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AmigActive 10
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AACD 10.iso
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congo.c
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C/C++ Source or Header
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2000-04-04
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21KB
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554 lines
/***************************************************************************
Congo Bongo memory map (preliminary)
0000-1fff ROM 1
2000-3fff ROM 2
4000-5fff ROM 3
6000-7fff ROM 4
8000-87ff RAM 1
8800-8fff RAM 2
a000-a3ff Video RAM
a400-a7ff Color RAM
8400-8fff sprites
read:
c000 IN0
c001 IN1
c002 DSW1
c003 DSW2
c008 IN2
write:
c000-c002 ?
c006 ?
c018 coinAen, used to enable input on coin slot A
c019 coinBen, used to enable input on coin slot B
c01a serven, used to enable input on service sw
c01b counterA,coin counter for slot A
c01c counterB,coin counter for slot B
c01d background enable
c01e flip screen
c01f interrupt enable
c028-c029 background playfield position
c031 sprite enable ?
c032 sprite start
c033 sprite count
interrupts:
VBlank triggers IRQ, handled with interrupt mode 1
NMI causes a ROM/RAM test.
***************************************************************************/
#include "driver.h"
#include "vidhrdw/generic.h"
extern struct GfxLayout zaxxon_charlayout1;
extern struct GfxLayout zaxxon_charlayout2;
extern int zaxxon_vid_type;
extern unsigned char *zaxxon_background_position;
extern unsigned char *zaxxon_background_enable;
void zaxxon_vh_convert_color_prom(unsigned char *palette, unsigned short *colortable,const unsigned char *color_prom);
int zaxxon_vh_start(void);
void zaxxon_vh_stop(void);
void zaxxon_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh);
void congo_init_machine(void)
{
zaxxon_vid_type = 1;
}
WRITE_HANDLER( congo_daio_w )
{
if (offset == 1)
{
if (data & 2) sample_start(0,0,0);
}
else if (offset == 2)
{
data ^= 0xff;
if (data & 0x80)
{
if (data & 8) sample_start(1,1,0);
if (data & 4) sample_start(2,2,0);
if (data & 2) sample_start(3,3,0);
if (data & 1) sample_start(4,4,0);
}
}
}
static struct MemoryReadAddress readmem[] =
{
{ 0x8000, 0x8fff, MRA_RAM },
{ 0xa000, 0x83ff, MRA_RAM },
{ 0xa000, 0xa7ff, MRA_RAM },
{ 0xc000, 0xc000, input_port_0_r },
{ 0xc001, 0xc001, input_port_1_r },
{ 0xc008, 0xc008, input_port_2_r },
{ 0xc002, 0xc002, input_port_3_r },
{ 0xc003, 0xc003, input_port_4_r },
{ 0x0000, 0x7fff, MRA_ROM },
{ -1 } /* end of table */
};
static struct MemoryWriteAddress writemem[] =
{
{ 0x8000, 0x83ff, MWA_RAM },
{ 0xa000, 0xa3ff, videoram_w, &videoram, &videoram_size },
{ 0xa400, 0xa7ff, colorram_w, &colorram },
{ 0x8400, 0x8fff, MWA_RAM, &spriteram },
{ 0xc01f, 0xc01f, interrupt_enable_w },
{ 0xc028, 0xc029, MWA_RAM, &zaxxon_background_position },
{ 0xc01d, 0xc01d, MWA_RAM, &zaxxon_background_enable },
{ 0xc038, 0xc038, soundlatch_w },
{ 0xc030, 0xc033, MWA_NOP }, /* ??? */
{ 0xc01e, 0xc01e, MWA_NOP }, /* flip unused for now */
{ 0xc018, 0xc018, MWA_NOP }, /* coinAen */
{ 0xc019, 0xc019, MWA_NOP }, /* coinBen */
{ 0xc01a, 0xc01a, MWA_NOP }, /* serven */
{ 0xc01b, 0xc01c, coin_counter_w }, /* counterA, counterB */
{ 0x0000, 0x7fff, MWA_ROM },
{ -1 } /* end of table */
};
static struct MemoryReadAddress sh_readmem[] =
{
{ 0x0000, 0x1fff, MRA_ROM },
{ 0x4000, 0x47ff, MRA_RAM },
{ 0x8000, 0x8003, soundlatch_r },
{ -1 }
};
static struct MemoryWriteAddress sh_writemem[] =
{
{ 0x6000, 0x6003, SN76496_0_w },
{ 0xa000, 0xa003, SN76496_1_w },
{ 0x4000, 0x47ff, MWA_RAM },
{ 0x8000, 0x8003, congo_daio_w },
{ 0x0000, 0x2000, MWA_ROM },
{ -1 }
};
/***************************************************************************
Congo Bongo uses NMI to trigger the self test. We use a fake input port
to tie that event to a keypress.
