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AmigActive 10
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AACD 10.iso
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ladybug.c
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C/C++ Source or Header
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2000-04-04
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22KB
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566 lines
/***************************************************************************
Lady Bug memory map (preliminary)
driver by Nicola Salmoria
0000-5fff ROM
6000-6fff RAM
d000-d3ff video RAM
d000-d007/d020-d027/d040-d047/d060-d067 contain the column scroll
registers (not used by Lady Bug)
d400-d7ff color RAM (4 bits wide)
memory mapped ports:
read:
9000 IN0
9001 IN1
9002 DSW0
9003 DSW1
e000 IN2 (not used by Lady Bug)
8000 interrupt enable? (toggle)?
see the input_ports definition below for details on the input bits
write:
7000-73ff sprites
a000 flip screen
b000 sound port 1
c000 sound port 2
interrupts:
There is no vblank interrupt. The vblank status is read from IN1.
Coin insertion in left slot generates a NMI, in right slot an IRQ.
***************************************************************************/
#include "driver.h"
#include "vidhrdw/generic.h"
READ_HANDLER( ladybug_IN0_r );
READ_HANDLER( ladybug_IN1_r );
int ladybug_interrupt(void);
void ladybug_vh_convert_color_prom(unsigned char *palette, unsigned short *colortable,const unsigned char *color_prom);
WRITE_HANDLER( ladybug_flipscreen_w );
void ladybug_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh);
static struct MemoryReadAddress readmem[] =
{
{ 0x0000, 0x5fff, MRA_ROM },
{ 0x6000, 0x6fff, MRA_RAM },
{ 0x8000, 0x8fff, MRA_NOP },
{ 0x9000, 0x9000, input_port_0_r }, /* IN0 */
{ 0x9001, 0x9001, input_port_1_r }, /* IN1 */
{ 0x9002, 0x9002, input_port_3_r }, /* DSW0 */
{ 0x9003, 0x9003, input_port_4_r }, /* DSW1 */
{ 0xd000, 0xd7ff, MRA_RAM }, /* video and color RAM */
{ 0xe000, 0xe000, input_port_2_r }, /* IN2 */
{ -1 } /* end of table */
};
static struct MemoryWriteAddress writemem[] =
{
{ 0x0000, 0x5fff, MWA_ROM },
{ 0x6000, 0x6fff, MWA_RAM },
{ 0x7000, 0x73ff, MWA_RAM, &spriteram, &spriteram_size },
{ 0xa000, 0xa000, ladybug_flipscreen_w },
{ 0xb000, 0xbfff, SN76496_0_w },
{ 0xc000, 0xcfff, SN76496_1_w },
{ 0xd000, 0xd3ff, videoram_w, &videoram, &videoram_size },
{ 0xd400, 0xd7ff, colorram_w, &colorram },
{ -1 } /* end of table */
};
/***************************************************************************
Lady Bug doesn't have VBlank interrupts.
Interrupts are still used by the game: but they are related to coin
slots. Left slot generates a NMI, Right slot an IRQ.
