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Coin-Op : Arcade : Dorodon : VM Driver Source

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     1: /***************************************************************************
     2: 
     3: Lady Bug memory map (preliminary)
     4: 
     5: driver by Nicola Salmoria
     6: 
     7: 0000-5fff ROM
     8: 6000-6fff RAM
     9: d000-d3ff video RAM
    10:           d000-d007/d020-d027/d040-d047/d060-d067 contain the column scroll
    11:           registers (not used by Lady Bug)
    12: d400-d7ff color RAM (4 bits wide)
    13: 
    14: memory mapped ports:
    15: 
    16: read:
    17: 9000      IN0
    18: 9001      IN1
    19: 9002      DSW0
    20: 9003      DSW1
    21: e000      IN2 (not used by Lady Bug)
    22: 8000      interrupt enable? (toggle)?
    23: see the input_ports definition below for details on the input bits
    24: 
    25: write:
    26: 7000-73ff sprites
    27: a000      flip screen
    28: b000      sound port 1
    29: c000      sound port 2
    30: 
    31: interrupts:
    32: There is no vblank interrupt. The vblank status is read from IN1.
    33: Coin insertion in left slot generates a NMI, in right slot an IRQ.
    34: 
    35: TODO:
    36: - Coin lockouts are missing. The game only accepts 9 coins, so there has to be
    37:   a lockout call somewhere.
    38: 
    39: ***************************************************************************/
    40: 
    41: #include "driver.h" 
    42: #include "vidhrdw/generic.h" 
    43: 
    44: 
    45: extern READ_HANDLER( ladybug_IN0_r );
    46: extern READ_HANDLER( ladybug_IN1_r );
    47: extern INTERRUPT_GEN( ladybug_interrupt );
    48: 
    49: extern WRITE_HANDLER( ladybug_videoram_w );
    50: extern WRITE_HANDLER( ladybug_colorram_w );
    51: extern WRITE_HANDLER( ladybug_flipscreen_w );
    52: 
    53: extern PALETTE_INIT( ladybug );
    54: extern VIDEO_START( ladybug );
    55: extern VIDEO_UPDATE( ladybug );
    56: 
    57: 
    58: static MEMORY_READ_START( readmem )
    59: 	{ 0x0000, 0x5fff, MRA_ROM },
    60: 	{ 0x6000, 0x6fff, MRA_RAM },
    61: 	{ 0x8000, 0x8fff, MRA_NOP },
    62: 	{ 0x9000, 0x9000, input_port_0_r },	/* IN0 */
    63: 	{ 0x9001, 0x9001, input_port_1_r },	/* IN1 */
    64: 	{ 0x9002, 0x9002, input_port_3_r },	/* DSW0 */
    65: 	{ 0x9003, 0x9003, input_port_4_r },	/* DSW1 */
    66: 	{ 0xd000, 0xd7ff, MRA_RAM },	/* video and color RAM */
    67: 	{ 0xe000, 0xe000, input_port_2_r },	/* IN2 */
    68: MEMORY_END
    69: 
    70: static MEMORY_WRITE_START( writemem )
    71: 	{ 0x0000, 0x5fff, MWA_ROM },
    72: 	{ 0x6000, 0x6fff, MWA_RAM },
    73: 	{ 0x7000, 0x73ff, MWA_RAM, &spriteram, &spriteram_size },
    74: 	{ 0xa000, 0xa000, ladybug_flipscreen_w },
    75: 	{ 0xb000, 0xbfff, SN76496_0_w },
    76: 	{ 0xc000, 0xcfff, SN76496_1_w },
    77: 	{ 0xd000, 0xd3ff, ladybug_videoram_w, &videoram },
    78: 	{ 0xd400, 0xd7ff, ladybug_colorram_w, &colorram },
    79: MEMORY_END
    80: 
    81: /***************************************************************************
    82: 
    83:   Lady Bug doesn't have VBlank interrupts.
    84:   Interrupts are still used by the game: but they are related to coin
    85:   slots. Left slot generates a NMI, Right slot an IRQ.
    86: 
    87: ***************************************************************************/
    88: INTERRUPT_GEN( ladybug_interrupt )
    89: {
    90: 	if (readinputport(5) & 1)	/* Left Coin */
    91: 		cpu_set_irq_line(0, IRQ_LINE_NMI, PULSE_LINE);
    92: 	else if (readinputport(5) & 2)	/* Right Coin */
    93: 		cpu_set_irq_line(0, 0, HOLD_LINE);
    94: }
    95: 
    96: INPUT_PORTS_START( ladybug )
    97: 	PORT_START	/* IN0 */
    98: 	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_4WAY )
    99: 	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_4WAY )
   100: 	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_4WAY )
   101: 	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_4WAY )
   102: 	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_UNUSED )
   103: 	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_START1 )
   104: 	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_START2 )
   105: 	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_TILT )
   106: 
   107: 	PORT_START	/* IN1 */
   108: 	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_4WAY | IPF_COCKTAIL )
   109: 	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_4WAY | IPF_COCKTAIL )
   110: 	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_4WAY | IPF_COCKTAIL )
   111: 	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_4WAY | IPF_COCKTAIL )
   112: 	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_COCKTAIL )
   113: 	/* This should be connected to the 4V clock. I don't think the game uses it. */
