added cpanel leds and marked game as working

This commit is contained in:
Michaël Banaan Ananas 2012-03-20 14:42:23 +00:00
parent 093f32a708
commit f3ab660bfb
2 changed files with 51 additions and 28 deletions

View File

@ -25,6 +25,7 @@
Games working on this hardware:
* Janken Man (Pretty Carnival) (3 station prize game), (c) 1985, Sunwise.
(revision unknown, probably later than 1985)
****************************************************************************
@ -101,29 +102,34 @@
The internal layout has lamps mapped the following way:
Lamp0 = Multiplier 2
Lamp1 = Multiplier 4
Lamp2 = Multiplier 8
Lamp3 = Multiplier 16
Lamp4 = Multiplier 32
digits:
0 = Left
1 = Right
Lamp5 = Lose
Lamp6 = Draw
Lamp7 = Win
lamps:
0 = Multiplier 1 "attarii"
1 = Multiplier 2 "ooatari"
Lamp8 = Base Hand
Lamp9 = Paper components
Lamp10 = Paper/Scissors components
Lamp11 = Rock components
Lamp12 = Scissors components
Lamp13 = Rock/Scissors components
2 = Rock button LED
3 = Scissors button LED
4 = Paper button LED
Not implemented yet in internal .lay:
5 = Lose
6 = Draw
7 = Win
Lamp14 = Rock button LED
Lamp15 = Scissors button LED
Lamp16 = Paper button LED
Lamp17 = Payout error LED
8 = Base Hand
9 = Paper components
10 = Paper/Scissors components
11 = Rock components
12 = Scissors components
13 = Rock/Scissors components
14 = Payout error LED
Not implemented in internal .lay:
15 = Rotating blue lamp
****************************************************************************
@ -205,9 +211,9 @@ static WRITE8_DEVICE_HANDLER( jankenmn_lamps1_w )
static WRITE8_DEVICE_HANDLER( jankenmn_lamps2_w )
{
// button LEDs: d1: paper, d2: scissors, d3: rock
output_set_lamp_value(14, data >> 3 & 1);
output_set_lamp_value(15, data >> 2 & 1);
output_set_lamp_value(16, data >> 1 & 1);
output_set_lamp_value(2, data >> 3 & 1);
output_set_lamp_value(3, data >> 2 & 1);
output_set_lamp_value(4, data >> 1 & 1);
// lamps: d5: draw, d6: lose, d7: win
output_set_lamp_value(5, data >> 6 & 1);
@ -215,7 +221,7 @@ static WRITE8_DEVICE_HANDLER( jankenmn_lamps2_w )
output_set_lamp_value(7, data >> 7 & 1);
// d4: payout error LED
output_set_lamp_value(17, data >> 4 & 1);
output_set_lamp_value(14, data >> 4 & 1);
// d0: led7seg (remaining credits) left digit
output_set_digit_value(0, led_map[data & 1]);
@ -224,7 +230,7 @@ static WRITE8_DEVICE_HANDLER( jankenmn_lamps2_w )
static WRITE8_DEVICE_HANDLER( jankenmn_lamps3_w )
{
// d1: blue rotating lamp on top of cab
output_set_lamp_value(2, data >> 1 & 1);
output_set_lamp_value(15, data >> 1 & 1);
// d2: payout (waits for payout sensor)
// TODO
@ -395,5 +401,5 @@ ROM_END
* Game Drivers *
*********************************************/
/* YEAR NAME PARENT MACHINE INPUT INIT ROT COMPANY FULLNAME FLAGS... LAYOUT */
GAMEL( 1985, jankenmn, 0, jankenmn, jankenmn, 0, ROT0, "Sunwise", "Janken Man (Pretty Carnival)", GAME_NOT_WORKING, layout_jankenmn )
/* YEAR NAME PARENT MACHINE INPUT INIT ROT COMPANY FULLNAME FLAGS... LAYOUT */
GAMEL( 1985, jankenmn, 0, jankenmn, jankenmn, 0, ROT0, "Sunwise", "Janken Man", 0, layout_jankenmn )

View File

@ -174,7 +174,7 @@
</element>
<!-- define LED's for hands -->
<!-- define LEDs -->
<element name="led" defstate="0">
<disk state="1">
@ -246,7 +246,24 @@
</bezel>
<!-- placing hands LED's -->
<!-- placing control panel LEDs -->
<bezel name="lamp14" element="led">
<bounds x="96" y="96" width="1.5" height="1.5" />
</bezel>
<bezel name="lamp2" element="led">
<bounds x="88" y="96" width="1.5" height="1.5" />
</bezel>
<bezel name="lamp3" element="led">
<bounds x="90" y="96" width="1.5" height="1.5" />
</bezel>
<bezel name="lamp4" element="led">
<bounds x="92" y="96" width="1.5" height="1.5" />
</bezel>
<!-- placing hands LEDs -->
<!-- lamp8 for ROCK or SCISSORS or PAPER -->