// license:BSD-3-Clause // copyright-holders:hap // thanks-to:Sean Riddle, Couriersud /****************************************************************************** VTech Game Machine tabletop/handheld It's an electronic game machine + calculator. Hardware notes: - Mostek MK3870 MCU (2KB internal ROM) - 12 digits 7seg VFD/LED panel (LED handheld version has 4 extra LEDs) - tabletop: MC1455P(555 timer) + bunch of discrete components for sound - handheld: simple 1-bit sound CPU Frequency should be around 4 to 4.5MHz. Sean's measurement and video of the LED handheld version is around 4.4MHz, and there are other video references on YouTube with slower speed. Sean's measurement of the bigger Game Machine was around 2.1MHz, that's way too slow compared to video references and it was perhaps a case of measuring equipment influencing CPU speed. The I/O for the tabletop and handheld version is nearly identical, enough to put them in the same MAME driver. The main difference is the more complex sound on the tabletop version. The first version should be the tabletop (lower ROM serial). It was created by VTech, but they didn't distribute it by themselves* until later in 1980 as the Computer Game System. VTech Computron/Lesson One has a very similar design. *: Apparently, VTech (Hong Kong company) first couple of products were published through foreign companies. It wasn't until around 1980 when they started publishing under their own brand. Known releases: Tabletop version: - Waddingtons 2001: The Game Machine, by Waddingtons - Computer Game System, by VTech - Computer Game System, by Cheryco (Japan) - Bingo 2000: Der Spiele-Computer, by Cheryco - Game Machine 2, by VTech (sequel with 5 games) Handheld LED version (Speedway, Brain Drain, Blackjack, Calculator): - 4 in 1 Electronic Games (model CGS-2011), by VTech - Electronic Games (model 60-2143), by Tandy (Radio Shack brand) - 4-in-1 Electronic Computer Game, by Grandstand - Enterprise, by Videomaster (this is Waddingtons) - Micro-Game Centre, by Prinztronic Handheld VFD version (Code Hunter, Grand Prix, Sub Hunt, Blackjack): - Mini Game Machine, by VTech - Mini Game Machine, by House of Games (this is Waddingtons) - The Game Machine, by Grandstand BTANB: - gamemach: some digit segments get stuck after crashing in the GP game =============================================================================== Tabletop version notes: After boot, press a number to start a game: 0: 4 Function Calculator (not a game) 1: Shooting Gallery 2: Black Jack 3: Code Hunter 4: Grand Prix Screen and keypad overlays were provided for each game, though the default keypad labels already show the alternate functions. keypad reference (mapped to PC keyboard A-row and Z-row by default) Calculator: [RET] [MS ] [MR ] [+/-] [. ] [+= ] [-= ] [x ] [/ ] [CL ] [0 ] [1 ] [2 ] [3 ] [4 ] [5 ] [6 ] [7 ] [8 ] [9 ] Shooting Gallery: [RET] [Cyc] [Zig] [Rnd] [ ] [ ] [ ] [ ] [ ] [ ] * Cyclic, Zigzag, Random [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] * + any of 20 buttons for shooting target Black Jack: [RET] [Dl ] [ ] [ ] [ ] [ ] [ ] [ ] [Hit] [Stn] * Deal, Hit, Stand [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] Code Hunter: [RET] [Sta] [Dis] [ ] [ ] [Ent] [ ] [Crs] [R< ] [R> ] * Start, Display, Enter, Cursor key, Review back, Review ahead [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] Grand Prix: [RET] [Go ] [ ] [ ] [ ] [ ] [ ] [Up ] [Up ] [Up ] [Brk] [Gas] [ ] [ ] [ ] [ ] [ ] [Dwn] [Dwn] [Dwn] ******************************************************************************/ #include "emu.h" #include "cpu/f8/f8.h" #include "machine/f3853.h" #include "machine/netlist.h" #include "sound/spkrdev.h" #include "video/pwm.h" #include "speaker.h" #include "audio/nl_gamemachine.h" // internal artwork #include "gamemach.lh" #include "v4in1eg.lh" namespace { class gm_state : public driver_device { public: gm_state(const machine_config &mconfig, device_type type, const char *tag) : driver_device(mconfig, type, tag), m_maincpu(*this, "maincpu"), m_psu(*this, "psu"), m_display(*this, "display"), m_speaker(*this, "speaker"), m_snd_nl_pin(*this, "snd_nl:p%02u", 8U), m_inputs(*this, "IN.