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author Ivan Vangelista <mesgnet@yahoo.it>2017-03-20 18:45:53 +0100
committer Ivan Vangelista <mesgnet@yahoo.it>2017-03-20 18:45:53 +0100
commit1d557dbafdbbf650292f59dd15b46f5caca64f1a (patch)
treeece1c4d59550dc3cb4d0e48be32c6355bbf5f802
parent6e8b88136da6e3b2f8a82e189fe8e2c349a57c41 (diff)
New working machine added
________________________ Soreike! Anpanman Popcorn Factory (Rev B) [ShouTime, Anonymous Donator, The Dumping Union]
-rw-r--r--src/mame/drivers/segac2.cpp33
-rw-r--r--src/mame/mame.lst1
2 files changed, 32 insertions, 2 deletions
diff --git a/src/mame/drivers/segac2.cpp b/src/mame/drivers/segac2.cpp
index e74453d7703..5f71defa48c 100644
--- a/src/mame/drivers/segac2.cpp
+++ b/src/mame/drivers/segac2.cpp
@@ -273,7 +273,7 @@ MACHINE_RESET_MEMBER(segac2_state,segac2)
Sound handlers
*******************************************************************************
- These handlers are responsible for communicating with the (genenerally)
+ These handlers are responsible for communicating with the (generally)
8-bit sound chips. All accesses are via the low byte.
The Sega C/C2 system uses a YM3438 (compatible with the YM2612) for FM-
@@ -648,7 +648,7 @@ ADDRESS_MAP_END
Input ports and 2 Dipswitch Ports, 1 of those Dipswitch Ports being used
for coinage, the other for Game Options.
- Most of the Games List the Dipswitchs and Inputs in the Test Menus, adding
+ Most of the Games List the Dipswitches and Inputs in the Test Menus, adding
them is just a tedious task. I think Columnns & Bloxeed are Exceptions
and will need their Dipswitches working out by observation. The Coin Part
of the DSW's seems fairly common to all games.
@@ -1039,6 +1039,23 @@ static INPUT_PORTS_START( sonicpop )
PORT_DIPUNUSED_DIPLOC( 0x80, IP_ACTIVE_LOW, "SW2:8" )
INPUT_PORTS_END
+static INPUT_PORTS_START( anpanman )
+ PORT_INCLUDE( sonicpop )
+
+ PORT_MODIFY("DSW")
+ PORT_DIPNAME( 0x01, 0x01, DEF_STR( Demo_Sounds ) ) PORT_DIPLOCATION("SW2:1")
+ PORT_DIPSETTING( 0x01, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x00, DEF_STR( Off ) )
+ PORT_DIPNAME( 0x02, 0x02, "Demo Voice" ) PORT_DIPLOCATION("SW2:2")
+ PORT_DIPSETTING( 0x02, DEF_STR( On ) )
+ PORT_DIPSETTING( 0x00, DEF_STR( Off ) )
+ PORT_DIPUNUSED_DIPLOC( 0x04, IP_ACTIVE_LOW, "SW2:3" )
+ PORT_DIPUNUSED_DIPLOC( 0x08, IP_ACTIVE_LOW, "SW2:4" )
+ PORT_DIPUNUSED_DIPLOC( 0x10, IP_ACTIVE_LOW, "SW2:5" )
+ PORT_DIPUNUSED_DIPLOC( 0x20, IP_ACTIVE_LOW, "SW2:6" )
+ PORT_DIPUNUSED_DIPLOC( 0x40, IP_ACTIVE_LOW, "SW2:7" )
+ PORT_DIPUNUSED_DIPLOC( 0x80, IP_ACTIVE_LOW, "SW2:8" )
+INPUT_PORTS_END
static INPUT_PORTS_START( ribbit )
PORT_INCLUDE( systemc_generic )
@@ -1763,6 +1780,17 @@ ROM_START( wwmarine ) /* Waku Waku Marine (c)1992 Sega - 834-9082 WAKUWAKU MARI
ROM_LOAD( "epr-15095.ic4", 0x000000, 0x040000, CRC(df13755b) SHA1(177aac7aaadc36e14dbcdf12bd42dbe70b3edd49) )
ROM_END
+ROM_START( anpanman ) /* Sega Soreike! Anpanman Popcorn Factory (Rev.B) (c)1993 Sega - 834-8795-01 (EMP5032 labeled 317-0140) */
+ ROM_REGION( 0x200000, "maincpu", 0 )
+ ROM_LOAD16_BYTE( "epr-14804b.ic32", 0x000000, 0x040000, CRC(7ce88c49) SHA1(959ee459a5b4a6324488a935fa6a48e38ce93464) ) // 27C020
+ ROM_LOAD16_BYTE( "epr-14803b.ic31", 0x000001, 0x040000, CRC(eb3ca1b9) SHA1(e4dd9d2bd2301f47f167d6516457386ba4e57df0) ) // 27C020
+ ROM_LOAD16_BYTE( "epr-14806.ic34", 0x100000, 0x040000, CRC(40f398db) SHA1(abaaf4404342232b58f02c7ea0571926b2417b45) ) // 27C020
+ ROM_LOAD16_BYTE( "epr-14805.ic33", 0x100001, 0x040000, CRC(f27229ed) SHA1(307182cdcd8954bbc56d4b412df452b406466d53) ) // 27C020
+
+ ROM_REGION( 0x040000, "upd", 0 )
+ ROM_LOAD( "epr-14807.ic4", 0x000000, 0x040000, CRC(9827549f) SHA1(66d195299085ec690498fc795a3088c05e6db820) ) // 27C020
+ROM_END
+
ROM_START( sonicpop ) /* Sega Sonic Popcorn Shop (Rev.B) (c)1993 Sega - 834-9555-02 (EMP5032 labeled 317-0140) */
ROM_REGION( 0x200000, "maincpu", 0 )
@@ -2518,6 +2546,7 @@ GAME( 1994, tantrbl3, tantr, segac, ichir, segac2_state, tantr, ROT0,
GAME( 1992, wwmarine, 0, segac2, wwmarine, segac2_state, bloxeedc, ROT0, "Sega", "Waku Waku Marine", 0 )
// not really sure how this should hook up, things like the 'sold out' flags could be mechanical sensors, or from another MCU / CPU board in the actual popcorn part of the machine?
+GAME( 199?, anpanman, 0, segac2, anpanman, segac2_state, bloxeedc, ROT0, "Sega", "Soreike! Anpanman Popcorn Factory (Rev B)", MACHINE_MECHANICAL ) // 'Mechanical' part isn't emulated
GAME( 1993, sonicpop, 0, segac2, sonicpop, segac2_state, bloxeedc, ROT0, "Sega", "SegaSonic Popcorn Shop (Rev B)", MACHINE_MECHANICAL ) // region DSW for USA / Export / Japan, still speaks Japanese tho. 'Mechanical' part isn't emulated
GAME( 1993, sonicfgt, 0, segac2, systemc_generic, segac2_state, bloxeedc, ROT0, "Sega", "Sega Sonic Cosmo Fighter", 0 )
diff --git a/src/mame/mame.lst b/src/mame/mame.lst
index eec59aec47f..505811c1459 100644
--- a/src/mame/mame.lst
+++ b/src/mame/mame.lst
@@ -32704,6 +32704,7 @@ seattle //
sawatte //
@source:segac2.cpp
+anpanman // (c) 1993 Sega
bloxeedc // (c) 1989 Sega / Elorg
bloxeedu // (c) 1989 Sega / Elorg
borench // (c) 1990 Sega