diff options
Diffstat (limited to 'src/lib/netlist/examples/breakout.c')
-rw-r--r-- | src/lib/netlist/examples/breakout.c | 490 |
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 |