summaryrefslogtreecommitdiffstatshomepage
path: root/nl_examples/breakout.c
diff options
context:
space:
mode:
author couriersud <couriersud@gmx.org>2019-11-25 22:28:41 +0100
committer couriersud <couriersud@gmx.org>2019-11-25 22:28:41 +0100
commitc50bf9a698c8dc3e99ab6f703fc8bb9d1da41ad6 (patch)
tree96f0910ad76c2ef23d87f5626f3c30768ec04c3e /nl_examples/breakout.c
parentceae2fdc3ebbd1c54e21190aa16957af8724b4b5 (diff)
netlist: move nl_examples to src/lib/netlist/examples. (nw)
One folder less in the top-level.
Diffstat (limited to 'nl_examples/breakout.c')
-rw-r--r--nl_examples/breakout.c1462
1 files changed, 0 insertions, 1462 deletions
diff --git a/nl_examples/breakout.c b/nl_examples/breakout.c
deleted file mode 100644
index 591ffaf3414..00000000000
--- a/nl_examples/breakout.c
+++ /dev/null
@@ -1,1462 +0,0 @@
-// license:GPL-2.0+
-// copyright-holders:Couriersud
-#define NETLIST_DEVELOPMENT 1
-
-#include "netlist/nl_dice_compat.h"
-#include "netlist/devices/net_lib.h"
-#include "netlist/analog/nld_twoterm.h"
-
-//2 555 timers
-static Astable555Desc b2_555_desc(OHM(560.0), M_OHM(1.8), U_FARAD(0.1));
-
-static Mono555Desc c9_555_desc(OHM(47.0), U_FARAD(1.0)); // R33, C21
-
-//check these values
-//static Paddle1HorizontalDesc pad1_desc(15047.0, 47.0, &c9_555_desc);
-
-static CapacitorDesc c32_desc(U_FARAD(0.1));
-static CapacitorDesc c36_desc(N_FARAD(1.0)); //0.001uF = 1nF
-static CapacitorDesc c37_desc(P_FARAD(330.0));
-static BufferDesc pad_en_buf_desc(DELAY_NS(15.0), DELAY_NS(15.0)); // Prevents 12ns glitch on PAD_EN_n signal from resetting C9. TODO: is this accurate?
-
-#if 0
-static VIDEO_DESC( breakout )
- VIDEO_RESISTANCE(1, K_OHM(0.0))
- VIDEO_RESISTANCE(2, K_OHM(3.9))
- VIDEO_RESISTANCE(3, K_OHM(3.9))
- VIDEO_RESISTANCE(4, K_OHM(3.9))
- VIDEO_RESISTANCE(5, K_OHM(3.9))
- VIDEO_RESISTANCE(6, K_OHM(3.9))
- //VIDEO_RESISTANCE(Video::HBLANK_PIN, K_OHM(0.0))
- VIDEO_ORIENTATION(ROTATE_90)
- VIDEO_CONTRAST(4.0)
-
- // Values guessed based on screenshots. TODO: Make more accurate
- // X, Y, W, H, R, G, B
- VIDEO_OVERLAY( 15.570e-6, 0.0, 1.911e-6, -1.0, 0.80, 0.15, 0.05 ) // Red Bricks
- VIDEO_OVERLAY( 17.481e-6, 0.0, 1.956e-6, -1.0, 0.95, 0.65, 0.05 ) // Amber Bricks
- VIDEO_OVERLAY( 19.437e-6, 0.0, 1.956e-6, -1.0, 0.05, 0.65, 0.25 ) // Green Bricks
- VIDEO_OVERLAY( 21.393e-6, 0.0, 1.955e-6, -1.0, 0.95, 0.95, 0.20 ) // Yellow Bricks
- VIDEO_OVERLAY( 51.345e-6, 0.0, 1.956e-6, -1.0, 0.05, 0.65, 0.95 ) // Blue Paddle
-
- // TODO: Different overlays for cocktail cabinet
-VIDEO_DESC_END
-
-static AUDIO_DESC( breakout )
- AUDIO_RESISTANCE(1, K_OHM(47.0))
- AUDIO_RESISTANCE(2, K_OHM(47.0))
- AUDIO_RESISTANCE(3, K_OHM(47.0))
- AUDIO_RESISTANCE(4, K_OHM(47.0))
- AUDIO_GAIN(3.0)
-VIDEO_DESC_END
-#endif
-
-static Mono9602Desc n8_desc(K_OHM(33.0), U_FARAD(100.0), K_OHM(5.6), P_FARAD(0.01)); // No capacitor on 2nd 9602, assume very low internal capacitance
-static Mono9602Desc f3_desc(K_OHM(47.0), U_FARAD(1.0), K_OHM(47.0), U_FARAD(1.0));
-
-static Mono9602Desc a7_desc(K_OHM(68.0), U_FARAD(1.0), K_OHM(22.0), U_FARAD(10.0));
-static Mono9602Desc a8_desc(K_OHM(27.0), U_FARAD(1.0), K_OHM(27.0), U_FARAD(1.0));
-
-static Dipswitch53137Desc dipswitch1_desc("bonus_credit", "Bonus Credit", 3, "None", "100", "200", "300", "400", "500", "600", "700", "800");
-//static DipswitchDesc dipswitch2_desc("cabinet_type", "Cabinet Type", 0, "Normal", "Cocktail");
-//static DipswitchDesc dipswitch3_desc("coinage", "Coinage", 0, "1 Coin / 1 Credit", "1 Coin / 2 Credits");
-//static DipswitchDesc dipswitch4_desc("ball_count", "Ball Count", 0, "3", "5");
-
-CIRCUIT_LAYOUT( breakout )
- CHIP("S1", 53137, &dipswitch1_desc)
- CHIP("S2", DIPSWITCH, &dipswitch2_desc)
- CHIP("S3", DIPSWITCH, &dipswitch3_desc)
- CHIP("S4", DIPSWITCH, &dipswitch4_desc)
-
- SOLVER(Solver, 48000)
- PARAM(Solver.ACCURACY, 1e-7) // works and is sufficient
- //CHIP("CLOCK", CLOCK_14_318_MHZ)
- MAINCLOCK(Y1, 14318000.0)
-
- ANALOG_INPUT(V5, 5)
-#define VCC "V5", Q
-#define GND "GND", Q
-
- //CHIP("Y1", CLOCK_14_318_MHZ) //Y1
-
- CHIP_CAPACITOR(C32, &c32_desc)
- CHIP_CAPACITOR(C36, &c36_desc)
- CHIP_CAPACITOR(C37, &c37_desc)
- CHIP("PAD_EN_BUF", BUFFER, &pad_en_buf_desc)
-
- CHIP("A3", 7474)
- CHIP("A4", 7408)
- CHIP("A5", 7400)
- CHIP("A6", 7474)
- CHIP_9602_Mono(A7, &a7_desc)
- CHIP_9602_Mono(A8, &a8_desc)
-
- CHIP_555_Astable(B2, &b2_555_desc)
- CHIP("B3", 7402)
- CHIP("B4", 9316)
- CHIP("B5", 74193)
- CHIP("B6", 7400)
- CHIP("B7", 9316)
- CHIP("B8", 9316)
- CHIP("B9", 7408)
-
- CHIP("C2", 7400)
- CHIP("C3", 7400)
- CHIP("C4", 7486)
- CHIP("C5", 7404)
- CHIP("C6", 7486)
- CHIP("C7", 9316)
- CHIP("C8", 9316)
- CHIP_555_Mono(C9, &c9_555_desc)
-
- CHIP("D2", 7432)
- CHIP("D3", 7474)
- CHIP("D4", 9316)
- CHIP("D5", 7474)
- CHIP("D6", 7408)
- CHIP("D7", 7411)
- CHIP("D8", 7400)
-// CHIP("D9", 4016) //quad bilateral switch
-
- CHIP("E1", 7404)
- CHIP("E2", 7486)
- CHIP("E3", 7402)
- CHIP("E4", 7432)
- CHIP("E5", 7408)
- CHIP("E6", 7474)
- CHIP("E7", 7402)
- CHIP("E8", 7474)
- CHIP("E9", 7404)
-
- CHIP("F1", 9316)
- CHIP("F2", 7411)
- CHIP_9602_Mono(F3, &f3_desc)
- CHIP("F4", 7474)
- CHIP("F5", 7474)
- CHIP("F6", 74193)
- CHIP("F7", 74279)
- CHIP("F8", 7474)
- CHIP("F9", 7404)
-
- CHIP("H1", 7437)
- CHIP("H2", 7408)
- CHIP("H3", 7427)
- CHIP("H4", 7400)
- CHIP("H5", 9312)
- CHIP("H6", 9310)
- CHIP("H7", 7408) //sometimes looks like N7 on schematic
- CHIP("H8", 7474)
- CHIP("H9", 7474)
-
- CHIP("J1", 74175)
- CHIP("J2", 7404)
- CHIP("J3", 7402)
- CHIP("J4", 9312)
- CHIP("J5", 7448)
- CHIP("J6", 9310)
- CHIP("J7", 7420)
- CHIP("J8", 74279)
- CHIP("J9", 7410)
-
- CHIP("K1", 9316)
- CHIP("K2", 7486)
- CHIP("K3", 7430)
- CHIP("K4", 7408)
- CHIP("K5", 9312)
- CHIP("K6", 9310)
- CHIP("K7", 7486)
- CHIP("K8", 7474) //TODO: one more than bom?
