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https://github.com/holub/mame
synced 2025-07-02 16:49:22 +03:00
added cpanel leds and marked game as working
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@ -25,6 +25,7 @@
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Games working on this hardware:
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* Janken Man (Pretty Carnival) (3 station prize game), (c) 1985, Sunwise.
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(revision unknown, probably later than 1985)
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****************************************************************************
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@ -101,29 +102,34 @@
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The internal layout has lamps mapped the following way:
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Lamp0 = Multiplier 2
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Lamp1 = Multiplier 4
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Lamp2 = Multiplier 8
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Lamp3 = Multiplier 16
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Lamp4 = Multiplier 32
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digits:
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0 = Left
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1 = Right
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Lamp5 = Lose
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Lamp6 = Draw
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Lamp7 = Win
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lamps:
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0 = Multiplier 1 "attarii"
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1 = Multiplier 2 "ooatari"
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Lamp8 = Base Hand
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Lamp9 = Paper components
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Lamp10 = Paper/Scissors components
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Lamp11 = Rock components
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Lamp12 = Scissors components
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Lamp13 = Rock/Scissors components
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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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Not implemented yet in internal .lay:
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5 = Lose
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6 = Draw
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7 = Win
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Lamp14 = Rock button LED
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Lamp15 = Scissors button LED
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Lamp16 = Paper button LED
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Lamp17 = Payout error LED
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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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11 = Rock components
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12 = Scissors components
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13 = Rock/Scissors components
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14 = Payout error LED
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Not implemented in internal .lay:
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15 = Rotating blue lamp
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****************************************************************************
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@ -205,9 +211,9 @@ static WRITE8_DEVICE_HANDLER( jankenmn_lamps1_w )
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static WRITE8_DEVICE_HANDLER( jankenmn_lamps2_w )
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{
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// button LEDs: d1: paper, d2: scissors, d3: rock
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output_set_lamp_value(14, data >> 3 & 1);
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output_set_lamp_value(15, data >> 2 & 1);
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output_set_lamp_value(16, data >> 1 & 1);
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output_set_lamp_value(2, data >> 3 & 1);
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output_set_lamp_value(3, data >> 2 & 1);
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output_set_lamp_value(4, data >> 1 & 1);
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// lamps: d5: draw, d6: lose, d7: win
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output_set_lamp_value(5, data >> 6 & 1);
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@ -215,7 +221,7 @@ static WRITE8_DEVICE_HANDLER( jankenmn_lamps2_w )
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output_set_lamp_value(7, data >> 7 & 1);
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// d4: payout error LED
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output_set_lamp_value(17, data >> 4 & 1);
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output_set_lamp_value(14, data >> 4 & 1);
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// d0: led7seg (remaining credits) left digit
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output_set_digit_value(0, led_map[data & 1]);
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@ -224,7 +230,7 @@ static WRITE8_DEVICE_HANDLER( jankenmn_lamps2_w )
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static WRITE8_DEVICE_HANDLER( jankenmn_lamps3_w )
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{
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// d1: blue rotating lamp on top of cab
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output_set_lamp_value(2, data >> 1 & 1);
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output_set_lamp_value(15, data >> 1 & 1);
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// d2: payout (waits for payout sensor)
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// TODO
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@ -395,5 +401,5 @@ 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( 1985, jankenmn, 0, jankenmn, jankenmn, 0, ROT0, "Sunwise", "Janken Man (Pretty Carnival)", GAME_NOT_WORKING, layout_jankenmn )
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/* YEAR NAME PARENT MACHINE INPUT INIT ROT COMPANY FULLNAME FLAGS... LAYOUT */
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GAMEL( 1985, jankenmn, 0, jankenmn, jankenmn, 0, ROT0, "Sunwise", "Janken Man", 0, layout_jankenmn )
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@ -174,7 +174,7 @@
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</element>
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<!-- define LED's for hands -->
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<!-- define LEDs -->
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<element name="led" defstate="0">
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<disk state="1">
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@ -246,7 +246,24 @@
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</bezel>
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<!-- placing hands LED's -->
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<!-- placing control panel LEDs -->
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<bezel name="lamp14" element="led">
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<bounds x="96" y="96" width="1.5" height="1.5" />
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</bezel>
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<bezel name="lamp2" element="led">
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<bounds x="88" y="96" width="1.5" height="1.5" />
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</bezel>
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<bezel name="lamp3" element="led">
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<bounds x="90" y="96" width="1.5" height="1.5" />
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</bezel>
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<bezel name="lamp4" element="led">
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<bounds x="92" y="96" width="1.5" height="1.5" />
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</bezel>
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<!-- placing hands LEDs -->
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<!-- lamp8 for ROCK or SCISSORS or PAPER -->
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