FPGA firmware * There are two known CV1000-B PCB revisions. The newer one has some minor hardware differences
and has some minor hardware differences. and uses an updated FPGA firmware, they are not compatible with eachother.
* The CV1000-D revision PCB has double the RAM at U1, double the ROM at U4 and no battery. * The CV1000-D revision PCB has double the RAM at U1, double the ROM at U4 and no battery.
The CV1000-D is used for Dodonpachi Daifukkatsu and later games. Commonly referred to as SH3B PCB. The CV1000-D is used for Dodonpachi Daifukkatsu and later games. Commonly referred to as SH3B PCB.

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@ -42,6 +42,7 @@ LCD module
******************************************************************************/ ******************************************************************************/
#include "emu.h" #include "emu.h"
#include "cpu/m68000/m68000.h" #include "cpu/m68000/m68000.h"
#include "machine/6821pia.h" #include "machine/6821pia.h"
#include "machine/nvram.h" #include "machine/nvram.h"
@ -49,6 +50,7 @@ LCD module
#include "sound/dac.h" #include "sound/dac.h"
#include "video/pwm.h" #include "video/pwm.h"
#include "video/hd61603.h" #include "video/hd61603.h"
#include "speaker.h" #include "speaker.h"
// internal artwork // internal artwork

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@ -116,6 +116,8 @@ namespace {
* Mitsubishi M58846-701P MCU * Mitsubishi M58846-701P MCU
* cyan/red/green VFD display Itron CP5090GLR R1B, with partial color overlay * cyan/red/green VFD display Itron CP5090GLR R1B, with partial color overlay
There's also a Gakken version that appears to be the same game underneath.
***************************************************************************/ ***************************************************************************/
class cfrogger_state : public hh_melps4_state class cfrogger_state : public hh_melps4_state

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@ -10,13 +10,16 @@ Hardware notes:
- piezo, 12 buttons under membrane + analog paddle(MB calls it the Control Knob) - piezo, 12 buttons under membrane + analog paddle(MB calls it the Control Knob)
- no CPU on console, it is on the cartridge - no CPU on console, it is on the cartridge
The LCD motion blur is normal. To decrease it, simply increase the screen contrast
in MAME, this makes it similar to repro LCD replacements. It's also advised to
disable screen filtering, eg. with -prescale or -nofilter.
12 games were released, all of them have a TMS1100 MCU. The first couple of 12 games were released, all of them have a TMS1100 MCU. The first couple of
games had an Intel 8021 MCU at first, but Milton Bradley switched to TMS1100. games had an Intel 8021 MCU at first, but Milton Bradley switched to TMS1100.
See the softwarelist XML for details. See the softwarelist XML for details.
Each game had a screen- and button overlay attached to it, MAME external Each game had a screen- and button overlay attached to it, MAME external artwork
artwork is recommended. It's also advised to disable screen filtering, is recommended.
eg. with -prescale or -nofilter.
TODO: TODO:
- dump/add remaining 8021 cartridges, which games have 8021 versions? An online - dump/add remaining 8021 cartridges, which games have 8021 versions? An online
@ -262,7 +265,7 @@ uint32_t microvision_state::screen_update(screen_device &screen, bitmap_rgb32 &b
for (int x = 0; x < 16; x++) for (int x = 0; x < 16; x++)
{ {
// simulate LCD persistence // simulate LCD persistence
int p = m_lcd_pwm->read_element_bri(y ^ 15, x ^ 15) * 10000; int p = m_lcd_pwm->read_element_bri(y ^ 15, x ^ 15) * 8500;
p = (p > 255) ? 0 : p ^ 255; p = (p > 255) ? 0 : p ^ 255;
if (cliprect.contains(x, y)) if (cliprect.contains(x, y))
@ -463,7 +466,7 @@ void microvision_state::microvision(machine_config &config)
m_lcd->write_cols().set(FUNC(microvision_state::lcd_output_w)); m_lcd->write_cols().set(FUNC(microvision_state::lcd_output_w));
PWM_DISPLAY(config, m_lcd_pwm).set_size(16, 16); PWM_DISPLAY(config, m_lcd_pwm).set_size(16, 16);
m_lcd_pwm->set_interpolation(0.2); m_lcd_pwm->set_interpolation(0.25);
config.set_default_layout(layout_microvision); config.set_default_layout(layout_microvision);
screen_device &screen(SCREEN(config, "screen", SCREEN_TYPE_LCD)); screen_device &screen(SCREEN(config, "screen", SCREEN_TYPE_LCD));

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@ -10,27 +10,16 @@ and the cartridge holds the MCU(processor, ROM, RAM).
Hardware notes: Hardware notes:
- cyan/red VFD display Futaba DM-16Z + cyan VFD 9-digit panel Futaba 9-ST-11A 1F - cyan/red VFD display Futaba DM-16Z + cyan VFD 9-digit panel Futaba 9-ST-11A 1F
- 1-bit sound, two 7-button control panels attached to each side - 1-bit sound, two 7-button control panels attached to each side
- edge connector to cartridge, MCU on cartridge (see below for each MCU type) - edge connector to cartridge, MCU on cartridge (HD38800 or TMS1670)
Games released, MCU: (*denotes undumped) A 2nd version of the console was announced, called Table Top Game Machine,
- Baseball 4 - HD38800 supposed to be backward-compatible, but Entex didn't release it. Their next
- Basketball 3 - HD38800 console was the Adventure Vision.
- Football 4 - TMS1670
- *Pac-Man 2 - HD38800
- Pinball - HD38800
- Space Invader 2 - HD38800
Battleship and Turtles were announced but unreleased. MAME external artwork is recommended for the per-game VFD overlays. The artwork
A 2nd version of the console was also announced, called Table Top Game Machine, orientation can be rotated in the video options. By default, the "visitor" side
but Entex didn't release it. Their next console was the Adventure Vision. is at the bottom. This is how most of the games are played, Space Invader 2 is
an exception.
MAME external artwork is recommended for the per-game VFD overlays. For internal
artwork, remember that the orientation can be rotated in the video options.
By default, the "visitor" side is at the bottom. This is how most of the games
are played, Space Invader 2 is an exception.
TODO:
- add the rest of the games
******************************************************************************/ ******************************************************************************/