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AmigActive 10
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ambush.c
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C/C++ Source or Header
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2000-04-04
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8KB
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251 lines
/***************************************************************************
Ambush Memory Map (preliminary)
driver by Zsolt Vasvari
Memory Mapped:
0000-7fff R ROM
8000-87ff R/W RAM
a000 R Watchdog Reset
c080-c09f W Scroll RAM (1 byte for each column)
c100-c1ff W Color RAM (1 line corresponds to 4 in the video ram)
c200-c3ff W Sprite RAM
c400-c7ff W Video RAM
c800 R DIP Switches
cc00-cc03 W ??? (Maybe analog sound triggers?)
cc04 W Flip Screen
cc05 W Color Bank Select
cc07 W Coin Counter
I/O Ports:
00-01 R/W AY8910 #0 (Port A = Input Port #0)
80-81 R/W AY8910 #1 (Port A = Input Port #1)
TODO:
- Verify Z80 and AY8910 clock speeds
***************************************************************************/
#include "driver.h"
#include "vidhrdw/generic.h"
extern unsigned char *ambush_scrollram;
extern unsigned char *ambush_colorbank;
void ambush_vh_convert_color_prom(unsigned char *palette, unsigned short *colortable,const unsigned char *color_prom);
void ambush_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh);
static WRITE_HANDLER( ambush_coin_counter_w )
{
coin_counter_w(0, data & 0x01);
coin_counter_w(1, data & 0x02);
}
static struct MemoryReadAddress readmem[] =
{
{ 0x0000, 0x7fff, MRA_ROM },
{ 0x8000, 0x87ff, MRA_RAM },
{ 0xa000, 0xa000, watchdog_reset_r },
{ 0xc000, 0xc7ff, MRA_RAM },
{ 0xc800, 0xc800, input_port_2_r },
{ -1 } /* end of table */
};
static struct MemoryWriteAddress writemem[] =
{
{ 0x8000, 0x87ff, MWA_RAM },
{ 0xc080, 0xc09f, MWA_RAM, &ambush_scrollram },
{ 0xc100, 0xc1ff, MWA_RAM, &colorram },
{ 0xc200, 0xc3ff, MWA_RAM, &spriteram, &spriteram_size },
{ 0xc400, 0xc7ff, MWA_RAM, &videoram, &videoram_size },
{ 0xcc00, 0xcc03, MWA_NOP },
{ 0xcc04, 0xcc04, MWA_RAM, &flip_screen },
{ 0xcc05, 0xcc05, MWA_RAM, &ambush_colorbank },
{ 0xcc07, 0xcc07, ambush_coin_counter_w },
{ -1 } /* end of table */
};
static struct IOReadPort readport[] =
{
{ 0x00, 0x00, AY8910_read_port_0_r },
{ 0x80, 0x80, AY8910_read_port_1_r },
{ -1 } /* end of table */
};
static struct IOWritePort writeport[] =
{
{ 0x00, 0x00, AY8910_control_port_0_w },
{ 0x01, 0x01, AY8910_write_port_0_w },
{ 0x80, 0x80, AY8910_control_port_1_w },
{ 0x81, 0x81, AY8910_write_port_1_w },
{ -1 } /* end of table */
};
INPUT_PORTS_START( ambush )
PORT_START /* IN0 */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON2 )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON1 )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_COCKTAIL )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_COCKTAIL )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_START2 )
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_START1 )
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_COIN2 )
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_COIN1 )
PORT_START /* IN1 */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_8WAY )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_8WAY )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_8WAY )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_8WAY )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_8WAY | IPF_COCKTAIL )
PORT_START /* DSW */
PORT_DIPNAME( 0x03, 0x00, DEF_STR( Lives ) )
PORT_DIPSETTING( 0x00, "3" )
PORT_DIPSETTING( 0x01, "4" )