- CHIP("K9", 74107)
-
- CHIP("L1", 9316)
- CHIP("L2", 7486)
- CHIP("L3", 82S16) //RAM
- CHIP("L4", 7411)
- CHIP("L5", 9312)
- CHIP("L6", 9310)
- CHIP("L7", 7486)
- CHIP("L8", 74193)
- CHIP("L9", 7400) //TODO: 1 more chip than on bom?
-
- CHIP("M1", 9316)
- CHIP("M2", 7483)
- CHIP("M3", 7486)
- CHIP("M4", 7410)
- CHIP("M5", 9312)
- CHIP("M6", 9310)
- CHIP("M8", 7427)
- CHIP("M9", 7404)
-
- CHIP("N1", 9316)
- CHIP("N2", 7483)
- CHIP("N3", 7486)
- CHIP("N4", 7411)
- CHIP("N5", 9312)
- CHIP("N6", 9310)
- CHIP("N7", 7408) //sometimes looks like H7 on schematic
- CHIP_9602_Mono(N8, &n8_desc)
- CHIP("N9", 74192)
-
- //LM380 //speaker amplifier
- //LM323 //regulator
-
-// CHIP("CREDIT_LIGHT1", LAMP)
-// CHIP("CREDIT_LIGHT2", LAMP)
-// CHIP("SERVE_LIGHT", LAMP)
-
- CHIP("PAD1", PADDLE1_HORIZONTAL_INPUT, &pad1_desc)
- PADDLE_CONNECTION("PAD1", "C9")
-
- CHIP_LATCH(LATCH)
- CHIP("COIN1", COIN_INPUT)
-
- //CHIP("COIN2", COIN_INPUT)
-
- CHIP("START", START_INPUT)
-
- CHIP("SERVE", BUTTONS1_INPUT)
-
- //TODO: coin2 and start 2
-
- VIDEO(breakout)
- AUDIO(breakout)
-
-#ifdef DEBUG
- CHIP("LOG1", VCD_LOG, &vcd_log_desc)
-#endif
-
- //HSYNC and VSYNC
- #define H1_d "L1", 14
- #define H2_d "L1", 13
- #define H4_d "L1", 12
- #define H8_d "L1", 11
- #define H8_n "J2", 2
- #define H16_d "K1", 14
- #define H16_n "J2", 6
- #define H32_d "K1", 13
- #define H32_n "J2", 4
- #define H64_d "K1", 12
- #define H128_d "K1", 11
-
- #define V1_d "M1", 14
- #define V2_d "M1", 13
- #define V4_d "M1", 12
- #define V8_d "M1", 11
- #define V16_d "N1", 14
- #define V16_n "J2", 10
- #define V32_d "N1", 13
- #define V64_d "N1", 12
- #define V64I "H7", 11
- #define V64_n "M9", 10
- #define V128_d "N1", 11
-
- #define H1 "L2", 8
- #define H2 "L2", 11
- #define H4 "L2", 3
- #define H8 "L2", 6
- #define H16 "K2", 8
- #define H32 "K2", 11
- #define H64 "K2", 3
- #define H128 "K2", 6
-
- //#define V1
- #define V2 "M3", 3
- #define V4 "M3", 6
- #define V8 "M3", 11
- #define V16 "N3", 8
- #define V32 "N3", 3
- #define V64 "N3", 6
- #define V128 "N3", 11
-
- #define HSYNC "J1", 2
- #define HSYNC_n "J1", 3
- #define VSYNC "J1", 7
- #define VSYNC_n "J1", 6
- #define PSYNC "J1", 11
- #define PSYNC_n "J1", 10
- #define BSYNC "J1", 15
- #define BSYNC_n "J1", 14
-
- #define BALL "D7", 6
- #define BALL_DISPLAY "A4", 6
- #define PLAYFIELD "H4", 3
- #define SCORE "D3", 5
- #define VERT_TRIG_n "H1", 8
-
- #define CLOCK "H1", 11
- #define SCLOCK "K1", 15
- #define CKBH "F1", 13
-
- #define PAD_n "K3", 8
- #define PAD_EN_n "C2", 8
-
- //#define P VCC
- #define P "V5", Q
-
- #define COIN "L9", 6
- #define COIN1_n "F8", 5
- #define COIN2_n "H9", 5
- #define CREDIT_1_OR_2 "L9", 3
- #define CREDIT_1_OR_2_n "F9", 8
- #define CREDIT2 "F9", 6
- #define CREDIT2_n "M8", 8
- #define CR_START1 "E8", 5
- #define CR_START1_n "E8", 6 //Schematic shows E8.6 as positive CR_START1, but this can't be right?