***************************************************************************/
static int congo_interrupt(void)
{
if (readinputport(5) & 1) /* get status of the F2 key */
return nmi_interrupt(); /* trigger self test */
else return interrupt();
}
/* almost the same as Zaxxon; UP and DOWN are inverted, and the joystick is 4 way. */
INPUT_PORTS_START( congo )
PORT_START /* IN0 */
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT | IPF_4WAY )
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT | IPF_4WAY )
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP | IPF_4WAY )
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN | IPF_4WAY )
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 )
PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused (the self test doesn't mention it) */
PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused (the self test doesn't mention it) */
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused (the self test doesn't mention it) */
PORT_START /* IN1 */
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT | IPF_4WAY | IPF_COCKTAIL )
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT | IPF_4WAY | IPF_COCKTAIL )
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP | IPF_4WAY | IPF_COCKTAIL )
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN | IPF_4WAY | IPF_COCKTAIL )
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 | IPF_COCKTAIL )
PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused (the self test doesn't mention it) */
PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused (the self test doesn't mention it) */
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused (the self test doesn't mention it) */
PORT_START /* IN2 */
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused (the self test doesn't mention it) */
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused (the self test doesn't mention it) */
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_START1 )
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_START2 )
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused (the self test doesn't mention it) */
/* the coin inputs must stay active for exactly one frame, otherwise */
/* the game will keep inserting coins. */
PORT_BIT_IMPULSE( 0x20, IP_ACTIVE_HIGH, IPT_COIN1, 1 )
PORT_BIT_IMPULSE( 0x40, IP_ACTIVE_HIGH, IPT_COIN2, 1 )
/* Coin Aux doesn't need IMPULSE to pass the test, but it still needs it */
/* to avoid the freeze. */
PORT_BIT_IMPULSE( 0x80, IP_ACTIVE_HIGH, IPT_SERVICE1, 1 )
PORT_START /* DSW0 */
PORT_DIPNAME( 0x03, 0x03, DEF_STR( Bonus_Life ) )
