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bombjack.c
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C/C++ Source or Header
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2000-04-04
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14KB
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435 lines
/***************************************************************************
Bomb Jack
driver by Mirko Buffoni
bombjac2 has YOU ARE LUCY instead of LUCKY, so it's probably an older version
MAIN BOARD:
0000-1fff ROM 0
2000-3fff ROM 1
4000-5fff ROM 2
6000-7fff ROM 3
8000-83ff RAM 0
8400-87ff RAM 1
8800-8bff RAM 2
8c00-8fff RAM 3
9000-93ff Video RAM (RAM 4)
9400-97ff Color RAM (RAM 4)
9c00-9cff Palette RAM
c000-dfff ROM 4
memory mapped ports:
read:
b000 IN0
b001 IN1
b002 IN2
b003 watchdog reset?
b004 DSW1
b005 DSW2
write:
9820-987f sprites
9a00 ? number of small sprites for video controller
9e00 background image selector
b000 interrupt enable
b004 flip screen
b800 command to soundboard & trigger NMI on sound board
SOUND BOARD:
0x0000 0x1fff ROM
0x2000 0x43ff RAM
memory mapped ports:
read:
0x6000 command from soundboard
write :
none
IO ports:
write:
0x00 AY#1 control
0x01 AY#1 write
0x10 AY#2 control
0x11 AY#2 write
0x80 AY#3 control
0x81 AY#3 write
interrupts:
NMI triggered by the commands sent by MAIN BOARD (?)
NMI interrupts for music timing
***************************************************************************/
#include "driver.h"
#include "vidhrdw/generic.h"
WRITE_HANDLER( bombjack_background_w );
WRITE_HANDLER( bombjack_flipscreen_w );
void bombjack_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh);
static int latch;
static void soundlatch_callback(int param)
{
latch = param;
}
WRITE_HANDLER( bombjack_soundlatch_w )
{
/* make all the CPUs synchronize, and only AFTER that write the new command to the latch */
timer_set(TIME_NOW,data,soundlatch_callback);
}
READ_HANDLER( bombjack_soundlatch_r )
{
int res;
res = latch;
latch = 0;
return res;
}
static struct MemoryReadAddress readmem[] =
{
{ 0x0000, 0x7fff, MRA_ROM },
{ 0x8000, 0x97ff, MRA_RAM }, /* including video and color RAM */
{ 0xb000, 0xb000, input_port_0_r }, /* player 1 input */
{ 0xb001, 0xb001, input_port_1_r }, /* player 2 input */
{ 0xb002, 0xb002, input_port_2_r }, /* coin */
{ 0xb003, 0xb003, MRA_NOP }, /* watchdog reset? */
{ 0xb004, 0xb004, input_port_3_r }, /* DSW1 */
{ 0xb005, 0xb005, input_port_4_r }, /* DSW2 */
{ 0xc000, 0xdfff, MRA_ROM },
{ -1 } /* end of table */
};
static struct MemoryWriteAddress writemem[] =
{
{ 0x0000, 0x7fff, MWA_ROM },
{ 0x8000, 0x8fff, MWA_RAM },
{ 0x9000, 0x93ff, videoram_w, &videoram, &videoram_size },
{ 0x9400, 0x97ff, colorram_w, &colorram },
{ 0x9820, 0x987f, MWA_RAM, &spriteram, &spriteram_size },
{ 0x9a00, 0x9a00, MWA_NOP },
{ 0x9c00, 0x9cff, paletteram_xxxxBBBBGGGGRRRR_w, &paletteram },
{ 0x9e00, 0x9e00, bombjack_background_w },
{ 0xb000, 0xb000, interrupt_enable_w },
{ 0xb004, 0xb004, bombjack_flipscreen_w },
{ 0xb800, 0xb800, bombjack_soundlatch_w },
{ 0xc000, 0xdfff, MWA_ROM },