%u", 0) { } void v4in1eg(machine_config &config); void gamemach(machine_config &config); protected: virtual void machine_start() override; private: // devices/pointers required_device m_maincpu; required_device m_psu; required_device m_display; optional_device m_speaker; optional_device_array m_snd_nl_pin; required_ioport_array<2> m_inputs; void main_map(address_map &map); void main_io(address_map &map); void update_display(); void mux1_w(u8 data); void mux2_w(u8 data); void digit_w(u8 data); u8 input_r(); void sound_w(u8 data); void discrete_w(u8 data); u8 sound_r(); u16 m_mux = 0; u8 m_seg_data = 0; u8 m_sound_data = 0; }; void gm_state::machine_start() { // register for savestates save_item(NAME(m_mux)); save_item(NAME(m_seg_data)); save_item(NAME(m_sound_data)); } /****************************************************************************** I/O ******************************************************************************/ void gm_state::update_display() { m_display->matrix(m_mux, m_seg_data); } void gm_state::mux1_w(u8 data) { // P00-P07: mux part m_mux = (m_mux & ~0xff0) | (data << 4 & 0xff0); update_display(); } void gm_state::mux2_w(u8 data) { // P14-P17: mux part m_mux = (m_mux & ~0xf) | (data >> 4 & 0xf); update_display(); } void gm_state::digit_w(u8 data) { // P50-P57: digit 7seg data m_seg_data = bitswap<8>(data,0,1,2,3,4,5,6,7); update_display(); } u8 gm_state::input_r() { u8 data = 0; // P12,P13: multiplexed inputs for (int i = 0; i < 12; i++) if (BIT(m_mux, i)) for (int j = 0; j < 2; j++) data |= BIT(m_inputs[j]->read(), i) << j; return data << 2; } void gm_state::sound_w(u8 data) { m_sound_data = data; // P40: speaker out m_speaker->level_w(data & 1); // P44-P47: 4 extra leds m_mux = (m_mux & ~0xf000) | (bitswap<4>(data,7,6,4,5) << 12); update_display(); } void gm_state::discrete_w(u8 data) { m_sound_data = data; // P40-P47: 555 to speaker (see nl_gamemachine.cpp) for (int i = 0; i < 8; i++) m_snd_nl_pin[i]->write_line(BIT(~data, i)); } u8 gm_state::sound_r() { return m_sound_data; } /****************************************************************************** Address Maps ******************************************************************************/ void gm_state::main_map(address_map &map) { map.global_mask(0x07ff); map(0x0000, 0x07ff).rom(); } void gm_state::main_io(address_map &map) { map(0x00, 0x00).w(FUNC(gm_state::mux1_w)); map(0x01, 0x01).rw(FUNC(gm_state::input_r), FUNC(gm_state::mux2_w)); map(0x04, 0x07).rw("psu", FUNC(f38t56_device::read), FUNC(f38t56_device::write)); } /****************************************************************************** Input Ports ******************************************************************************/ static INPUT_PORTS_START( gamemach ) PORT_START("IN.0") PORT_BIT(0x001, IP_ACTIVE_HIGH, IPT_UNUSED) PORT_BIT(0x002, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_COLON) PORT_CODE(KEYCODE_DEL) PORT_CODE(KEYCODE_BACKSPACE) PORT_CODE(KEYCODE_RIGHT) PORT_NAME("CL") PORT_BIT(0x004, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_L) PORT_CODE(KEYCODE_SLASH_PAD) PORT_CODE(KEYCODE_LEFT) PORT_NAME(u8"÷") PORT_BIT(0x008, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_K) PORT_CODE(KEYCODE_ASTERISK) PORT_CODE(KEYCODE_UP) PORT_NAME(u8"×") PORT_BIT(0x010, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_J) PORT_CODE(KEYCODE_MINUS_PAD) PORT_NAME("-=") PORT_BIT(0x020, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_H) PORT_CODE(KEYCODE_PLUS_PAD) PORT_CODE(KEYCODE_ENTER) PORT_CODE(KEYCODE_ENTER_PAD) PORT_NAME("+=") PORT_BIT(0x040, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_G) PORT_CODE(KEYCODE_DEL_PAD) PORT_NAME(".") PORT_BIT(0x080, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_F) PORT_CODE(KEYCODE_MINUS) PORT_NAME("+/-") PORT_BIT(0x100, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_D) PORT_CODE(KEYCODE_END) PORT_NAME("MR") PORT_BIT(0x200, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_S) PORT_CODE(KEYCODE_HOME) PORT_NAME("MS") PORT_BIT(0x400, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_A) PORT_CODE(KEYCODE_R) PORT_NAME("Return") PORT_BIT(0x800, IP_ACTIVE_HIGH, IPT_UNUSED) PORT_START("IN.1") PORT_BIT(0x001, IP_ACTIVE_HIGH, IPT_UNUSED) PORT_BIT(0x002, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_SLASH) PORT_CODE(KEYCODE_9) PORT_CODE(KEYCODE_9_PAD) PORT_NAME("9") PORT_BIT(0x004, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_STOP) PORT_CODE(KEYCODE_8) PORT_CODE(KEYCODE_8_PAD) PORT_NAME("8") PORT_BIT(0x008, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_COMMA) PORT_CODE(KEYCODE_7) PORT_CODE(KEYCODE_7_PAD) PORT_CODE(KEYCODE_DOWN) PORT_NAME("7") PORT_BIT(0x010, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_M) PORT_CODE(KEYCODE_6) PORT_CODE(KEYCODE_6_PAD) PORT_NAME("6") PORT_BIT(0x020, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_N) PORT_CODE(KEYCODE_5) PORT_CODE(KEYCODE_5_PAD) PORT_NAME("5") PORT_BIT(0x040, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_B) PORT_CODE(KEYCODE_4) PORT_CODE(KEYCODE_4_PAD) PORT_NAME("4") PORT_BIT(0x080, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_V) PORT_CODE(KEYCODE_3) PORT_CODE(KEYCODE_3_PAD) PORT_NAME("3") PORT_BIT(0x100, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_C) PORT_CODE(KEYCODE_2) PORT_CODE(KEYCODE_2_PAD) PORT_NAME("2") PORT_BIT(0x200, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_X) PORT_CODE(KEYCODE_1) PORT_CODE(KEYCODE_1_PAD) PORT_NAME("1") PORT_BIT(0x400, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_Z) PORT_CODE(KEYCODE_0) PORT_CODE(KEYCODE_0_PAD) PORT_NAME("0") PORT_BIT(0x800, IP_ACTIVE_HIGH, IPT_UNUSED) INPUT_PORTS_END static INPUT_PORTS_START( v4in1eg ) PORT_START("IN.0") PORT_BIT(0x001, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_Q) PORT_NAME("G2: Code / M+") PORT_BIT(0x002, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_W) PORT_NAME("G2: Manual / M-") PORT_BIT(0x004, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_E) PORT_NAME("G2: Exam / MR") PORT_BIT(0x008, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_R) PORT_NAME("G2: Enter / MC") PORT_BIT(0x010, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_3) PORT_NAME("G3: Black Jack") PORT_BIT(0x020, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_2) PORT_NAME("G2: Brain Drain") PORT_BIT(0x040, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_4) PORT_CODE(KEYCODE_DEL) PORT_CODE(KEYCODE_BACKSPACE) PORT_NAME("G4: Calc. / C/CE") PORT_BIT(0x080, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_1) PORT_NAME("G1: Speed Way") PORT_BIT(0x100, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_C) PORT_CODE(KEYCODE_ENTER) PORT_CODE(KEYCODE_ENTER_PAD) PORT_NAME("G3: Total / =") PORT_BIT(0x200, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_UP) PORT_CODE(KEYCODE_SLASH_PAD) PORT_NAME(u8"G1: Up / ÷") PORT_BIT(0x400, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_DOWN) PORT_CODE(KEYCODE_ASTERISK) PORT_NAME(u8"G1: Down / ×") PORT_BIT(0x800, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_F) PORT_CODE(KEYCODE_MINUS_PAD) PORT_NAME("G3: Insur. / -") PORT_START("IN.1") PORT_BIT(0x001, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_V) PORT_CODE(KEYCODE_PLUS_PAD) PORT_NAME("G3: Clear / +") PORT_BIT(0x002, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_X) PORT_CODE(KEYCODE_STOP) PORT_CODE(KEYCODE_DEL_PAD) PORT_NAME("G3: Bet / .") PORT_BIT(0x004, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_9_PAD) PORT_NAME("9") PORT_BIT(0x008, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_8_PAD) PORT_NAME("8") PORT_BIT(0x010, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_G) PORT_CODE(KEYCODE_7_PAD) PORT_NAME("G1: