/****************************************************************************
This hardware is derived from Arkanoid's hardware. The 1986 date found in
the roms probably comes from Arkanoid. This is a Columns style game and
the original Columns wasn't released until 1990 and I find it hard to
believe that this would pre-date Columns.
HEXA
driver by Howie Cohen
Memory map (prelim)
0000 7fff ROM
8000 bfff bank switch rom space??
c000 c7ff RAM
e000 e7ff video ram
e800-efff unused RAM
read:
d001 AY8910 read
f000 ???????
write:
d000 AY8910 control
d001 AY8910 write
d008 bit0/1 = flip screen x/y
bit 4 = ROM bank??
bit 5 = char bank
other bits????????
d010 watchdog reset, or IRQ acknowledge, or both
f000 ????????
*************************************************************************
main hardware consists of.....
sub board with Z80 x2, 2 ROMs and a scratched 18 pin chip (probably a PIC)
main board has....
12MHz xtal
ay3-8910
8 position DSW x1
ROMs x4
6116 SRAM x3
82S123 PROMs x3
*************************************************************************/
#include "driver.h"
#include "sound/ay8910.h"
VIDEO_START( hexa );
VIDEO_UPDATE( hexa );
WRITE8_HANDLER( hexa_videoram_w );
WRITE8_HANDLER( hexa_d008_w );
static ADDRESS_MAP_START( readmem, ADDRESS_SPACE_PROGRAM, 8 )
AM_RANGE(0x0000, 0x7fff) AM_READ(SMH_ROM)
AM_RANGE(0x8000, 0xbfff) AM_READ(SMH_BANK1)
AM_RANGE(0xc000, 0xc7ff) AM_READ(SMH_RAM)
AM_RANGE(0xd001, 0xd001) AM_READ(ay8910_read_port_0_r)
AM_RANGE(0xe000, 0xe7ff) AM_READ(SMH_RAM)
ADDRESS_MAP_END
static ADDRESS_MAP_START( writemem, ADDRESS_SPACE_PROGRAM, 8 )
AM_RANGE(0x0000, 0xbfff) AM_WRITE(SMH_ROM)
AM_RANGE(0xc000, 0xc7ff) AM_WRITE(SMH_RAM)
AM_RANGE(0xd000, 0xd000) AM_WRITE(ay8910_control_port_0_w)
AM_RANGE(0xd001, 0xd001) AM_WRITE(ay8910_write_port_0_w)
AM_RANGE(0xd008, 0xd008) AM_WRITE(hexa_d008_w)
AM_RANGE(0xd010, 0xd010) AM_WRITE(watchdog_reset_w) /* or IRQ acknowledge, or both */
AM_RANGE(0xe000, 0xe7ff) AM_WRITE(hexa_videoram_w) AM_BASE(&videoram) AM_SIZE(&videoram_size)
ADDRESS_MAP_END
static INPUT_PORTS_START( hexa )
PORT_START("INPUTS") /* IN0 */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_4WAY
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_4WAY
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_4WAY
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_4WAY
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 )
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_START1 )
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_COIN1 )
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_BUTTON2 )
PORT_START("DSW") /* DSW */
PORT_DIPNAME( 0x03, 0x03, DEF_STR( Coinage ) )
PORT_DIPSETTING( 0x00, DEF_STR( 3C_1C ) )
PORT_DIPSETTING( 0x01, DEF_STR( 2C_1C ) )
PORT_DIPSETTING( 0x03, DEF_STR( 1C_1C ) )
PORT_DIPSETTING( 0x02, DEF_STR( 1C_2C ) )
PORT_DIPNAME( 0x04, 0x00, "Naughty Pics" )
PORT_DIPSETTING( 0x04, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x08, 0x08, DEF_STR( Flip_Screen ) )
PORT_DIPSETTING( 0x08, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x30, 0x30, "Difficulty?" )
PORT_DIPSETTING( 0x30, "Easy?" )
PORT_DIPSETTING( 0x20, "Medium?" )
PORT_DIPSETTING( 0x10, "Hard?" )