***************************************************************************/
int ladybug_interrupt(void)
{
if (readinputport(5) & 1) /* Left Coin */
return nmi_interrupt();
else if (readinputport(5) & 2) /* Right Coin */
return interrupt();
else return ignore_interrupt();
}
INPUT_PORTS_START( ladybug )
PORT_START /* IN0 */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_4WAY )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_4WAY )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_4WAY )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_4WAY )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_UNUSED )
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_START1 )
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_START2 )
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_TILT )
PORT_START /* IN1 */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_4WAY | IPF_COCKTAIL )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_4WAY | IPF_COCKTAIL )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_4WAY | IPF_COCKTAIL )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_4WAY | IPF_COCKTAIL )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_COCKTAIL )
/* This should be connected to the 4V clock. I don't think the game uses it. */
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN )
/* Note that there are TWO VBlank inputs, one is active low, the other active */
/* high. There are probably other differencies in the hardware, but emulating */
/* them this way is enough to get the game running. */
PORT_BIT( 0xc0, 0x40, IPT_VBLANK )
PORT_START /* IN2 */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_UNUSED )
PORT_BIT( 0x0e, IP_ACTIVE_LOW, IPT_UNUSED )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_COCKTAIL )
PORT_BIT( 0xe0, IP_ACTIVE_LOW, IPT_UNUSED )
PORT_START /* DSW0 */
PORT_DIPNAME( 0x03, 0x03, DEF_STR( Difficulty ) )
PORT_DIPSETTING( 0x03, "Easy" )
PORT_DIPSETTING( 0x02, "Medium" )
PORT_DIPSETTING( 0x01, "Hard" )
PORT_DIPSETTING( 0x00, "Hardest" )
PORT_DIPNAME( 0x04, 0x04, "High Score Names" )
PORT_DIPSETTING( 0x00, "3 Letters" )
PORT_DIPSETTING( 0x04, "10 Letters" )
PORT_BITX( 0x08, 0x08, IPT_DIPSWITCH_NAME | IPF_CHEAT, "Rack Test", KEYCODE_F1, IP_JOY_NONE )
PORT_DIPSETTING( 0x08, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x10, 0x10, "Freeze" )
PORT_DIPSETTING( 0x10, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x20, 0x00, DEF_STR( Cabinet ) )
PORT_DIPSETTING( 0x00, DEF_STR( Upright ) )
PORT_DIPSETTING( 0x20, DEF_STR( Cocktail ) )
PORT_DIPNAME( 0x40, 0x40, DEF_STR( Free_Play ) )
PORT_DIPSETTING( 0x40, DEF_STR( No ) )
PORT_DIPSETTING( 0x00, DEF_STR( Yes ) )
PORT_DIPNAME( 0x80, 0x80, DEF_STR( Lives ) )
PORT_DIPSETTING( 0x80, "3" )
PORT_DIPSETTING( 0x00, "5" )
PORT_START /* DSW1 */
PORT_DIPNAME( 0x0f, 0x0f, "Right Coin" )
PORT_DIPSETTING( 0x06, DEF_STR( 4C_1C ) )
PORT_DIPSETTING( 0x08, DEF_STR( 3C_1C ) )
