diff options
Diffstat (limited to 'docs/release/src/hbmame/drivers/monaco.cpp')
-rw-r--r-- | docs/release/src/hbmame/drivers/monaco.cpp | 394 |
1 files changed, 197 insertions, 197 deletions
diff --git a/docs/release/src/hbmame/drivers/monaco.cpp b/docs/release/src/hbmame/drivers/monaco.cpp index 0afd8fd9d3d..797c9885195 100644 --- a/docs/release/src/hbmame/drivers/monaco.cpp +++ b/docs/release/src/hbmame/drivers/monaco.cpp @@ -15,78 +15,78 @@ To Do: - extended play colors General: - Score Increases as a function of the player's speed. - Speed of Terrain scrolling is independent. + Score Increases as a function of the player's speed. + Speed of Terrain scrolling is independent. Computer Cars: - The bridge section is different from the others (besides all the cars going - faster after so many points(6K and 8K). + The bridge section is different from the others (besides all the cars going + faster after so many points(6K and 8K). Display Panel: - The cockpit model displays TIME (2 digit), top 5 scores (4 digits each), - your Score (4 digits), Players to Date (3 digits)(daily), and - Ranking (3 digits) (this is final score ranking, not position during the game). + The cockpit model displays TIME (2 digit), top 5 scores (4 digits each), + your Score (4 digits), Players to Date (3 digits)(daily), and + Ranking (3 digits) (this is final score ranking, not position during the game). - The top 999 high scores are internally recorded in a RAM. - The player's ranking is updated only after gamplay is finished (during the - fanfare). + The top 999 high scores are internally recorded in a RAM. + The player's ranking is updated only after gamplay is finished (during the + fanfare). Timed Play: - X000-X295 A-Smooth Zone - X295-X450 B-Slip Zone - X450-X795 A-Smooth Zone - X795-X000 C-Tunnel + X000-X295 A-Smooth Zone + X295-X450 B-Slip Zone + X450-X795 A-Smooth Zone + X795-X000 C-Tunnel Extended Play: - X000-X095 A-Smooth Zone - X095-X150 D-Gravel Zone - X150-X295 A-Smooth Zone - X295-X475 B-Slip Zone - X475-X595 A-Smooth Zone - X595-X635 E-Bridge Zone - X635-X795 A-Smooth Zone - X795-X000 C-Tunnel Zone + X000-X095 A-Smooth Zone + X095-X150 D-Gravel Zone + X150-X295 A-Smooth Zone + X295-X475 B-Slip Zone + X475-X595 A-Smooth Zone + X595-X635 E-Bridge Zone + X635-X795 A-Smooth Zone + X795-X000 C-Tunnel Zone Oil Slicks (pool): - X185 (during zone A) - X685 (during zone A) - After 8000 points, two pools come out in succession - (the second about 20-30 points from the first). + X185 (during zone A) + X685 (during zone A) + After 8000 points, two pools come out in succession + (the second about 20-30 points from the first). Rescue Car (firetruck) - The rescue car only appears during Extended play. Tolerance -50 (not+) - X000 - X075 - X125 - X250 - X500 - - The rescue car appears in a mid-right lane. It does not move side to side, - it just moves slowly up the screen until it goes off the screen. - - In extended play, the rescue car was observed to come out AT LEAST ONCE - during each 1000 points cycle. I have observed the rescue car coming - out as much a 3 TIMES in one 1000 point cycle. - I could not find a pattern in the time or count interval between the - rescue cars. However, 72% were between 750 and 1250 point intervals - (most around 875) while the remaining 28% were 500 point intervals or - lower. Therfore, we can narrow down WHERE the rescue cars appear, but - IF it is going to appear seems to have some randomness to it. + The rescue car only appears during Extended play. Tolerance -50 (not+) + X000 + X075 + X125 + X250 + X500 + + The rescue car appears in a mid-right lane. It does not move side to side, + it just moves slowly up the screen until it goes off the screen. + + In extended play, the rescue car was observed to come out AT LEAST ONCE + during each 1000 points cycle. I have observed the rescue car coming + out as much a 3 TIMES in one 1000 point cycle. + I could not find a pattern in the time or count interval between the + rescue cars. However, 72% were between 750 and 1250 point intervals + (most around 875) while the remaining 28% were 500 point intervals or + lower. Therfore, we can narrow down WHERE the rescue cars appear, but + IF it is going to appear seems to have some randomness to it. notes: - when the player first appears (game start, after a spinout, after - a crash), the player's car shows up on the extreme right of the - screen and is totally invulnerable (even if over water on the - bridge scene!). The road doesn't scroll at all until you give the - car some gas. Note that once you start moving, you can never - completely come to a stop. - - Once you move to left onto the center part of the - road, normal collision behavior takes over. You earn no points - while in the invulnerable state. The player can remain in this - state forever during timed play (until time runs out). In extended - play, the player's car will explode after several seconds of driving. + when the player first appears (game start, after a spinout, after + a crash), the player's car shows up on the extreme right of the + screen and is totally invulnerable (even if over water on the + bridge scene!). The road doesn't scroll at all until you give the + car some gas. Note that once you start moving, you can never + completely come to a stop. + + Once you move to left onto the center part of the + road, normal collision behavior takes over. You earn no points + while in the invulnerable state. The player can remain in this + state forever during timed play (until time runs out). In extended + play, the player's car will explode after several seconds of driving. --------------------------------------------------------------------------- @@ -101,42 +101,42 @@ Board Assy A - sends the signals for the sounds to the Oscillator board - outputs to the L.E.D. score display board - directly interacts with Board Assy B - Components: - Start Timer Control - Player Control (pedal, steering, shifter) - My Car light control, explosion, and pool (oil slick) skid - Other Car Control + Components: + Start Timer Control + Player Control (pedal, steering, shifter) + My Car light control, explosion, and pool (oil slick) skid + Other Car Control Board Assy B - outputs the video - outputs to the L.E.D. score display board - directly interacts with Board Assy A. - Components: - Display of Letter - Road Movement