PORT_DIPSETTING( 0x03, "10000" )
PORT_DIPSETTING( 0x01, "20000" )
PORT_DIPSETTING( 0x02, "30000" )
PORT_DIPSETTING( 0x00, "40000" )
PORT_DIPNAME( 0x0c, 0x0c, "Difficulty???" )
PORT_DIPSETTING( 0x0c, "Easy?" )
PORT_DIPSETTING( 0x04, "Medium?" )
PORT_DIPSETTING( 0x08, "Hard?" )
PORT_DIPSETTING( 0x00, "Hardest?" )
PORT_DIPNAME( 0x30, 0x30, DEF_STR( Lives ) )
PORT_DIPSETTING( 0x30, "3" )
PORT_DIPSETTING( 0x10, "4" )
PORT_DIPSETTING( 0x20, "5" )
PORT_BITX( 0, 0x00, IPT_DIPSWITCH_SETTING | IPF_CHEAT, "Infinite", IP_KEY_NONE, IP_JOY_NONE )
PORT_DIPNAME( 0x40, 0x40, DEF_STR( Demo_Sounds ) )
PORT_DIPSETTING( 0x00, DEF_STR( Off ) )
PORT_DIPSETTING( 0x40, DEF_STR( On ) )
PORT_DIPNAME( 0x80, 0x00, DEF_STR( Cabinet ) )
PORT_DIPSETTING( 0x00, DEF_STR( Upright ) )
PORT_DIPSETTING( 0x80, DEF_STR( Cocktail ) )
PORT_START /* DSW1 */
PORT_DIPNAME( 0x0f, 0x03, DEF_STR( Coin_B ) )
PORT_DIPSETTING( 0x0f, DEF_STR( 4C_1C ) )
PORT_DIPSETTING( 0x07, DEF_STR( 3C_1C ) )
PORT_DIPSETTING( 0x0b, DEF_STR( 2C_1C ) )
PORT_DIPSETTING( 0x06, "2C/1C 5C/3C 6C/4C" )
PORT_DIPSETTING( 0x0a, "2C/1C 3C/2C 4C/3C" )
PORT_DIPSETTING( 0x03, DEF_STR( 1C_1C ) )
PORT_DIPSETTING( 0x02, "1C/1C 5C/6C" )
PORT_DIPSETTING( 0x0c, "1C/1C 4C/5C" )
PORT_DIPSETTING( 0x04, "1C/1C 2C/3C" )
PORT_DIPSETTING( 0x0d, DEF_STR( 1C_2C ) )
PORT_DIPSETTING( 0x08, "1C/2C 5C/11C" )
PORT_DIPSETTING( 0x00, "1C/2C 4C/9C" )
PORT_DIPSETTING( 0x05, DEF_STR( 1C_3C ) )
PORT_DIPSETTING( 0x09, DEF_STR( 1C_4C ) )
PORT_DIPSETTING( 0x01, DEF_STR( 1C_5C ) )
PORT_DIPSETTING( 0x0e, DEF_STR( 1C_6C ) )
PORT_DIPNAME( 0xf0, 0x30, DEF_STR( Coin_A ) )
PORT_DIPSETTING( 0xf0, DEF_STR( 4C_1C ) )
PORT_DIPSETTING( 0x70, DEF_STR( 3C_1C ) )
PORT_DIPSETTING( 0xb0, DEF_STR( 2C_1C ) )
PORT_DIPSETTING( 0x60, "2C/1C 5C/3C 6C/4C" )
PORT_DIPSETTING( 0xa0, "2C/1C 3C/2C 4C/3C" )
PORT_DIPSETTING( 0x30, DEF_STR( 1C_1C ) )
PORT_DIPSETTING( 0x20, "1C/1C 5C/6C" )
PORT_DIPSETTING( 0xc0, "1C/1C 4C/5C" )
PORT_DIPSETTING( 0x40, "1C/1C 2C/3C" )
PORT_DIPSETTING( 0xd0, DEF_STR( 1C_2C ) )
PORT_DIPSETTING( 0x80, "1C/2C 5C/11C" )
PORT_DIPSETTING( 0x00, "1C/2C 4C/9C" )
PORT_DIPSETTING( 0x50, DEF_STR( 1C_3C ) )
PORT_DIPSETTING( 0x90, DEF_STR( 1C_4C ) )
PORT_DIPSETTING( 0x10, DEF_STR( 1C_5C ) )
PORT_DIPSETTING( 0xe0, DEF_STR( 1C_6C ) )
PORT_START /* FAKE */
/* This fake input port is used to get the status of the F2 key, */
/* and activate the test mode, which is triggered by a NMI */
PORT_BITX(0x01, IP_ACTIVE_HIGH, IPT_SERVICE, DEF_STR( Service_Mode ), KEYCODE_F2, IP_JOY_NONE )
INPUT_PORTS_END
/* Same as Congo Bongo, except the Demo Sounds dip, that here turns the
sound off in the whole game. */
INPUT_PORTS_START( tiptop )