PORT_DIPSETTING( 0x0a, DEF_STR( 2C_1C ) )
PORT_DIPSETTING( 0x07, DEF_STR( 3C_2C ) )
PORT_DIPSETTING( 0x0f, DEF_STR( 1C_1C ) )
PORT_DIPSETTING( 0x09, DEF_STR( 2C_3C ) )
PORT_DIPSETTING( 0x0e, DEF_STR( 1C_2C ) )
PORT_DIPSETTING( 0x0d, DEF_STR( 1C_3C ) )
PORT_DIPSETTING( 0x0c, DEF_STR( 1C_4C ) )
PORT_DIPSETTING( 0x0b, DEF_STR( 1C_5C ) )
/* settings 0x00 thru 0x05 all give 1 Coin/1 Credit */
PORT_DIPNAME( 0xf0, 0xf0, "Left Coin" )
PORT_DIPSETTING( 0x60, DEF_STR( 4C_1C ) )
PORT_DIPSETTING( 0x80, DEF_STR( 3C_1C ) )
PORT_DIPSETTING( 0xa0, DEF_STR( 2C_1C ) )
PORT_DIPSETTING( 0x70, DEF_STR( 3C_2C ) )
PORT_DIPSETTING( 0xf0, DEF_STR( 1C_1C ) )
PORT_DIPSETTING( 0x90, DEF_STR( 2C_3C ) )
PORT_DIPSETTING( 0xe0, DEF_STR( 1C_2C ) )
PORT_DIPSETTING( 0xd0, DEF_STR( 1C_3C ) )
PORT_DIPSETTING( 0xc0, DEF_STR( 1C_4C ) )
PORT_DIPSETTING( 0xb0, DEF_STR( 1C_5C ) )
/* settings 0x00 thru 0x50 all give 1 Coin/1 Credit */
PORT_START /* FAKE */
/* The coin slots are not memory mapped. Coin Left causes a NMI, */
/* Coin Right an IRQ. This fake input port is used by the interrupt */
/* handler to be notified of coin insertions. We use IMPULSE to */
/* trigger exactly one interrupt, without having to check when the */
/* user releases the key. */
PORT_BIT_IMPULSE( 0x01, IP_ACTIVE_HIGH, IPT_COIN1, 1 )
PORT_BIT_IMPULSE( 0x02, IP_ACTIVE_HIGH, IPT_COIN2, 1 )
INPUT_PORTS_END
INPUT_PORTS_START( snapjack )
PORT_START /* IN0 */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_8WAY )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_8WAY )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_8WAY )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_8WAY )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_UNUSED )
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_START1 )
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_START2 )
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_TILT )
PORT_START /* IN1 */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_COCKTAIL )
/* This should be connected to the 4V clock. I don't think the game uses it. */
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN )
/* Note that there are TWO VBlank inputs, one is active low, the other active */
/* high. There are probably other differencies in the hardware, but emulating */
/* them this way is enough to get the game running. */
PORT_BIT( 0xc0, 0x40, IPT_VBLANK )
PORT_START /* IN2 */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_UNUSED )
PORT_BIT( 0x0e, IP_ACTIVE_LOW, IPT_UNUSED )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_COCKTAIL )
PORT_BIT( 0xe0, IP_ACTIVE_LOW, IPT_UNUSED )
PORT_START /* DSW0 */
PORT_DIPNAME( 0x03, 0x03, DEF_STR( Difficulty ) )
PORT_DIPSETTING( 0x03, "Easy" )
PORT_DIPSETTING( 0x02, "Medium" )
PORT_DIPSETTING( 0x01, "Hard" )
PORT_DIPSETTING( 0x00, "Hardest" )
PORT_DIPNAME( 0x04, 0x04, "High Score Names" )
PORT_DIPSETTING( 0x00, "3 Letters" )