   114: 	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN )
   115: 	/* Note that there are TWO VBlank inputs, one is active low, the other active */
   116: 	/* high. There are probably other differencies in the hardware, but emulating */
   117: 	/* them this way is enough to get the game running. */
   118: 	PORT_BIT( 0xc0, 0x40, IPT_VBLANK )
   119: 
   120: 	PORT_START	/* IN2 */
   121: 	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_UNUSED )
   122: 	PORT_BIT( 0x0e, IP_ACTIVE_LOW, IPT_UNUSED )
   123: 	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_COCKTAIL )
   124: 	PORT_BIT( 0xe0, IP_ACTIVE_LOW, IPT_UNUSED )
   125: 
   126: 	PORT_START	/* DSW0 */
   127: 	PORT_DIPNAME( 0x03, 0x03, DEF_STR( Difficulty ) )
   128: 	PORT_DIPSETTING(    0x03, "Easy" )
   129: 	PORT_DIPSETTING(    0x02, "Medium" )
   130: 	PORT_DIPSETTING(    0x01, "Hard" )
   131: 	PORT_DIPSETTING(    0x00, "Hardest" )
   132: 	PORT_DIPNAME( 0x04, 0x04, "High Score Names" )
   133: 	PORT_DIPSETTING(    0x00, "3 Letters" )
   134: 	PORT_DIPSETTING(    0x04, "10 Letters" )
   135: 	PORT_BITX(    0x08, 0x08, IPT_DIPSWITCH_NAME | IPF_CHEAT, "Rack Test", KEYCODE_F1, IP_JOY_NONE )
   136: 	PORT_DIPSETTING(    0x08, DEF_STR( Off ) )
   137: 	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
   138: 	PORT_DIPNAME( 0x10, 0x10, "Freeze" )
   139: 	PORT_DIPSETTING(    0x10, DEF_STR( Off ) )
   140: 	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
   141: 	PORT_DIPNAME( 0x20, 0x00, DEF_STR( Cabinet ) )
   142: 	PORT_DIPSETTING(    0x00, DEF_STR( Upright ) )
   143: 	PORT_DIPSETTING(    0x20, DEF_STR( Cocktail ) )
   144: 	PORT_DIPNAME( 0x40, 0x40, DEF_STR( Free_Play ) )
   145: 	PORT_DIPSETTING(    0x40, DEF_STR( No ) )
   146: 	PORT_DIPSETTING(    0x00, DEF_STR( Yes ) )
   147: 	PORT_DIPNAME( 0x80, 0x80, DEF_STR( Lives ) )
   148: 	PORT_DIPSETTING(    0x80, "3" )
   149: 	PORT_DIPSETTING(    0x00, "5" )
   150: 
   151: 	PORT_START	/* DSW1 */
   152: 	PORT_DIPNAME( 0x0f, 0x0f, DEF_STR( Coin_B ) )
   153: 	PORT_DIPSETTING(    0x06, DEF_STR( 4C_1C ) )
   154: 	PORT_DIPSETTING(    0x08, DEF_STR( 3C_1C ) )
   155: 	PORT_DIPSETTING(    0x0a, DEF_STR( 2C_1C ) )
   156: 	PORT_DIPSETTING(    0x07, DEF_STR( 3C_2C ) )
   157: 	PORT_DIPSETTING(    0x0f, DEF_STR( 1C_1C ) )
   158: 	PORT_DIPSETTING(    0x09, DEF_STR( 2C_3C ) )
   159: 	PORT_DIPSETTING(    0x0e, DEF_STR( 1C_2C ) )
   160: 	PORT_DIPSETTING(    0x0d, DEF_STR( 1C_3C ) )
   161: 	PORT_DIPSETTING(    0x0c, DEF_STR( 1C_4C ) )
   162: 	PORT_DIPSETTING(    0x0b, DEF_STR( 1C_5C ) )
   163: 	/* settings 0x00 thru 0x05 all give 1 Coin/1 Credit */
   164: 	PORT_DIPNAME( 0xf0, 0xf0, DEF_STR( Coin_A ) )
   165: 	PORT_DIPSETTING(    0x60, DEF_STR( 4C_1C ) )
   166: 	PORT_DIPSETTING(    0x80, DEF_STR( 3C_1C ) )
   167: 	PORT_DIPSETTING(    0xa0, DEF_STR( 2C_1C ) )
   168: 	PORT_DIPSETTING(    0x70, DEF_STR( 3C_2C ) )
   169: 	PORT_DIPSETTING(    0xf0, DEF_STR( 1C_1C ) )
   170: 	PORT_DIPSETTING(    0x90, DEF_STR( 2C_3C ) )
   171: 	PORT_DIPSETTING(    0xe0, DEF_STR( 1C_2C ) )
   172: 	PORT_DIPSETTING(    0xd0, DEF_STR( 1C_3C ) )
   173: 	PORT_DIPSETTING(    0xc0, DEF_STR( 1C_4C ) )
   174: 	PORT_DIPSETTING(    0xb0, DEF_STR( 1C_5C ) )
   175: 	/* settings 0x00 thru 0x50 all give 1 Coin/1 Credit */
   176: 
   177: 	PORT_START	/* FAKE */
   178: 	/* The coin slots are not memory mapped. Coin Left causes a NMI, */
   179: 	/* Coin Right an IRQ. This fake input port is used by the interrupt */
   180: 	/* handler to be notified of coin insertions. We use IMPULSE to */
   181: 	/* trigger exactly one interrupt, without having to check when the */
   182: 	/* user releases the key. */
   183: 	PORT_BIT_IMPULSE( 0x01, IP_ACTIVE_HIGH, IPT_COIN1, 1 )
   184: 	PORT_BIT_IMPULSE( 0x02, IP_ACTIVE_HIGH, IPT_COIN2, 1 )
   185: INPUT_PORTS_END
   186: 
   187: INPUT_PORTS_START( snapjack )
   188: 	PORT_START	/* IN0 */
   189: 	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_8WAY )
   190: 	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_8WAY )
   191: 	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_8WAY )
   192: 	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_8WAY )
   193: 	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_UNUSED )
   194: 	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_START1 )
   195: 	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_START2 )
   196: 	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_TILT )
   197: 
   198: 	PORT_START	/* IN1 */
   199: 	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_8WAY | IPF_COCKTAIL )
   200: 	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_8WAY | IPF_COCKTAIL )
   201: 	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_8WAY | IPF_COCKTAIL )
   202: 	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_8WAY | IPF_COCKTAIL )
   203: 	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_COCKTAIL )