- #define CR_START2 "E8", 9
- #define CR_START2_n "E8", 8
- #define CSW1 "F9", 12
- #define CSW2 "F9", 2
-
- #define P2_CONDITIONAL "H1", 3
- #define P2_CONDITIONAL_dash "H7", 8
- #define PLAYER_2 "B4", 14
- #define PLAYER_2_n "M9", 8
-
- #define START_GAME "D8", 6
- #define START_GAME1_n "M9", 4
- #define START_GAME_n "M9", 6
-
- #define BG1_n "K8", 9
- #define BG1 "K8", 8
- #define BG2_n "K8", 5
- #define BG2 "K8", 6
-
- #define FREE_GAME_TONE "N7", 3
- #define BONUS_COIN "L9", 11
-
- //#define Q "E9", 6
- #define LAT_Q "E9", 6
- #define Q_n "LATCH", 3
- #define SBD_n "D2", 11
-
- #define PLAY_CP "D2", 8
- #define PLGM2_n "F7", 7
- #define VB_HIT_n "A5", 6
-
- #define SERVE_n "SERVE", 1
- #define SERVE_WAIT "A3", 9
- #define SERVE_WAIT_n "A3", 8
-
- #define BRICK_DISPLAY "E3", 1
- #define BRICK_HIT "E6", 5
- #define BRICK_HIT_n "E6", 6
-
- //#define EGL "A4", 3
- #define EGL "C37" , 2
- #define EGL_n "C5", 2
-
- #define RAM_PLAYER1 "E7", 4
- #define A1 "H6", 14
- #define B1 "H6", 13
- #define C1 "H6", 12
- #define D1 "H6", 11
- #define E1 "J6", 14
- #define F1 "J6", 13
- #define G1 "J6", 12
- #define H01 "J6", 11
- #define I1 "K6", 14
- #define J1 "K6", 13
- #define K1 "K6", 12
- #define L1 "K6", 11
- #define A2 "N6", 14
- #define B2 "N6", 13
- #define C2 "N6", 12
- #define D2 "N6", 11
- #define E2 "M6", 14
- #define F2 "M6", 13
- #define G2 "M6", 12
- #define H02 "M6", 11 //TODO: better name for these signals
- #define I2 "L6", 14
- #define J2 "L6", 13
- #define K2 "L6", 12
- #define L2 "L6", 11
-
- #define CX0 "C6", 11
- #define CX1 "C6", 6
- #define X0 "C5", 10
- #define X1 "B6", 3
- #define X2 "C6", 3
- #define Y0 "B6", 11
- #define Y1 "B6", 6
- #define Y2 "A6", 6
- #define DN "C4", 3
- #define PC "D4", 12
- #define PD "D4", 11
- #define SU_n "D5", 8
- #define V_SLOW "C5", 8
-
- #define PLNR "E3", 4
- #define SCI_n "H4", 6
- #define SFL_n "E9", 12 //score flash
- #define TOP_n "E9", 2
-
- #define BP_HIT_n "A5", 8
- #define BTB_HIT_n "C3", 3
-
- #define SET_BRICKS "D3", 9
- #define SET_BRICKS_n "D3", 8
-
- #define BALL_A "B4", 13
- #define BALL_B "B4", 12
- #define BALL_C "B4", 11
-
- #define FPD1 "F3", 10
- #define FPD1_n "F3", 9
- #define FPD2 "F3", 6
- #define FPD2_n "F3", 7
-
- #define COUNT "N7", 11
- #define COUNT_1 "N7", 8
- #define COUNT_2 "N7", 6
-
- #define ATTRACT "E6", 8
- #define ATTRACT_n "E6", 9
-
- #define BRICK_SOUND "B8", 14
- #define P_HIT_SOUND "B7", 12
- #define VB_HIT_SOUND "B7", 11
-
- #define LH_SIDE "J3", 13
- #define RH_SIDE "H2", 3
- #define TOP_BOUND "K4", 6
-
-// CONNECTION(CREDIT_1_OR_2, "CREDIT_LIGHT1", 1)
-// CONNECTION(CREDIT2, "CREDIT_LIGHT2", 1)
-// CONNECTION(SERVE_WAIT_n, "SERVE_LIGHT", 1)
-
- //Audio
- CONNECTION("M9", 2, "F6", 5)
- CONNECTION("M9", 2, "F7", 15)
- CONNECTION("F6", 13, "F7", 14)
- CONNECTION(START_GAME_n, "F6", 11)
- CONNECTION(P, "F6", 15)
- CONNECTION(P, "F6", 1)
- CONNECTION(P, "F6", 10)
- CONNECTION(P, "F6", 9)
- CONNECTION(GND, "F6", 14)
- CONNECTION("F7", 13, "J9", 2)
- CONNECTION(VSYNC, "J9", 1)
- CONNECTION("A7", 9, "J9", 13)
- CONNECTION("J9", 12, "F6", 4)
- CONNECTION("J9", 12, "A7", 11)
- CONNECTION(GND, "A7", 12)
- CONNECTION(ATTRACT_n, "A7", 13)
- CONNECTION("J9", 12, "A8", 11)
- CONNECTION(GND, "A8", 12)
- CONNECTION(ATTRACT_n, "A8", 13)
- CONNECTION(VB_HIT_n, "A7", 5)
- CONNECTION(GND, "A7", 4)
- CONNECTION(ATTRACT_n, "A7", 3)
- CONNECTION(BP_HIT_n, "A8", 5)
- CONNECTION(GND, "A8", 4)
- CONNECTION(ATTRACT_n, "A8", 3)
- CONNECTION("A8", 6, "B9", 13)
- CONNECTION(P_HIT_SOUND, "B9", 12)
- CONNECTION("A8", 10, "B9", 10)
- CONNECTION(BRICK_SOUND, "B9", 9)
- CONNECTION("A7", 6, "B9", 4)
- CONNECTION(VB_HIT_SOUND, "B9", 5)
-
- CONNECTION(GND, "S1", 1)
- CONNECTION(P, "S1", 2)
- CONNECTION(GND, "S1", 4)
- CONNECTION(P, "S1", 3)
- CONNECTION(GND, "S1", 12)
- CONNECTION(P, "S1", 11)
- CONNECTION(GND, "S1", 9)
- CONNECTION(P, "S1", 10)
-
- //Free Game Selector
- CONNECTION(I1, "K7", 2)
- CONNECTION("S1", 15, "K7", 1)
- CONNECTION(J1, "K7", 12)
- CONNECTION("S1", 14, "K7", 13)
- CONNECTION(K1, "K7", 5)
- CONNECTION("S1", 6, "K7", 4)
- CONNECTION(L1, "K7", 9)
- CONNECTION("S1", 7, "K7", 10)
-
- CONNECTION(I2, "L7", 2)
- CONNECTION("S1", 15, "L7", 1)
- CONNECTION(J2, "L7", 12)
- CONNECTION("S1", 14, "L7", 13)
- CONNECTION(K2, "L7", 5)
- CONNECTION("S1", 6, "L7", 4)
- CONNECTION(L2, "L7", 9)
- CONNECTION("S1", 7, "L7", 10)
-
-
- CONNECTION("K7", 3, "J7", 13)
- CONNECTION("K7", 11, "J7", 12)
- CONNECTION("K7", 6, "J7", 10)
- CONNECTION("K7", 8, "J7", 9)
-
- CONNECTION("L7", 3, "J7", 1)
- CONNECTION("L7", 11, "J7", 2)
- CONNECTION("L7", 6, "J7", 4)
- CONNECTION("L7", 8, "J7", 5)
-
- CONNECTION(START_GAME1_n, "J8", 12)
- CONNECTION(BG1_n, "J8", 11)
- CONNECTION("J7", 8, "J8", 10)
-
- CONNECTION(START_GAME1_n, "J8", 2)
- CONNECTION(BG2_n, "J8", 3)
- CONNECTION("J7", 6, "J8", 1)
-
- CONNECTION("J8", 9, "K8", 12)
- CONNECTION(EGL, "K8", 11)
- CONNECTION(P, "K8", 13)
- CONNECTION(LAT_Q, "K8", 10)
-
- CONNECTION("J8", 4, "K8", 2)
- CONNECTION(EGL, "K8", 3)
- CONNECTION(P, "K8", 1)
- CONNECTION(LAT_Q, "K8", 4)
-
- CONNECTION(P, "K9", 8)
- CONNECTION("J8", 9, "K9", 9)