Horizontal - Road Movement Vertical (Right and Left) - Background (sprite) coloring - Road Object (tunnel, bridge, water) control - Signal Sync - Rescue Car, Player Car, Bridge--Video and Control - - (On the second set, boards A and B have different part numbers - (97091X and 97092X) and two less roms. These boards were made - later then the first set. I have interchanged these boards with - each other, and they seem to be interchangable, the only - difference seems to be the rom size, which only 2 of the roms - utilize the full 1024 bytes (second set).) + Components: + Display of Letter + Road Movement Horizontal + Road Movement Vertical (Right and Left) + Background (sprite) coloring + Road Object (tunnel, bridge, water) control + Signal Sync + Rescue Car, Player Car, Bridge--Video and Control + + (On the second set, boards A and B have different part numbers + (97091X and 97092X) and two less roms. These boards were made + later then the first set. I have interchanged these boards with + each other, and they seem to be interchangable, the only + difference seems to be the rom size, which only 2 of the roms + utilize the full 1024 bytes (second set).) Oscillator Board 96598 -ROM ID IC# -PRm-40 IC21 PRm-40 <both type 6331-1, 16 pin> - engine (constant; pitch varies with speed) - passing (two variations) - bonus (chimes) - fanfare - explosion - slip zone - siren (rescue car) +ROM ID IC# +PRm-40 IC21 PRm-40 <both type 6331-1, 16 pin> + engine (constant; pitch varies with speed) + passing (two variations) + bonus (chimes) + fanfare + explosion + slip zone + siren (rescue car) */ /* The following changes were done by Robbbert on 2007-Dec-08: @@ -177,20 +177,20 @@ There is a bunch more things to be done #define kRESCUE_CAR_SPEED (1.75) -#define SCREEN_WIDTH 384 /* 12 car lengths */ -#define SCREEN_HEIGHT 240 /* 15 car widths */ -#define BRIDGE_YPOS ((SCREEN_HEIGHT-16)/2-8) -#define PAGE_SIZE 448 +#define SCREEN_WIDTH 384 /* 12 car lengths */ +#define SCREEN_HEIGHT 240 /* 15 car widths */ +#define BRIDGE_YPOS ((SCREEN_HEIGHT-16)/2-8) +#define PAGE_SIZE 448 // == (14*32) #define NUM_COMPUTER_CARS 4 /* red */ -#define TEXT_GAMEOVER 2 -#define TEXT_EXTENDEDPLAY 0 +#define TEXT_GAMEOVER 2 +#define TEXT_EXTENDEDPLAY 0 /* blue */ -#define TEXT_DEPOSITCOIN 3 -#define TEXT_START 1 +#define TEXT_DEPOSITCOIN 3 +#define TEXT_START 1 enum { @@ -204,24 +204,24 @@ enum enum { - CYAN_PEN = 0x91, - BLACK_PEN = 0x94, - YELLOW_PEN = 0x95, - GREY_PEN = 0x96 + CYAN_PEN = 0x91, + BLACK_PEN = 0x94, + YELLOW_PEN = 0x95, + GREY_PEN = 0x96 }; enum { - RESCUE_CLUT = 0x50, - HOUSE_CLUT = 0x60, - WATER_CLUT = 0x70, - PLAYER_CLUT = 0x80, - TREE_CLUT = 0x84, - SHRUB_CLUT = 0x88, - GRASS_CLUT = 0x8c, - CYAN_CLUT = 0x90, - RED_CLUT = 0x92, - YELLOW_CLUT = 0x94 + RESCUE_CLUT = 0x50, + HOUSE_CLUT = 0x60, + WATER_CLUT = 0x70, + PLAYER_CLUT = 0x80, + TREE_CLUT = 0x84, + SHRUB_CLUT = 0x88, + GRASS_CLUT = 0x8c, + CYAN_CLUT = 0x90, + RED_CLUT = 0x92, + YELLOW_CLUT = 0x94 }; enum @@ -250,16 +250,16 @@ enum enum monaco_mode { MODE_ATTRACT, - /* cars zoom up the screen (max 2 on the screen at a time) - * player's car is not visible - * "GAME OVER" is centered near the middle-top - * "DEPOSIT