PORT_DIPSETTING( 0x04, "10 Letters" )
PORT_DIPNAME( 0x08, 0x00, DEF_STR( Cabinet ) )
PORT_DIPSETTING( 0x00, DEF_STR( Upright ) )
PORT_DIPSETTING( 0x08, DEF_STR( Cocktail ) )
PORT_DIPNAME( 0x10, 0x00, "unused1?" )
PORT_DIPSETTING( 0x10, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x20, 0x00, "unused2?" )
PORT_DIPSETTING( 0x20, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0xc0, 0xc0, DEF_STR( Lives ) )
PORT_DIPSETTING( 0x00, "2" )
PORT_DIPSETTING( 0xc0, "3" )
PORT_DIPSETTING( 0x80, "4" )
PORT_DIPSETTING( 0x40, "5" )
PORT_START /* DSW1 */
/* coinage is slightly different from Lady Bug and Cosmic Avenger */
PORT_DIPNAME( 0x0f, 0x0f, "Right Coin" )
PORT_DIPSETTING( 0x05, DEF_STR( 4C_1C ) )
PORT_DIPSETTING( 0x07, DEF_STR( 3C_1C ) )
PORT_DIPSETTING( 0x0a, DEF_STR( 2C_1C ) )
PORT_DIPSETTING( 0x06, DEF_STR( 3C_2C ) )
PORT_DIPSETTING( 0x09, DEF_STR( 2C_2C ) )
PORT_DIPSETTING( 0x0f, DEF_STR( 1C_1C ) )
PORT_DIPSETTING( 0x08, DEF_STR( 2C_3C ) )
PORT_DIPSETTING( 0x0e, DEF_STR( 1C_2C ) )
PORT_DIPSETTING( 0x0d, DEF_STR( 1C_3C ) )
PORT_DIPSETTING( 0x0c, DEF_STR( 1C_4C ) )
PORT_DIPSETTING( 0x0b, DEF_STR( 1C_5C ) )
/* settings 0x00 thru 0x04 all give 1 Coin/1 Credit */
PORT_DIPNAME( 0xf0, 0xf0, "Left Coin" )
PORT_DIPSETTING( 0x50, DEF_STR( 4C_1C ) )
PORT_DIPSETTING( 0x70, DEF_STR( 3C_1C ) )
PORT_DIPSETTING( 0xa0, DEF_STR( 2C_1C ) )
PORT_DIPSETTING( 0x60, DEF_STR( 3C_2C ) )
PORT_DIPSETTING( 0x90, DEF_STR( 2C_2C ) )
PORT_DIPSETTING( 0xf0, DEF_STR( 1C_1C ) )
PORT_DIPSETTING( 0x80, DEF_STR( 2C_3C ) )
PORT_DIPSETTING( 0xe0, DEF_STR( 1C_2C ) )
PORT_DIPSETTING( 0xd0, DEF_STR( 1C_3C ) )
PORT_DIPSETTING( 0xc0, DEF_STR( 1C_4C ) )
PORT_DIPSETTING( 0xb0, DEF_STR( 1C_5C ) )
/* settings 0x00 thru 0x04 all give 1 Coin/1 Credit */
PORT_START /* FAKE */
/* The coin slots are not memory mapped. Coin Left causes a NMI, */
/* Coin Right an IRQ. This fake input port is used by the interrupt */
/* handler to be notified of coin insertions. We use IMPULSE to */
/* trigger exactly one interrupt, without having to check when the */
/* user releases the key. */
PORT_BIT_IMPULSE( 0x01, IP_ACTIVE_HIGH, IPT_COIN1, 1 )
PORT_BIT_IMPULSE( 0x02, IP_ACTIVE_HIGH, IPT_COIN2, 1 )
INPUT_PORTS_END
INPUT_PORTS_START( cavenger )
PORT_START /* IN0 */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_8WAY )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_8WAY )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_8WAY )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_8WAY )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 )
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_START1 )
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_START2 )
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_TILT )
PORT_START /* IN1 */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_COCKTAIL )
/* This should be connected to the 4V clock. I don't think the game uses it. */
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN )
/* Note that there are TWO VBlank inputs, one is active low, the other active */
/* high. There are probably other differencies in the hardware, but emulating */
/* them this way is enough to get the game running. */
PORT_BIT( 0xc0, 0x40, IPT_VBLANK )
PORT_START /* IN2 */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON2 )
PORT_BIT( 0x0e, IP_ACTIVE_LOW, IPT_UNUSED )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_COCKTAIL )
PORT_BIT( 0xe0, IP_ACTIVE_LOW, IPT_UNUSED )
PORT_START /* DSW0 */
PORT_DIPNAME( 0x03, 0x03, DEF_STR( Difficulty ) )
PORT_DIPSETTING( 0x03, "Easy" )
PORT_DIPSETTING( 0x02, "Medium" )
PORT_DIPSETTING( 0x01, "Hard" )
PORT_DIPSETTING( 0x00, "Hardest" )
PORT_DIPNAME( 0x04, 0x04, "High Score Names" )
PORT_DIPSETTING( 0x00, "3 Letters" )
PORT_DIPSETTING( 0x04, "10 Letters" )
PORT_DIPNAME( 0x08, 0x00, DEF_STR( Cabinet ) )
PORT_DIPSETTING( 0x00, DEF_STR( Upright ) )
PORT_DIPSETTING( 0x08, DEF_STR( Cocktail ) )
PORT_DIPNAME( 0x30, 0x00, "Initial High Score" )
PORT_DIPSETTING( 0x00, "0" )
PORT_DIPSETTING( 0x30, "5000" )
PORT_DIPSETTING( 0x20, "8000" )
PORT_DIPSETTING( 0x10, "10000" )
PORT_DIPNAME( 0xc0, 0xc0, DEF_STR( Lives ) )
PORT_DIPSETTING( 0x00, "2" )
PORT_DIPSETTING( 0xc0, "3" )
PORT_DIPSETTING( 0x80, "4" )
PORT_DIPSETTING( 0x40, "5" )
PORT_START /* DSW1 */
PORT_DIPNAME( 0x0f, 0x0f, "Right Coin" )
PORT_DIPSETTING( 0x06, DEF_STR( 4C_1C ) )
PORT_DIPSETTING( 0x08, DEF_STR( 3C_1C ) )
PORT_DIPSETTING( 0x0a, DEF_STR( 2C_1C ) )
PORT_DIPSETTING( 0x07, DEF_STR( 3C_2C ) )
PORT_DIPSETTING( 0x0f, DEF_STR( 1C_1C ) )
PORT_DIPSETTING( 0x09, DEF_STR( 2C_3C ) )
PORT_DIPSETTING( 0x0e, DEF_STR( 1C_2C ) )
PORT_DIPSETTING( 0x0d, DEF_STR( 1C_3C ) )
PORT_DIPSETTING( 0x0c, DEF_STR( 1C_4C ) )
PORT_DIPSETTING( 0x0b, DEF_STR( 1C_5C ) )
/* settings 0x00 thru 0x05 all give 1 Coin/1 Credit */
PORT_DIPNAME( 0xf0, 0xf0, "Left Coin" )
PORT_DIPSETTING( 0x60, DEF_STR( 4C_1C ) )
PORT_DIPSETTING( 0x80, DEF_STR( 3C_1C ) )
PORT_DIPSETTING( 0xa0, DEF_STR( 2C_1C ) )
PORT_DIPSETTING( 0x70, DEF_STR( 3C_2C ) )
PORT_DIPSETTING( 0xf0, DEF_STR( 1C_1C ) )
PORT_DIPSETTING( 0x90, DEF_STR( 2C_3C ) )
PORT_DIPSETTING( 0xe0, DEF_STR( 1C_2C ) )
PORT_DIPSETTING( 0xd0, DEF_STR( 1C_3C ) )
PORT_DIPSETTING( 0xc0, DEF_STR( 1C_4C ) )
PORT_DIPSETTING( 0xb0, DEF_STR( 1C_5C ) )
/* settings 0x00 thru 0x50 all give 1 Coin/1 Credit */
PORT_START /* FAKE */
/* The coin slots are not memory mapped. Coin Left causes a NMI, */
/* Coin Right an IRQ. This fake input port is used by the interrupt */
/* handler to be notified of coin insertions. We use IMPULSE to */
/* trigger exactly one interrupt, without having to check when the */
/* user releases the key. */
PORT_BIT_IMPULSE( 0x01, IP_ACTIVE_HIGH, IPT_COIN1, 1 )
PORT_BIT_IMPULSE( 0x02, IP_ACTIVE_HIGH, IPT_COIN2, 1 )
INPUT_PORTS_END
static struct GfxLayout charlayout =
{
8,8, /* 8*8 characters */
512, /* 512 characters */