PORT_START /* IN0 */
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT | IPF_4WAY )
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT | IPF_4WAY )
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP | IPF_4WAY )
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN | IPF_4WAY )
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 )
PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused (the self test doesn't mention it) */
PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused (the self test doesn't mention it) */
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused (the self test doesn't mention it) */
PORT_START /* IN1 */
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT | IPF_4WAY | IPF_COCKTAIL )
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT | IPF_4WAY | IPF_COCKTAIL )
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP | IPF_4WAY | IPF_COCKTAIL )
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN | IPF_4WAY | IPF_COCKTAIL )
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 | IPF_COCKTAIL )
PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused (the self test doesn't mention it) */
PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused (the self test doesn't mention it) */
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused (the self test doesn't mention it) */
PORT_START /* IN2 */
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused (the self test doesn't mention it) */
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused (the self test doesn't mention it) */
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_START1 )
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_START2 )
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* probably unused (the self test doesn't mention it) */
/* the coin inputs must stay active for exactly one frame, otherwise */
/* the game will keep inserting coins. */
PORT_BIT_IMPULSE( 0x20, IP_ACTIVE_HIGH, IPT_COIN1, 1 )
PORT_BIT_IMPULSE( 0x40, IP_ACTIVE_HIGH, IPT_COIN2, 1 )
/* Coin Aux doesn't need IMPULSE to pass the test, but it still needs it */
/* to avoid the freeze. */
PORT_BIT_IMPULSE( 0x80, IP_ACTIVE_HIGH, IPT_SERVICE1, 1 )
PORT_START /* DSW0 */
PORT_DIPNAME( 0x03, 0x03, DEF_STR( Bonus_Life ) )
PORT_DIPSETTING( 0x03, "10000" )
PORT_DIPSETTING( 0x01, "20000" )
PORT_DIPSETTING( 0x02, "30000" )
PORT_DIPSETTING( 0x00, "40000" )
PORT_DIPNAME( 0x0c, 0x0c, "Difficulty???" )
PORT_DIPSETTING( 0x0c, "Easy?" )
PORT_DIPSETTING( 0x04, "Medium?" )
PORT_DIPSETTING( 0x08, "Hard?" )
PORT_DIPSETTING( 0x00, "Hardest?" )
PORT_DIPNAME( 0x30, 0x30, DEF_STR( Lives ) )