PORT_DIPSETTING( 0x00, "Hardest?" )
PORT_DIPNAME( 0x40, 0x40, "Pobys" )
PORT_DIPSETTING( 0x40, "2" )
PORT_DIPSETTING( 0x00, "4" )
PORT_DIPNAME( 0x80, 0x80, DEF_STR( Demo_Sounds ) )
PORT_DIPSETTING( 0x00, DEF_STR( Off ) )
PORT_DIPSETTING( 0x80, DEF_STR( On ) )
INPUT_PORTS_END
static const gfx_layout charlayout =
{
8,8, /* 8 by 8 */
4096, /* 4096 characters */
3, /* 3 bits per pixel */
{ 2*4096*8*8, 4096*8*8, 0 }, /* plane */
{ 0, 1, 2, 3, 4, 5, 6, 7 }, /* x bit */
{ 8*0, 8*1, 8*2, 8*3, 8*4, 8*5, 8*6, 8*7 }, /* y bit */
8*8
};
static GFXDECODE_START( hexa )
GFXDECODE_ENTRY( "gfx1", 0x0000, charlayout, 0 , 32 )
GFXDECODE_END
static const ay8910_interface ay8910_config =
{
AY8910_LEGACY_OUTPUT,
AY8910_DEFAULT_LOADS,
input_port_0_r,
input_port_1_r,
NULL,
NULL
};
static MACHINE_DRIVER_START( hexa )
/* basic machine hardware */
MDRV_CPU_ADD("main", Z80, 4000000) /* 4 MHz ??????? */
MDRV_CPU_PROGRAM_MAP(readmem,writemem)
MDRV_CPU_VBLANK_INT("main", irq0_line_hold)
/* video hardware */
MDRV_SCREEN_ADD("main", RASTER)
MDRV_SCREEN_REFRESH_RATE(60)
MDRV_SCREEN_VBLANK_TIME(ATTOSECONDS_IN_USEC(0))
MDRV_SCREEN_FORMAT(BITMAP_FORMAT_INDEXED16)
MDRV_SCREEN_SIZE(32*8, 32*8)
MDRV_SCREEN_VISIBLE_AREA(0*8, 32*8-1, 2*8, 30*8-1)
MDRV_GFXDECODE(hexa)
MDRV_PALETTE_LENGTH(256)
MDRV_PALETTE_INIT(RRRR_GGGG_BBBB)
MDRV_VIDEO_START(hexa)
MDRV_VIDEO_UPDATE(hexa)
/* sound hardware */
MDRV_SPEAKER_STANDARD_MONO("mono")
MDRV_SOUND_ADD("ay", AY8910, 1500000)
MDRV_SOUND_CONFIG(ay8910_config)
MDRV_SOUND_ROUTE(ALL_OUTPUTS, "mono", 0.50)
MACHINE_DRIVER_END
/***************************************************************************
Game driver(s)
***************************************************************************/
ROM_START( hexa )
ROM_REGION( 0x18000, "main", 0 ) /* 64k for code + 32k for banked ROM */
ROM_LOAD( "hexa.20", 0x00000, 0x8000, CRC(98b00586) SHA1(3591a3b0486d720f0aaa9f0bf4be352cd0ffcbc7) )
ROM_LOAD( "hexa.21", 0x10000, 0x8000, CRC(3d5d006c) SHA1(ad4eadab82024b122182eacb5a322cfd6e476a70) )
ROM_REGION( 0x18000, "gfx1", ROMREGION_DISPOSE )
ROM_LOAD( "hexa.17", 0x00000, 0x8000, CRC(f6911dd6) SHA1(b12ea27ecddd60820a32d4346afab0cc9d06fa57) )
ROM_LOAD( "hexa.18", 0x08000, 0x8000, CRC(6e3d95d2) SHA1(6399b7b5d088ceda08fdea9cf650f6b405f038e7) )
ROM_LOAD( "hexa.19", 0x10000, 0x8000, CRC(ffe97a31) SHA1(f16b5d2b9ace09bcbbfe3dfb73db7fa377d1af7f) )
ROM_REGION( 0x0300, "proms", 0 )
ROM_LOAD( "hexa.001", 0x0000, 0x0100, CRC(88a055b4) SHA1(eee86a7930d0a251f3e5c2134532cd1dede2026c) )
ROM_LOAD( "hexa.003", 0x0100, 0x0100, CRC(3e9d4932) SHA1(9a336dba7134400312985b9902c77b4141105853) )
ROM_LOAD( "hexa.002", 0x0200, 0x0100, CRC(ff15366c) SHA1(7feaf1c768bfe76432fb80991585e13d95960b34) )
ROM_END
static DRIVER_INIT( hexa )
{
#if 0
UINT8 *RAM = memory_region(machine, "main");
/* Hexa is not protected or anything, but it keeps writing 0x3f to register */
/* 0x07 of the AY8910, to read the input ports. This causes clicks in the */
/* music since the output channels are continuously disabled and reenabled. */
/* To avoid that, we just NOP out the 0x3f write. */
RAM[0x0124] = 0x00;
RAM[0x0125] = 0x00;
RAM[0x0126] = 0x00;
#endif
}
GAME( 199?, hexa, 0, hexa, hexa, hexa, ROT0, "D. R. Korea", "Hexa", 0 )