2, /* 2 bits per pixel */
{ 0, 512*8*8 }, /* the two bitplanes are separated */
{ 7, 6, 5, 4, 3, 2, 1, 0 },
{ 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, /* 16*16 sprites */
128, /* 128 sprites */
2, /* 2 bits per pixel */
{ 1, 0 }, /* the two bitplanes are packed in two consecutive bits */
{ 0, 2, 4, 6, 8, 10, 12, 14,
8*16+0, 8*16+2, 8*16+4, 8*16+6, 8*16+8, 8*16+10, 8*16+12, 8*16+14 },
{ 23*16, 22*16, 21*16, 20*16, 19*16, 18*16, 17*16, 16*16,
7*16, 6*16, 5*16, 4*16, 3*16, 2*16, 1*16, 0*16 },
64*8 /* every sprite takes 64 consecutive bytes */
};
static struct GfxLayout spritelayout2 =
{
8,8, /* 8*8 sprites */
512, /* 512 sprites */
2, /* 2 bits per pixel */
{ 1, 0 }, /* the two bitplanes are packed in two consecutive bits */
{ 0, 2, 4, 6, 8, 10, 12, 14 },
{ 7*16, 6*16, 5*16, 4*16, 3*16, 2*16, 1*16, 0*16 },
16*8 /* every sprite takes 16 consecutive bytes */
};
static struct GfxDecodeInfo gfxdecodeinfo[] =
{
{ REGION_GFX1, 0, &charlayout, 0, 8 },
{ REGION_GFX2, 0, &spritelayout, 4*8, 16 },
{ REGION_GFX2, 0, &spritelayout2, 4*8, 16 },
{ -1 } /* end of array */
};
static struct SN76496interface sn76496_interface =
{
2, /* 2 chips */
{ 4000000, 4000000 }, /* 4 MHz */
{ 100, 100 }
};
static struct MachineDriver machine_driver_ladybug =
{
/* basic machine hardware */
{
{
CPU_Z80,
4000000, /* 4 Mhz */
readmem,writemem,0,0,
ladybug_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, { 1*8, 31*8-1, 4*8, 28*8-1 },
gfxdecodeinfo,
32,4*24,
ladybug_vh_convert_color_prom,
VIDEO_TYPE_RASTER,
0,
generic_vh_start,
generic_vh_stop,
ladybug_vh_screenrefresh,
/* sound hardware */
0,0,0,0,
{
{
SOUND_SN76496,
&sn76496_interface
}
}
};
/***************************************************************************
Game driver(s)
***************************************************************************/
ROM_START( ladybug )
ROM_REGION( 0x10000, REGION_CPU1 ) /* 64k for code */
ROM_LOAD( "lb1.cpu", 0x0000, 0x1000, 0xd09e0adb )
ROM_LOAD( "lb2.cpu", 0x1000, 0x1000, 0x88bc4a0a )
ROM_LOAD( "lb3.cpu", 0x2000, 0x1000, 0x53e9efce )
ROM_LOAD( "lb4.cpu", 0x3000, 0x1000, 0xffc424d7 )
ROM_LOAD( "lb5.cpu", 0x4000, 0x1000, 0xad6af809 )
ROM_LOAD( "lb6.cpu", 0x5000, 0x1000, 0xcf1acca4 )
ROM_REGION( 0x2000, REGION_GFX1 | REGIONFLAG_DISPOSE )
ROM_LOAD( "lb9.vid", 0x0000, 0x1000, 0x77b1da1e )
ROM_LOAD( "lb10.vid", 0x1000, 0x1000, 0xaa82e00b )
ROM_REGION( 0x2000, REGION_GFX2 | REGIONFLAG_DISPOSE )
ROM_LOAD( "lb8.cpu", 0x0000, 0x1000, 0x8b99910b )
ROM_LOAD( "lb7.cpu", 0x1000, 0x1000, 0x86a5b448 )
ROM_REGION( 0x0060, REGION_PROMS )
ROM_LOAD( "10-2.vid", 0x0000, 0x0020, 0xdf091e52 ) /* palette */
ROM_LOAD( "10-1.vid", 0x0020, 0x0020, 0x40640d8f ) /* sprite color lookup table */
ROM_LOAD( "10-3.vid", 0x0040, 0x0020, 0x27fa3a50 ) /* ?? */
ROM_END
ROM_START( ladybugb )
ROM_REGION( 0x10000, REGION_CPU1 ) /* 64k for code */
ROM_LOAD( "lb1a.cpu", 0x0000, 0x1000, 0xec135e54 )
ROM_LOAD( "lb2a.cpu", 0x1000, 0x1000, 0x3049c5c6 )
