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Added proper artwork for the led in Gridiron Fight [David Haywood]
-----Messaggio originale----- Da: David Haywood [mailto:neohaze@nildram.co.uk] Inviato: domenica 14 dicembre 2008 23.56 A: Angelo Salese Oggetto: Gridiron update Changed it from using a hack using the gfx rom to display the 'play number' to using the LEDs in the artwork system.
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@ -2514,6 +2514,7 @@ src/mame/layout/geebee.lay svneol=native#text/plain
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src/mame/layout/gldncrwn.lay svneol=native#text/plain
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src/mame/layout/goldnpkr.lay svneol=native#text/plain
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src/mame/layout/gorf.lay svneol=native#text/plain
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src/mame/layout/gridiron.lay svneol=native#text/plain
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src/mame/layout/gypsyjug.lay svneol=native#text/plain
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src/mame/layout/invad2ct.lay svneol=native#text/plain
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src/mame/layout/invaders.lay svneol=native#text/plain
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@ -2,11 +2,7 @@
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fixed gridiron079gre (shared access to spriteram was broken)
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This driver is antiquated.. the LED drawing in the video file is one giant
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hack, we should change it to use the artwork system, not hack it to draw
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characters from the gfx roms onscreen..
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The inputs also seem to be a hacky mess (although there was reportedly a
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The inputs seem to be a hacky mess (although there was reportedly a
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hardware joystick hack for tehkanwc via plugin logic subboard, is this
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attempting to simulate it?
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@ -28,8 +24,6 @@ robbiex@rocketmail.com
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TODO:
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- dip switches and input ports for Gridiron and Tee'd Off
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NOTES:
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- Samples MUST be on Memory Region 4
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Additional notes (Steph 2002.01.14)
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@ -98,7 +92,7 @@ TO DO :
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#include "cpu/z80/z80.h"
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#include "sound/ay8910.h"
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#include "sound/msm5205.h"
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#include "gridiron.lh"
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extern UINT8 *tehkanwc_videoram2;
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@ -900,5 +894,5 @@ ROM_END
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GAME( 1985, tehkanwc, 0, tehkanwc, tehkanwc, 0, ROT0, "Tehkan", "Tehkan World Cup (set 1)", 0 )
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GAME( 1985, tehkanwb, tehkanwc, tehkanwc, tehkanwc, 0, ROT0, "Tehkan", "Tehkan World Cup (set 2, bootleg?)", 0 )
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GAME( 1985, gridiron, 0, tehkanwc, gridiron, 0, ROT0, "Tehkan", "Gridiron Fight", 0 )
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GAMEL( 1985, gridiron, 0, tehkanwc, gridiron, 0, ROT0, "Tehkan", "Gridiron Fight", 0, layout_gridiron )
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GAME( 1986, teedoff, 0, tehkanwc, teedoff, teedoff, ROT90, "Tecmo", "Tee'd Off (Japan)", 0 )
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25
src/mame/layout/gridiron.lay
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25
src/mame/layout/gridiron.lay
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@ -0,0 +1,25 @@
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<?xml version="1.0"?>
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<mamelayout version="2">
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<element name="digit" defstate="0">
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<led7seg>
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<color red="1.0" green="0.3" blue="0.0" />
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</led7seg>
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</element>
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<view name="With LEDs">
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<bounds left="-20" right="186" top="0" bottom="248" />
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<screen index="0">
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<bounds left="0" top="0" right="186" bottom="248" />
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</screen>
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<bezel name="digit0" element="digit">
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<bounds left="-15" top="18" right="-8" bottom="31" />
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</bezel>
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<bezel name="digit1" element="digit">
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<bounds left="-15" top="50" right="-8" bottom="63" />
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</bezel>
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</view>
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</mamelayout>
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@ -1805,6 +1805,8 @@ $(DRIVERS)/stactics.o: $(LAYOUT)/stactics.lh
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$(DRIVERS)/tceptor.o: $(LAYOUT)/tceptor2.lh
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$(DRIVERS)/tehkanwc.o: $(LAYOUT)/gridiron.lh
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$(DRIVERS)/tetrisp2.o: $(LAYOUT)/rocknms.lh
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$(DRIVERS)/thayers.o: $(LAYOUT)/dlair.lh
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@ -103,8 +103,6 @@ VIDEO_START( tehkanwc )
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/*
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Gridiron Fight has a LED display on the control panel, to let each player
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choose the formation without letting the other know.
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We emulate it by showing a character on the corner of the screen; the
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association between the bits of the port and the led segments is:
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---0---
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@ -121,38 +119,10 @@ VIDEO_START( tehkanwc )
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static void gridiron_draw_led(running_machine *machine, bitmap_t *bitmap, const rectangle *cliprect, UINT8 led,int player)
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{
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int i;
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static const UINT8 ledvalues[] =
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{ 0x86, 0xdb, 0xcf, 0xe6, 0xed, 0xfd, 0x87, 0xff, 0xf3, 0xf1 };
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if ((led & 0x80) == 0) return;
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for (i = 0;i < 10;i++)
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{
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if (led == ledvalues[i] ) break;
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}
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if (i < 10)
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{
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if (player == 0)
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drawgfx(bitmap,machine->gfx[0],
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0xc0 + i,
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0x0a,
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0,0,
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0,232,
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cliprect,TRANSPARENCY_NONE,0);
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if (led&0x80)
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output_set_digit_value(player, led&0x7f);
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else
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drawgfx(bitmap,machine->gfx[0],
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0xc0 + i,
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0x03,
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1,1,
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0,16,
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cliprect,TRANSPARENCY_NONE,0);
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}
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else logerror("unknown LED %02x for player %d\n",led,player);
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output_set_digit_value(player, 0x00);
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}
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static void draw_sprites(running_machine *machine, bitmap_t *bitmap, const rectangle *cliprect)
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