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AmigActive 10
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tankbatt.c
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C/C++ Source or Header
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2000-05-04
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10KB
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338 lines
/***************************************************************************
Tank Battalion memory map (preliminary)
driver by Brad Oliver
$0000-$000f : bullet ram, first entry is player's bullet
$0010-$01ff : zero page & stack
$0200-$07ff : RAM
$0800-$0bff : videoram
$0c00-$0c1f : I/O
Read:
$0c00-$0c03 : p1 joystick
$0c04
$0c07 : stop at grid self-test if bit 7 is low
$0c0f : stop at first self-test if bit 7 is low
$0c18 : Cabinet, 0 = table, 1 = upright
$0c19-$0c1a : Coinage, 00 = free play, 01 = 2 coin 1 credit, 10 = 1 coin 2 credits, 11 = 1 coin 1 credit
$0c1b-$0c1c : Bonus, 00 = 10000, 01 = 15000, 10 = 20000, 11 = none
$0c1d : Tanks, 0 = 3, 1 = 2
$0c1e-$0c1f : ??
Write:
$0c00-$0c01 : p1/p2 start leds
$0c02 : ?? written to at end of IRQ, either 0 or 1 - coin counter?
$0c03 : ?? written to during IRQ if grid test is on
$0c08 : ?? written to during IRQ if grid test is on
$0c09 : Sound - coin ding
$0c0a : NMI enable (active low) ?? game only ??
$0c0b : Sound - background noise, 0 - low rumble, 1 - high rumble
$0c0c : Sound - player fire
$0c0d : Sound - explosion
$0c0f : NMI enable (active high) ?? demo only ??
$0c10 : IRQ ack ??
$0c18 : Watchdog ?? Not written to while game screen is up
$2000-$3fff : ROM
TODO:
. Resistor values on the color prom need to be verified
Changes:
28 Feb 98 LBO
. Fixed the coin interrupts
. Fixed the color issues, should be 100% if I guessed at the resistor values properly
. Fixed the 2nd player cocktail joystick, had the polarity reversed
. Hacked the sound sample triggers so they work better
Known issues:
. The 'moving' tank rumble noise seems to keep playing a second too long
. Sample support is all a crapshoot. I have no idea how it really works
***************************************************************************/
#include "driver.h"
#include "vidhrdw/generic.h"
#include "cpu/m6502/m6502.h"
extern unsigned char *tankbatt_bulletsram;
extern size_t tankbatt_bulletsram_size;
static int tankbatt_nmi_enable; /* No need to init this - the game will set it on reset */
static int tankbatt_sound_enable;
void tankbatt_vh_convert_color_prom(unsigned char *palette, unsigned short *colortable,const unsigned char *color_prom);
void tankbatt_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh);
WRITE_HANDLER( tankbatt_led_w )
{
osd_led_w(offset, data);
}
READ_HANDLER( tankbatt_in0_r )
{
int val;
val = readinputport(0);
return ((val << (7-offset)) & 0x80);
}
READ_HANDLER( tankbatt_in1_r )
{
int val;
val = readinputport(1);
return ((val << (7-offset)) & 0x80);
}
READ_HANDLER( tankbatt_dsw_r )
{
int val;
val = readinputport(2);
return ((val << (7-offset)) & 0x80);
}
WRITE_HANDLER( tankbatt_interrupt_enable_w )
