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-rw-r--r--src/mame/drivers/galaxia.cpp25
1 files changed, 17 insertions, 8 deletions
diff --git a/src/mame/drivers/galaxia.cpp b/src/mame/drivers/galaxia.cpp
index 9ac5db7e13a..f114418cae4 100644
--- a/src/mame/drivers/galaxia.cpp
+++ b/src/mame/drivers/galaxia.cpp
@@ -57,16 +57,21 @@ http://www.zzzaccaria.com/manuals/GalaxiaSchematics.zip
The manual for Astro Wars can also be found at:
http://www.opdenkelder.com/Astrowars_manual.zip
-HW has many similarities with quasar.c / cvs.c / zac2650.c
+HW has many similarities with quasar.cpp / cvs.cpp / zac2650.cpp
+real hardware video of Astro Wars can be seen here: youtu.be/eSrQFBMeDlM
---
TODO:
-- speed is wrong for all games. needs investigation, interrupt related?
- real hardware video of Astro Wars can be seen here: youtu.be/eSrQFBMeDlM
-- correct color/star generation using info from Galaxia technical manual and schematics
+- go through everything in the schematics for astrowar / galaxia
+- video rewrite to:
+ * support RAW_PARAMS, blanking is much like how laserbat hardware does it
+ and is needed to correct the speed in all machines
+ * improve bullets
+ * provide correct color/star generation, using info from Galaxia technical
+ manual and schematics
+ * provide accurate sprite/bg sync in astrowar
+- what is the PROM for? schematics are too burnt to tell anything
- add sound board emulation
-- improve bullets
-- accurate sprite/bg sync in astrowar
*/
@@ -112,13 +117,17 @@ WRITE8_MEMBER(galaxia_state::galaxia_scroll_w)
WRITE8_MEMBER(galaxia_state::galaxia_ctrlport_w)
{
- // d0/d1: maybe coincounter
+ // d0: triggers on every new credit
+ // d1: coin counter? if you put a coin in slot A, galaxia constantly
+ // strobes sets and clears the bit. if you put a coin in slot B
+ // however, the bit is set and cleared only once.
+ // d5: set as soon as the game completes selftest
// other bits: unknown
}
WRITE8_MEMBER(galaxia_state::galaxia_dataport_w)
{
- // cvs-style video fx? or lamps?
+ // seems to be related to sound board comms
}
READ8_MEMBER(galaxia_state::galaxia_collision_r)