COIN" is centered near the bottom + /* cars zoom up the screen (max 2 on the screen at a time) + * player's car is not visible + * "GAME OVER" is centered near the middle-top + * "DEPOSIT COIN" is centered near the bottom */ MODE_START, MODE_INVULNERABLE, - MODE_NORMAL, /* driving */ + MODE_NORMAL, /* driving */ MODE_GRAVEL, - MODE_SLIP1, /* skidding */ + MODE_SLIP1, /* skidding */ MODE_SLIP2, MODE_SPINOUT1, MODE_SPINOUT2, @@ -332,7 +332,7 @@ private: /* LED display */ u16 m_plays; u16 m_rank; - u16 m_rank_display; // shows 0 until game ends + u16 m_rank_display; // shows 0 until game ends u32 m_score; u32 m_bonus_score; u8 m_in_ext_play; @@ -403,22 +403,22 @@ enum eSAMPLE_FANFARE, eSAMPLE_SIREN, eSAMPLE_SLIP, -// eSAMPLE_GRAVEL +// eSAMPLE_GRAVEL }; -#define DOWN 0x01 -#define UP 0x02 -#define RIGHT 0x04 -#define LEFT 0x08 -#define COIN 0x10 -#define ACCEL1 0x20 -#define ACCEL2 0x40 -#define ACCEL3 0x80 +#define DOWN 0x01 +#define UP 0x02 +#define RIGHT 0x04 +#define LEFT 0x08 +#define COIN 0x10 +#define ACCEL1 0x20 +#define ACCEL2 0x40 +#define ACCEL3 0x80 -#define IS_PRESSED(key) (ioport("IN0")->read() & key) +#define IS_PRESSED(key) (ioport("IN0")->read() & key) -#define EXT_SCORE (2000<<8) // number of points needed to get extended play, 2000 -#define FIRST_TIME (90<<8) // number of seconds when coin inserted, 90 +#define EXT_SCORE (2000<<8) // number of points needed to get extended play, 2000 +#define FIRST_TIME (90<<8) // number of seconds when coin inserted, 90 u8 monaco_state::monaco_ram_r(offs_t offset) @@ -473,7 +473,7 @@ void monaco_state::handle_collision( int sx, int sy, int width, int height, int { m_samples->start( 3, eSAMPLE_CRASH ); m_anim_timer = 0; - m_speed = 15; /* you almost stop when you crash */ + m_speed = 15; /* you almost stop when you crash */ if( type == COLLISION_CRASH ) { if( !m_in_ext_play ) @@ -542,7 +542,7 @@ void monaco_state::update_player_speed() if( accel ) m_monaco_mode = MODE_INVULNERABLE; else return; } - + if (m_speed) min_speed = m_gear?0.5:0.25; else @@ -660,15 +660,15 @@ void monaco_state::HandlePool( void ) void monaco_state::GameOver() { - m_monaco_mode = MODE_ATTRACT; /* this causes speed to be zero */ - m_rank_display = m_rank; /* show rank on led display */ - monaco_word_w (m_rank, m_score); /* save players score in RAM */ + m_monaco_mode = MODE_ATTRACT; /* this causes speed to be zero */ + m_rank_display = m_rank; /* show rank on led display */ + monaco_word_w (m_rank, m_score); /* save players score in RAM */ m_led_high1 = monaco_word_r(1); m_led_high2 = monaco_word_r(2); - m_led_high3 = monaco_word_r(3); /* show the 5 highest scores on led display */ + m_led_high3 = monaco_word_r(3); /* show the 5 highest scores on led display */ m_led_high4 = monaco_word_r(4); m_led_high5 = monaco_word_r(5); - m_samples->stop(0); /* turn off engine sounds */ + m_samples->stop(0); /* turn off engine sounds */ m_samples->stop(1); m_samples->stop(2); } @@ -689,7 +689,7 @@ void monaco_state::HandleEvents() if( m_in_ext_play ) { /* Extended Play */ - if( m_rescue_xpos<= -64 && + if( m_rescue_xpos<= -64 && (machine().rand()&3) == 0 && (event == 0 || event == 75 || event == 125 || event == 250 || event == 500) ) { @@ -721,7 +721,7 @@ void monaco_state::HandleEvents() { /* Turn On Extended Play */ m_in_ext_play = 1; -// m_samples->start( 2, eSAMPLE_EXTEND ); +// m_samples->start( 2, eSAMPLE_EXTEND ); } else m_lives = 0; @@ -791,7 +791,7 @@ INTERRUPT_GEN_MEMBER( monaco_state::monaco_interrupt ) m_samples->start( 0, eSAMPLE_ENGINE, 1/*loop*/ ); m_score = 0; m_bonus_score = 0; - m_rank_display = 0xffff; /* rank is blank till game ends */ + m_rank_display = 0xffff; /* rank is blank till game ends */ m_lives = 1; if (m_plays < 999) m_plays++; m_rank = m_plays; @@ -814,7 +814,7 @@ INTERRUPT_GEN_MEMBER( monaco_state::monaco_interrupt ) m_ticks++; /* for animation */ - if( m_page_next != PAGE_TUNNEL && m_page_current != PAGE_TUNNEL && + if( m_page_next != PAGE_TUNNEL && m_page_current != PAGE_TUNNEL && m_page_next != PAGE_BRIDGE && m_page_current != PAGE_BRIDGE ) { /* delta: player speed */ @@ -865,7 +865,7 @@ INTERRUPT_GEN_MEMBER( monaco_state::monaco_interrupt ) break; case MODE_GRAVEL: -// m_samples->start (1, eSAMPLE_GRAVEL); There is no code to make this mode occur +// m_samples->start (1, eSAMPLE_GRAVEL); There is no code to make this mode occur break; case MODE_SLIP1: @@ -984,7 +984,7 @@ INTERRUPT_GEN_MEMBER( monaco_state::monaco_interrupt ) m_led_lives = m_lives; m_led_time = m_time; m_led_rank = m_rank_display; - // m_led_rank = m_rank; /* test to display real-time ranking */ + // m_led_rank = m_rank; /* test to display real-time ranking */ m_led_plays = m_plays; m_led_speed = m_speed; m_right_page = m_page_current; @@ -1383,27 +1383,27 @@ static gfx_layout belt_layout = { }; static GFXDECODE_START( gfx_monaco ) - GFXDECODE_ENTRY( "gfx1", 0x0100, unknown_layout, 0x00, 1) /* PR125: unused; police car? */ - GFXDECODE_ENTRY( "gfx1", 0x0200, explode_layout, RED_CLUT, 2) /* PR126: explosion */ - GFXDECODE_ENTRY( "gfx1", 0x0400, player_layout, PLAYER_CLUT, 1) /* PR127: player's car */ - GFXDECODE_ENTRY( "gfx1", 0x0600, player_layout, PLAYER_CLUT, 1) /* PR128: swerving (rough road) */ - GFXDECODE_ENTRY( "gfx1", 0x0800, player_layout, PLAYER_CLUT, 1) /* PR129: spinout1 */ - GFXDECODE_ENTRY( "gfx1", 0x0a00, player_layout, PLAYER_CLUT, 1) /* PR130: spinout2 */ - GFXDECODE_ENTRY( "gfx1", 0x0c00, explode_layout, CYAN_CLUT, 1) /* PR131: spray */ - GFXDECODE_ENTRY( "gfx1", 0x0e00, computer_layout, 0x00, 5) /* PR132: computer car A,B */ - GFXDECODE_ENTRY( "gfx1", 0x1000, text_layout, CYAN_CLUT, 2) /* PR133: text */ - GFXDECODE_ENTRY( "gfx1", 0x1200, tree_layout, TREE_CLUT, 1) /* PR134: tree */ - GFXDECODE_ENTRY( "gfx1", 0x1300, tree_layout, TREE_CLUT, 1) /* PR134: grass */ - GFXDECODE_ENTRY( "gfx1", 0x1400, tree_layout, SHRUB_CLUT, 1) /* PR135: shrub */ - GFXDECODE_ENTRY( "gfx1", 0x1600, house_layout, HOUSE_CLUT, 1) /* PR136: house */ - GFXDECODE_ENTRY( "gfx1", 0x1800, tunnel_layout, RED_CLUT, 1) /* PR137: tunnel */ - GFXDECODE_ENTRY( "gfx1", 0x1900, pool_layout, CYAN_CLUT, 1) /* PR137: pool (oil slick) */ - GFXDECODE_ENTRY( "gfx1", 0x1900, belt_layout, GRASS_CLUT, 2) /* PR137: red/green belt */ - GFXDECODE_ENTRY( "gfx1", 0x1a00, rescue_layout, RESCUE_CLUT, 1) /* PR138: rescue car */ - GFXDECODE_ENTRY( "gfx1", 0x1c00, signal_layout, YELLOW_CLUT, 