PORT_DIPNAME( 0x1c, 0x00, DEF_STR( Coinage ) )
PORT_DIPSETTING( 0x14, DEF_STR( 3C_1C ) )
PORT_DIPSETTING( 0x10, DEF_STR( 2C_1C ) )
PORT_DIPSETTING( 0x00, DEF_STR( 1C_1C ) )
PORT_DIPSETTING( 0x04, DEF_STR( 1C_2C ) )
PORT_DIPSETTING( 0x18, DEF_STR( 2C_5C ) )
PORT_DIPSETTING( 0x08, DEF_STR( 1C_3C ) )
PORT_DIPSETTING( 0x0c, DEF_STR( 1C_4C ) )
PORT_DIPSETTING( 0x1c, "Service Mode/Free Play" )
PORT_DIPNAME( 0x20, 0x00, DEF_STR( Unknown ) ) /* used */
PORT_DIPSETTING( 0x00, DEF_STR( Off ) )
PORT_DIPSETTING( 0x20, DEF_STR( On ) )
PORT_DIPNAME( 0x40, 0x40, DEF_STR( Bonus_Life ) )
PORT_DIPSETTING( 0x40, "80000" )
PORT_DIPSETTING( 0x00, "120000" )
PORT_DIPNAME( 0x80, 0x80, DEF_STR( Cabinet ) )
PORT_DIPSETTING( 0x80, DEF_STR( Upright ) )
PORT_DIPSETTING( 0x00, DEF_STR( Cocktail ) )
INPUT_PORTS_END
static struct GfxLayout charlayout =
{
8,8, /* 8*8 chars */
1024, /* 2048 characters */
2, /* 2 bits per pixel */
{ 0, 0x2000*8 }, /* The bitplanes are seperate */
{ 0, 1, 2, 3, 4, 5, 6, 7},
{ 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8},
8*8 /* every char takes 8 consecutive bytes */
};
static struct GfxLayout spritelayout =
{
16,16, /* 8*8 chars */
256, /* 2048 characters */
2, /* 2 bits per pixel */
{ 0, 0x2000*8 }, /* The bitplanes are seperate */
{ 0, 1, 2, 3, 4, 5, 6, 7,
8*8+0, 8*8+1, 8*8+2, 8*8+3, 8*8+4, 8*8+5, 8*8+6, 8*8+7 },
{ 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8,
16*8, 17*8, 18*8, 19*8, 20*8, 21*8, 22*8, 23*8 },
32*8 /* every char takes 32 consecutive bytes */
};
static struct GfxDecodeInfo gfxdecodeinfo[] =
{
{ REGION_GFX1, 0x0000, &charlayout, 0, 128 }, /* I'm only using the first 64 colors */
{ REGION_GFX1, 0x0000, &spritelayout, 0, 128 },
{ -1 } /* end of array */
};
static struct AY8910interface ay8910_interface =
{
2, /* 2 chips */
1500000, /* 1.5 MHz ? */
{ 25, 25 },
{ input_port_0_r, input_port_1_r },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 }
};
static struct MachineDriver machine_driver_ambush =
{
/* basic machine hardware */
{
{
CPU_Z80,
4000000, /* 4.00 MHz??? */
readmem,writemem,readport,writeport,
interrupt,1
}
},
60, DEFAULT_REAL_60HZ_VBLANK_DURATION, /* frames per second, vblank duration */
1, /* single CPU, no need for interleaving */
0,
/* video hardware */
32*8, 32*8, { 0*8, 32*8-1, 2*8, 30*8-3 }, /* The -3 makes the cocktail mode perfect */
gfxdecodeinfo,
512, 512,
ambush_vh_convert_color_prom,
VIDEO_TYPE_RASTER,
0,
generic_vh_start,
generic_vh_stop,
ambush_vh_screenrefresh,
/* sound hardware */
0,0,0,0,
{
{
SOUND_AY8910,
&ay8910_interface
}
}
};
/***************************************************************************
Game driver(s)
***************************************************************************/
ROM_START( ambush )
ROM_REGION( 0x10000, REGION_CPU1 ) /* 64k for code */
ROM_LOAD( "ambush.h7", 0x0000, 0x2000, 0xce306563 )
ROM_LOAD( "ambush.g7", 0x2000, 0x2000, 0x90291409 )
ROM_LOAD( "ambush.f7", 0x4000, 0x2000, 0xd023ca29 )
ROM_LOAD( "ambush.e7", 0x6000, 0x2000, 0x6cc2d3ee )
ROM_REGION( 0x4000, REGION_GFX1 | REGIONFLAG_DISPOSE )
ROM_LOAD( "ambush.n4", 0x0000, 0x2000, 0xecc0dc85 )
ROM_LOAD( "ambush.m4", 0x2000, 0x2000, 0xe86ca98a )
ROM_REGION( 0x0400, REGION_PROMS )
ROM_LOAD( "a.bpr", 0x0000, 0x0100, 0x5f27f511 ) /* color PROMs */
ROM_LOAD( "b.bpr", 0x0100, 0x0100, 0x1b03fd3b ) /* How is this selected, */
/* or is it even a color PROM? */
ROM_LOAD( "13.bpr", 0x0200, 0x0100, 0x547e970f ) /* I'm not sure what these do. */
ROM_LOAD( "14.bpr", 0x0300, 0x0100, 0x622a8ce7 ) /* They don't look like color PROMs */
ROM_END
GAME( 1983, ambush, 0, ambush, ambush, 0, ROT0, "Nippon Amuse Co-Ltd", "Ambush" )