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Diffstat (limited to 'src/mame/drivers/dec0.cpp')
-rw-r--r--src/mame/drivers/dec0.cpp176
1 files changed, 88 insertions, 88 deletions
diff --git a/src/mame/drivers/dec0.cpp b/src/mame/drivers/dec0.cpp
index f099930d29d..b5823c8bcb9 100644
--- a/src/mame/drivers/dec0.cpp
+++ b/src/mame/drivers/dec0.cpp
@@ -32,9 +32,9 @@
motherboard and varying game boards. Sly Spy, Midnight Resistance and
Boulderdash use the same graphics chips but are different pcbs.
- Bandit (USA) is almost certainly a field test prototype, the software runs
- on a Heavy Barrel board including the original Heavy Barrel MCU (which is effectively
- not used). There is also Japanese version known to run on a DE-0321-1 top board.
+ Bandit (USA) is almost certainly a field test prototype, the software runs
+ on a Heavy Barrel board including the original Heavy Barrel MCU (which is effectively
+ not used). There is also Japanese version known to run on a DE-0321-1 top board.
There are Secret Agent (bootleg) and Robocop (bootleg) sets to add.
@@ -472,11 +472,11 @@ void dec0_state::dec0_map(address_map &map)
map(0x310000, 0x3107ff).ram().w(m_palette, FUNC(palette_device::write16)).share("palette");
map(0x314000, 0x3147ff).ram().w(m_palette, FUNC(palette_device::write16_ext)).share("palette_ext");
- map(0x318000, 0x31bfff).ram().share("ram"); // Bandit uses 318000/31c000 which are mirrors but exact mirror patten is unclear
- map(0x31c000, 0x31c7ff).ram().share("spriteram");
+ map(0x318000, 0x31bfff).ram().share("ram"); // Bandit uses 318000/31c000 which are mirrors but exact mirror patten is unclear
+ map(0x31c000, 0x31c7ff).ram().share("spriteram");
map(0xff8000, 0xffbfff).ram().share("ram"); /* Main ram */
- map(0xffc000, 0xffc7ff).ram().share("spriteram");
+ map(0xffc000, 0xffc7ff).ram().share("spriteram");
}
void dec0_state::robocop_map(address_map &map)
@@ -697,7 +697,7 @@ void dec0_state::midresb_map(address_map &map)
void dec0_state::dec0_s_map(address_map &map)
{
map(0x0000, 0x07ff).ram();
- map(0x0800, 0x0801).rw("ym1", FUNC(ym2203_device::read), FUNC(ym2203_device::write));
+ map(0x0800, 0x0801).rw("ym1", FUNC(ym2203_device::read), FUNC(ym2203_device::write));
map(0x1000, 0x1001).rw("ym2", FUNC(ym3812_device::read), FUNC(ym3812_device::write));
map(0x3000, 0x3000).r(m_soundlatch, FUNC(generic_latch_8_device::read));
map(0x3800, 0x3800).rw("oki", FUNC(okim6295_device::read), FUNC(okim6295_device::write));
@@ -1083,94 +1083,94 @@ static INPUT_PORTS_START( bandit )
PORT_INCLUDE( dec0 )
PORT_MODIFY("INPUTS")
- PORT_BIT( 0x0010, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_NAME("P1 Fire")
- PORT_BIT( 0x0020, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_NAME("P1 Bomb")
- PORT_BIT( 0x00c0, IP_ACTIVE_LOW, IPT_UNUSED )
- PORT_BIT( 0x1000, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_COCKTAIL PORT_NAME("P2 Fire")