   204: 	/* This should be connected to the 4V clock. I don't think the game uses it. */
   205: 	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN )
   206: 	/* Note that there are TWO VBlank inputs, one is active low, the other active */
   207: 	/* high. There are probably other differencies in the hardware, but emulating */
   208: 	/* them this way is enough to get the game running. */
   209: 	PORT_BIT( 0xc0, 0x40, IPT_VBLANK )
   210: 
   211: 	PORT_START	/* IN2 */
   212: 	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_UNUSED  )
   213: 	PORT_BIT( 0x0e, IP_ACTIVE_LOW, IPT_UNUSED )
   214: 	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_COCKTAIL )
   215: 	PORT_BIT( 0xe0, IP_ACTIVE_LOW, IPT_UNUSED )
   216: 
   217: 	PORT_START	/* DSW0 */
   218: 	PORT_DIPNAME( 0x03, 0x03, DEF_STR( Difficulty ) )
   219: 	PORT_DIPSETTING(    0x03, "Easy" )
   220: 	PORT_DIPSETTING(    0x02, "Medium" )
   221: 	PORT_DIPSETTING(    0x01, "Hard" )
   222: 	PORT_DIPSETTING(    0x00, "Hardest" )
   223: 	PORT_DIPNAME( 0x04, 0x04, "High Score Names" )
   224: 	PORT_DIPSETTING(    0x00, "3 Letters" )
   225: 	PORT_DIPSETTING(    0x04, "10 Letters" )
   226: 	PORT_DIPNAME( 0x08, 0x00, DEF_STR( Cabinet ) )
   227: 	PORT_DIPSETTING(    0x00, DEF_STR( Upright ) )
   228: 	PORT_DIPSETTING(    0x08, DEF_STR( Cocktail ) )
   229: 	PORT_DIPNAME( 0x10, 0x00, "unused1?" )
   230: 	PORT_DIPSETTING(    0x10, DEF_STR( Off ) )
   231: 	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
   232: 	PORT_DIPNAME( 0x20, 0x00, "unused2?" )
   233: 	PORT_DIPSETTING(    0x20, DEF_STR( Off ) )
   234: 	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
   235: 	PORT_DIPNAME( 0xc0, 0xc0, DEF_STR( Lives ) )
   236: 	PORT_DIPSETTING(    0x00, "2" )
   237: 	PORT_DIPSETTING(    0xc0, "3" )
   238: 	PORT_DIPSETTING(    0x80, "4" )
   239: 	PORT_DIPSETTING(    0x40, "5" )
   240: 
   241: 	PORT_START	/* DSW1 */
   242: 	/* coinage is slightly different from Lady Bug and Cosmic Avenger */
   243: 	PORT_DIPNAME( 0x0f, 0x0f, DEF_STR( Coin_B ) )
   244: 	PORT_DIPSETTING(    0x05, DEF_STR( 4C_1C ) )
   245: 	PORT_DIPSETTING(    0x07, DEF_STR( 3C_1C ) )
   246: 	PORT_DIPSETTING(    0x0a, DEF_STR( 2C_1C ) )
   247: 	PORT_DIPSETTING(    0x06, DEF_STR( 3C_2C ) )
   248: 	PORT_DIPSETTING(    0x09, DEF_STR( 2C_2C ) )
   249: 	PORT_DIPSETTING(    0x0f, DEF_STR( 1C_1C ) )
   250: 	PORT_DIPSETTING(    0x08, DEF_STR( 2C_3C ) )
   251: 	PORT_DIPSETTING(    0x0e, DEF_STR( 1C_2C ) )
   252: 	PORT_DIPSETTING(    0x0d, DEF_STR( 1C_3C ) )
   253: 	PORT_DIPSETTING(    0x0c, DEF_STR( 1C_4C ) )
   254: 	PORT_DIPSETTING(    0x0b, DEF_STR( 1C_5C ) )
   255: 	/* settings 0x00 thru 0x04 all give 1 Coin/1 Credit */
   256: 	PORT_DIPNAME( 0xf0, 0xf0, DEF_STR( Coin_A ) )
   257: 	PORT_DIPSETTING(    0x50, DEF_STR( 4C_1C ) )
   258: 	PORT_DIPSETTING(    0x70, DEF_STR( 3C_1C ) )
   259: 	PORT_DIPSETTING(    0xa0, DEF_STR( 2C_1C ) )
   260: 	PORT_DIPSETTING(    0x60, DEF_STR( 3C_2C ) )
   261: 	PORT_DIPSETTING(    0x90, DEF_STR( 2C_2C ) )
   262: 	PORT_DIPSETTING(    0xf0, DEF_STR( 1C_1C ) )
   263: 	PORT_DIPSETTING(    0x80, DEF_STR( 2C_3C ) )
   264: 	PORT_DIPSETTING(    0xe0, DEF_STR( 1C_2C ) )
   265: 	PORT_DIPSETTING(    0xd0, DEF_STR( 1C_3C ) )
   266: 	PORT_DIPSETTING(    0xc0, DEF_STR( 1C_4C ) )
   267: 	PORT_DIPSETTING(    0xb0, DEF_STR( 1C_5C ) )
   268: 	/* settings 0x00 thru 0x04 all give 1 Coin/1 Credit */
   269: 
   270: 	PORT_START	/* FAKE */
   271: 	/* The coin slots are not memory mapped. Coin Left causes a NMI, */
   272: 	/* Coin Right an IRQ. This fake input port is used by the interrupt */
   273: 	/* handler to be notified of coin insertions. We use IMPULSE to */
   274: 	/* trigger exactly one interrupt, without having to check when the */
   275: 	/* user releases the key. */
   276: 	PORT_BIT_IMPULSE( 0x01, IP_ACTIVE_HIGH, IPT_COIN1, 1 )
   277: 	PORT_BIT_IMPULSE( 0x02, IP_ACTIVE_HIGH, IPT_COIN2, 1 )
   278: INPUT_PORTS_END
   279: 
   280: INPUT_PORTS_START( cavenger )
   281: 	PORT_START	/* IN0 */
   282: 	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_8WAY )
   283: 	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_8WAY )
   284: 	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_8WAY )
   285: 	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_8WAY )
   286: 	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 )
   287: 	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_START1 )
   288: 	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_START2 )
   289: 	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_TILT )
   290: 
   291: 	PORT_START	/* IN1 */
   292: 	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_8WAY | IPF_COCKTAIL )
   293: 	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_8WAY | IPF_COCKTAIL )