{ -1 } /* end of table */
};
static struct MemoryReadAddress bombjack_sound_readmem[] =
{
{ 0x0000, 0x1fff, MRA_ROM },
{ 0x4000, 0x43ff, MRA_RAM },
{ 0x6000, 0x6000, bombjack_soundlatch_r },
{ -1 } /* end of table */
};
static struct MemoryWriteAddress bombjack_sound_writemem[] =
{
{ 0x0000, 0x1fff, MWA_ROM },
{ 0x4000, 0x43ff, MWA_RAM },
{ -1 } /* end of table */
};
static struct IOWritePort bombjack_sound_writeport[] =
{
{ 0x00, 0x00, AY8910_control_port_0_w },
{ 0x01, 0x01, AY8910_write_port_0_w },
{ 0x10, 0x10, AY8910_control_port_1_w },
{ 0x11, 0x11, AY8910_write_port_1_w },
{ 0x80, 0x80, AY8910_control_port_2_w },
{ 0x81, 0x81, AY8910_write_port_2_w },
{ -1 } /* end of table */
};
INPUT_PORTS_START( bombjack )
PORT_START /* IN0 */
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT | IPF_8WAY )
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT | IPF_8WAY )
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP | IPF_8WAY )
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN | IPF_8WAY )
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 )
PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused */
PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused */
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused */
PORT_START /* IN1 */
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 | IPF_COCKTAIL )
PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused */
PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused */
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused */
PORT_START /* IN2 */
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_COIN1 )
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_COIN2 )
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_START1 )
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_START2 )
PORT_BIT( 0xf0, IP_ACTIVE_LOW, IPT_UNKNOWN ) /* probably unused */
PORT_START /* DSW0 */
PORT_DIPNAME( 0x03, 0x00, DEF_STR( Coin_A ) )
PORT_DIPSETTING( 0x00, DEF_STR( 1C_1C ) )
PORT_DIPSETTING( 0x01, DEF_STR( 1C_2C ) )
PORT_DIPSETTING( 0x02, DEF_STR( 1C_3C ) )
PORT_DIPSETTING( 0x03, DEF_STR( 1C_6C ) )
PORT_DIPNAME( 0x0c, 0x00, DEF_STR( Coin_B ) )
PORT_DIPSETTING( 0x04, DEF_STR( 2C_1C ) )
PORT_DIPSETTING( 0x00, DEF_STR( 1C_1C ) )
PORT_DIPSETTING( 0x08, DEF_STR( 1C_2C ) )
PORT_DIPSETTING( 0x0c, DEF_STR( 1C_3C ) )
PORT_DIPNAME( 0x30, 0x00, DEF_STR( Lives ) )
PORT_DIPSETTING( 0x30, "2" )
PORT_DIPSETTING( 0x00, "3" )
PORT_DIPSETTING( 0x10, "4" )
PORT_DIPSETTING( 0x20, "5" )
PORT_DIPNAME( 0x40, 0x40, DEF_STR( Cabinet ) )
PORT_DIPSETTING( 0x40, DEF_STR( Upright ) )
PORT_DIPSETTING( 0x00, DEF_STR( Cocktail ) )
PORT_DIPNAME( 0x80, 0x80, DEF_STR( Demo_Sounds ) )
PORT_DIPSETTING( 0x00, DEF_STR( Off ) )
PORT_DIPSETTING( 0x80, DEF_STR( On ) )
PORT_START /* DSW1 */
PORT_DIPNAME( 0x07, 0x00, "Initial High Score?" )
PORT_DIPSETTING( 0x00, "10000" )
PORT_DIPSETTING( 0x01, "100000" )
PORT_DIPSETTING( 0x02, "30000" )
PORT_DIPSETTING( 0x03, "50000" )
PORT_DIPSETTING( 0x04, "100000" )
PORT_DIPSETTING( 0x05, "50000" )
PORT_DIPSETTING( 0x06, "100000" )