- CONNECTION(GND, "K9", 11)
- CONNECTION(HSYNC_n, "K9", 10)
-
- CONNECTION(P, "K9", 1)
- CONNECTION("J8", 4, "K9", 12)
- CONNECTION(GND, "K9", 4)
- CONNECTION(HSYNC_n, "K9", 13)
-
- CONNECTION("K9", 6, "L9", 12)
- CONNECTION("K9", 2, "L9", 13)
-
- CONNECTION(P, "N8", 5)
- CONNECTION(BONUS_COIN, "N8", 4)
- CONNECTION(ATTRACT_n, "N8", 3)
-
- CONNECTION(V4_d, "N7", 2)
- CONNECTION("N8", 6, "N7", 1)
- //
- CONNECTION(GND, "M2", 13)
- CONNECTION(V1_d, "M2", 10)
- CONNECTION(V2_d, "M2", 8)
- CONNECTION(V4_d, "M2", 3)
- CONNECTION(V8_d, "M2", 1)
- CONNECTION(GND, "M2", 11)
- CONNECTION(P2_CONDITIONAL, "M2", 7)
- CONNECTION(GND, "M2", 4)
- CONNECTION(GND, "M2", 16)
-
- CONNECTION("M2", 14, "N2", 13)
- CONNECTION(V16_d, "N2", 10)
- CONNECTION(V32_d, "N2", 8)
- CONNECTION(V64_d, "N2", 3)
- CONNECTION(V128_d, "N2", 1)
- CONNECTION(GND, "N2", 11)
- CONNECTION(P2_CONDITIONAL, "N2", 7)
- CONNECTION(GND, "N2", 4)
- CONNECTION(GND, "N2", 16)
-
- CONNECTION("M2", 6, "M3", 2)
- CONNECTION(P2_CONDITIONAL, "M3", 1)
- CONNECTION("M2", 2, "M3", 5)
- CONNECTION(P2_CONDITIONAL, "M3", 4)
- CONNECTION("M2", 15, "M3", 12)
- CONNECTION(P2_CONDITIONAL, "M3", 13)
-
- CONNECTION(P2_CONDITIONAL, "N3", 10)
- CONNECTION("N2", 9, "N3", 9)
- CONNECTION(P2_CONDITIONAL, "N3", 1)
- CONNECTION("N2", 6, "N3", 2)
- CONNECTION(P2_CONDITIONAL, "N3", 4)
- CONNECTION("N2", 2, "N3", 5)
- CONNECTION(P2_CONDITIONAL, "N3", 13)
- CONNECTION("N2", 15, "N3", 12)
-
- CONNECTION(H1_d, "L2", 9)
- CONNECTION(P2_CONDITIONAL, "L2", 10)
- CONNECTION(H2_d, "L2", 12)
- CONNECTION(P2_CONDITIONAL, "L2", 13)
- CONNECTION(H4_d, "L2", 2)
- CONNECTION(P2_CONDITIONAL, "L2", 1)
- CONNECTION(H8_d, "L2", 5)
- CONNECTION(P2_CONDITIONAL, "L2", 4)
-
- CONNECTION(P2_CONDITIONAL, "K2", 10)
- CONNECTION(H16_d, "K2", 9)
- CONNECTION(P2_CONDITIONAL, "K2", 13)
- CONNECTION(H32_d, "K2", 12)
- CONNECTION(P2_CONDITIONAL, "K2", 1)
- CONNECTION(H64_d, "K2", 2)
- CONNECTION(P2_CONDITIONAL, "K2", 4)
- CONNECTION(H128_d, "K2", 5)
-
-
- CONNECTION(V64, "M9", 11)
- CONNECTION(H16, "J2", 5)
- CONNECTION(H32, "J2", 3)
- CONNECTION(V16, "J2", 11)
- CONNECTION(H8, "J2", 1)
-
- CONNECTION(CLOCK, "J1", 9)
- CONNECTION(SCLOCK, "J1", 4)
- CONNECTION("N4", 6, "J1", 5)
- CONNECTION(PAD_n, "J1", 12)
- CONNECTION(BALL_DISPLAY, "J1", 13)
- CONNECTION(P, "J1", 1)
-
- CONNECTION(P, "K1", 1)
- CONNECTION(P, "K1", 3)
- CONNECTION(P, "K1", 4)
- CONNECTION(P, "K1", 5)
- CONNECTION(P, "K1", 6)
- CONNECTION(P, "K1", 9)
- CONNECTION(P, "K1", 10)
- CONNECTION(CLOCK, "K1", 2)
- CONNECTION("L1", 15, "K1", 7)
-
- CONNECTION(P, "L1", 1)
- CONNECTION(P, "L1", 3)
- CONNECTION(GND, "L1", 4)
- CONNECTION(P, "L1", 5)
- CONNECTION(GND, "L1", 6)
- CONNECTION(VERT_TRIG_n, "L1", 9)
- CONNECTION(P, "L1", 10)
- CONNECTION(CLOCK, "L1", 2)
- CONNECTION(P, "L1", 7)
-
- CONNECTION(P, "N1", 1)
- CONNECTION(P, "N1", 10)
- CONNECTION(P, "N1", 3)
- CONNECTION(P, "N1", 4)
- CONNECTION(P, "N1", 5)
- CONNECTION(P, "N1", 6)
- CONNECTION(P, "N1", 9)
- CONNECTION(CLOCK, "N1", 2)
- CONNECTION("H2", 6, "N1", 7)
-
- CONNECTION("M1", 15, "H2", 5)
- CONNECTION("L1", 15, "H2", 4)
-
- CONNECTION(V128_d, "N4", 5)
- CONNECTION(V64_d, "N4", 3)
- CONNECTION(V32_d, "N4", 4)
- CONNECTION("N4", 6, "H1", 10)
- CONNECTION(VSYNC_n, "H1", 9)
-
- CONNECTION(P, "M1", 1)
- CONNECTION(GND, "M1", 3)
- CONNECTION(GND, "M1", 4)
- CONNECTION(P, "M1", 5)
- CONNECTION(GND, "M1", 6)
- CONNECTION(VERT_TRIG_n, "M1", 9)
- CONNECTION(CLOCK, "M1", 2)
- CONNECTION("L1", 15, "M1", 7)
- CONNECTION("K1", 15, "M1", 10)
-
-
- //9312 circuit
- CONNECTION(PLAYER_2, "M9", 9)
- CONNECTION(BALL_A, "C5", 5)
- CONNECTION(BALL_A, "C4", 13)
- CONNECTION(BALL_B, "C4", 12)
- CONNECTION(BALL_A, "A4", 13)
- CONNECTION(BALL_B, "A4", 12)
- CONNECTION(BALL_C, "C4", 10)
- CONNECTION("A4", 11, "C4", 9)
-
- CONNECTION(A2, "N5", 1)
- CONNECTION(E2, "N5", 2)
- CONNECTION(I2, "N5", 3)
- CONNECTION("C5", 6, "N5", 4)
- CONNECTION(A1, "N5", 5)
- CONNECTION(E1, "N5", 6)
- CONNECTION(I1, "N5", 7)
- CONNECTION(PLAYER_2_n, "N5", 9)
- CONNECTION(H32_n, "N5", 10)
- CONNECTION(V16, "N5", 11)
- CONNECTION(V64, "N5", 12)
- CONNECTION(V128, "N5", 13)
-
- CONNECTION(B2, "M5", 1)
- CONNECTION(F2, "M5", 2)
- CONNECTION(J2, "M5", 3)
- CONNECTION("C4", 11, "M5", 4)
- CONNECTION(B1, "M5", 5)
- CONNECTION(F1, "M5", 6)
- CONNECTION(J1, "M5", 7)
- CONNECTION(PLAYER_2, "M5", 9)
- CONNECTION(H32_n, "M5", 10)
- CONNECTION(V16, "M5", 11)
- CONNECTION(V64, "M5", 12)
- CONNECTION(V128, "M5", 13)
-
- CONNECTION(C2, "L5", 1)
- CONNECTION(G2, "L5", 2)
- CONNECTION(K2, "L5", 3)
- CONNECTION("C4", 8, "L5", 4)
- CONNECTION(C1, "L5", 5)
- CONNECTION(G1, "L5", 6)
- CONNECTION(K1, "L5", 7)
- CONNECTION(GND, "L5", 9)
- CONNECTION(H32_n, "L5", 10)
- CONNECTION(V16, "L5", 11)
- CONNECTION(V64, "L5", 12)
- CONNECTION(V128, "L5", 13)
-
- CONNECTION(D2, "K5", 1)
- CONNECTION(H02, "K5", 2)
- CONNECTION(L2, "K5", 3)
- CONNECTION(GND, "K5", 4)
- CONNECTION(D1, "K5", 5)
- CONNECTION(H01, "K5", 6)
- CONNECTION(L1, "K5", 7)
- CONNECTION(GND, "K5", 9)
- CONNECTION(H32_n, "K5", 10)
- CONNECTION(V16, "K5", 11)
- CONNECTION(V64, "K5", 12)