   294: 	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_8WAY | IPF_COCKTAIL )
   295: 	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_8WAY | IPF_COCKTAIL )
   296: 	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_COCKTAIL )
   297: 	/* This should be connected to the 4V clock. I don't think the game uses it. */
   298: 	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN )
   299: 	/* Note that there are TWO VBlank inputs, one is active low, the other active */
   300: 	/* high. There are probably other differencies in the hardware, but emulating */
   301: 	/* them this way is enough to get the game running. */
   302: 	PORT_BIT( 0xc0, 0x40, IPT_VBLANK )
   303: 
   304: 	PORT_START	/* IN2 */
   305: 	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON2 )
   306: 	PORT_BIT( 0x0e, IP_ACTIVE_LOW, IPT_UNUSED )
   307: 	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_COCKTAIL )
   308: 	PORT_BIT( 0xe0, IP_ACTIVE_LOW, IPT_UNUSED )
   309: 
   310: 	PORT_START	/* DSW0 */
   311: 	PORT_DIPNAME( 0x03, 0x03, DEF_STR( Difficulty ) )
   312: 	PORT_DIPSETTING(    0x03, "Easy" )
   313: 	PORT_DIPSETTING(    0x02, "Medium" )
   314: 	PORT_DIPSETTING(    0x01, "Hard" )
   315: 	PORT_DIPSETTING(    0x00, "Hardest" )
   316: 	PORT_DIPNAME( 0x04, 0x04, "High Score Names" )
   317: 	PORT_DIPSETTING(    0x00, "3 Letters" )
   318: 	PORT_DIPSETTING(    0x04, "10 Letters" )
   319: 	PORT_DIPNAME( 0x08, 0x00, DEF_STR( Cabinet ) )
   320: 	PORT_DIPSETTING(    0x00, DEF_STR( Upright ) )
   321: 	PORT_DIPSETTING(    0x08, DEF_STR( Cocktail ) )
   322: 	PORT_DIPNAME( 0x30, 0x00, "Initial High Score" )
   323: 	PORT_DIPSETTING(    0x00, "0" )
   324: 	PORT_DIPSETTING(    0x30, "5000" )
   325: 	PORT_DIPSETTING(    0x20, "8000" )
   326: 	PORT_DIPSETTING(    0x10, "10000" )
   327: 	PORT_DIPNAME( 0xc0, 0xc0, DEF_STR( Lives ) )
   328: 	PORT_DIPSETTING(    0x00, "2" )
   329: 	PORT_DIPSETTING(    0xc0, "3" )
   330: 	PORT_DIPSETTING(    0x80, "4" )
   331: 	PORT_DIPSETTING(    0x40, "5" )
   332: 
   333: 	PORT_START	/* DSW1 */
   334: 	PORT_DIPNAME( 0x0f, 0x0f, DEF_STR( Coin_B ) )
   335: 	PORT_DIPSETTING(    0x06, DEF_STR( 4C_1C ) )
   336: 	PORT_DIPSETTING(    0x08, DEF_STR( 3C_1C ) )
   337: 	PORT_DIPSETTING(    0x0a, DEF_STR( 2C_1C ) )
   338: 	PORT_DIPSETTING(    0x07, DEF_STR( 3C_2C ) )
   339: 	PORT_DIPSETTING(    0x0f, DEF_STR( 1C_1C ) )
   340: 	PORT_DIPSETTING(    0x09, DEF_STR( 2C_3C ) )
   341: 	PORT_DIPSETTING(    0x0e, DEF_STR( 1C_2C ) )
   342: 	PORT_DIPSETTING(    0x0d, DEF_STR( 1C_3C ) )
   343: 	PORT_DIPSETTING(    0x0c, DEF_STR( 1C_4C ) )
   344: 	PORT_DIPSETTING(    0x0b, DEF_STR( 1C_5C ) )
   345: 	/* settings 0x00 thru 0x05 all give 1 Coin/1 Credit */
   346: 	PORT_DIPNAME( 0xf0, 0xf0, DEF_STR( Coin_A ) )
   347: 	PORT_DIPSETTING(    0x60, DEF_STR( 4C_1C ) )
   348: 	PORT_DIPSETTING(    0x80, DEF_STR( 3C_1C ) )
   349: 	PORT_DIPSETTING(    0xa0, DEF_STR( 2C_1C ) )
   350: 	PORT_DIPSETTING(    0x70, DEF_STR( 3C_2C ) )
   351: 	PORT_DIPSETTING(    0xf0, DEF_STR( 1C_1C ) )
   352: 	PORT_DIPSETTING(    0x90, DEF_STR( 2C_3C ) )
   353: 	PORT_DIPSETTING(    0xe0, DEF_STR( 1C_2C ) )
   354: 	PORT_DIPSETTING(    0xd0, DEF_STR( 1C_3C ) )
   355: 	PORT_DIPSETTING(    0xc0, DEF_STR( 1C_4C ) )
   356: 	PORT_DIPSETTING(    0xb0, DEF_STR( 1C_5C ) )
   357: 	/* settings 0x00 thru 0x50 all give 1 Coin/1 Credit */
   358: 
   359: 	PORT_START	/* FAKE */
   360: 	/* The coin slots are not memory mapped. Coin Left causes a NMI, */
   361: 	/* Coin Right an IRQ. This fake input port is used by the interrupt */
   362: 	/* handler to be notified of coin insertions. We use IMPULSE to */
   363: 	/* trigger exactly one interrupt, without having to check when the */
   364: 	/* user releases the key. */
   365: 	PORT_BIT_IMPULSE( 0x01, IP_ACTIVE_HIGH, IPT_COIN1, 1 )
   366: 	PORT_BIT_IMPULSE( 0x02, IP_ACTIVE_HIGH, IPT_COIN2, 1 )
   367: INPUT_PORTS_END
   368: 
   369: INPUT_PORTS_START( dorodon )
   370: 	PORT_START	/* IN0 */
   371: 	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_4WAY )
   372: 	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_4WAY )
   373: 	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_4WAY )
   374: 	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_4WAY )
   375: 	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_UNUSED )
   376: 	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_START1 )
   377: 	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_START2 )
   378: 	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_TILT )
   379: 
   380: 	PORT_START	/* IN1 */
   381: 	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_4WAY | IPF_COCKTAIL )
   382: 	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_4WAY | IPF_COCKTAIL )
   383: 	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_4WAY | IPF_COCKTAIL )
   384: 	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_4WAY | IPF_COCKTAIL )