1) /* PR139: bridge signal (yellow on black)*/ - GFXDECODE_ENTRY( "gfx1", 0x1c00, dummy_layout, PLAYER_CLUT, 1) /* PR139: dummy car */ - GFXDECODE_ENTRY( "gfx1", 0x1e00, bridge_layout, WATER_CLUT, 1) /* PR140: bridge-water */ - GFXDECODE_ENTRY( "gfx1", 0x2000, bridge_layout, WATER_CLUT, 1) /* PR141: bridge-pillar */ + GFXDECODE_ENTRY( "gfx1", 0x0100, unknown_layout, 0x00, 1) /* PR125: unused; police car? */ + GFXDECODE_ENTRY( "gfx1", 0x0200, explode_layout, RED_CLUT, 2) /* PR126: explosion */ + GFXDECODE_ENTRY( "gfx1", 0x0400, player_layout, PLAYER_CLUT, 1) /* PR127: player's car */ + GFXDECODE_ENTRY( "gfx1", 0x0600, player_layout, PLAYER_CLUT, 1) /* PR128: swerving (rough road) */ + GFXDECODE_ENTRY( "gfx1", 0x0800, player_layout, PLAYER_CLUT, 1) /* PR129: spinout1 */ + GFXDECODE_ENTRY( "gfx1", 0x0a00, player_layout, PLAYER_CLUT, 1) /* PR130: spinout2 */ + GFXDECODE_ENTRY( "gfx1", 0x0c00, explode_layout, CYAN_CLUT, 1) /* PR131: spray */ + GFXDECODE_ENTRY( "gfx1", 0x0e00, computer_layout, 0x00, 5) /* PR132: computer car A,B */ + GFXDECODE_ENTRY( "gfx1", 0x1000, text_layout, CYAN_CLUT, 2) /* PR133: text */ + GFXDECODE_ENTRY( "gfx1", 0x1200, tree_layout, TREE_CLUT, 1) /* PR134: tree */ + GFXDECODE_ENTRY( "gfx1", 0x1300, tree_layout, TREE_CLUT, 1) /* PR134: grass */ + GFXDECODE_ENTRY( "gfx1", 0x1400, tree_layout, SHRUB_CLUT, 1) /* PR135: shrub */ + GFXDECODE_ENTRY( "gfx1", 0x1600, house_layout, HOUSE_CLUT, 1) /* PR136: house */ + GFXDECODE_ENTRY( "gfx1", 0x1800, tunnel_layout, RED_CLUT, 1) /* PR137: tunnel */ + GFXDECODE_ENTRY( "gfx1", 0x1900, pool_layout, CYAN_CLUT, 1) /* PR137: pool (oil slick) */ + GFXDECODE_ENTRY( "gfx1", 0x1900, belt_layout, GRASS_CLUT, 2) /* PR137: red/green belt */ + GFXDECODE_ENTRY( "gfx1", 0x1a00, rescue_layout, RESCUE_CLUT, 1) /* PR138: rescue car */ + GFXDECODE_ENTRY( "gfx1", 0x1c00, signal_layout, YELLOW_CLUT, 1) /* PR139: bridge signal (yellow on black)*/ + GFXDECODE_ENTRY( "gfx1", 0x1c00, dummy_layout, PLAYER_CLUT, 1) /* PR139: dummy car */ + GFXDECODE_ENTRY( "gfx1", 0x1e00, bridge_layout, WATER_CLUT, 1) /* PR140: bridge-water */ + GFXDECODE_ENTRY( "gfx1", 0x2000, bridge_layout, WATER_CLUT, 1) /* PR141: bridge-pillar */ GFXDECODE_END static const char *const monaco_sample_names[] = @@ -1417,7 +1417,7 @@ static const char *const monaco_sample_names[] = "6fanfare", "6siren", "6slip", -// "gravel", +// "gravel", 0 }; @@ -1474,12 +1474,12 @@ void monaco_state::machine_reset() m_led_lives = 0; m_led_gear = 0; m_led_speed = 0; - m_time = 0; /* time remaining = 0 */ - m_score = 0; /* player score = 0 */ - m_gear = 0; /* low gear */ - m_plays = 0; /* no games played */ + m_time = 0; /* time remaining = 0 */ + m_score = 0; /* player score = 0 */ + m_gear = 0; /* low gear */ + m_plays = 0; /* no games played */ for (u16 i = 0;i < 1000;i++) - monaco_word_w (i, 0); /* delete all scores from RAM */ + monaco_word_w (i, 0); /* delete all scores from RAM */ GameOver(); } @@ -1543,13 +1543,13 @@ ROM_START( monaco ) // ROM_LOAD( "prm-40", 2*32, 32, CRC(8030dac8) ) /* PR40 is in the Fanfare sound circuit and seems to access the particular * notes for the fanfare sound (so PR40 may contain timing and pointer info - * on the melody). The switch (SW1) I mentioned before that helped in tuning + * on the melody).