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-rw-r--r--docs/release/src/hbmame/drivers/monaco.cpp394
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 );
}
}