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-rw-r--r--src/lib/netlist/examples/breakout.c490
1 files changed, 245 insertions, 245 deletions
diff --git a/src/lib/netlist/examples/breakout.c b/src/lib/netlist/examples/breakout.c
index 591ffaf3414..c5919af5e5a 100644
--- a/src/lib/netlist/examples/breakout.c
+++ b/src/lib/netlist/examples/breakout.c
@@ -9,45 +9,45 @@
//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
+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 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_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)
+ 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
@@ -63,26 +63,26 @@ static Dipswitch53137Desc dipswitch1_desc("bonus_credit", "Bonus Credit", 3, "No
//static DipswitchDesc dipswitch4_desc("ball_count", "Ball Count", 0, "3", "5");
CIRCUIT_LAYOUT( breakout )
- CHIP("S1", 53137, &dipswitch1_desc)
+ 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)
+ 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)
+ ANALOG_INPUT(V5, 5)
#define VCC "V5", Q
#define GND "GND", Q
- //CHIP("Y1", CLOCK_14_318_MHZ) //Y1
+ //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_CAPACITOR(C37, &c37_desc)
+ CHIP("PAD_EN_BUF", BUFFER, &pad_en_buf_desc)
CHIP("A3", 7474)
CHIP("A4", 7408)
@@ -91,7 +91,7 @@ CIRCUIT_LAYOUT( breakout )
CHIP_9602_Mono(A7, &a7_desc)
CHIP_9602_Mono(A8, &a8_desc)
- CHIP_555_Astable(B2, &b2_555_desc)
+ CHIP_555_Astable(B2, &b2_555_desc)
CHIP("B3", 7402)
CHIP("B4", 9316)
CHIP("B5", 74193)
@@ -107,7 +107,7 @@ CIRCUIT_LAYOUT( breakout )
CHIP("C6", 7486)
CHIP("C7", 9316)
CHIP("C8", 9316)
- CHIP_555_Mono(C9, &c9_555_desc)
+ CHIP_555_Mono(C9, &c9_555_desc)
CHIP("D2", 7432)
CHIP("D3", 7474)
@@ -116,7 +116,7 @@ CIRCUIT_LAYOUT( breakout )
CHIP("D6", 7408)
CHIP("D7", 7411)
CHIP("D8", 7400)
-// CHIP("D9", 4016) //quad bilateral switch
+// CHIP("D9", 4016) //quad bilateral switch
CHIP("E1", 7404)
CHIP("E2", 7486)
@@ -144,7 +144,7 @@ CIRCUIT_LAYOUT( breakout )
CHIP("H4", 7400)
CHIP("H5", 9312)
CHIP("H6", 9310)
- CHIP("H7", 7408) //sometimes looks like N7 on schematic
+ CHIP("H7", 7408) //sometimes looks like N7 on schematic
CHIP("H8", 7474)
CHIP("H9", 7474)
@@ -165,18 +165,18 @@ CIRCUIT_LAYOUT( breakout )
CHIP("K5", 9312)
CHIP("K6", 9310)
CHIP("K7", 7486)
- CHIP("K8", 7474) //TODO: one more than bom?
+ CHIP("K8", 7474) //TODO: one more than bom?
CHIP("K9", 74107)
CHIP("L1", 9316)
CHIP("L2", 7486)
- CHIP("L3", 82S16) //RAM
+ 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("L9", 7400) //TODO: 1 more chip than on bom?
CHIP("M1", 9316)
CHIP("M2", 7483)
@@ -193,232 +193,232 @@ CIRCUIT_LAYOUT( breakout )
CHIP("N4", 7411)
CHIP("N5", 9312)
CHIP("N6", 9310)
- CHIP("N7", 7408) //sometimes looks like H7 on schematic
+ CHIP("N7", 7408) //sometimes looks like H7 on schematic
CHIP_9602_Mono(N8, &n8_desc)
CHIP("N9", 74192)
- //LM380 //speaker amplifier
- //LM323 //regulator
+ //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("PAD1", PADDLE1_HORIZONTAL_INPUT, &pad1_desc)
+ PADDLE_CONNECTION("PAD1", "C9")
- CHIP_LATCH(LATCH)
- CHIP("COIN1", COIN_INPUT)
+ CHIP_LATCH(LATCH)
+ CHIP("COIN1", COIN_INPUT)
- //CHIP("COIN2", COIN_INPUT)
+ //CHIP("COIN2", COIN_INPUT)
- CHIP("START", START_INPUT)
+ CHIP("START", START_INPUT)
- CHIP("SERVE", BUTTONS1_INPUT)
+ CHIP("SERVE", BUTTONS1_INPUT)
- //TODO: coin2 and start 2
+ //TODO: coin2 and start 2
- VIDEO(breakout)
- AUDIO(breakout)
+ 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 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 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 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 CLOCK "H1", 11
+ #define SCLOCK "K1", 15
+ #define CKBH "F1", 13
- #define PAD_n "K3", 8
- #define PAD_EN_n "C2", 8
+ #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 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 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 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_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 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 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 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 COUNT "N7", 11
+ #define COUNT_1 "N7", 8
+ #define COUNT_2 "N7", 6
- #define ATTRACT "E6", 8
- #define ATTRACT_n "E6", 9
+ #define ATTRACT "E6", 8
+ #define ATTRACT_n "E6", 9
- #define BRICK_SOUND "B8", 14
- #define P_HIT_SOUND "B7", 12
+ #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
+ #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)
@@ -1065,7 +1065,7 @@ CIRCUIT_LAYOUT( breakout )
//COIN2 circuit
//CONNECTION("COIN2", 1, "F9", 1)
- CONNECTION(GND, "F9", 1) //TODO: coin2 not implemented
+ CONNECTION(GND, "F9", 1) //TODO: coin2 not implemented
CONNECTION(CSW2, "F9", 3)
CONNECTION(CSW2, "H9", 10)
@@ -1132,10 +1132,10 @@ CIRCUIT_LAYOUT( breakout )
//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("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)
@@ -1441,21 +1441,21 @@ CIRCUIT_LAYOUT( breakout )
#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
+ // 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