Gas / 7") PORT_BIT(0x020, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_6_PAD) PORT_NAME("6") PORT_BIT(0x040, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_5_PAD) PORT_NAME("5") PORT_BIT(0x080, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_B) PORT_CODE(KEYCODE_4_PAD) PORT_NAME("G1: Brake / 4") PORT_BIT(0x100, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_D) PORT_CODE(KEYCODE_3_PAD) PORT_NAME("G3: Split / 3") PORT_BIT(0x200, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_S) PORT_CODE(KEYCODE_2_PAD) PORT_NAME("G3: Double / 2") PORT_BIT(0x400, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_A) PORT_CODE(KEYCODE_1_PAD) PORT_NAME("G3: Hit / 1") PORT_BIT(0x800, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_Z) PORT_CODE(KEYCODE_0_PAD) PORT_NAME("G3: Stand / 0") INPUT_PORTS_END /****************************************************************************** Machine Configs ******************************************************************************/ void gm_state::v4in1eg(machine_config &config) { // basic machine hardware F8(config, m_maincpu, 4200000/2); // MK3870, approximation (internal /2 divider) m_maincpu->set_addrmap(AS_PROGRAM, &gm_state::main_map); m_maincpu->set_addrmap(AS_IO, &gm_state::main_io); F38T56(config, m_psu, 4200000/2); m_psu->write_a().set(FUNC(gm_state::sound_w)); m_psu->read_a().set(FUNC(gm_state::sound_r)); m_psu->write_b().set(FUNC(gm_state::digit_w)); // video hardware PWM_DISPLAY(config, m_display).set_size(12+4, 8); m_display->set_segmask(0xfff, 0xff); m_display->set_bri_levels(0.01, 0.1); // player led may be brighter config.set_default_layout(layout_v4in1eg); // sound hardware SPEAKER(config, "mono").front_center(); SPEAKER_SOUND(config, m_speaker); m_speaker->add_route(ALL_OUTPUTS, "mono", 0.25); } void gm_state::gamemach(machine_config &config) { v4in1eg(config); // basic machine hardware m_psu->write_a().set(FUNC(gm_state::discrete_w)); config.set_default_layout(layout_gamemach); // sound hardware NETLIST_SOUND(config, "snd_nl", 48000).set_source(NETLIST_NAME(gamemachine)).add_route(ALL_OUTPUTS, "mono", 1.0); NETLIST_STREAM_OUTPUT(config, "snd_nl:cout0", 0, "SPK1.2").set_mult_offset(-10000.0 / 32768.0, 10000.0 * 3.75 / 32768.0); NETLIST_LOGIC_INPUT(config, "snd_nl:p08", "P08.IN", 0); NETLIST_LOGIC_INPUT(config, "snd_nl:p09", "P09.IN", 0); NETLIST_LOGIC_INPUT(config, "snd_nl:p10", "P10.IN", 0); NETLIST_LOGIC_INPUT(config, "snd_nl:p11", "P11.IN", 0); NETLIST_LOGIC_INPUT(config, "snd_nl:p12", "P12.IN", 0); NETLIST_LOGIC_INPUT(config, "snd_nl:p13", "P13.IN", 0); NETLIST_LOGIC_INPUT(config, "snd_nl:p14", "P14.IN", 0); NETLIST_LOGIC_INPUT(config, "snd_nl:p15", "P15.IN", 0); } /****************************************************************************** ROM Definitions ******************************************************************************/ ROM_START( gamemach ) ROM_REGION( 0x0800, "maincpu", 0 ) ROM_LOAD("mk14154n_2001", 0x0000, 0x0800, CRC(6d524c32) SHA1(73d84e59952b751c76dff8bf259b98e1f9136b41) ) ROM_END ROM_START( v4in1eg ) ROM_REGION( 0x0800, "maincpu", 0 ) ROM_LOAD("mk14336n_2011", 0x0000, 0x0800, CRC(1846a033) SHA1(8bceff44d80a5d3c1ef6f80a79d03f4083edc280) ) ROM_END } // anonymous namespace /****************************************************************************** Drivers ******************************************************************************/ // YEAR NAME PARENT CMP MACHINE INPUT CLASS INIT COMPANY, FULLNAME, FLAGS CONS( 1978, gamemach, 0, 0, gamemach, gamemach, gm_state, empty_init, "VTech / Waddingtons", "The Game Machine", MACHINE_SUPPORTS_SAVE | MACHINE_IMPERFECT_SOUND ) CONS( 1979, v4in1eg, 0, 0, v4in1eg, v4in1eg, gm_state, empty_init, "VTech", "4 in 1 Electronic Games (VTech)", MACHINE_SUPPORTS_SAVE )