PORT_DIPSETTING( 0x30, "3" )
PORT_DIPSETTING( 0x10, "4" )
PORT_DIPSETTING( 0x20, "5" )
PORT_BITX( 0, 0x00, IPT_DIPSWITCH_SETTING | IPF_CHEAT, "Infinite", IP_KEY_NONE, IP_JOY_NONE )
PORT_DIPNAME( 0x40, 0x40, "Sound" )
PORT_DIPSETTING( 0x00, DEF_STR( Off ) )
PORT_DIPSETTING( 0x40, DEF_STR( On ) )
PORT_DIPNAME( 0x80, 0x00, DEF_STR( Cabinet ) )
PORT_DIPSETTING( 0x00, DEF_STR( Upright ) )
PORT_DIPSETTING( 0x80, DEF_STR( Cocktail ) )
PORT_START /* DSW1 */
PORT_DIPNAME( 0x0f, 0x03, DEF_STR( Coin_B ) )
PORT_DIPSETTING( 0x0f, DEF_STR( 4C_1C ) )
PORT_DIPSETTING( 0x07, DEF_STR( 3C_1C ) )
PORT_DIPSETTING( 0x0b, DEF_STR( 2C_1C ) )
PORT_DIPSETTING( 0x06, "2C/1C 5C/3C 6C/4C" )
PORT_DIPSETTING( 0x0a, "2C/1C 3C/2C 4C/3C" )
PORT_DIPSETTING( 0x03, DEF_STR( 1C_1C ) )
PORT_DIPSETTING( 0x02, "1C/1C 5C/6C" )
PORT_DIPSETTING( 0x0c, "1C/1C 4C/5C" )
PORT_DIPSETTING( 0x04, "1C/1C 2C/3C" )
PORT_DIPSETTING( 0x0d, DEF_STR( 1C_2C ) )
PORT_DIPSETTING( 0x08, "1C/2C 5C/11C" )
PORT_DIPSETTING( 0x00, "1C/2C 4C/9C" )
PORT_DIPSETTING( 0x05, DEF_STR( 1C_3C ) )
PORT_DIPSETTING( 0x09, DEF_STR( 1C_4C ) )
PORT_DIPSETTING( 0x01, DEF_STR( 1C_5C ) )
PORT_DIPSETTING( 0x0e, DEF_STR( 1C_6C ) )
PORT_DIPNAME( 0xf0, 0x30, DEF_STR( Coin_A ) )
PORT_DIPSETTING( 0xf0, DEF_STR( 4C_1C ) )
PORT_DIPSETTING( 0x70, DEF_STR( 3C_1C ) )
PORT_DIPSETTING( 0xb0, DEF_STR( 2C_1C ) )
PORT_DIPSETTING( 0x60, "2C/1C 5C/3C 6C/4C" )
PORT_DIPSETTING( 0xa0, "2C/1C 3C/2C 4C/3C" )
PORT_DIPSETTING( 0x30, DEF_STR( 1C_1C ) )
PORT_DIPSETTING( 0x20, "1C/1C 5C/6C" )
PORT_DIPSETTING( 0xc0, "1C/1C 4C/5C" )
PORT_DIPSETTING( 0x40, "1C/1C 2C/3C" )
PORT_DIPSETTING( 0xd0, DEF_STR( 1C_2C ) )
PORT_DIPSETTING( 0x80, "1C/2C 5C/11C" )
PORT_DIPSETTING( 0x00, "1C/2C 4C/9C" )
PORT_DIPSETTING( 0x50, DEF_STR( 1C_3C ) )
PORT_DIPSETTING( 0x90, DEF_STR( 1C_4C ) )
PORT_DIPSETTING( 0x10, DEF_STR( 1C_5C ) )
PORT_DIPSETTING( 0xe0, DEF_STR( 1C_6C ) )
PORT_START /* FAKE */
/* This fake input port is used to get the status of the F2 key, */
/* and activate the test mode, which is triggered by a NMI */
PORT_BITX(0x01, IP_ACTIVE_HIGH, IPT_SERVICE, DEF_STR( Service_Mode ), KEYCODE_F2, IP_JOY_NONE )
INPUT_PORTS_END
static struct GfxLayout spritelayout =
{
32,32, /* 32*32 sprites */
128, /* 128 sprites */
3, /* 3 bits per pixel */
{ 2*128*128*8, 128*128*8, 0 }, /* 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,
16*8+0, 16*8+1, 16*8+2, 16*8+3, 16*8+4, 16*8+5, 16*8+6, 16*8+7,
24*8+0, 24*8+1, 24*8+2, 24*8+3, 24*8+4, 24*8+5, 24*8+6, 24*8+7 },
{ 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8,
32*8, 33*8, 34*8, 35*8, 36*8, 37*8, 38*8, 39*8,
