1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
|
// 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<cpu_device> m_maincpu;
required_device<f38t56_device> m_psu;
required_device<pwm_display_device> m_display;
optional_device<speaker_sound_device> m_speaker;
optional_device_array<netlist_mame_logic_input_device, 8> 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 )
|