PORT_DIPSETTING( 0x07, "50000" )
PORT_DIPNAME( 0x18, 0x00, "Bird Speed" )
PORT_DIPSETTING( 0x00, "Easy" )
PORT_DIPSETTING( 0x08, "Medium" )
PORT_DIPSETTING( 0x10, "Hard" )
PORT_DIPSETTING( 0x18, "Hardest" )
PORT_DIPNAME( 0x60, 0x00, "Enemies Number & Speed" )
PORT_DIPSETTING( 0x20, "Easy" )
PORT_DIPSETTING( 0x00, "Medium" )
PORT_DIPSETTING( 0x40, "Hard" )
PORT_DIPSETTING( 0x60, "Hardest" )
PORT_DIPNAME( 0x80, 0x00, "Special Coin" )
PORT_DIPSETTING( 0x00, "Easy" )
PORT_DIPSETTING( 0x80, "Hard" )
INPUT_PORTS_END
static struct GfxLayout charlayout1 =
{
8,8, /* 8*8 characters */
512, /* 512 characters */
3, /* 3 bits per pixel */
{ 0, 512*8*8, 2*512*8*8 }, /* the bitplanes are separated */
{ 0, 1, 2, 3, 4, 5, 6, 7 }, /* pretty straightforward layout */
{ 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 charlayout2 =
{
16,16, /* 16*16 characters */
256, /* 256 characters */
3, /* 3 bits per pixel */
{ 0, 1024*8*8, 2*1024*8*8 }, /* the bitplanes are separated */
{ 0, 1, 2, 3, 4, 5, 6, 7, /* pretty straightforward layout */
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 character takes 32 consecutive bytes */
};
static struct GfxLayout spritelayout1 =
{
16,16, /* 16*16 sprites */
128, /* 128 sprites */
3, /* 3 bits per pixel */
{ 0, 1024*8*8, 2*1024*8*8 }, /* the bitplanes are separated */
{ 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 sprite takes 32 consecutive bytes */
};
static struct GfxLayout spritelayout2 =
{
32,32, /* 32*32 sprites */
32, /* 32 sprites */
3, /* 3 bits per pixel */
{ 0, 1024*8*8, 2*1024*8*8 }, /* the bitplanes are separated */
{ 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,
32*8+0, 32*8+1, 32*8+2, 32*8+3, 32*8+4, 32*8+5, 32*8+6, 32*8+7,
40*8+0, 40*8+1, 40*8+2, 40*8+3, 40*8+4, 40*8+5, 40*8+6, 40*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,
64*8, 65*8, 66*8, 67*8, 68*8, 69*8, 70*8, 71*8,
80*8, 81*8, 82*8, 83*8, 84*8, 85*8, 86*8, 87*8 },
128*8 /* every sprite takes 128 consecutive bytes */
};
static struct GfxDecodeInfo gfxdecodeinfo[] =
{
{ REGION_GFX1, 0x0000, &charlayout1, 0, 16 }, /* characters */
{ REGION_GFX2, 0x0000, &charlayout2, 0, 16 }, /* background tiles */
{ REGION_GFX3, 0x0000, &spritelayout1, 0, 16 }, /* normal sprites */
{ REGION_GFX3, 0x1000, &spritelayout2, 0, 16 }, /* large sprites */
{ -1 } /* end of array */
};
static struct AY8910interface ay8910_interface =
{
3, /* 3 chips */
1500000, /* 1.5 MHz?????? */
{ 13, 13, 13 },
{ 0 },
{ 0 },
{ 0 },
{ 0 }
};
static struct MachineDriver machine_driver_bombjack =
{
/* basic machine hardware */
{
{
CPU_Z80,
4000000, /* 4 Mhz */
readmem,writemem,0,0,
nmi_interrupt,1
},
{
CPU_Z80 | CPU_AUDIO_CPU,
3072000, /* 3.072 Mhz????? */
bombjack_sound_readmem,bombjack_sound_writemem,0,bombjack_sound_writeport,
nmi_interrupt,1
}
},
60, DEFAULT_60HZ_VBLANK_DURATION, /* frames per second, vblank duration */
1, /* 1 CPU slice per frame - interleaving is forced when a sound command is written */
0,
/* video hardware */
32*8, 32*8, { 0*8, 32*8-1, 2*8, 30*8-1 },
gfxdecodeinfo,
128, 128,
0,
VIDEO_TYPE_RASTER | VIDEO_MODIFIES_PALETTE,