   385: 	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_COCKTAIL )
   386: 	/* This should be connected to the 4V clock. I don't think the game uses it. */
   387: 	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN )
   388: 	/* Note that there are TWO VBlank inputs, one is active low, the other active */
   389: 	/* high. There are probably other differencies in the hardware, but emulating */
   390: 	/* them this way is enough to get the game running. */
   391: 	PORT_BIT( 0xc0, 0x40, IPT_VBLANK )
   392: 
   393: 	PORT_START	/* IN2 */
   394: 	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_UNUSED )
   395: 	PORT_BIT( 0x0e, IP_ACTIVE_LOW, IPT_UNUSED )
   396: 	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_COCKTAIL )
   397: 	PORT_BIT( 0xe0, IP_ACTIVE_LOW, IPT_UNUSED )
   398: 
   399: 	PORT_START	/* DSW0 */
   400: 	PORT_DIPNAME( 0x03, 0x03, DEF_STR( Difficulty ) )
   401: 	PORT_DIPSETTING(    0x03, "Easy" )
   402: 	PORT_DIPSETTING(    0x02, "Medium" )
   403: 	PORT_DIPSETTING(    0x01, "Hard" )
   404: 	PORT_DIPSETTING(    0x00, "Hardest" )
   405: 	PORT_DIPNAME( 0x04, 0x04, DEF_STR( Bonus_Life ) )
   406: 	PORT_DIPSETTING(    0x04, "20000" )
   407: 	PORT_DIPSETTING(    0x00, "30000" )
   408: 	PORT_BITX(    0x08, 0x08, IPT_DIPSWITCH_NAME | IPF_CHEAT, "Rack Test", KEYCODE_F1, IP_JOY_NONE )
   409: 	PORT_DIPSETTING(    0x08, DEF_STR( Off ) )
   410: 	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
   411: 	PORT_DIPNAME( 0x10, 0x10, "Freeze" )
   412: 	PORT_DIPSETTING(    0x10, DEF_STR( Off ) )
   413: 	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
   414: 	PORT_DIPNAME( 0x20, 0x00, DEF_STR( Cabinet ) )
   415: 	PORT_DIPSETTING(    0x00, DEF_STR( Upright ) )
   416: 	PORT_DIPSETTING(    0x20, DEF_STR( Cocktail ) )
   417: 	PORT_DIPNAME( 0x40, 0x40, DEF_STR( Free_Play ) )
   418: 	PORT_DIPSETTING(    0x40, DEF_STR( No ) )
   419: 	PORT_DIPSETTING(    0x00, DEF_STR( Yes ) )
   420: 	PORT_DIPNAME( 0x80, 0x80, DEF_STR( Lives ) )
   421: 	PORT_DIPSETTING(    0x80, "3" )
   422: 	PORT_DIPSETTING(    0x00, "5" )
   423: 
   424: 	PORT_START	/* DSW1 */
   425: 	PORT_DIPNAME( 0x0f, 0x0f, DEF_STR( Coin_B ) )
   426: 	PORT_DIPSETTING(    0x06, DEF_STR( 4C_1C ) )
   427: 	PORT_DIPSETTING(    0x08, DEF_STR( 3C_1C ) )
   428: 	PORT_DIPSETTING(    0x0a, DEF_STR( 2C_1C ) )
   429: 	PORT_DIPSETTING(    0x07, DEF_STR( 3C_2C ) )
   430: 	PORT_DIPSETTING(    0x0f, DEF_STR( 1C_1C ) )
   431: 	PORT_DIPSETTING(    0x09, DEF_STR( 2C_3C ) )
   432: 	PORT_DIPSETTING(    0x0e, DEF_STR( 1C_2C ) )
   433: 	PORT_DIPSETTING(    0x0d, DEF_STR( 1C_3C ) )
   434: 	PORT_DIPSETTING(    0x0c, DEF_STR( 1C_4C ) )
   435: 	PORT_DIPSETTING(    0x0b, DEF_STR( 1C_5C ) )
   436: 	/* settings 0x00 thru 0x05 all give 1 Coin/1 Credit */
   437: 	PORT_DIPNAME( 0xf0, 0xf0, DEF_STR( Coin_A ) )
   438: 	PORT_DIPSETTING(    0x60, DEF_STR( 4C_1C ) )
   439: 	PORT_DIPSETTING(    0x80, DEF_STR( 3C_1C ) )
   440: 	PORT_DIPSETTING(    0xa0, DEF_STR( 2C_1C ) )
   441: 	PORT_DIPSETTING(    0x70, DEF_STR( 3C_2C ) )
   442: 	PORT_DIPSETTING(    0xf0, DEF_STR( 1C_1C ) )
   443: 	PORT_DIPSETTING(    0x90, DEF_STR( 2C_3C ) )
   444: 	PORT_DIPSETTING(    0xe0, DEF_STR( 1C_2C ) )
   445: 	PORT_DIPSETTING(    0xd0, DEF_STR( 1C_3C ) )
   446: 	PORT_DIPSETTING(    0xc0, DEF_STR( 1C_4C ) )
   447: 	PORT_DIPSETTING(    0xb0, DEF_STR( 1C_5C ) )
   448: 	/* settings 0x00 thru 0x50 all give 1 Coin/1 Credit */
   449: 
   450: 	PORT_START	/* FAKE */
   451: 	/* The coin slots are not memory mapped. Coin Left causes a NMI, */
   452: 	/* Coin Right an IRQ. This fake input port is used by the interrupt */
   453: 	/* handler to be notified of coin insertions. We use IMPULSE to */
   454: 	/* trigger exactly one interrupt, without having to check when the */
   455: 	/* user releases the key. */
   456: 	PORT_BIT_IMPULSE( 0x01, IP_ACTIVE_HIGH, IPT_COIN1, 1 )
   457: 	PORT_BIT_IMPULSE( 0x02, IP_ACTIVE_HIGH, IPT_COIN2, 1 )
   458: INPUT_PORTS_END
   459: 
   460: 
   461: static struct GfxLayout charlayout =
   462: {
   463: 	8,8,	/* 8*8 characters */
   464: 	512,	/* 512 characters */
   465: 	2,	/* 2 bits per pixel */
   466: 	{ 0, 512*8*8 },	/* the two bitplanes are separated */
   467: 	{ 7, 6, 5, 4, 3, 2, 1, 0 },
   468: 	{ 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8 },
   469: 	8*8	/* every char takes 8 consecutive bytes */
   470: };
   471: static struct GfxLayout spritelayout =
   472: {
   473: 	16,16,	/* 16*16 sprites */
   474: 	128,	/* 128 sprites */
   475: 	2,	/* 2 bits per pixel */
   476: 	{ 1, 0 },	/* the two bitplanes are packed in two consecutive bits */
   477: 	{ 0, 2, 4, 6, 8, 10, 12, 14,
   478: 			8*16+0, 8*16+2, 8*16+4, 8*16+6, 8*16+8, 8*16+10, 8*16+12, 8*16+14 },
   479: 	{ 23*16, 22*16, 21*16, 20*16, 19*16, 18*16, 17*16, 16*16,