{
tankbatt_nmi_enable = !data;
tankbatt_sound_enable = !data;
if (data != 0) cpu_clear_pending_interrupts(0);
/* hack - turn off the engine noise if the normal game nmi's are disabled */
if (data) sample_stop (2);
// interrupt_enable_w (offset, !data);
}
WRITE_HANDLER( tankbatt_demo_interrupt_enable_w )
{
tankbatt_nmi_enable = data;
if (data != 0) cpu_clear_pending_interrupts(0);
// interrupt_enable_w (offset, data);
}
WRITE_HANDLER( tankbatt_sh_expl_w )
{
if (tankbatt_sound_enable)
sample_start (1, 3, 0);
}
WRITE_HANDLER( tankbatt_sh_engine_w )
{
if (tankbatt_sound_enable)
{
if (data)
sample_start (2, 2, 1);
else
sample_start (2, 1, 1);
}
else sample_stop (2);
}
WRITE_HANDLER( tankbatt_sh_fire_w )
{
if (tankbatt_sound_enable)
sample_start (0, 0, 0);
}
static struct MemoryReadAddress readmem[] =
{
{ 0x0000, 0x01ff, MRA_RAM },
{ 0x0c00, 0x0c07, tankbatt_in0_r },
{ 0x0c08, 0x0c0f, tankbatt_in1_r },
{ 0x0c18, 0x0c1f, tankbatt_dsw_r },
{ 0x0200, 0x0bff, MRA_RAM },
{ 0x6000, 0x7fff, MRA_ROM },
{ 0xf800, 0xffff, MRA_ROM }, /* for the reset / interrupt vectors */
{ -1 } /* end of table */
};
static struct MemoryWriteAddress writemem[] =
{
{ 0x0010, 0x01ff, MWA_RAM },
{ 0x0800, 0x0bff, videoram_w, &videoram, &videoram_size },
{ 0x0000, 0x000f, MWA_RAM, &tankbatt_bulletsram, &tankbatt_bulletsram_size },
{ 0x0c18, 0x0c18, MWA_NOP }, /* watchdog ?? */
{ 0x0c00, 0x0c01, tankbatt_led_w },
{ 0x0c0a, 0x0c0a, tankbatt_interrupt_enable_w },
{ 0x0c0b, 0x0c0b, tankbatt_sh_engine_w },
{ 0x0c0c, 0x0c0c, tankbatt_sh_fire_w },
{ 0x0c0d, 0x0c0d, tankbatt_sh_expl_w },
{ 0x0c0f, 0x0c0f, tankbatt_demo_interrupt_enable_w },
{ 0x0200, 0x07ff, MWA_RAM },
{ 0x2000, 0x3fff, MWA_ROM },
{ -1 } /* end of table */
};
int tankbatt_interrupt (void)
{
if ((readinputport (0) & 0x60) == 0) return interrupt ();
if (tankbatt_nmi_enable) return nmi_interrupt ();
else return ignore_interrupt ();
}
INPUT_PORTS_START( tankbatt )
PORT_START /* IN0 */
PORT_BIT ( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_4WAY )
PORT_BIT ( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_4WAY )
PORT_BIT ( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_4WAY )
PORT_BIT ( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_4WAY )
PORT_BIT ( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 )
PORT_BIT_IMPULSE( 0x60, IP_ACTIVE_LOW, IPT_COIN1, 2 )
PORT_BIT ( 0x80, IP_ACTIVE_LOW, IPT_TILT )
PORT_START /* IN1 */
PORT_BIT ( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_4WAY | IPF_COCKTAIL )
PORT_BIT ( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_4WAY | IPF_COCKTAIL )
PORT_BIT ( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_4WAY | IPF_COCKTAIL )
PORT_BIT ( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_4WAY | IPF_COCKTAIL )
PORT_BIT ( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_COCKTAIL )
PORT_BIT ( 0x20, IP_ACTIVE_LOW, IPT_START1 )
PORT_BIT ( 0x40, IP_ACTIVE_LOW, IPT_START2 )
PORT_SERVICE( 0x80, IP_ACTIVE_LOW )
PORT_START /* DSW */
PORT_DIPNAME( 0x01, 0x01, DEF_STR( Cabinet ) )