64*8, 65*8, 66*8, 67*8, 68*8, 69*8, 70*8, 71*8,
96*8, 97*8, 98*8, 99*8, 100*8, 101*8, 102*8, 103*8 },
128*8 /* every sprite takes 128 consecutive bytes */
};
static struct GfxDecodeInfo gfxdecodeinfo[] =
{
{ REGION_GFX1, 0, &zaxxon_charlayout1, 0, 32 }, /* characters */
{ REGION_GFX2, 0, &zaxxon_charlayout2, 0, 32 }, /* background tiles */
{ REGION_GFX3, 0, &spritelayout, 0, 32 }, /* sprites */
{ -1 } /* end of array */
};
static struct SN76496interface sn76496_interface =
{
2, /* 2 chips */
{ 4000000, 4000000 }, /* 4 Mhz??? */
{ 100, 100 }
};
/* Samples for Congo Bongo, these are needed for now */
/* as I haven't gotten around to calculate a formula for the */
/* simple oscillators producing the drums VL*/
/* As for now, thanks to Tim L. for providing samples */
static const char *congo_sample_names[] =
{
"*congo",
"gorilla.wav",
"bass.wav",
"congaa.wav",
"congab.wav",
"rim.wav",
0
};
static struct Samplesinterface samples_interface =
{
5, /* 5 channels */
25, /* volume */
congo_sample_names
};
static struct MachineDriver machine_driver_congo =
{
/* basic machine hardware */
{
{
CPU_Z80,
3072000, /* 3.072 Mhz ?? */
readmem,writemem,0,0,
congo_interrupt,1
},
{
CPU_Z80 | CPU_AUDIO_CPU,
2000000,
sh_readmem, sh_writemem, 0,0,
interrupt, 4
}
},
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 */
congo_init_machine,
/* video hardware */
32*8, 32*8, { 0*8, 32*8-1,2*8, 30*8-1 },
gfxdecodeinfo,
256,32*8,
zaxxon_vh_convert_color_prom,
VIDEO_TYPE_RASTER,
0,
zaxxon_vh_start,
zaxxon_vh_stop,
zaxxon_vh_screenrefresh,
/* sound hardware */
0,0,0,0,
{
{
SOUND_SN76496,
&sn76496_interface
},
{
SOUND_SAMPLES,
&samples_interface
}
}
};
/***************************************************************************
Game driver(s)
***************************************************************************/
ROM_START( congo )
ROM_REGION( 0x10000, REGION_CPU1 ) /* 64k for code */
ROM_LOAD( "congo1.bin", 0x0000, 0x2000, 0x09355b5b )
ROM_LOAD( "congo2.bin", 0x2000, 0x2000, 0x1c5e30ae )
ROM_LOAD( "congo3.bin", 0x4000, 0x2000, 0x5ee1132c )
ROM_LOAD( "congo4.bin", 0x6000, 0x2000, 0x5332b9bf )
ROM_REGION( 0x10000, REGION_CPU2 ) /*64K for the sound cpu*/
ROM_LOAD( "congo17.bin", 0x0000, 0x2000, 0x5024e673 )
ROM_REGION( 0x1800, REGION_GFX1 | REGIONFLAG_DISPOSE )
ROM_LOAD( "congo5.bin", 0x00000, 0x1000, 0x7bf6ba2b ) /* characters */
/* 1000-1800 empty space to convert the characters as 3bpp instead of 2 */
ROM_REGION( 0x6000, REGION_GFX2 | REGIONFLAG_DISPOSE )
ROM_LOAD( "congo8.bin", 0x00000, 0x2000, 0xdb99a619 ) /* background tiles */
ROM_LOAD( "congo9.bin", 0x02000, 0x2000, 0x93e2309e )
ROM_LOAD( "congo10.bin", 0x04000, 0x2000, 0xf27a9407 )