   480: 			7*16, 6*16, 5*16, 4*16, 3*16, 2*16, 1*16, 0*16 },
   481: 	64*8	/* every sprite takes 64 consecutive bytes */
   482: };
   483: static struct GfxLayout spritelayout2 =
   484: {
   485: 	8,8,	/* 8*8 sprites */
   486: 	512,	/* 512 sprites */
   487: 	2,	/* 2 bits per pixel */
   488: 	{ 1, 0 },	/* the two bitplanes are packed in two consecutive bits */
   489: 	{ 0, 2, 4, 6, 8, 10, 12, 14 },
   490: 	{ 7*16, 6*16, 5*16, 4*16, 3*16, 2*16, 1*16, 0*16 },
   491: 	16*8	/* every sprite takes 16 consecutive bytes */
   492: };
   493: 
   494: static struct GfxDecodeInfo gfxdecodeinfo[] =
   495: {
   496: 	{ REGION_GFX1, 0, &charlayout,      0,  8 },
   497: 	{ REGION_GFX2, 0, &spritelayout,  4*8, 16 },
   498: 	{ REGION_GFX2, 0, &spritelayout2, 4*8, 16 },
   499: 	{ -1 } /* end of array */
   500: };
   501: 
   502: 
   503: static struct SN76496interface sn76496_interface =
   504: {
   505: 	2,	/* 2 chips */
   506: 	{ 4000000, 4000000 },	/* 4 MHz */
   507: 	{ 100, 100 }
   508: };
   509: 
   510: 
   511: 
   512: static MACHINE_DRIVER_START( ladybug )
   513: 
   514: 	/* basic machine hardware */
   515: 	MDRV_CPU_ADD(Z80, 4000000)	/* 4 MHz */
   516: 	MDRV_CPU_MEMORY(readmem,writemem)
   517: 	MDRV_CPU_VBLANK_INT(ladybug_interrupt,1)
   518: 
   519: 	MDRV_FRAMES_PER_SECOND(60)
   520: 	MDRV_VBLANK_DURATION(DEFAULT_REAL_60HZ_VBLANK_DURATION)
   521: 
   522: 	/* video hardware */
   523: 	MDRV_VIDEO_ATTRIBUTES(VIDEO_TYPE_RASTER)
   524: 	MDRV_SCREEN_SIZE(32*8, 32*8)
   525: 	MDRV_VISIBLE_AREA(1*8, 31*8-1, 4*8, 28*8-1)
   526: 	MDRV_GFXDECODE(gfxdecodeinfo)
   527: 	MDRV_PALETTE_LENGTH(32)
   528: 	MDRV_COLORTABLE_LENGTH(4*24)
   529: 
   530: 	MDRV_PALETTE_INIT(ladybug)
   531: 	MDRV_VIDEO_START(ladybug)
   532: 	MDRV_VIDEO_UPDATE(ladybug)
   533: 
   534: 	/* sound hardware */
   535: 	MDRV_SOUND_ADD(SN76496, sn76496_interface)
   536: MACHINE_DRIVER_END
   537: 
   538: 
   539: 
   540: /***************************************************************************
   541: 
   542:   Game driver(s)
   543: 
   544: ***************************************************************************/
   545: 
   546: ROM_START( ladybug )
   547: 	ROM_REGION( 0x10000, REGION_CPU1, 0 )	/* 64k for code */
   548: 	ROM_LOAD( "lb1.cpu",      0x0000, 0x1000, CRC(d09e0adb) SHA1(ddc1f849cbcefb64b70a26c2a4c993f0516af814) )
   549: 	ROM_LOAD( "lb2.cpu",      0x1000, 0x1000, CRC(88bc4a0a) SHA1(193c9f90b7550020c0923cb158dff7d5faa53bc6) )
   550: 	ROM_LOAD( "lb3.cpu",      0x2000, 0x1000, CRC(53e9efce) SHA1(1960e9cd896b6a65197aefc3f10348103552b598) )
   551: 	ROM_LOAD( "lb4.cpu",      0x3000, 0x1000, CRC(ffc424d7) SHA1(2a4b9533e61e265bdd38c126add8c26d5bc048d5) )
   552: 	ROM_LOAD( "lb5.cpu",      0x4000, 0x1000, CRC(ad6af809) SHA1(276275d56c725b9d90eeb44c317ceb06bac27ae7) )
   553: 	ROM_LOAD( "lb6.cpu",      0x5000, 0x1000, CRC(cf1acca4) SHA1(c05de7de4bd05d5c2af6aa752e057a9286f3effc) )
   554: 
   555: 	ROM_REGION( 0x2000, REGION_GFX1, ROMREGION_DISPOSE )
   556: 	ROM_LOAD( "lb9.vid",      0x0000, 0x1000, CRC(77b1da1e) SHA1(58cb82417396a3d96acfc864f091b1a5988f228d) )
   557: 	ROM_LOAD( "lb10.vid",     0x1000, 0x1000, CRC(aa82e00b) SHA1(83a5b745e58844b6dd7d05dfe9dbb5959aaf5c40) )
   558: 
   559: 	ROM_REGION( 0x2000, REGION_GFX2, ROMREGION_DISPOSE )
   560: 	ROM_LOAD( "lb8.cpu",      0x0000, 0x1000, CRC(8b99910b) SHA1(0bc812cf872f04eacedb50feed53f1aa8a1f24b9) )
   561: 	ROM_LOAD( "lb7.cpu",      0x1000, 0x1000, CRC(86a5b448) SHA1(f8585a6fcf921e3e21f112dd2de474cb53cef290) )
   562: 
   563: 	ROM_REGION( 0x0060, REGION_PROMS, 0 )
   564: 	ROM_LOAD( "10-2.vid",     0x0000, 0x0020, CRC(df091e52) SHA1(4d7fea6d9ab31e5f280b1dc198a325f00c3826ef) ) /* palette */
   565: 	ROM_LOAD( "10-1.vid",     0x0020, 0x0020, CRC(40640d8f) SHA1(85d13a9b78c47174cff7c869f52b30263bae575e) ) /* sprite color lookup table */
   566: 	ROM_LOAD( "10-3.vid",     0x0040, 0x0020, CRC(27fa3a50) SHA1(7cf59b7a37c156640d6ea91554d1c4276c1780e0) ) /* ?? */
   567: ROM_END
   568: 
   569: ROM_START( ladybugb )
   570: 	ROM_REGION( 0x10000, REGION_CPU1, 0 )	/* 64k for code */
   571: 	ROM_LOAD( "lb1a.cpu",     0x0000, 0x1000, CRC(ec135e54) SHA1(69fc6db04b28c25eda329fc88c235267ca93a09f) )
   572: 	ROM_LOAD( "lb2a.cpu",     0x1000, 0x1000, CRC(3049c5c6) SHA1(51ceb70fa4789ff91c9bb1e157be5b6c09ff3c8e) )
   573: 	ROM_LOAD( "lb3a.cpu",     0x2000, 0x1000, CRC(b0fef837) SHA1(37e9d8d157c3af12cd97534a42dd21f621ac501b) )
   574: 	ROM_LOAD( "lb4.cpu",      0x3000, 0x1000, CRC(ffc424d7) SHA1(2a4b9533e61e265bdd38c126add8c26d5bc048d5) )
   575: 	ROM_LOAD( "lb5.cpu",      0x4000, 0x1000, CRC(ad6af809) SHA1(276275d56c725b9d90eeb44c317ceb06bac27ae7) )
   576: 	ROM_LOAD( "lb6a.cpu",     0x5000, 0x1000, CRC(88c8002a) SHA1(ffff1b8d4c1521710c988eee12081d28ed491ccf) )
   577: 
   578: 	ROM_REGION( 0x2000, REGION_GFX1, ROMREGION_DISPOSE )