0,
generic_vh_start,
generic_vh_stop,
bombjack_vh_screenrefresh,
/* sound hardware */
0,0,0,0,
{
{
SOUND_AY8910,
&ay8910_interface
}
}
};
/***************************************************************************
Game driver(s)
***************************************************************************/
ROM_START( bombjack )
ROM_REGION( 0x10000, REGION_CPU1 ) /* 64k for code */
ROM_LOAD( "09_j01b.bin", 0x0000, 0x2000, 0xc668dc30 )
ROM_LOAD( "10_l01b.bin", 0x2000, 0x2000, 0x52a1e5fb )
ROM_LOAD( "11_m01b.bin", 0x4000, 0x2000, 0xb68a062a )
ROM_LOAD( "12_n01b.bin", 0x6000, 0x2000, 0x1d3ecee5 )
ROM_LOAD( "13.1r", 0xc000, 0x2000, 0x70e0244d )
ROM_REGION( 0x10000, REGION_CPU2 ) /* 64k for sound board */
ROM_LOAD( "01_h03t.bin", 0x0000, 0x2000, 0x8407917d )
ROM_REGION( 0x3000, REGION_GFX1 | REGIONFLAG_DISPOSE )
ROM_LOAD( "03_e08t.bin", 0x0000, 0x1000, 0x9f0470d5 ) /* chars */
ROM_LOAD( "04_h08t.bin", 0x1000, 0x1000, 0x81ec12e6 )
ROM_LOAD( "05_k08t.bin", 0x2000, 0x1000, 0xe87ec8b1 )
ROM_REGION( 0x6000, REGION_GFX2 | REGIONFLAG_DISPOSE )
ROM_LOAD( "06_l08t.bin", 0x0000, 0x2000, 0x51eebd89 ) /* background tiles */
ROM_LOAD( "07_n08t.bin", 0x2000, 0x2000, 0x9dd98e9d )
ROM_LOAD( "08_r08t.bin", 0x4000, 0x2000, 0x3155ee7d )
ROM_REGION( 0x6000, REGION_GFX3 | REGIONFLAG_DISPOSE )
ROM_LOAD( "16_m07b.bin", 0x0000, 0x2000, 0x94694097 ) /* sprites */
ROM_LOAD( "15_l07b.bin", 0x2000, 0x2000, 0x013f58f2 )
ROM_LOAD( "14_j07b.bin", 0x4000, 0x2000, 0x101c858d )
ROM_REGION( 0x1000, REGION_GFX4 ) /* background tilemaps */
ROM_LOAD( "02_p04t.bin", 0x0000, 0x1000, 0x398d4a02 )
ROM_END
ROM_START( bombjac2 )
ROM_REGION( 0x10000, REGION_CPU1 ) /* 64k for code */
ROM_LOAD( "09_j01b.bin", 0x0000, 0x2000, 0xc668dc30 )
ROM_LOAD( "10_l01b.bin", 0x2000, 0x2000, 0x52a1e5fb )
ROM_LOAD( "11_m01b.bin", 0x4000, 0x2000, 0xb68a062a )
ROM_LOAD( "12_n01b.bin", 0x6000, 0x2000, 0x1d3ecee5 )
ROM_LOAD( "13_r01b.bin", 0xc000, 0x2000, 0xbcafdd29 )
ROM_REGION( 0x10000, REGION_CPU2 ) /* 64k for sound board */
ROM_LOAD( "01_h03t.bin", 0x0000, 0x2000, 0x8407917d )
ROM_REGION( 0x3000, REGION_GFX1 | REGIONFLAG_DISPOSE )
ROM_LOAD( "03_e08t.bin", 0x0000, 0x1000, 0x9f0470d5 ) /* chars */
ROM_LOAD( "04_h08t.bin", 0x1000, 0x1000, 0x81ec12e6 )
ROM_LOAD( "05_k08t.bin", 0x2000, 0x1000, 0xe87ec8b1 )
ROM_REGION( 0x6000, REGION_GFX2 | REGIONFLAG_DISPOSE )
ROM_LOAD( "06_l08t.bin", 0x0000, 0x2000, 0x51eebd89 ) /* background tiles */
ROM_LOAD( "07_n08t.bin", 0x2000, 0x2000, 0x9dd98e9d )
ROM_LOAD( "08_r08t.bin", 0x4000, 0x2000, 0x3155ee7d )
ROM_REGION( 0x6000, REGION_GFX3 | REGIONFLAG_DISPOSE )
ROM_LOAD( "16_m07b.bin", 0x0000, 0x2000, 0x94694097 ) /* sprites */
ROM_LOAD( "15_l07b.bin", 0x2000, 0x2000, 0x013f58f2 )
ROM_LOAD( "14_j07b.bin", 0x4000, 0x2000, 0x101c858d )
ROM_REGION( 0x1000, REGION_GFX4 ) /* background tilemaps */
ROM_LOAD( "02_p04t.bin", 0x0000, 0x1000, 0x398d4a02 )
ROM_END
GAME( 1984, bombjack, 0, bombjack, bombjack, 0, ROT90, "Tehkan", "Bomb Jack (set 1)" )
GAME( 1984, bombjac2, bombjack, bombjack, bombjack, 0, ROT90, "Tehkan", "Bomb Jack (set 2)" )