ROM_REGION( 0xc000, REGION_GFX3 | REGIONFLAG_DISPOSE )
ROM_LOAD( "congo12.bin", 0x00000, 0x2000, 0x15e3377a ) /* sprites */
ROM_LOAD( "congo13.bin", 0x02000, 0x2000, 0x1d1321c8 )
ROM_LOAD( "congo11.bin", 0x04000, 0x2000, 0x73e2709f )
ROM_LOAD( "congo14.bin", 0x06000, 0x2000, 0xbf9169fe )
ROM_LOAD( "congo16.bin", 0x08000, 0x2000, 0xcb6d5775 )
ROM_LOAD( "congo15.bin", 0x0a000, 0x2000, 0x7b15a7a4 )
ROM_REGION( 0x8000, REGION_GFX4 | REGIONFLAG_DISPOSE ) /* background tilemaps converted in vh_start */
ROM_LOAD( "congo6.bin", 0x0000, 0x2000, 0xd637f02b )
/* 2000-3fff empty space to match Zaxxon */
ROM_LOAD( "congo7.bin", 0x4000, 0x2000, 0x80927943 )
/* 6000-7fff empty space to match Zaxxon */
ROM_REGION( 0x0100, REGION_PROMS )
ROM_LOAD( "congo.u68", 0x0000, 0x100, 0xb788d8ae ) /* palette */
ROM_END
ROM_START( tiptop )
ROM_REGION( 0x10000, REGION_CPU1 ) /* 64k for code */
ROM_LOAD( "tiptop1.bin", 0x0000, 0x2000, 0xe19dc77b )
ROM_LOAD( "tiptop2.bin", 0x2000, 0x2000, 0x3fcd3b6e )
ROM_LOAD( "tiptop3.bin", 0x4000, 0x2000, 0x1c94250b )
ROM_LOAD( "tiptop4.bin", 0x6000, 0x2000, 0x577b501b )
ROM_REGION( 0x10000, REGION_CPU2 ) /*64K for the sound cpu*/
ROM_LOAD( "congo17.bin", 0x0000, 0x2000, 0x5024e673 )
ROM_REGION( 0x1800, REGION_GFX1 | REGIONFLAG_DISPOSE )
ROM_LOAD( "congo5.bin", 0x00000, 0x1000, 0x7bf6ba2b ) /* characters */
/* 1000-1800 empty space to convert the characters as 3bpp instead of 2 */
ROM_REGION( 0x6000, REGION_GFX2 | REGIONFLAG_DISPOSE )
ROM_LOAD( "congo8.bin", 0x00000, 0x2000, 0xdb99a619 ) /* background tiles */
ROM_LOAD( "congo9.bin", 0x02000, 0x2000, 0x93e2309e )
ROM_LOAD( "congo10.bin", 0x04000, 0x2000, 0xf27a9407 )
ROM_REGION( 0xc000, REGION_GFX3 | REGIONFLAG_DISPOSE )
ROM_LOAD( "congo12.bin", 0x00000, 0x2000, 0x15e3377a ) /* sprites */
ROM_LOAD( "congo13.bin", 0x02000, 0x2000, 0x1d1321c8 )
ROM_LOAD( "congo11.bin", 0x04000, 0x2000, 0x73e2709f )
ROM_LOAD( "congo14.bin", 0x06000, 0x2000, 0xbf9169fe )
ROM_LOAD( "congo16.bin", 0x08000, 0x2000, 0xcb6d5775 )
ROM_LOAD( "congo15.bin", 0x0a000, 0x2000, 0x7b15a7a4 )
ROM_REGION( 0x8000, REGION_GFX4 | REGIONFLAG_DISPOSE ) /* background tilemaps converted in vh_start */
ROM_LOAD( "congo6.bin", 0x0000, 0x2000, 0xd637f02b )
/* 2000-3fff empty space to match Zaxxon */
ROM_LOAD( "congo7.bin", 0x4000, 0x2000, 0x80927943 )
/* 6000-7fff empty space to match Zaxxon */
ROM_REGION( 0x0100, REGION_PROMS )
ROM_LOAD( "congo.u68", 0x0000, 0x100, 0xb788d8ae ) /* palette */
ROM_END
GAME( 1983, congo, 0, congo, congo, 0, ROT90, "Sega", "Congo Bongo" )
GAME( 1983, tiptop, congo, congo, tiptop, 0, ROT90, "Sega", "Tip Top" )