- CONNECTION(V128, "K5", 13)
-
- CONNECTION(P, "J5", 4)
- CONNECTION(P, "J5", 3)
- CONNECTION("N5", 15, "J5", 7)
- CONNECTION("M5", 15, "J5", 1)
- CONNECTION("L5", 15, "J5", 2)
- CONNECTION("K5", 15, "J5", 6)
- CONNECTION(H32, "J5", 5)
-
- CONNECTION("J5", 13, "H5", 1)
- CONNECTION(GND, "H5", 2)
- CONNECTION(GND, "H5", 3)
- CONNECTION("J5", 14, "H5", 4)
- CONNECTION(GND, "H5", 5)
- CONNECTION(GND, "H5", 6)
- CONNECTION("J5", 10, "H5", 7)
- CONNECTION(GND, "H5", 9)
-
- CONNECTION(V4, "K4", 12)
- CONNECTION(V8, "K4", 13)
-
- CONNECTION("K4", 11, "H5", 10)
- CONNECTION(H2, "H5", 11)
- CONNECTION(H4, "H5", 12)
- CONNECTION(H8, "H5", 13)
-
- CONNECTION(H2, "L4", 3)
- CONNECTION(H4, "L4", 5)
- CONNECTION(H8, "L4", 4)
-
- CONNECTION("J5", 12 , "J4", 1)
- CONNECTION("J5", 11, "J4", 2)
- CONNECTION(GND, "J4", 3)
- CONNECTION(GND, "J4", 4)
- CONNECTION("J5", 15, "J4", 5)
- CONNECTION("J5", 9, "J4", 6)
- CONNECTION(GND, "J4", 7)
- CONNECTION(GND, "J4", 9)
- CONNECTION("L4", 6, "J4", 10)
- CONNECTION(H8, "J4", 11)
- CONNECTION(V4, "J4", 12)
- CONNECTION(V8, "J4", 13)
-
- CONNECTION("H5", 14, "H4", 13)
- CONNECTION("J4", 14, "H4", 12)
-
- //PADDLES
- CONNECTION(ATTRACT_n, "B2", 4)
-
- CONNECTION("B2", 3, "E9", 13)
- CONNECTION(PLAYER_2_n, "M3", 9)
- CONNECTION(V128, "M3", 10)
- CONNECTION(H64, "J3", 8)
- CONNECTION(H128, "J3", 9)
- CONNECTION(V32, "E3", 5)
- CONNECTION(V16_n, "E3", 6)
-
- CONNECTION(SFL_n, "M8", 1)
- CONNECTION("M3", 8, "M8", 2)
- CONNECTION(PLNR, "M8", 13)
- CONNECTION("J3", 10, "E9", 1)
- CONNECTION(V64, "E2", 5)
- CONNECTION(V32, "E2", 4)
- CONNECTION(PLNR, "E2", 10)
- CONNECTION(H16, "E2", 9)
-
- CONNECTION("M8", 12, "M8", 3)
- CONNECTION(TOP_n, "M8", 4)
- CONNECTION(TOP_n, "M8", 5)
- CONNECTION("H4", 11, "F2", 11)
- CONNECTION("E2", 6, "F2", 10)
- CONNECTION("E2", 8, "F2", 9)
-
- CONNECTION("M8", 6, "H4", 5)
- CONNECTION("F2", 8, "H4", 4)
-
- CONNECTION(PAD_EN_n, "PAD_EN_BUF", 1)
-
- CONNECTION("PAD_EN_BUF", 2, "C9", 4)
- CONNECTION("PAD_EN_BUF", 2, "C9", 2)
- CONNECTION(BTB_HIT_n, "C5", 3)
- CONNECTION(P, "F5", 10)
- CONNECTION(P, "F5", 12)
- CONNECTION("C5", 4, "F5", 11)
- CONNECTION(SERVE_WAIT_n, "F5", 13)
- CONNECTION(H64, "E5", 13)
- CONNECTION("F5", 9, "E5", 12)
- CONNECTION(H128, "E5", 10)
- CONNECTION("F5", 8, "E5", 9)
- CONNECTION("E5", 11, "E4", 12)
- CONNECTION("E5", 8, "E4", 13)
- CONNECTION("E4", 11, "D4", 2)
- CONNECTION(P, "D4", 3)
- CONNECTION(P, "D4", 4)
- CONNECTION(P, "D4", 5)
- CONNECTION(P, "D4", 6)
- CONNECTION(P, "D4", 9)
- CONNECTION(P, "D4", 10)
- CONNECTION("C3", 11, "D4", 7)
- CONNECTION(VSYNC_n, "D4", 1)
-
- CONNECTION("D4", 15, "E4", 10)
- CONNECTION("H7", 6, "E4", 9)
- CONNECTION("C9", 3, "H7", 5)
- CONNECTION(PAD_EN_n, "H7", 4)
- CONNECTION("E4", 8, "C3", 12)
- CONNECTION(ATTRACT_n, "C3", 13)
- CONNECTION(H8, "J3", 2)
- CONNECTION(H32, "J3", 3)
-
- CONNECTION("C3", 11, "K3", 12)
- CONNECTION(H128, "K3", 5)
- CONNECTION(H64, "K3", 6)
- CONNECTION(H16, "K3", 11)
- CONNECTION(H4, "K3", 4)
- CONNECTION("J3", 1, "K3", 1)
- CONNECTION(P, "K3", 3)
- CONNECTION(P, "K3", 2)
-
- CONNECTION(V16_d, "D7", 1)
- CONNECTION(V64_d, "D7", 13)
- CONNECTION(V128_d, "D7", 2)
- CONNECTION("D7", 12, "H1", 4)
- CONNECTION(V8_d, "H1", 5)
- CONNECTION("H1", 6, "C2", 4)
- CONNECTION("H1", 6, "C2", 5)
- CONNECTION(V32_d, "J2", 9)
- CONNECTION("J2", 8, "C2", 10)
- CONNECTION("C2", 6, "C2", 9)
-
-
- //SCORE
- CONNECTION(SCI_n, "D3", 4)
- CONNECTION(GND, "D3", 2)
- CONNECTION(GND, "D3", 3)
- CONNECTION(GND, "D3", 1)
-
- //PLAYER2_CONDITIONAL
- CONNECTION(PLAYER_2, "H7", 10)
- CONNECTION(GND, "S2", 1)
- CONNECTION(P, "S2", 2)
- CONNECTION("S2", 3, "H7", 9)
-
- //A-L 1 and 2
- CONNECTION(SET_BRICKS_n, "B3", 2)
- CONNECTION(H2, "B3", 3)
- CONNECTION("B3", 1, "E7", 6)
- CONNECTION(PLAYER_2, "E7", 5)
- CONNECTION(P, "N6", 9)
- CONNECTION(P, "M6", 9)
- CONNECTION(P, "L6", 9)
- CONNECTION(P, "H6", 9)
- CONNECTION(P, "J6", 9)
- CONNECTION(P, "K6", 9)
-
- CONNECTION(P, "N6", 10)
- CONNECTION(PLAYER_2, "N6", 7)
- CONNECTION(COUNT_2, "N6", 2)
- CONNECTION(START_GAME_n, "N6", 1)
-
- CONNECTION("N6", 15, "M6", 10)
- CONNECTION(PLAYER_2, "M6", 7)
- CONNECTION(COUNT_2, "M6", 2)
- CONNECTION(START_GAME_n, "M6", 1)
-
- CONNECTION("M6", 15, "L6", 10)
- CONNECTION(PLAYER_2, "L6", 7)
- CONNECTION(COUNT_2, "L6", 2)
- CONNECTION(START_GAME_n, "L6", 1)
-
- CONNECTION(P, "H6", 10)
- CONNECTION(RAM_PLAYER1, "H6", 7)
- CONNECTION(COUNT_1, "H6", 2)
- CONNECTION(START_GAME_n, "H6", 1)
-
- CONNECTION("H6", 15, "J6", 10)
- CONNECTION(RAM_PLAYER1, "J6", 7)
- CONNECTION(COUNT_1, "J6", 2)
- CONNECTION(START_GAME_n, "J6", 1)
-
- CONNECTION("J6", 15, "K6", 10)
- CONNECTION(RAM_PLAYER1, "K6", 7)
- CONNECTION(COUNT_1, "K6", 2)
- CONNECTION(START_GAME_n, "K6", 1)
-
-
- //CX0 and CX1
- CONNECTION(BRICK_HIT, "H2", 9)
- CONNECTION(H16_n, "H2", 10)
- CONNECTION(P, "D5", 10)
- CONNECTION(P, "D5", 12)
- CONNECTION("H2", 8, "D5", 11)
- CONNECTION(SERVE_WAIT_n, "D5", 13)
- CONNECTION(X0, "C6", 13)
- CONNECTION("D5", 9, "C6", 12)
- CONNECTION("D5", 9, "D6", 12)
- CONNECTION(DN, "D6", 13)
- CONNECTION("D6", 11, "C6", 4)
- CONNECTION(X1, "C6", 5)
-
