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https://github.com/holub/mame
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Merge pull request #5191 from algestam/gnw_dkjrp
New working machine added
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commit
f94a99b002
@ -22,7 +22,8 @@ TODO:
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- Currently there is no accurate way to dump the SM511/SM512 melody ROM
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electronically. For the ones that weren't decapped, they were read by
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playing back all melody data and reconstructing it to ROM. Visual(decap)
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verification is wanted for: gnw_bfight, gnw_bjack, gnw_climber, gnw_zelda
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verification is wanted for: gnw_bfight, gnw_bjack, gnw_climber, gnw_dkjrp,
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gnw_zelda
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- identify lcd segments for tgaiden
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****************************************************************************
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@ -80,7 +81,7 @@ SM-73* tt SM511? Snoopy
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PG-74* tt SM511? Popeye
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SM-91* p SM511? Snoopy (assume same ROM & LCD as tabletop version)
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PG-92* p SM511? Popeye "
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CJ-93* p SM511? Donkey Kong Jr. "
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CJ-93 p SM511 Donkey Kong Jr. "
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PB-94* p SM511? Mario's Bombs Away
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DC-95* p SM511? Mickey Mouse
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MK-96* p SM511? Donkey Kong Circus (same ROM as DC-95? LCD is different)
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@ -3232,6 +3233,107 @@ ROM_END
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/***************************************************************************
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Nintendo Game & Watch: Donkey Kong Jr. (model CJ-93)
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* PCB labels: CJ-93 M (main board), CJ-93C (controller board)
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* Sharp SM511 label CJ-93 539D (no decap)
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* lcd screen with custom segments, 1-bit sound
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This is the panorama version. There's also a tabletop version which is
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assumed to use the same ROM and a new wide screen version which is a
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different game.
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***************************************************************************/
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class gnw_dkjrp_state : public hh_sm510_state
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{
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public:
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gnw_dkjrp_state(const machine_config &mconfig, device_type type, const char *tag) :
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hh_sm510_state(mconfig, type, tag)
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{ }
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void gnw_dkjrp(machine_config &config);
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};
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// config
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static INPUT_PORTS_START( gnw_dkjrp )
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PORT_START("IN.0") // S1
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_UNUSED )
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PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_UNUSED )
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PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_UNUSED )
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_CHANGED_CB(input_changed) // Jump
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PORT_START("IN.1") // S2
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_CHANGED_CB(input_changed)
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PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP ) PORT_CHANGED_CB(input_changed)
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PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_CHANGED_CB(input_changed)
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN ) PORT_CHANGED_CB(input_changed)
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PORT_START("IN.2") // S3
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_SELECT ) PORT_CHANGED_CB(input_changed) PORT_NAME("Time")
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PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_START2 ) PORT_CHANGED_CB(input_changed) PORT_NAME("Game B")
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PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_START1 ) PORT_CHANGED_CB(input_changed) PORT_NAME("Game A")
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PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_SERVICE2 ) PORT_CHANGED_CB(input_changed) PORT_NAME("Alarm")
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PORT_START("ACL")
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PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_SERVICE1 ) PORT_CHANGED_CB(acl_button) PORT_NAME("ACL")
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PORT_START("BA") // MCU BA(alpha) pin pulled to GND
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PORT_CONFNAME( 0x01, 0x01, "Increase Score (Cheat)")
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PORT_CONFSETTING( 0x01, DEF_STR( Off ) )
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PORT_CONFSETTING( 0x00, DEF_STR( On ) )
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PORT_START("B") // MCU B(beta) pin pulled to GND
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PORT_CONFNAME( 0x01, 0x01, "Infinite Lives (Cheat)")
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PORT_CONFSETTING( 0x01, DEF_STR( Off ) )
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PORT_CONFSETTING( 0x00, DEF_STR( On ) )
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INPUT_PORTS_END
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void gnw_dkjrp_state::gnw_dkjrp(machine_config &config)
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{
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/* basic machine hardware */
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SM511(config, m_maincpu);
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m_maincpu->write_segs().set(FUNC(hh_sm510_state::sm510_lcd_segment_w));
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m_maincpu->read_k().set(FUNC(hh_sm510_state::input_r));
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m_maincpu->write_s().set(FUNC(hh_sm510_state::input_w));
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m_maincpu->write_r().set(FUNC(hh_sm510_state::piezo_r1_w));
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m_maincpu->read_ba().set_ioport("BA");
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m_maincpu->read_b().set_ioport("B");
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/* video hardware */
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screen_device &screen(SCREEN(config, "screen", SCREEN_TYPE_SVG));
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screen.set_svg_region("svg");
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screen.set_refresh_hz(50);
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screen.set_size(1857, 1080);
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screen.set_visarea_full();
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TIMER(config, "display_decay").configure_periodic(FUNC(hh_sm510_state::display_decay_tick), attotime::from_msec(1));
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/* sound hardware */
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SPEAKER(config, "mono").front_center();
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SPEAKER_SOUND(config, m_speaker);
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m_speaker->add_route(ALL_OUTPUTS, "mono", 0.25);
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}
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// roms
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ROM_START( gnw_dkjrp )
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ROM_REGION( 0x1000, "maincpu", 0 )
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ROM_LOAD( "cj-93.program", 0x0000, 0x1000, CRC(a2cd5a91) SHA1(33f6fd1530e5522491851f16d7c9f928b2dbdc3b) )
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ROM_REGION( 0x100, "maincpu:melody", 0 )
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ROM_LOAD( "cj-93.melody", 0x000, 0x100, BAD_DUMP CRC(99fbf76a) SHA1(15ba1af51bebc316146eb9a0a3d58d28f644d45f) )
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ROM_REGION( 340859, "svg", 0)
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ROM_LOAD( "gnw_dkjrp.svg", 0, 340859, CRC(04a03650) SHA1(b814dadd158cca8ffe6f5d7b993f67008af9931e) )
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ROM_END
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/***************************************************************************
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Nintendo Game & Watch: Donkey Kong Jr. (model DJ-101)
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@ -9349,6 +9451,9 @@ CONS( 1988, gnw_smb, 0, 0, gnw_smb, gnw_smb, gnw_smb_state,
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CONS( 1988, gnw_climber, 0, 0, gnw_climber, gnw_climber, gnw_climber_state, empty_init, "Nintendo", "Game & Watch: Climber (new wide screen)", MACHINE_SUPPORTS_SAVE )
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CONS( 1988, gnw_bfight, 0, 0, gnw_bfight, gnw_bfight, gnw_bfight_state, empty_init, "Nintendo", "Game & Watch: Balloon Fight (new wide screen)", MACHINE_SUPPORTS_SAVE )
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// Nintendo G&W: panorama screen
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CONS( 1983, gnw_dkjrp, 0, 0, gnw_dkjrp, gnw_dkjrp, gnw_dkjrp_state, empty_init, "Nintendo", "Game & Watch: Donkey Kong Jr. (panorama screen)", MACHINE_SUPPORTS_SAVE )
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// Nintendo G&W: crystal screen
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CONS( 1986, gnw_climbcs, gnw_climber,0, gnw_climbcs, gnw_climber, gnw_climber_state, empty_init, "Nintendo", "Game & Watch: Climber (crystal screen)", MACHINE_SUPPORTS_SAVE )
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@ -15211,6 +15211,7 @@ gnw_chef // Nintendo
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gnw_climber // Nintendo
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gnw_climbcs // Nintendo
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gnw_dkjr // Nintendo
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gnw_dkjrp // Nintendo
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gnw_dkong // Nintendo
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gnw_dkong2 // Nintendo
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gnw_egg // Nintendo
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