   579: 	ROM_LOAD( "lb9.vid",      0x0000, 0x1000, CRC(77b1da1e) SHA1(58cb82417396a3d96acfc864f091b1a5988f228d) )
   580: 	ROM_LOAD( "lb10.vid",     0x1000, 0x1000, CRC(aa82e00b) SHA1(83a5b745e58844b6dd7d05dfe9dbb5959aaf5c40) )
   581: 
   582: 	ROM_REGION( 0x2000, REGION_GFX2, ROMREGION_DISPOSE )
   583: 	ROM_LOAD( "lb8.cpu",      0x0000, 0x1000, CRC(8b99910b) SHA1(0bc812cf872f04eacedb50feed53f1aa8a1f24b9) )
   584: 	ROM_LOAD( "lb7.cpu",      0x1000, 0x1000, CRC(86a5b448) SHA1(f8585a6fcf921e3e21f112dd2de474cb53cef290) )
   585: 
   586: 	ROM_REGION( 0x0060, REGION_PROMS, 0 )
   587: 	ROM_LOAD( "10-2.vid",     0x0000, 0x0020, CRC(df091e52) SHA1(4d7fea6d9ab31e5f280b1dc198a325f00c3826ef) ) /* palette */
   588: 	ROM_LOAD( "10-1.vid",     0x0020, 0x0020, CRC(40640d8f) SHA1(85d13a9b78c47174cff7c869f52b30263bae575e) ) /* sprite color lookup table */
   589: 	ROM_LOAD( "10-3.vid",     0x0040, 0x0020, CRC(27fa3a50) SHA1(7cf59b7a37c156640d6ea91554d1c4276c1780e0) ) /* ?? */
   590: ROM_END
   591: 
   592: ROM_START( snapjack )
   593: 	ROM_REGION( 0x10000, REGION_CPU1, 0 )	/* 64k for code */
   594: 	ROM_LOAD( "sj2a.bin",     0x0000, 0x1000, CRC(6b30fcda) SHA1(85e4ebbbe8e8d6c79a14387d7a6818abc9430037) )
   595: 	ROM_LOAD( "sj2b.bin",     0x1000, 0x1000, CRC(1f1088d1) SHA1(0fd5204ea27e9bdd811e9ea21e9bbab84b916f4a) )
   596: 	ROM_LOAD( "sj2c.bin",     0x2000, 0x1000, CRC(edd65f3a) SHA1(763d588f0755a22c0f24269e6f38979fd516693f) )
   597: 	ROM_LOAD( "sj2d.bin",     0x3000, 0x1000, CRC(f4481192) SHA1(514bb124a1d75a622e2ca4c2175d819092d4638d) )
   598: 	ROM_LOAD( "sj2e.bin",     0x4000, 0x1000, CRC(1bff7d05) SHA1(47246095313ebba30f42d715a9fb5fc1abb68ea6) )
   599: 	ROM_LOAD( "sj2f.bin",     0x5000, 0x1000, CRC(21793edf) SHA1(11e259161bab3a32a8b52f7baa4fec17be6d4302) )
   600: 
   601: 	ROM_REGION( 0x2000, REGION_GFX1, ROMREGION_DISPOSE )
   602: 	ROM_LOAD( "sj2i.bin",     0x0000, 0x1000, CRC(ff2011c7) SHA1(38409e2318dee3cc0678d4ee9e93d9b895883df6) )
   603: 	ROM_LOAD( "sj2j.bin",     0x1000, 0x1000, CRC(f097babb) SHA1(461662719bc7f1cf21c41759f4832a92b0fdb4f2) )
   604: 
   605: 	ROM_REGION( 0x2000, REGION_GFX2, ROMREGION_DISPOSE )
   606: 	ROM_LOAD( "sj2h.bin",     0x0000, 0x1000, CRC(b7f105b6) SHA1(1135c3188b41cb0ccb24079c613188209b624683) )
   607: 	ROM_LOAD( "sj2g.bin",     0x1000, 0x1000, CRC(1cdb03a8) SHA1(5f390a672f3adf6392f8060bf7f0bcabc2eba139) )
   608: 
   609: 	ROM_REGION( 0x0060, REGION_PROMS, 0 )
   610: 	ROM_LOAD( "sj8t.bin",     0x0000, 0x0020, CRC(cbbd9dd1) SHA1(e267726ba59e9a42ac89dd22eb1508ad21fd32ac) ) /* palette */
   611: 	ROM_LOAD( "sj9k.bin",     0x0020, 0x0020, CRC(5b16fbd2) SHA1(0a776aeca3947a6f29d527018f5182e758b50c5d) ) /* sprite color lookup table */
   612: 	ROM_LOAD( "sj9h.bin",     0x0040, 0x0020, CRC(27fa3a50) SHA1(7cf59b7a37c156640d6ea91554d1c4276c1780e0) ) /* ?? */
   613: ROM_END
   614: 
   615: ROM_START( cavenger )
   616: 	ROM_REGION( 0x10000, REGION_CPU1, 0 )	/* 64k for code */
   617: 	ROM_LOAD( "1",            0x0000, 0x1000, CRC(9e0cc781) SHA1(f23bd6b9f427c26ac996a5c8ba29f356cf45c78a) )
   618: 	ROM_LOAD( "2",            0x1000, 0x1000, CRC(5ce5b950) SHA1(170e3f8be592dcccb8868474f40f8f2223e8a8b5) )
   619: 	ROM_LOAD( "3",            0x2000, 0x1000, CRC(bc28218d) SHA1(4b0f1b38a5837b7ffc9aec6c28c6eb72cfa46226) )
   620: 	ROM_LOAD( "4",            0x3000, 0x1000, CRC(2b32e9f5) SHA1(f8a7ea799d8ff9b4f830d064bb2f34a76729c336) )
   621: 	ROM_LOAD( "5",            0x4000, 0x1000, CRC(d117153e) SHA1(622c90a6c3f0adc24fe8a1d4969075cbd55add4e) )
   622: 	ROM_LOAD( "6",            0x5000, 0x1000, CRC(c7d366cb) SHA1(ec4981fe34abf992acbd6325b2c756c58ff80b04) )
   623: 
   624: 	ROM_REGION( 0x2000, REGION_GFX1, ROMREGION_DISPOSE )
   625: 	ROM_LOAD( "9",            0x0000, 0x1000, CRC(63357785) SHA1(20eaa866b7700535312fd415edaea94408ff3e3d) )
   626: 	ROM_LOAD( "0",            0x1000, 0x1000, CRC(52ad1133) SHA1(bc8c52c6ba919287773ff6a4ec793ebd95176130) )
   627: 
   628: 	ROM_REGION( 0x2000, REGION_GFX2, ROMREGION_DISPOSE )
   629: 	ROM_LOAD( "8",            0x0000, 0x1000, CRC(b022bf2d) SHA1(85f78d5a1e5782587bb66ad101a94fd0d62fb790) )
   630: 	/* 1000-1fff empty */
   631: 
   632: 	ROM_REGION( 0x0060, REGION_PROMS, 0 )
   633: 	ROM_LOAD( "t8.bpr",       0x0000, 0x0020, CRC(42a24dd5) SHA1(03175ee7f8e11896a89d7cc0d614a78a49923627) ) /* palette */
   634: 	ROM_LOAD( "k9.bpr",       0x0020, 0x0020, CRC(d736b8de) SHA1(4c9c76826f3a2a631d01fd2531d55318172b0c12) ) /* sprite color lookup table */
   635: 	ROM_LOAD( "h9.bpr",       0x0040, 0x0020, CRC(27fa3a50) SHA1(7cf59b7a37c156640d6ea91554d1c4276c1780e0) ) /* ?? */
   636: ROM_END
   637: 
   638: ROM_START( dorodon )
   639: 	ROM_REGION( 0x20000, REGION_CPU1, 0 ) /* 64K for data, 64K for encrypted opcodes */
   640: 	ROM_LOAD( "dorodon.0",   0x0000, 0x2000, CRC(460aaf26) SHA1(c4ea41cba4ac2d93fedec3c117a4470fee2a910f) )
