// license:BSD-3-Clause // copyright-holders:Robbbert /************************************************************** * * Williams Multigame (6-game version) driver, by Robbbert, * 2007/2008. * * Thanks to assistance from Peale. * **************************************************************/ /********************************************************************************************************* Game numbers: 0 = The Menu 1 = robotron 2 = joustr 3 = stargate 4 = bubbles 5 = defender 6 = splat 7 = spare position (duplicate of bubbles) Some documents can be downloaded from http://www.multigame.com/williams.html Hardware features: There are 3 boards - the CPU board, the Sound board, and the Widget board. - The Sound board only has the new sound ROM. The sounds are selected via the bank number from C400. - The Widget board has the joysticks and buttons connected to it. These are steered to the correct inputs by a custom-programmed large square XC9572 84-pin chip. This is also controlled by the bank number from C400. - The CPU board has 3 components: -- A DS1225AD 8k x 8 NVRAM. Like the other chips, it is banked, giving each game its own save area. -- The new cpu ROM, containing code for the 6 games and the menu. Splat and Defender are slightly modified to work properly on the Robotron hardware. Splat is converted from SC2 to SC1; while Defender has the I/O devices remapped to suit the hardware. -- A square custom-programmed 44-pin chip (number rubbed off), which performs all the bank-switching, the special changes for Defender, the lock feature, and the sound cpu reset. It is not known which square chip detects and acts on the P1+P2 reset. Setting it up: When you first start WMG, you need to initialise the NVRAM properly. Do this by starting wmg, pressing 1 to cycle through the games list, pressing 2 to run the game. When it says "FACTORY SETTINGS RESTORED", press F3 to return to the menu. Repeat this procedure for all 6 games. After that, quit wmg, then restart. On the Setup menu you can personalise the settings with the 1 and 2 keys. The inputs default to be the same as on the original hardware. You may change any input individually for each game. Note that the WMG hardware has the Flap and Inviso buttons wired together. JOUST can be played by 2 players at the same time, player 1 uses the left joystick and the Flap button, while player 2 uses the right joystick and the Fire button. SPLAT would normally require 4 joysticks, but since the WMG only has 2, it is limited to a one-player game. Cocktail mode is not supported, WMG must be played on an upright only. After playing a game, returning to the menu will return to the place you left from. You can force a return to the Setup by Auto Up and pressing F3. You can also clear out the menu's NVRAM (not the game's NVRAM), by holding down L and pressing F3. ToDo: The game works perfectly. However the code is a bit of a bodge-job, originally for MisfitMAME 0.127.E, then updated for HBMAME 0.148u1. It could do with a cleanup, and removal of the various hacks. Support of save-state is also needed. ***********************************************************************************************************/ #include "emu.h" #include "includes/williams.h" #include "cpu/m6800/m6800.h" #include "machine/input_merger.h" #include "machine/nvram.h" #include "sound/dac.h" #include "speaker.h" #define MASTER_CLOCK (XTAL(12'000'000)) #define SOUND_CLOCK (XTAL(3'579'545)) class wmg_state : public defender_state { public: wmg_state(const machine_config &mconfig, device_type type, const char *tag) : defender_state(mconfig, type, tag) , m_p_ram(*this, "nvram") , m_keyboard(*this, "X%d", 0U) , m_codebank(*this, "codebank") , m_soundbank(*this, "soundbank") { } void wmg(machine_config &config); template