- //COUNT1 and COUNT2
- CONNECTION(P, "N8", 11)
- CONNECTION(BRICK_HIT, "N8", 12)
- CONNECTION(ATTRACT_n, "N8", 13)
- CONNECTION("N8", 9, "N9", 11)
- CONNECTION(P, "N9", 15)
- CONNECTION(P, "N9", 5)
-
- CONNECTION(COUNT, "N9", 4)
- CONNECTION(START_GAME, "N9", 14)
- CONNECTION(H8_n, "N9", 1)
- CONNECTION(H16_n, "N9", 10)
- CONNECTION(GND, "N9", 9)
-
- CONNECTION("N9", 13, "N7", 13)
- CONNECTION(SCLOCK, "N7", 12)
-
- CONNECTION(PLAYER_2, "N7", 5)
- CONNECTION(COUNT, "N7", 4)
-
- CONNECTION(COUNT, "M9", 1)
- CONNECTION(COUNT, "N7", 10)
- CONNECTION(RAM_PLAYER1, "N7", 9)
-
-
- //Ball Logic
- CONNECTION(P, "C7", 1)
- CONNECTION(P, "C7", 10)
- CONNECTION(P, "C7", 7)
- CONNECTION(CX0, "C7", 3)
- CONNECTION(CX1, "C7", 4)
- CONNECTION(X2, "C7", 5)
- CONNECTION(GND, "C7", 6)
- CONNECTION("D8", 8, "C7", 9)
- CONNECTION("C7", 15, "C8", 7)
- CONNECTION("C7", 11, "C8", 10)
- CONNECTION("C7", 12, "D7", 10)
- CONNECTION("C7", 13, "D7", 11)
- CONNECTION(CLOCK, "C7", 2)
-
- CONNECTION(P, "C8", 1)
- CONNECTION(P, "C8", 3)
- CONNECTION(P, "C8", 4)
- CONNECTION(P, "C8", 5)
- CONNECTION(P, "C8", 6)
- CONNECTION(P, "C8", 9)
- CONNECTION(CLOCK, "C8", 2)
- CONNECTION("C8", 15, "B7", 7)
- CONNECTION("C7", 15, "B7", 10)
-
- CONNECTION(P, "B7", 1)
- CONNECTION(Y0, "B7", 3)
- CONNECTION(Y1, "B7", 4)
- CONNECTION(Y2, "B7", 5)
- CONNECTION(GND, "B7", 6)
- CONNECTION("D8", 8, "B7", 9)
- CONNECTION(CLOCK, "B7", 2)
- CONNECTION("B7", 15, "B8", 7)
-
- CONNECTION(VB_HIT_SOUND, "D7", 9)
-
- CONNECTION(P, "B8", 1)
- CONNECTION(P, "B8", 3)
- CONNECTION(P, "B8", 4)
- CONNECTION(P, "B8", 5)
- CONNECTION(P, "B8", 6)
- CONNECTION(P, "B8", 9)
- CONNECTION("C8", 15, "B8", 10)
- CONNECTION(CLOCK, "B8", 2)
-
- CONNECTION("B8", 15, "D8", 10)
- CONNECTION("B7", 15, "D8", 9)
-
- CONNECTION("D7", 8, "D7", 5)
- CONNECTION(P_HIT_SOUND, "D7", 4)
- CONNECTION("B8", 15, "D7", 3)
-
- //Clock Generator
- CONNECTION(CKBH, "H1", 12)
- CONNECTION("F1", 14, "H1", 13)
- CONNECTION("F1", 15, "E1", 5)
-
- CONNECTION(P, "F1", 1)
- CONNECTION(P, "F1", 7)
- CONNECTION(P, "F1", 10)
- CONNECTION(GND, "F1", 3)
- CONNECTION(P, "F1", 4)
- CONNECTION(GND, "F1", 5)
- CONNECTION(GND, "F1", 6)
- CONNECTION("E1", 6, "F1", 9)
- CONNECTION("Y1", 1, "F1", 2)
-
- // RH and LH Sides
- CONNECTION(V128, "N4", 1)
- CONNECTION(V64, "N4", 2)
- CONNECTION(V16, "N4", 13)
- CONNECTION("N4", 12, "N4", 11)
- CONNECTION(V8, "N4", 10)
- CONNECTION(V4, "N4", 9)
- CONNECTION("N4", 8, "H2", 2)
- CONNECTION(V32, "H2", 1)
- CONNECTION("N4", 8, "J2", 13)
- CONNECTION("J2", 12, "J3", 11)
- CONNECTION(V32, "J3", 12)
-
- // Top Bound
- CONNECTION(H128, "H3", 4)
- CONNECTION(H64, "H3", 5)
- CONNECTION(H32, "H3", 3)
- CONNECTION("H3", 6, "L4", 9)
- CONNECTION(H16, "L4", 10)
- CONNECTION(H8, "L4", 11)
- CONNECTION("L4", 8, "K4", 5)
- CONNECTION(VSYNC_n, "K4", 4)
-
- //Cabinet type
-
- // Coin Circuit
- CONNECTION("COIN1", 1, "F9", 13)
-
- CONNECTION(CSW1, "F9", 11)
- //CONNECTION("F9", 10, "F9", 13) //TODO: causes lots of bouncing, commented out since this trace is not implemented in gotcha
-
- CONNECTION(V64, "H7", 12)
- CONNECTION(V64, "H7", 13)
-
- CONNECTION(CSW1, "F8", 10)
- CONNECTION("F9", 10, "F8", 12)
- CONNECTION(V64I, "F8", 11)
- CONNECTION(P, "F8", 13)
- CONNECTION(P, "F8", 1)
- CONNECTION(V64I, "F8", 3)
- CONNECTION("F8", 9, "F8", 2)
- CONNECTION(CSW1, "F8", 4)
-
- CONNECTION("F8", 6, "H8", 12)
- CONNECTION(P, "H8", 10)
- CONNECTION(V16_d, "H8", 11)
- CONNECTION(P, "H8", 13)
- CONNECTION("H8", 9, "J8", 15)
- CONNECTION("H8", 9, "J9", 9)
- CONNECTION(V16_d, "J8", 14)
- CONNECTION("J8", 13, "J9", 10)
- CONNECTION(P, "S3", 1)
- CONNECTION(V4_d, "S3", 2)
- CONNECTION("S3", 3, "J9", 11)
-
- CONNECTION("J9", 8, "L9", 5)
- CONNECTION("J9", 6, "L9", 4)
-
- //COIN2 circuit
- //CONNECTION("COIN2", 1, "F9", 1)
- CONNECTION(GND, "F9", 1) //TODO: coin2 not implemented
-
- CONNECTION(CSW2, "F9", 3)
- CONNECTION(CSW2, "H9", 10)
- CONNECTION("F9", 4, "H9", 12)
- CONNECTION(V64_n, "H9", 11)
- CONNECTION(V64_n, "H9", 3)
- CONNECTION(P, "H9", 13)
- CONNECTION("H9", 9, "H9", 2)
- CONNECTION(CSW2, "H9", 4)
- CONNECTION(P, "H9", 1)
-
- CONNECTION(P, "H8", 4)
- CONNECTION("H9", 6, "H8", 2)
- CONNECTION(V16_d, "H8", 3)
- CONNECTION(P, "H8", 1)
- CONNECTION("H8", 5, "J8", 6)
- CONNECTION(V16_d, "J8", 5)
- CONNECTION(P, "J9", 3)
- CONNECTION("H8", 5, "J9", 5)
- CONNECTION("J8", 7, "J9", 4)
-
- CONNECTION(P2_CONDITIONAL_dash, "E9", 9)
- CONNECTION("E9", 8, "H1", 1)
- CONNECTION("E9", 8, "H1", 2)
-
- //Start2 Input
- CONNECTION("START", 2, "E9", 11)
- CONNECTION("E9", 10, "E8", 12)
- CONNECTION(P, "E8", 10)
- CONNECTION(V64I, "E8", 11)
-
- CONNECTION(V128_d, "F7", 2)
- CONNECTION(V128_d, "F7", 3)
- CONNECTION(CREDIT2_n, "F7", 1)
- CONNECTION(ATTRACT_n, "E7", 12)
- CONNECTION("F7", 4, "E7", 11)
- CONNECTION("E7", 13, "E8", 13)
-
- //Start1 Input
- CONNECTION("START", 1, "E9", 3)
- CONNECTION("E9", 4, "E8", 2)
- CONNECTION(P, "E8", 4)
- CONNECTION(V64_d, "E8", 3)
-
-
- CONNECTION(CREDIT_1_OR_2_n, "E7", 2)
- CONNECTION(ATTRACT_n, "E7", 3)
- CONNECTION("E7", 1, "E8", 1)
-
- CONNECTION(CR_START1_n, "D8", 4) // Schematic shows CR_START1 ?