ROM_LOAD( "lb3a.cpu", 0x2000, 0x1000, 0xb0fef837 )
ROM_LOAD( "lb4.cpu", 0x3000, 0x1000, 0xffc424d7 )
ROM_LOAD( "lb5.cpu", 0x4000, 0x1000, 0xad6af809 )
ROM_LOAD( "lb6a.cpu", 0x5000, 0x1000, 0x88c8002a )
ROM_REGION( 0x2000, REGION_GFX1 | REGIONFLAG_DISPOSE )
ROM_LOAD( "lb9.vid", 0x0000, 0x1000, 0x77b1da1e )
ROM_LOAD( "lb10.vid", 0x1000, 0x1000, 0xaa82e00b )
ROM_REGION( 0x2000, REGION_GFX2 | REGIONFLAG_DISPOSE )
ROM_LOAD( "lb8.cpu", 0x0000, 0x1000, 0x8b99910b )
ROM_LOAD( "lb7.cpu", 0x1000, 0x1000, 0x86a5b448 )
ROM_REGION( 0x0060, REGION_PROMS )
ROM_LOAD( "10-2.vid", 0x0000, 0x0020, 0xdf091e52 ) /* palette */
ROM_LOAD( "10-1.vid", 0x0020, 0x0020, 0x40640d8f ) /* sprite color lookup table */
ROM_LOAD( "10-3.vid", 0x0040, 0x0020, 0x27fa3a50 ) /* ?? */
ROM_END
ROM_START( snapjack )
ROM_REGION( 0x10000, REGION_CPU1 ) /* 64k for code */
ROM_LOAD( "sj2a.bin", 0x0000, 0x1000, 0x6b30fcda )
ROM_LOAD( "sj2b.bin", 0x1000, 0x1000, 0x1f1088d1 )
ROM_LOAD( "sj2c.bin", 0x2000, 0x1000, 0xedd65f3a )
ROM_LOAD( "sj2d.bin", 0x3000, 0x1000, 0xf4481192 )
ROM_LOAD( "sj2e.bin", 0x4000, 0x1000, 0x1bff7d05 )
ROM_LOAD( "sj2f.bin", 0x5000, 0x1000, 0x21793edf )
ROM_REGION( 0x2000, REGION_GFX1 | REGIONFLAG_DISPOSE )
ROM_LOAD( "sj2i.bin", 0x0000, 0x1000, 0xff2011c7 )
ROM_LOAD( "sj2j.bin", 0x1000, 0x1000, 0xf097babb )
ROM_REGION( 0x2000, REGION_GFX2 | REGIONFLAG_DISPOSE )
ROM_LOAD( "sj2h.bin", 0x0000, 0x1000, 0xb7f105b6 )
ROM_LOAD( "sj2g.bin", 0x1000, 0x1000, 0x1cdb03a8 )
ROM_REGION( 0x0060, REGION_PROMS )
ROM_LOAD( "sj8t.bin", 0x0000, 0x0020, 0xcbbd9dd1 ) /* palette */
ROM_LOAD( "sj9k.bin", 0x0020, 0x0020, 0x5b16fbd2 ) /* sprite color lookup table */
ROM_LOAD( "sj9h.bin", 0x0040, 0x0020, 0x27fa3a50 ) /* ?? */
ROM_END
ROM_START( cavenger )
ROM_REGION( 0x10000, REGION_CPU1 ) /* 64k for code */
ROM_LOAD( "1", 0x0000, 0x1000, 0x9e0cc781 )
ROM_LOAD( "2", 0x1000, 0x1000, 0x5ce5b950 )
ROM_LOAD( "3", 0x2000, 0x1000, 0xbc28218d )
ROM_LOAD( "4", 0x3000, 0x1000, 0x2b32e9f5 )
ROM_LOAD( "5", 0x4000, 0x1000, 0xd117153e )
ROM_LOAD( "6", 0x5000, 0x1000, 0xc7d366cb )
ROM_REGION( 0x2000, REGION_GFX1 | REGIONFLAG_DISPOSE )
ROM_LOAD( "9", 0x0000, 0x1000, 0x63357785 )
ROM_LOAD( "0", 0x1000, 0x1000, 0x52ad1133 )
ROM_REGION( 0x2000, REGION_GFX2 | REGIONFLAG_DISPOSE )
ROM_LOAD( "8", 0x0000, 0x1000, 0xb022bf2d )
/* 1000-1fff empty */
ROM_REGION( 0x0060, REGION_PROMS )
ROM_LOAD( "t8.bpr", 0x0000, 0x0020, 0x42a24dd5 ) /* palette */
ROM_LOAD( "k9.bpr", 0x0020, 0x0020, 0xd736b8de ) /* sprite color lookup table */
ROM_LOAD( "h9.bpr", 0x0040, 0x0020, 0x27fa3a50 ) /* ?? */
ROM_END
GAME( 1981, ladybug, 0, ladybug, ladybug, 0, ROT270, "Universal", "Lady Bug" )
GAME( 1982, ladybugb, ladybug, ladybug, ladybug, 0, ROT270, "bootleg", "Lady Bug (bootleg)" )
GAME( 1981?,snapjack, 0, ladybug, snapjack, 0, ROT0, "Universal", "Snap Jack" )
GAME( 1981, cavenger, 0, ladybug, cavenger, 0, ROT0, "Universal", "Cosmic Avenger" )