DECLARE_CUSTOM_INPUT_MEMBER(wmg_mux_r); private: virtual void driver_init() override; u8 wmg_nvram_r(offs_t offset); void wmg_nvram_w(offs_t offset, u8 data); u8 wmg_pia_0_r(offs_t offset); void wmg_c400_w(u8 data); void wmg_d000_w(u8 data); void wmg_blitter_w(offs_t, u8); DECLARE_WRITE_LINE_MEMBER(wmg_port_select_w); void wmg_sound_reset_w(u8 data); void wmg_vram_select_w(u8 data); void wmg_cpu1(address_map &map); void wmg_cpu2(address_map &map); void wmg_banked_map(address_map &map); virtual void machine_start() override; virtual void machine_reset() override; uint8_t m_wmg_c400 = 0U; uint8_t m_wmg_d000 = 0U; uint8_t m_wmg_port_select = 0U; uint8_t m_wmg_vram_bank = 0U; required_shared_ptr m_p_ram; required_ioport_array<17> m_keyboard; required_memory_bank m_codebank; required_memory_bank m_soundbank; }; /************************************* * * Address Map * *************************************/ void wmg_state::wmg_cpu1(address_map &map) { map(0x0000, 0xbfff).ram().share("videoram"); map(0x0000, 0x8fff).bankr("mainbank"); map(0xc000, 0xcfff).m(m_bankc000, FUNC(address_map_bank_device::amap8)); map(0xd000, 0xffff).bankr("codebank"); map(0xd000, 0xd000).w(FUNC(wmg_state::wmg_d000_w)); } void wmg_state::wmg_cpu2(address_map &map) { map(0x0000, 0x007f).ram(); /* internal RAM */ map(0x0080, 0x00ff).ram(); /* MC6810 RAM */ map(0x0400, 0x0403).mirror(0x8000).rw(m_pia[2], FUNC(pia6821_device::read), FUNC(pia6821_device::write)); map(0xf000, 0xffff).bankr("soundbank"); } void wmg_state::wmg_banked_map(address_map &map) { map(0x0000, 0x000f).mirror(0x03e0).writeonly().share("paletteram"); map(0x0010, 0x001f).mirror(0x03e0).w(FUNC(wmg_state::video_control_w)); map(0x0400, 0x0400).w(FUNC(wmg_state::wmg_c400_w)); map(0x0401, 0x0401).w(FUNC(wmg_state::wmg_sound_reset_w)); map(0x0804, 0x0807).r(FUNC(wmg_state::wmg_pia_0_r)).w(m_pia[0], FUNC(pia6821_device::write)); map(0x080c, 0x080f).rw(m_pia[1], FUNC(pia6821_device::read), FUNC(pia6821_device::write)); map(0x0900, 0x09ff).nopr().w(FUNC(wmg_state::wmg_vram_select_w)); map(0x0a00, 0x0a07).w(FUNC(wmg_state::wmg_blitter_w)); map(0x0b00, 0x0bff).r(FUNC(wmg_state::video_counter_r)); map(0x0bff, 0x0bff).w(FUNC(wmg_state::watchdog_reset_w)); map(0x0c00, 0x0fff).rw(FUNC(wmg_state::wmg_nvram_r), FUNC(wmg_state::wmg_nvram_w)); map(0x1000, 0x4fff).rom().region("maincpu", 0x58000); // Defender roms // This one is actually banked in CPU 1, but its not something Mame can handle very well. Placed here instead. map(0xd000, 0xefff).ram().share("nvram"); } /*************************************************************** * * Inputs, banked. One set for each game. * Note: defaults from original games are used. * JOYSTICK PLAYER(1) is really JOYSTICKLEFT on WMG hardware * JOYSTICK PLAYER(2) is really JOYSTICKRIGHT on WMG hardware * ***************************************************************/ static INPUT_PORTS_START( wmg ) PORT_START("IN0") PORT_BIT( 0xff, IP_ACTIVE_HIGH, IPT_CUSTOM ) PORT_CUSTOM_MEMBER(wmg_state, wmg_mux_r<0>) PORT_START("IN1") PORT_BIT( 0xff, IP_ACTIVE_HIGH, IPT_CUSTOM ) PORT_CUSTOM_MEMBER(wmg_state, wmg_mux_r<1>) PORT_START("IN2") PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_SERVICE1 ) PORT_NAME("Auto Up / Manual Down") PORT_TOGGLE PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_SERVICE ) PORT_NAME("Advance") PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_COIN3 ) PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_MEMORY_RESET ) PORT_NAME("High Score Reset") PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_COIN1 ) PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_COIN2 ) PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_TILT ) PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* menu */ PORT_START("X0") // IN000 (game,port,player) PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP ) PORT_8WAY PORT_NAME("Menu/Left/Up") PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_NAME("Menu/Left/Down") PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_NAME("Menu/Left/Left") PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_NAME("Menu/Left/Right") PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_START1 ) PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_START2 ) PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_JOYSTICKRIGHT_UP ) PORT_8WAY PORT_NAME("Menu/Right/Up") PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_JOYSTICKRIGHT_DOWN ) PORT_8WAY PORT_NAME("Menu/Right/Down") PORT_START("X1") // IN010 PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICKRIGHT_LEFT ) PORT_8WAY PORT_NAME("Menu/Right/Left") PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICKRIGHT_RIGHT ) PORT_8WAY PORT_NAME("Menu/Right/Right") PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_NAME("Menu/Fire") PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_BUTTON2 ) PORT_NAME("Menu/Thrust") PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON3 ) PORT_NAME("Menu/Smart Bomb") PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_BUTTON4 ) PORT_NAME("Menu/Hyperspace") PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_BUTTON5 ) PORT_NAME("Menu/Reverse") PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_BUTTON6 ) PORT_NAME("Menu/Inviso or Flap") /* robotron */ PORT_START("X2") // IN100 PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP ) PORT_8WAY PORT_NAME("Robotron/Left/Move Up") PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_NAME("Robotron/Left/Move Down") PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_NAME("Robotron/Left/Move Left") PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_NAME("Robotron/Left/Move Right") PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_START2 ) PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_START1 ) PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_JOYSTICKRIGHT_UP ) PORT_8WAY PORT_NAME("Robotron/Right/Fire Up") PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_JOYSTICKRIGHT_DOWN ) PORT_8WAY PORT_NAME("Robotron/Right/Fire Down") PORT_START("X3") // IN110 PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICKRIGHT_LEFT ) PORT_8WAY PORT_NAME("Robotron/Right/Fire Left") PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICKRIGHT_RIGHT ) PORT_8WAY PORT_NAME("Robotron/Right/Fire Right") PORT_BIT( 0xfc, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* joust */ PORT_START("X4") // IN201 PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_2WAY PORT_PLAYER(1) PORT_NAME("Joust/P1/Left") PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_2WAY PORT_PLAYER(1) PORT_NAME("Joust/P1/Right") PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_BUTTON6 ) PORT_NAME("Joust/P1/Flap") PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_START2 ) PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_START1 ) PORT_BIT( 0xc8, IP_ACTIVE_HIGH, IPT_UNUSED ) PORT_START("X5") // IN202 PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_2WAY PORT_PLAYER(2) PORT_NAME("Joust/P2/Left") PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_2WAY PORT_PLAYER(2) PORT_NAME("Joust/P2/Right") PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_NAME("Joust/P2/Flap") PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_START2 ) PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_START1 ) PORT_BIT( 0xc8, IP_ACTIVE_HIGH, IPT_UNUSED ) PORT_START("X6") // IN210 PORT_BIT( 0xff, IP_ACTIVE_HIGH, IPT_UNUSED ) /* stargate */ PORT_START("X7") // IN300 PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_NAME("Stargate/Fire") PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_BUTTON2 ) PORT_NAME("Stargate/Thrust") PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_BUTTON3 ) PORT_NAME("Stargate/Smart Bomb") PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_BUTTON4 ) PORT_NAME("Stargate/Hyperspace") PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_START2 ) PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_START1 ) PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_BUTTON5 ) PORT_NAME("Stargate/Reverse") PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN ) PORT_2WAY PORT_NAME("Stargate/Down") PORT_START("X8") // IN310 PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP ) PORT_2WAY PORT_NAME("Stargate/Up") PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_BUTTON6 ) PORT_NAME("Stargate/Inviso") PORT_BIT( 0xfc, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* bubbles */ PORT_START("X9") // IN400 PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP ) PORT_8WAY PORT_NAME("Bubbles/Up") PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_NAME("Bubbles/Down") PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_NAME("Bubbles/Left") PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_NAME("Bubble/Right") PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_START2 ) PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_START1 ) PORT_BIT( 0xc0, IP_ACTIVE_HIGH, IPT_UNKNOWN ) PORT_START("X10") // IN410 PORT_BIT( 0xff, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* defender */ PORT_START("X11") // IN500 PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_NAME("Defender/Fire") PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_BUTTON2 ) PORT_NAME("Defender/Thrust") PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_BUTTON3 ) PORT_NAME("Defender/Smart Bomb") PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_BUTTON4 ) PORT_NAME("Defender/Hyperspace") PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_START2 ) PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_START1 ) PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_BUTTON5 ) PORT_NAME("Defender/Reverse") PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN) PORT_2WAY PORT_NAME("Defender/Down") PORT_START("X12") // IN510 PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP ) PORT_2WAY PORT_NAME("Defender/Up") PORT_BIT( 0xfe, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* splat - there are no P2 controls, so it can only be played by a single player */ PORT_START("X13") // IN601 PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(1) PORT_NAME("Splat/P1/Left/Move Up") PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(1) PORT_NAME("Splat/P1/Left/Move Down") PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(1) PORT_NAME("Splat/P1/Left/Move Left") PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(1) PORT_NAME("Splat/P1/Left/Move Right") PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_START1 ) PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_START2 ) PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_JOYSTICKRIGHT_UP ) PORT_8WAY PORT_PLAYER(1) PORT_NAME("Splat/P1/Right/Fire Up") PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_JOYSTICKRIGHT_DOWN ) PORT_8WAY PORT_PLAYER(1) PORT_NAME("Splat/P1/Right/Fire Down") PORT_START("X14") // IN602 PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_START1 ) PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_START2 ) PORT_BIT( 0xcf, IP_ACTIVE_HIGH, IPT_UNKNOWN ) PORT_START("X15") // IN611 PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICKRIGHT_LEFT ) PORT_8WAY PORT_PLAYER(1) PORT_NAME("Splat/P1/Right/Fire Left") PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICKRIGHT_RIGHT ) PORT_8WAY PORT_PLAYER(1) PORT_NAME("Splat/P1/Right/Fire Right") PORT_BIT( 0xfc, IP_ACTIVE_HIGH, IPT_UNKNOWN ) PORT_START("X16") // IN612 PORT_BIT( 0xff, IP_ACTIVE_HIGH, IPT_UNKNOWN ) INPUT_PORTS_END /************************************* * * NVRAM (8k x 8), banked * *************************************/ u8 wmg_state::wmg_nvram_r(offs_t offset) { return m_p_ram[offset+(m_wmg_c400<<10)]; } void wmg_state::wmg_nvram_w(offs_t offset, u8 data) { m_p_ram[offset+(m_wmg_c400<<10)] = data; } /************************************* * * Blitter * *************************************/ void wmg_state::wmg_blitter_w(offs_t offset, u8 data) { blitter_w(m_maincpu->space(AS_PROGRAM), offset, data); } /************************************* * * Bankswitching * *************************************/ /* switches the banks around when given a game number. The hardware has a lock feature, so that once a bank is selected, the next choice must be the menu */ void wmg_state::wmg_c400_w(u8 data) { data &= 7; if (m_wmg_c400 == data) return; if ((data == 0) || (m_wmg_c400 == 0)) // we must be going to/from the menu { m_wmg_c400 = data; wmg_d000_w(0); // select i/o m_mainbank->set_entry(m_wmg_vram_bank ? (1+m_wmg_c400) : 0); // Gfx etc m_codebank->set_entry(data); // Code m_soundbank->set_entry(data); // Sound m_soundcpu->reset(); } } void wmg_state::wmg_sound_reset_w(u8 data) { /* This resets the sound card when bit 0 is low */ if (!BIT(data, 0)) m_soundcpu->reset(); } void wmg_state::wmg_vram_select_w(u8 data) { /* VRAM/ROM banking from bit 0 */ m_wmg_vram_bank = BIT(data, 0); m_mainbank->set_entry(m_wmg_vram_bank ? (1+m_wmg_c400) : 0); /* cocktail flip from bit 1 */ m_cocktail = BIT(data, 1); } // if defender, choose a rom, else enable i/o void wmg_state::wmg_d000_w(u8 data) { data &= 15; if (m_wmg_d000 == data) return; // defender && data > 0 if ((m_wmg_c400 == 5) && (data)) { // replace i/o with defender roms switch (data) { /* pages 1,2,3,7 map to ROM banks */ case 1: case 2: case 3: m_bankc000->set_bank(data); break; case 7: m_bankc000->set_bank(4); break; default: printf("Unknown bank %X selected\n",data); } } else // everything else - choose i/o space if (data == 0) { /* install the i/o devices into c000-cfff */ m_bankc000->set_bank(0); } m_wmg_d000 = data; } void wmg_state::machine_start() { uint8_t *cpu = memregion("maincpu")->base(); uint8_t *snd = memregion("soundcpu")->base(); m_mainbank->configure_entry(0, m_videoram); m_mainbank->configure_entries(1, 8, &cpu[0x00000], 0x10000); // Gfx etc m_codebank->configure_entries(0, 8, &cpu[0x0d000], 0x10000); // Code m_soundbank->configure_entries(0, 8, &snd[0x00000], 0x1000); // Sound save_item(NAME(m_wmg_c400)); save_item(NAME(m_wmg_d000)); save_item(NAME(m_wmg_port_select)); save_item(NAME(m_wmg_vram_bank)); } void wmg_state::machine_reset() { m_wmg_c400=0xff; m_wmg_d000=0xff; m_wmg_port_select=0; m_wmg_vram_bank=0; wmg_c400_w(0); m_maincpu->reset(); } /************************************* * * Input selector code * *************************************/ WRITE_LINE_MEMBER( wmg_state::wmg_port_select_w ) { m_wmg_port_select = state | (m_wmg_c400 << 1); } template CUSTOM_INPUT_MEMBER(wmg_state::wmg_mux_r) { if (N == 0) { uint8_t ports[17] = { 0,0,2,2,5,4,7,7,9,9,11,11,14,13,9,9 }; return m_keyboard[ports[m_wmg_port_select]]->read(); } else { uint8_t ports[17] = { 1,1,3,3,6,6,8,8,10,10,12,12,16,15,10,10 }; return m_keyboard[ports[m_wmg_port_select]]->read(); } } u8 wmg_state::wmg_pia_0_r(offs_t offset) { /* if player presses P1 and P2 in a game, return to the menu. Since there is no code in rom to handle this, it must be a hardware feature which probably just resets the cpu. */ uint8_t data = m_pia[0]->read(offset); if ((m_wmg_c400) && (offset == 0) && ((data & 0x30) == 0x30)) // P1 and P2 pressed { wmg_c400_w(0); m_maincpu->reset(); } return data; } /************************************* * * Driver Initialisation * *************************************/ void wmg_state::driver_init() { m_blitter_config = WILLIAMS_BLITTER_SC1; m_blitter_clip_address = 0xc000; } /************************************* * * Machine Driver * *************************************/ void wmg_state::wmg(machine_config &config) { /* basic machine hardware */ MC6809E(config, m_maincpu, MASTER_CLOCK/3/4); m_maincpu->set_addrmap(AS_PROGRAM, &wmg_state::wmg_cpu1); M6808(config, m_soundcpu, SOUND_CLOCK); m_soundcpu->set_addrmap(AS_PROGRAM, &wmg_state::wmg_cpu2); NVRAM(config, "nvram", nvram_device::DEFAULT_ALL_0); ADDRESS_MAP_BANK(config, "bankc000").set_map(&wmg_state::wmg_banked_map).set_options(ENDIANNESS_BIG, 8, 16, 0x1000); // set a timer to go off every 32 scanlines, to toggle the VA11 line and update the screen TIMER(config, "scan_timer").configure_scanline(FUNC(wmg_state::va11_callback), "screen", 0, 32); // also set a timer to go off on scanline 240 TIMER(config, "240_timer").configure_scanline(FUNC(wmg_state::count240_callback), "screen", 0, 240); WATCHDOG_TIMER(config, "watchdog"); /* video hardware */ SCREEN(config, m_screen, SCREEN_TYPE_RASTER); m_screen->set_video_attributes(VIDEO_UPDATE_SCANLINE | VIDEO_ALWAYS_UPDATE); m_screen->set_raw(MASTER_CLOCK*2/3, 512, 6, 298, 260, 7, 247); m_screen->set_screen_update(FUNC(wmg_state::screen_update)); PALETTE(config, m_palette, FUNC(wmg_state::palette_init), 256); /* sound hardware */ SPEAKER(config, "speaker").front_center(); MC1408(config, "dac", 0).add_route(ALL_OUTPUTS, "speaker", 0.25); // unknown DAC /* pia */ INPUT_MERGER_ANY_HIGH(config, "mainirq").output_handler().set_inputline(m_maincpu, M6809_IRQ_LINE); INPUT_MERGER_ANY_HIGH(config, "soundirq").output_handler().set_inputline(m_soundcpu, M6808_IRQ_LINE); pia6821_device &pia0(PIA6821(config, "pia_0", 0)); pia0.readpa_handler().set_ioport("IN0"); pia0.readpb_handler().set_ioport("IN1"); pia0.cb2_handler().set(FUNC(wmg_state::wmg_port_select_w)); pia6821_device &pia1(PIA6821(config, "pia_1", 0)); pia1.readpa_handler().set_ioport("IN2"); pia1.writepb_handler().set(FUNC(wmg_state::snd_cmd_w)); pia1.irqa_handler().set("mainirq", FUNC(input_merger_any_high_device::in_w<0>)); pia1.irqb_handler().set("mainirq", FUNC(input_merger_any_high_device::in_w<1>)); pia6821_device &pia2(PIA6821(config, "pia_2", 0)); pia2.writepa_handler().set("dac", FUNC(dac_byte_interface::data_w)); pia2.irqa_handler().set("soundirq", FUNC(input_merger_any_high_device::in_w<0>)); pia2.irqb_handler().set("soundirq", FUNC(input_merger_any_high_device::in_w<1>)); } /************************************* * * Roms * *************************************/ ROM_START( wmg ) ROM_REGION( 0x80000, "maincpu", 0 ) ROM_LOAD( "wmg.cpu", 0x00000, 0x80000, CRC(975516ec) SHA1(571aaf9bff8ebfc36448cd9394b47bcfae7d1b83) ) /* This little HACK! lets the menu boot up. It patches a jump to some new code, which sets a few memory locations, and sets the stack pointer. Then it jumps back to continue the main run. */ ROM_COPY( "maincpu", 0xe0da, 0xf800, 0x0001b ) ROM_FILL( 0xf81b, 1, 0x7e ) ROM_FILL( 0xf81c, 1, 0xe0 ) ROM_FILL( 0xf81d, 1, 0xba ) ROM_FILL( 0xe0b7, 1, 0x7e ) ROM_FILL( 0xe0b8, 1, 0xf8 ) ROM_FILL( 0xe0b9, 1, 0x00 ) ROM_REGION( 0x8000, "soundcpu", 0 ) ROM_LOAD( "wmg.snd", 0x0000, 0x8000, CRC(1d08990e) SHA1(7bfb29426b3876f113e6ec3bc6c2fce9d2d1eb0c) ) ROM_REGION( 0x0400, "proms", 0 ) ROM_LOAD( "decoder.4", 0x0000, 0x0200, CRC(e6631c23) SHA1(9988723269367fb44ef83f627186a1c88cf7877e) ) ROM_LOAD( "decoder.6", 0x0200, 0x0200, CRC(83faf25e) SHA1(30002643d08ed983a6701a7c4b5ee74a2f4a1adb) ) ROM_END /******************************************************* * * Game Driver * *******************************************************/ GAME( 2001, wmg, 0, wmg, wmg, wmg_state, empty_init, ROT0, "hack (Clay Cowgill)", "Williams Multigame", 0 )