- CONNECTION(CR_START2_n, "D8", 5)
-
-
- CONNECTION(START_GAME, "M9", 3)
- CONNECTION(START_GAME, "M9", 5)
-
- CONNECTION(V32, "D6", 4)
- CONNECTION(ATTRACT, "D6", 5)
- CONNECTION(P, "E6", 10)
- CONNECTION(START_GAME, "E6", 12)
- CONNECTION("D6", 6, "E6", 11)
- CONNECTION("D6", 3, "E6", 13)
-
- //TODO: hows this whole latch stuff work? what about Q_n going to COIN1_n and COIN2_n
- CONNECTION(CREDIT_1_OR_2_n, "D8", 13)
- CONNECTION(EGL, "D8", 12)
- CONNECTION("LATCH", 1, "D8", 11) //set
- CONNECTION("LATCH", 2, COIN1_n) //reset
- //CONNECTION("LATCH", 3, COIN2_n) //set //TODO: coin2 here
- CONNECTION( "LATCH", 3, "E9", 5) //output
-
-
- CONNECTION(LAT_Q, "D6", 1)
- CONNECTION(EGL_n, "D6", 2)
-
- //Serve
- CONNECTION(H64, "J3", 6)
- CONNECTION(H32, "J3", 5)
- CONNECTION("J3", 4, "L4", 13)
- CONNECTION(H128, "L4", 2)
- CONNECTION(H16, "L4", 1)
-
- CONNECTION(BALL_DISPLAY, "H2", 13)
- CONNECTION(H128, "H2", 12)
- CONNECTION("H2", 11, "C3", 9)
- CONNECTION(HSYNC, "C3", 10)
- CONNECTION("C3", 8, "B3", 5)
- CONNECTION(H8_d, "B3", 6)
- CONNECTION("B3", 4, "C3", 4)
- CONNECTION(H4, "C3", 5)
- CONNECTION("C3", 6, "A4", 9)
- CONNECTION(START_GAME1_n, "A4", 10)
-
- CONNECTION(SERVE_WAIT_n, "D2", 13)
-
- CONNECTION(SERVE_n, "D2", 12)
- CONNECTION(SERVE_n, "A3", 4)
- CONNECTION(P, "A3", 2)
- CONNECTION(ATTRACT, "A3", 3)
- CONNECTION(SERVE_WAIT, "A3", 1)
-
- CONNECTION(BALL, "E1", 13)
- CONNECTION("E1", 12, "B3", 8)
- CONNECTION("A3", 6, "B3", 9)
- CONNECTION("B3", 10, "B3", 11)
- CONNECTION(SERVE_WAIT_n, "B3", 12)
- CONNECTION("B3", 13, "A3", 12)
- CONNECTION("A4", 8, "A3", 10)
- CONNECTION("L4", 12, "A3", 11)
- CONNECTION(P, "A3", 13)
-
- //Set Bricks
- CONNECTION(P, "D3", 10)
- CONNECTION(P, "D3", 12)
- CONNECTION(START_GAME, "D3", 11)
- CONNECTION(SERVE_n, "D3", 13)
-
- //Playfield
- CONNECTION(LH_SIDE, "H3", 1)
- CONNECTION(TOP_BOUND, "H3", 13)
- CONNECTION(RH_SIDE, "H3", 2)
- CONNECTION("H3", 12, "H4", 2)
- CONNECTION("E1", 2, "C36", 1)
- CONNECTION("C36", 2, "H4", 1)
-
- CONNECTION(BALL_DISPLAY, "A5", 10)
- CONNECTION(PSYNC, "A5", 9)
- CONNECTION(BSYNC, "C3", 2)
- CONNECTION(TOP_BOUND, "C3", 1)
-
- CONNECTION(PC, "C4", 4)
- CONNECTION(PD, "C4", 5)
- CONNECTION(BP_HIT_n, "C5", 13)
- CONNECTION(PD, "A5", 1)
- CONNECTION("C5", 12, "A5", 2)
- CONNECTION(BSYNC, "A5", 5)
- CONNECTION(VSYNC, "A5", 4)
-
- CONNECTION("C5", 12, "A5", 13)
- CONNECTION("A5", 3, "A5", 12)
-
- CONNECTION(BRICK_HIT, "D5", 3)
- CONNECTION("E5", 3, "D5", 1)
- CONNECTION("D5", 6, "D5", 2)
- CONNECTION(BP_HIT_n, "D5", 4)
-
- CONNECTION(P, "A6", 10)
- CONNECTION("C4", 6, "A6", 12)
- CONNECTION(BP_HIT_n, "A6", 11)
- CONNECTION(P, "A6", 13)
-
- CONNECTION("A5", 3, "A6", 4)
- CONNECTION(V16_d, "A6", 2)
- CONNECTION(VB_HIT_n, "A6", 3)
- CONNECTION("A5", 11, "A6", 1)
-
- CONNECTION(P2_CONDITIONAL, "C6", 1)
- CONNECTION("D5", 5, "C6", 2)
- CONNECTION("D5", 6, "C4", 2)
- CONNECTION(P2_CONDITIONAL, "C4", 1)
-
- CONNECTION(V_SLOW, "B6", 12)
- CONNECTION("A6", 8, "B6", 13)
- CONNECTION(V_SLOW, "C6", 10)
- CONNECTION("A6", 5, "C6", 9)
-
- CONNECTION(Y0, "B6", 4)
- CONNECTION("C6", 8, "B6", 5)
-
- CONNECTION(X2, "D6", 10)
- CONNECTION("B6", 8, "D6", 9)
- CONNECTION("B5", 7, "B6", 9)
- CONNECTION("B5", 6, "B6", 10)
- CONNECTION(X0, "B6", 1)
- CONNECTION(X2, "B6", 2)
-
- CONNECTION("B5", 6, "C5", 11)
- CONNECTION("B5", 7, "C5", 9)
-
- CONNECTION(SU_n, "B5", 11)
- CONNECTION(P, "B5", 15)
- CONNECTION(P, "B5", 1)
- CONNECTION(P, "B5", 10)
- CONNECTION(P, "B5", 9)
- CONNECTION(P, "B5", 4)
- CONNECTION("D6", 8, "B5", 5)
- CONNECTION(SERVE_WAIT, "B5", 14)
-
- CONNECTION(BTB_HIT_n, "E5", 1)
- CONNECTION(SBD_n, "E5", 2)
-
- CONNECTION(BP_HIT_n, "E5", 4)
- CONNECTION(BTB_HIT_n, "E5", 5)
- CONNECTION("E5", 6, "F7", 11)
- CONNECTION("E5", 6, "F7", 12)
- CONNECTION(BRICK_HIT_n, "F7", 10)
- CONNECTION("F7", 9, "C2", 2)
- CONNECTION(BALL_DISPLAY, "C2", 1)
- CONNECTION("L3", 6, "E3", 11)
- CONNECTION("C2", 3, "E3", 12)
-
- CONNECTION(SET_BRICKS_n, "E6", 4)
- CONNECTION("E3", 13, "E6", 2)
- CONNECTION(CKBH, "E6", 3)
- CONNECTION("E3", 13, "D2", 2)
- CONNECTION(SET_BRICKS, "D2", 1)
- CONNECTION("D2", 3, "E6", 1)
-
- CONNECTION(BRICK_DISPLAY, "E1", 1)
- CONNECTION(H1, "K4", 9)
- CONNECTION(H2, "K4", 10)
- CONNECTION("K4", 8, "E3", 2)
- CONNECTION("L3", 6, "E3", 3)
-
- CONNECTION(ATTRACT_n, "C2", 13)
- CONNECTION(SET_BRICKS_n, "C2", 12)
- CONNECTION("C2", 11, "H3", 10)
- CONNECTION(FPD1, "H3", 9)