� The switch (SW1) I mentioned before that helped in tuning * the fanfare sound with the 6 pots seems to help in making the tuning of each * pot for output of one of three audio frequencies (262, 330, 392 Hz), * instead of having to tune to 6 different frequencies (a production/test * equipment issue). * In any case, if we get a good sample of this fanfare sound, we will not - * need to bother with this circuit or PR40. As far a I have seen, the + * need to bother with this circuit or PR40.� As far a I have seen, the * fanfare sound only comes up at the end of the game if you have a top five * score and possibly when you plug in the game. */ @@ -1970,17 +1970,17 @@ void monaco_state::draw_leds( bitmap_ind16 &bitmap ) int i; // must be signed u32 data; -// data = m_speed; -// for( i=2; i>=0; i-- ) -// { -// drawgfx_transpen( bitmap, led_font, -// data%10,0, /* number, color */ -// 0,1, /* no flip */ -// 9,SCREEN_HEIGHT-6-i*6, -// NULL, TRANSPARENCY_NONE,0 ); +// data = m_speed; +// for( i=2; i>=0; i-- ) +// { +// drawgfx_transpen( bitmap, led_font, +// data%10,0, /* number, color */ +// 0,1, /* no flip */ +// 9,SCREEN_HEIGHT-6-i*6, +// NULL, TRANSPARENCY_NONE,0 ); // -// data = data/10; -// } +// data = data/10; +// } data = m_led_high1>>8; for( i=3; i>=0; i-- ) @@ -2020,11 +2020,11 @@ void monaco_state::draw_leds( bitmap_ind16 &bitmap ) data = m_led_score>>8; for( i=3; i>=0; i-- ) { -// drawgfx_transpen( bitmap, led_font, -// data%10,0, /* number, color */ -// 0,1, /* no flip */ -// 0,SCREEN_HEIGHT-6-i*6, -// NULL, TRANSPARENCY_NONE,0 ); +// drawgfx_transpen( bitmap, led_font, +// data%10,0, /* number, color */ +// 0,1, /* no flip */ +// 0,SCREEN_HEIGHT-6-i*6, +// NULL, TRANSPARENCY_NONE,0 ); m_out_digit[i] = led_map[data%10]; data = data/10; @@ -2054,11 +2054,11 @@ void monaco_state::draw_leds( bitmap_ind16 &bitmap ) data = m_led_speed; for( i=2; i>=0; i-- ) { -// drawgfx_transpen( bitmap, led_font, -// data%10,0, /* number, color */ -// 0,1, /* no flip */ -// 9,SCREEN_HEIGHT-6-i*6, -// NULL, TRANSPARENCY_NONE,0 ); +// drawgfx_transpen( bitmap, led_font, +// data%10,0, /* number, color */ +// 0,1, /* no flip */ +// 9,SCREEN_HEIGHT-6-i*6, +// NULL, TRANSPARENCY_NONE,0 ); // m_out_digit[80+i] = led_map[data%10]; data = data/10; @@ -2081,10 +2081,10 @@ void monaco_state::draw_leds( bitmap_ind16 &bitmap ) data = m_led_time>>8; for( i=1; i>=0; i-- ) { -// drawgfx_opaque( bitmap, NULL, led_font, -// data%10,0, /* number, color */ -// 0,1, /* no flip */ -// 18,SCREEN_HEIGHT-6-i*6 ); +// drawgfx_opaque( bitmap, NULL, led_font, +// data%10,0, /* number, color */ +// 0,1, /* no flip */ +// 18,SCREEN_HEIGHT-6-i*6 ); m_out_digit[i+4] = led_map[data%10]; data = data/10; @@ -2095,11 +2095,11 @@ void monaco_state::draw_signal( bitmap_ind16 &bitmap ) { if( m_bSignalVisible ) { -// drawgfx_opaque( -// bitmap, NULL, machine().gfx[GFX_SIGNAL], -// 0,0, /* number, color */ -// 0,0, /* no flip */ -// 32,(SCREEN_HEIGHT - 32)/2 ); +// drawgfx_opaque( +// bitmap, NULL, machine().gfx[GFX_SIGNAL], +// 0,0, /* number, color */ +// 0,0, /* no flip */ +// 32,(SCREEN_HEIGHT - 32)/2 ); } } |