- PORT_BIT( 0x2000, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_COCKTAIL PORT_NAME("P2 Bomb")
- PORT_BIT( 0xc000, IP_ACTIVE_LOW, IPT_UNUSED )
+ PORT_BIT( 0x0010, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_NAME("P1 Fire")
+ PORT_BIT( 0x0020, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_NAME("P1 Bomb")
+ PORT_BIT( 0x00c0, IP_ACTIVE_LOW, IPT_UNUSED )
+ PORT_BIT( 0x1000, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_COCKTAIL PORT_NAME("P2 Fire")
+ PORT_BIT( 0x2000, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_COCKTAIL PORT_NAME("P2 Bomb")
+ PORT_BIT( 0xc000, IP_ACTIVE_LOW, IPT_UNUSED )
#if 0
- PORT_DIPNAME( 0x0001, 0x0001, "UNK_0" )
- PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
- PORT_DIPSETTING( 0x0001, DEF_STR( Off ) )
- PORT_DIPNAME( 0x0002, 0x0002, "UNK_1" )
- PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
- PORT_DIPSETTING( 0x0002, DEF_STR( Off ) )
- PORT_DIPNAME( 0x0004, 0x0004, "UNK_2" )
- PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
- PORT_DIPSETTING( 0x0004, DEF_STR( Off ) )
- PORT_DIPNAME( 0x0008, 0x0008, "UNK_3" )
- PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
- PORT_DIPSETTING( 0x0008, DEF_STR( Off ) )
- PORT_DIPNAME( 0x0010, 0x0010, "UNK_4" ) // Gun
- PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
- PORT_DIPSETTING( 0x0010, DEF_STR( Off ) )
- PORT_DIPNAME( 0x0020, 0x0020, "UNK_5" ) // Missile
- PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
- PORT_DIPSETTING( 0x0020, DEF_STR( Off ) )
- PORT_DIPNAME( 0x0040, 0x0040, "UNK_6" )
- PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
- PORT_DIPSETTING( 0x0040, DEF_STR( Off ) )
- PORT_DIPNAME( 0x0080, 0x0080, "UNK_7" )
- PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
- PORT_DIPSETTING( 0x0080, DEF_STR( Off ) )
+ PORT_DIPNAME( 0x0001, 0x0001, "UNK_0" )
+ PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x0001, DEF_STR( Off ) )
+ PORT_DIPNAME( 0x0002, 0x0002, "UNK_1" )
+ PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x0002, DEF_STR( Off ) )
+ PORT_DIPNAME( 0x0004, 0x0004, "UNK_2" )
+ PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x0004, DEF_STR( Off ) )
+ PORT_DIPNAME( 0x0008, 0x0008, "UNK_3" )
+ PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x0008, DEF_STR( Off ) )
+ PORT_DIPNAME( 0x0010, 0x0010, "UNK_4" ) // Gun
+ PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x0010, DEF_STR( Off ) )
+ PORT_DIPNAME( 0x0020, 0x0020, "UNK_5" ) // Missile
+ PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x0020, DEF_STR( Off ) )
+ PORT_DIPNAME( 0x0040, 0x0040, "UNK_6" )
+ PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x0040, DEF_STR( Off ) )
+ PORT_DIPNAME( 0x0080, 0x0080, "UNK_7" )
+ PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x0080, DEF_STR( Off ) )
#endif
PORT_MODIFY("SYSTEM")
PORT_BIT( 0x0003, IP_ACTIVE_LOW, IPT_UNUSED )
PORT_START("DSW")
- PORT_DIPNAME( 0x0001, 0x0001, "Analog controls?" ) // ?
- PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
- PORT_DIPSETTING( 0x0001, DEF_STR( Off ) )
- PORT_DIPNAME( 0x0002, 0x0002, "L/R control related (keep off)" )
- PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
- PORT_DIPSETTING( 0x0002, DEF_STR( Off ) )
- PORT_DIPNAME( 0x0004, 0x0004, "DSUNK_2" )
- PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
- PORT_DIPSETTING( 0x0004, DEF_STR( Off ) )
- PORT_DIPNAME( 0x0008, 0x0000, "Road select (debug)" ) // Debug mode
- PORT_DIPSETTING( 0x0008, DEF_STR( On ) )
- PORT_DIPSETTING( 0x0000, DEF_STR( Off ) )
- PORT_DIPNAME( 0x0010, 0x0010, DEF_STR( Flip_Screen ) )
- PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
- PORT_DIPSETTING( 0x0010, DEF_STR( Off ) )
- PORT_DIPNAME( 0x0020, 0x0020, "DSUNK_5" )
- PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
- PORT_DIPSETTING( 0x0020, DEF_STR( Off ) )
- PORT_DIPNAME( 0x0040, 0x0040, "DSUNK_6" )
- PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
- PORT_DIPSETTING( 0x0040, DEF_STR( Off ) )
- PORT_DIPNAME( 0x0080, 0x0000, "Enable enemies" )
- PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
- PORT_DIPSETTING( 0x0080, DEF_STR( Off ) )
-
- PORT_DIPNAME( 0x0100, 0x0100, "DSUNK_8" )
- PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
- PORT_DIPSETTING( 0x0100, DEF_STR( Off ) )
- PORT_DIPNAME( 0x0200, 0x0200, "DSUNK_9" )
- PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
- PORT_DIPSETTING( 0x0200, DEF_STR( Off ) )
- PORT_DIPNAME( 0x0400, 0x0400, "DSUNK_A" )
- PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
- PORT_DIPSETTING( 0x0400, DEF_STR( Off ) )
- PORT_DIPNAME( 0x0800, 0x0800, "DSUNK_B" )
- PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
- PORT_DIPSETTING( 0x0800, DEF_STR( Off ) )
- PORT_DIPNAME( 0x1000, 0x1000, "DSUNK_C" )
- PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
- PORT_DIPSETTING( 0x1000, DEF_STR( Off ) )
- PORT_DIPNAME( 0x2000, 0x2000, "DSUNK_D" )
- PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
- PORT_DIPSETTING( 0x2000, DEF_STR( Off ) )
- PORT_DIPNAME( 0x4000, 0x4000, "DSUNK_E" )
- PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
- PORT_DIPSETTING( 0x4000, DEF_STR( Off ) )
- PORT_DIPNAME( 0x8000, 0x8000, "DSUNK_F" )
- PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
- PORT_DIPSETTING( 0x8000, DEF_STR( Off ) )
-
- PORT_INCLUDE( rotary_null )
+ PORT_DIPNAME( 0x0001, 0x0001, "Analog controls?" ) // ?
+ PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x0001, DEF_STR( Off ) )
+ PORT_DIPNAME( 0x0002, 0x0002, "L/R control related (keep off)" )
+ PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x0002, DEF_STR( Off ) )
+ PORT_DIPNAME( 0x0004, 0x0004, "DSUNK_2" )
+ PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x0004, DEF_STR( Off ) )
+ PORT_DIPNAME( 0x0008, 0x0000, "Road select (debug)" ) // Debug mode
+ PORT_DIPSETTING( 0x0008, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x0000, DEF_STR( Off ) )
+ PORT_DIPNAME( 0x0010, 0x0010, DEF_STR( Flip_Screen ) )
+ PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x0010, DEF_STR( Off ) )
+ PORT_DIPNAME( 0x0020, 0x0020, "DSUNK_5" )
+ PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x0020, DEF_STR( Off ) )
+ PORT_DIPNAME( 0x0040, 0x0040, "DSUNK_6" )
+ PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x0040, DEF_STR( Off ) )
+ PORT_DIPNAME( 0x0080, 0x0000, "Enable enemies" )
+ PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x0080, DEF_STR( Off ) )
+
+ PORT_DIPNAME( 0x0100, 0x0100, "DSUNK_8" )
+ PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x0100, DEF_STR( Off ) )
+ PORT_DIPNAME( 0x0200, 0x0200, "DSUNK_9" )
+ PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x0200, DEF_STR( Off ) )
+ PORT_DIPNAME( 0x0400, 0x0400, "DSUNK_A" )
+ PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x0400, DEF_STR( Off ) )
+ PORT_DIPNAME( 0x0800, 0x0800, "DSUNK_B" )
+ PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x0800, DEF_STR( Off ) )
+ PORT_DIPNAME( 0x1000, 0x1000, "DSUNK_C" )
+ PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x1000, DEF_STR( Off ) )
+ PORT_DIPNAME( 0x2000, 0x2000, "DSUNK_D" )
+ PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x2000, DEF_STR( Off ) )
+ PORT_DIPNAME( 0x4000, 0x4000, "DSUNK_E" )
+ PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x4000, DEF_STR( Off ) )
+ PORT_DIPNAME( 0x8000, 0x8000, "DSUNK_F" )
+ PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x8000, DEF_STR( Off ) )
+
+ PORT_INCLUDE( rotary_null )
PORT_INCLUDE( trackball_ports )
INPUT_PORTS_END