PORT_DIPSETTING( 0x01, DEF_STR( Upright ) )
PORT_DIPSETTING( 0x00, DEF_STR( Cocktail ) )
PORT_DIPNAME( 0x06, 0x06, DEF_STR( Coinage ) )
PORT_DIPSETTING( 0x04, DEF_STR( 2C_1C ) )
PORT_DIPSETTING( 0x06, DEF_STR( 1C_1C ) )
PORT_DIPSETTING( 0x02, DEF_STR( 1C_2C ) )
PORT_DIPSETTING( 0x00, DEF_STR( Free_Play ) )
PORT_DIPNAME( 0x18, 0x08, DEF_STR( Bonus_Life ) )
PORT_DIPSETTING( 0x00, "10000" )
PORT_DIPSETTING( 0x10, "15000" )
PORT_DIPSETTING( 0x08, "20000" )
PORT_DIPSETTING( 0x18, "None" )
PORT_DIPNAME( 0x20, 0x00, DEF_STR( Lives ) )
PORT_DIPSETTING( 0x20, "2" )
PORT_DIPSETTING( 0x00, "3" )
PORT_DIPNAME( 0x40, 0x40, DEF_STR( Unknown ) )
PORT_DIPSETTING( 0x40, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x80, 0x80, DEF_STR( Unknown ) )
PORT_DIPSETTING( 0x80, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
INPUT_PORTS_END
static struct GfxLayout charlayout =
{
8,8, /* 8*8 characters */
256, /* 256 characters */
1, /* 1 bit per pixel */
{ 0 }, /* only one bitplane */
{ 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 bulletlayout =
{
/* there is no gfx ROM for this one, it is generated by the hardware */
3,3, /* 3*3 box */
1, /* just one */
1, /* 1 bit per pixel */
{ 8*8 },
{ 2, 2, 2 }, /* I "know" that this bit of the */
{ 2, 2, 2 }, /* graphics ROMs is 1 */
0 /* no use */
};
static struct GfxDecodeInfo gfxdecodeinfo[] =
{
{ REGION_GFX1, 0, &charlayout, 0, 64 },
{ REGION_GFX1, 0, &bulletlayout, 0, 64 },
{ -1 } /* end of array */
};
static const char *tankbatt_sample_names[] =
{
"*tankbatt",
"fire.wav",
"engine1.wav",
"engine2.wav",
"explode1.wav",
0 /* end of array */
};
static struct Samplesinterface samples_interface =
{
3, /* 3 channels */
25, /* volume */
tankbatt_sample_names
};
static struct MachineDriver machine_driver_tankbatt =
{
/* basic machine hardware */
{
{
CPU_M6502,
1000000, /* 1 Mhz ???? */
readmem,writemem,0,0,
tankbatt_interrupt,1
}
},
60, DEFAULT_60HZ_VBLANK_DURATION, /* frames per second, vblank duration */
1,
0,
/* video hardware */
32*8, 32*8, { 0*8, 32*8-1, 2*8, 30*8-1 },
gfxdecodeinfo,
65, 128,
tankbatt_vh_convert_color_prom,
VIDEO_TYPE_RASTER,
0,
generic_vh_start,
generic_vh_stop,
tankbatt_vh_screenrefresh,
/* sound hardware */
0,0,0,0,
{
{
SOUND_SAMPLES,
&samples_interface
}
}
};
/***************************************************************************
Game driver(s)
***************************************************************************/
ROM_START( tankbatt )
ROM_REGION( 0x10000, REGION_CPU1 ) /* 64k for code */
ROM_LOAD( "tb1-1.bin", 0x6000, 0x0800, 0x278a0b8c )
ROM_LOAD( "tb1-2.bin", 0x6800, 0x0800, 0xe0923370 )
ROM_LOAD( "tb1-3.bin", 0x7000, 0x0800, 0x85005ea4 )
ROM_LOAD( "tb1-4.bin", 0x7800, 0x0800, 0x3dfb5bcf )
ROM_RELOAD( 0xf800, 0x0800 ) /* for the reset and interrupt vectors */
ROM_REGION( 0x0800, REGION_GFX1 | REGIONFLAG_DISPOSE )
ROM_LOAD( "tb1-5.bin", 0x0000, 0x0800, 0xaabd4fb1 )
ROM_REGION( 0x0100, REGION_PROMS )
ROM_LOAD( "tankbatt.clr", 0x0000, 0x0100, 0x1150d613 )
ROM_END
GAME( 1980, tankbatt, 0, tankbatt, tankbatt, 0, ROT90, "Namco", "Tank Battalion" )