   641: 	ROM_LOAD( "dorodon.1",   0x2000, 0x2000, CRC(d2451eb6) SHA1(4154bfe50b7f75444d3f0c9be6bd2475fdba1938) )
   642: 	ROM_LOAD( "dorodon.2",   0x4000, 0x2000, CRC(d3c6ee6c) SHA1(6971ecdc968810c19f8601efc3d389450156bb22) )
   643: 
   644: 	/* Characters */
   645: 	ROM_REGION( 0x2000, REGION_GFX1, ROMREGION_DISPOSE )
   646: 	ROM_LOAD( "dorodon.5",   0x0000, 0x1000, CRC(5eee2b85) SHA1(55ac9566e805d103b6916f51c764e2601cc1f715) )
   647: 	ROM_LOAD( "dorodon.6",   0x1000, 0x1000, CRC(395ac25a) SHA1(d8a55e42b8c5d957c2e6a3181d7ac10c6a448f46) )
   648: 
   649: 	/* Sprites */
   650: 	ROM_REGION( 0x2000, REGION_GFX2, ROMREGION_DISPOSE )
   651: 	ROM_LOAD( "dorodon.4",   0x0000, 0x1000, CRC(d70bb50a) SHA1(b9d46862f288c49bb8b660da87b63bd4ecb36379) )
   652: 	ROM_LOAD( "dorodon.3",   0x1000, 0x1000, CRC(e44e59e6) SHA1(ff730152804d75ddb9fb19e8ec33cc764d8a50e8) )
   653: 
   654: 	/* Opcode Decryption PROMS */
   655: 	ROM_REGION( 0x0100, REGION_USER1, ROMREGION_DISPOSE )
   656: 	ROM_LOAD_NIB_HIGH( "dorodon.bp4",0x0000,0x0100,CRC(f865c135) SHA1(1202f83bfa50afa5a5d24401efa8bf058e7e30b5) )
   657: 	ROM_LOAD_NIB_LOW(  "dorodon.bp3",0x0000,0x0100,CRC(47b2f0bb) SHA1(640720aa5c1119080c6da928f6d1b0e76b989742) )
   658: 
   659: 	ROM_REGION( 0x0060, REGION_PROMS, 0 )
   660: 	ROM_LOAD( "dorodon.bp0", 0x0000, 0x0020, CRC(8fcf0bc8) SHA1(392d22731b3e4bc663d6e4385f6069ee2b4ee029) ) /* palette */
   661: 	ROM_LOAD( "dorodon.bp1", 0x0020, 0x0020, CRC(3f209be4) SHA1(f924494eed357a15ffc11331c163af24585d4ab9) ) /* sprite color lookup table */
   662: 	ROM_LOAD( "dorodon.bp2", 0x0040, 0x0020, CRC(27fa3a50) SHA1(7cf59b7a37c156640d6ea91554d1c4276c1780e0) ) /* timing?? */
   663: ROM_END
   664: 
   665: ROM_START( dorodon2 )
   666: 	ROM_REGION( 0x20000, REGION_CPU1, 0 ) /* 64K for data, 64K for encrypted opcodes */
   667: 	ROM_LOAD( "1.3fg",        0x0000, 0x2000, CRC(4d05d6f8) SHA1(db12ad04295f0ce112b6e90fde94a53ed1d6c3b9) )
   668: 	ROM_LOAD( "2.3h",         0x2000, 0x2000, CRC(27b43b09) SHA1(12a8a6b8665bb9d1967ec631a794aab564a50570) )
   669: 	ROM_LOAD( "3.3k",         0x4000, 0x2000, CRC(38d2f295) SHA1(b4d2cfd6e9f03c3ef18dcf67326f4106749b62b1) )
   670: 
   671: 	/* Characters */
   672: 	ROM_REGION( 0x2000, REGION_GFX1, ROMREGION_DISPOSE )
   673: 	ROM_LOAD( "6.6a",        0x0000, 0x1000, CRC(2a2d8b9c) SHA1(ba3ce8ed6cafa711bf4c6ed260dd15b38adbd6cc) )
   674: 	ROM_LOAD( "7.6bc",       0x1000, 0x1000, CRC(d14f95fa) SHA1(e9ba87602d779d833b8152c077c692e67ef696cc) )
   675: 
   676: 	/* Sprites */
   677: 	ROM_REGION( 0x2000, REGION_GFX2, ROMREGION_DISPOSE )
   678: 	ROM_LOAD( "5.3t",        0x0000, 0x1000, CRC(54c04f58) SHA1(342ef914e6f8bf37472d146bb5e9fb67056d7fc5) )
   679: 	ROM_LOAD( "4.3r",        0x1000, 0x1000, CRC(1ebb6493) SHA1(30367d7594118e0fa8620e5d20c66a650ca82c86) )
   680: 
   681: 	/* Opcode Decryption PROMS (from other romset) */
   682: 	ROM_REGION( 0x0100, REGION_USER1, ROMREGION_DISPOSE )
   683: 	ROM_LOAD_NIB_HIGH( "dorodon.bp4",0x0000,0x0100,CRC(f865c135) SHA1(1202f83bfa50afa5a5d24401efa8bf058e7e30b5) )
   684: 	ROM_LOAD_NIB_LOW(  "dorodon.bp3",0x0000,0x0100,CRC(47b2f0bb) SHA1(640720aa5c1119080c6da928f6d1b0e76b989742) )
   685: 
   686: 	/* (from other romset - I think these are correct, they match the Starcade video) */
   687: 	ROM_REGION( 0x0060, REGION_PROMS, 0 )
   688: 	ROM_LOAD( "dorodon.bp0", 0x0000, 0x0020, CRC(8fcf0bc8) SHA1(392d22731b3e4bc663d6e4385f6069ee2b4ee029) ) /* palette */
   689: 	ROM_LOAD( "dorodon.bp1", 0x0020, 0x0020, CRC(3f209be4) SHA1(f924494eed357a15ffc11331c163af24585d4ab9) ) /* sprite color lookup table */
   690: 	ROM_LOAD( "dorodon.bp2", 0x0040, 0x0020, CRC(27fa3a50) SHA1(7cf59b7a37c156640d6ea91554d1c4276c1780e0) ) /* timing?? */
   691: ROM_END
   692: 
   693: 
   694: DRIVER_INIT( dorodon )
   695: {
   696: 	/* Decode the opcodes */
   697: 
   698: 	offs_t i;
   699: 	UINT8 *rom = memory_region(REGION_CPU1);
   700: 	offs_t diff = memory_region_length(REGION_CPU1) / 2;
   701: 	UINT8 *table = memory_region(REGION_USER1);
   702: 
   703: 	memory_set_opcode_base(0,rom+diff);
   704: 
   705: 	for (i = 0;i < diff;i++)
   706: 	{
   707: 		rom[i + diff] = table[rom[i]];
   708: 	}
   709: }
   710: 
   711: GAME( 1981, cavenger, 0,       ladybug, cavenger, 0,       ROT0,   "Universal", "Cosmic Avenger" )
   712: GAME( 1981, ladybug,  0,       ladybug, ladybug,  0,       ROT270, "Universal", "Lady Bug" )
   713: GAME( 1981, ladybugb, ladybug, ladybug, ladybug,  0,       ROT270, "bootleg",   "Lady Bug (bootleg)" )
   714: GAME( 1982, dorodon,  0,       ladybug, dorodon,  dorodon, ROT270, "Falcon",    "Dorodon (set 1)" )
   715: GAME( 1982, dorodon2, dorodon, ladybug, dorodon,  dorodon, ROT270, "Falcon",    "Dorodon (set 2)" )
   716: GAME( 1982, snapjack, 0,       ladybug, snapjack, 0,       ROT0,   "Universal", "Snap Jack" )
   717: 




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