- CONNECTION(FPD2, "H3", 11)
- CONNECTION("H3", 8, "E1", 3)
- CONNECTION("E1", 4, "C32", 1)
- CONNECTION("C32", 2, "L3", 13)
- CONNECTION(H4, "L3", 2)
- CONNECTION(H8, "L3", 1)
- CONNECTION(H16, "L3", 15)
- CONNECTION(V32, "L3", 14)
- CONNECTION(V64, "L3", 7)
- CONNECTION(V128, "L3", 9)
- CONNECTION(V16, "L3", 10)
- CONNECTION(RAM_PLAYER1, "L3", 11)
- CONNECTION(H32, "L3", 3)
- CONNECTION(H128, "L3", 4)
- CONNECTION("H4", 8, "L3", 5)
-
- CONNECTION(V2, "M4", 5)
- CONNECTION(V4, "M4", 4)
- CONNECTION(V8, "M4", 3)
- CONNECTION("M4", 6, "H4", 9)
- CONNECTION(VSYNC_n, "K4", 2)
- CONNECTION(H64, "K4", 1)
- CONNECTION("K4", 3, "H4", 10)
- CONNECTION(FPD1_n, "F2", 13)
- CONNECTION(BRICK_HIT_n, "F2", 2)
- CONNECTION(FPD2_n, "F2", 1)
-
- CONNECTION("F2", 12, "L3", 12)
-
- //FPD circuits
- CONNECTION(K2, "M4", 2)
- CONNECTION(G2, "M4", 13)
- CONNECTION(D2, "M4", 1)
- CONNECTION(K1, "M4", 9)
- CONNECTION(G1, "M4", 10)
- CONNECTION(D1, "M4", 11)
- CONNECTION(BP_HIT_n, "E4", 2)
- CONNECTION("M4", 12, "E4", 1)
- CONNECTION(BP_HIT_n, "E4", 4)
- CONNECTION("M4", 8, "E4", 5)
-
- CONNECTION(P, "F4", 4)
- CONNECTION(P, "F4", 2)
- CONNECTION("E4", 3, "F4", 3)
- CONNECTION(START_GAME1_n, "F4", 1)
-
- CONNECTION(P, "F4", 10)
- CONNECTION(P, "F4", 12)
- CONNECTION("E4", 6, "F4", 11)
- CONNECTION(START_GAME1_n, "F4", 13)
-
- CONNECTION("F4", 6, "F3", 5)
- CONNECTION(GND, "F3", 4)
- CONNECTION("F4", 8, "F3", 11)
- CONNECTION(GND, "F3", 12)
-
- CONNECTION(P, "F3", 3)
- CONNECTION(P, "F3", 13)
-
-
- //CREDIT_COUNTER
- CONNECTION(BONUS_COIN, "E7", 8)
- CONNECTION(COIN, "E7", 9)
- CONNECTION(CR_START1_n, "H7", 2)
- CONNECTION(V8, "D8", 1)
- CONNECTION(CR_START2, "D8", 2)
- CONNECTION("D8", 3, "H7", 1)
-
- CONNECTION("L8", 12, "L8", 11) // not on schematic, on rollover load 16, keeps you from losing all credits
- CONNECTION(P, "L8", 15)
- CONNECTION(P, "L8", 1)
- CONNECTION(P, "L8", 10)
- CONNECTION(P, "L8", 9)
- CONNECTION("E7", 10, "L8", 5)
- CONNECTION("H7", 3, "L8", 4)
-
- CONNECTION(LAT_Q, "L9", 10)
- CONNECTION("L8", 13, "L9", 9)
- CONNECTION("L9", 8, "L8", 14)
- CONNECTION("L8", 7, "M8", 9)
- CONNECTION("L8", 6, "M8", 10)
- CONNECTION("L8", 2, "M8", 11)
- CONNECTION("L8", 3, "M9", 13)
-
- CONNECTION(CREDIT2_n, "F9", 5)
- CONNECTION(CREDIT2_n, "L9", 2)
- CONNECTION("M9", 12, "L9", 1)
- CONNECTION(CREDIT_1_OR_2, "F9", 9)
-
- //PLGM2_n
- CONNECTION(CR_START1_n, "F7", 6)
- CONNECTION(CR_START2_n, "F7", 5)
-
- //PLAY_CP
- CONNECTION(PLGM2_n, "F2", 5)
- CONNECTION(PLAYER_2, "F2", 4)
- CONNECTION(H1, "F2", 3)
-
- CONNECTION(P, "F5", 4)
- CONNECTION(P, "F5", 2)
- CONNECTION(SERVE_WAIT, "F5", 3)
- CONNECTION(H128, "F5", 1)
- CONNECTION("F2", 6, "D2", 9)
- CONNECTION("F5", 5, "D2", 10)
-
- //EGL
- CONNECTION(P, "B4", 10)
- CONNECTION(P, "B4", 7)
- CONNECTION(P, "B4", 9)
- CONNECTION(PLAY_CP, "B4", 2)
-
- CONNECTION(EGL, "C5", 1)
-
-
-
- CONNECTION(START_GAME1_n, "B4", 1)
- CONNECTION(BALL_A, "A4", 2)
- CONNECTION(BALL_B, "S4", 1)
- CONNECTION(BALL_C, "S4", 2)
- CONNECTION("S4", 3, "A4", 1)
- CONNECTION("A4", 3, "C37", 1)
-
- CONNECTION(SERVE_WAIT_n, "A4", 5)
- CONNECTION(BALL, "A4", 4)
-
- // Ball Circuit
-
-
- // Video Summing
- CONNECTION(V16_d, "D2", 4)
- CONNECTION(V8_d, "D2", 5)
- CONNECTION("D2", 6, "E3", 8)
- CONNECTION(VSYNC_n, "E3", 9)
- CONNECTION(HSYNC_n, "E2", 12)
- CONNECTION("E3", 10, "E2", 13)
- CONNECTION(PSYNC, "B9", 1)
- CONNECTION(VSYNC_n, "B9", 2)
-
- //CONNECTION("VIDEO", 1, "E2", 11)
- CONNECTION("VIDEO", 2, PLAYFIELD)
- CONNECTION("VIDEO", 3, BSYNC)
- CONNECTION("VIDEO", 4, SCORE)
- CONNECTION("VIDEO", 5, "B9", 3)
- //CONNECTION("VIDEO", 6, P)
-
- CONNECTION("VIDEO", Video::HBLANK_PIN, HSYNC)
- CONNECTION("VIDEO", Video::VBLANK_PIN, "E3", 10)
-
-
- // Audio Summing
- CONNECTION("AUDIO", 1, "B9", 11)
- CONNECTION("AUDIO", 2, "B9", 8)
- CONNECTION("AUDIO", 3, FREE_GAME_TONE)
- CONNECTION("AUDIO", 4, "B9", 6)
-
-
-#ifdef DEBUG
- // RAM access
- /*CONNECTION("LOG1", 3, H4) //A
- CONNECTION("LOG1", 4, H8) //B
- CONNECTION("LOG1", 5, H16) //C
- CONNECTION("LOG1", 6, V32) //D
- CONNECTION("LOG1", 7, V64) //E
- CONNECTION("LOG1", 8, V128) //F
- CONNECTION("LOG1", 9, V16) //G
- CONNECTION("LOG1", 10, RAM_PLAYER1) //H
- CONNECTION("LOG1", 11, H32) //I
- CONNECTION("LOG1", 12, H128) //J
- CONNECTION("LOG1", 13, "H4", 8) //K
- CONNECTION("LOG1", 14, "E1", 4) //L
- CONNECTION("LOG1", 15, "F2", 12) //M
- CONNECTION("LOG1", 16, "L3", 6)*/ //N
-#endif
-
-CIRCUIT_LAYOUT_END
-