/*************************************************************************** Project Support Engineering Games Game Name DATA -------------------------------- Knights in Armor (1976) YES Desert Patrol (1977) YES Game Tree (1978) YES ***************************************************************************/ #include "emu.h" #include "machine/netlist.h" #include "netlist/devices/net_lib.h" #include "video/fixfreq.h" // copied by Pong, not accurate for this driver! // start #define MASTER_CLOCK 7159000 #define V_TOTAL (0x105+1) // 262 #define H_TOTAL (0x1C6+1) // 454 #define HBSTART (H_TOTAL) #define HBEND (80) #define VBSTART (V_TOTAL) #define VBEND (16) #define HRES_MULT (1) // end class pse_state : public driver_device { public: pse_state(const machine_config &mconfig, device_type type, const char *tag) : driver_device(mconfig, type, tag), m_maincpu(*this, "maincpu"), m_video(*this, "fixfreq") { } // devices required_device m_maincpu; required_device m_video; protected: // driver_device overrides virtual void machine_start(); virtual void machine_reset(); virtual void video_start(); private: }; static NETLIST_START(pse) SOLVER(Solver, 48000) // PARAM(Solver.FREQ, 48000) PARAM(Solver.ACCURACY, 1e-4) // works and is sufficient // schematics //... // NETDEV_ANALOG_CALLBACK(sound_cb, sound, psettl_state, sound_cb, "") // NETDEV_ANALOG_CALLBACK(video_cb, videomix, fixedfreq_device, update_vid, "fixfreq") NETLIST_END() void pse_state::machine_start() { } void pse_state::machine_reset() { } void pse_state::video_start() { } static MACHINE_CONFIG_START( pse, pse_state ) /* basic machine hardware */ MCFG_DEVICE_ADD("maincpu", NETLIST_CPU, NETLIST_CLOCK) MCFG_NETLIST_SETUP(pse) /* video hardware */ MCFG_FIXFREQ_ADD("fixfreq", "screen") MCFG_FIXFREQ_MONITOR_CLOCK(MASTER_CLOCK) MCFG_FIXFREQ_HORZ_PARAMS(H_TOTAL-67,H_TOTAL-40,H_TOTAL-8,H_TOTAL) MCFG_FIXFREQ_VERT_PARAMS(V_TOTAL-22,V_TOTAL-19,V_TOTAL-12,V_TOTAL) MCFG_FIXFREQ_FIELDCOUNT(1) MCFG_FIXFREQ_SYNC_THRESHOLD(0.30) MACHINE_CONFIG_END /*************************************************************************** Game driver(s) ***************************************************************************/ ROM_START( dpatrol ) ROM_REGION( 0x10000, "maincpu", ROMREGION_ERASE00 ) ROM_REGION( 0x0800, "roms", ROMREGION_ERASE00 ) ROM_LOAD( "bd1.d2", 0x0000, 0x0400, CRC(e4c8e4ab) SHA1(0b989ca9369139f212dcea1d1461998f20057db8)) // computer program game code. 6341-1 or 82S181 according to Desert Patrol schematics // the one below should be at e2 according to schematics? ROM_LOAD( "bd1.f2", 0x0000, 0x0400, CRC(256b3320) SHA1(712573e3d9625a84c54bbe2e3edafb8879a14b2e)) // computer program game code. 6341-1 or 82S181 according to Desert Patrol schematics ROM_LOAD( "bd2.l4", 0x0000, 0x0200, CRC(bc87c648) SHA1(c4709d155aa50cc87146abd152a11de618cfd64c)) // prom 1 contains aircraft target images and explosion image. pcb has 82S141; schematics show 6341-1 ROM_LOAD( "bd2.l1", 0x0000, 0x0800, CRC(f1e8ba9e) SHA1(605db3fdbaff4ba13729371ad0c4fbab3889378e)) // prom 2 contains parachute and man, falling man. pcb has 82S141; schematics show 6341-1 ROM_LOAD( "bd2.h7", 0x0000, 0x0020, NO_DUMP) // contains prom address codes and image speeds. Each image has its own speed and address block in the image PROM. chip is 82S123 ROM_LOAD( "bd3.d1", 0x0000, 0x0020, NO_DUMP ) // data in prom is organized to produce the waveform of a human scream. Chip type is 8574 or MM6301-0J ROM_END /* ROM_START( knightar ) ROM_REGION( 0x10000, "maincpu", ROMREGION_ERASE00 ) ROM_REGION( 0x0020, "roms", ROMREGION_ERASE00 ) ROM_LOAD( "1.m1" ) // Man rom stores image characters of knights. 82S115P or 8205R according to KIA schematics ROM_LOAD( "2.m2" ) // Horse rom stores image characters of horses. 82S115P or 8205R according to KIA schematics ROM_END */ /* ROM_START( gametree ) ROM_REGION( 0x10000, "maincpu", ROMREGION_ERASE00 ) ROM_REGION( 0x0020, "roms", ROMREGION_ERASE00 ) ROM_LOAD( "bd1.d2" ) // computer program game code. 6341-1 or 82S181 according to Game Tree schematics ROM_LOAD( "bd1.e2" ) // computer program game code. 6341-1 or 82S181 according to Game Tree schematics ROM_LOAD( "bd2.f12" ) // prom 1 contains squirrel and squirrel point value. 82S141 or 6341-1 according to Game Tree layout ROM_LOAD( "bd2.f14" ) // prom 1 contains squirrel and squirrel point value. 82S141 or 6341-1 according to Game Tree layout ROM_LOAD( "bd2.e12" ) // prom 2 contains other targets (rabbit and turkey) and point values ROM_LOAD( "bd2.e14" ) // prom 2 82S141 or 6341-1 according to Game Tree layout. ROM_LOAD( "bd2.a2" ) // contains prom address codes and image speeds. Each has its own speed and address block in the image prom. ROM_LOAD( "bd2.a3" ) // contains prom address codes and image speeds. 82S123 or 6331-1 according to Game Tree layout. ROM_END */ GAME( 1977, dpatrol, 0, pse, 0, driver_device, 0, ROT0, "Project Support Engineering", "Desert Patrol [TTL]", GAME_IS_SKELETON ) //GAME( 1976, knightar, 0, pse, 0, driver_device, 0, ROT0, "Project Support Engineering", "Knights in Armor [TTL]", GAME_IS_SKELETON ) //GAME( 1978, gametree, 0, pse, 0, driver_device, 0, ROT0, "Project Support Engineering", "Game Tree [TTL]", GAME_IS_SKELETON )