diff options
Diffstat (limited to 'src/mame/audio/8080bw.c')
-rw-r--r-- | src/mame/audio/8080bw.c | 1112 |
1 files changed, 1112 insertions, 0 deletions
diff --git a/src/mame/audio/8080bw.c b/src/mame/audio/8080bw.c new file mode 100644 index 00000000000..929fff1efc2 --- /dev/null +++ b/src/mame/audio/8080bw.c @@ -0,0 +1,1112 @@ +/* 8080bw.c ********************************* + */ +#include "driver.h" +#include "8080bw.h" +#include "mw8080bw.h" +#include "sound/samples.h" +#include "sound/sn76477.h" +#include "sound/discrete.h" +#include "sound/speaker.h" + + +static emu_timer *schaser_effect_555_timer; +static attotime schaser_effect_555_time_remain; +static int schaser_effect_555_is_low; +static int schaser_explosion; +static UINT8 port_1_last = 0; +static UINT8 port_2_last = 0; +static UINT8 port_3_last = 0; + + +/*******************************************************/ +/* */ +/* Midway "Space Invaders Part II" */ +/* */ +/*******************************************************/ + +WRITE8_HANDLER( invadpt2_sh_port_1_w ) +{ + UINT8 rising_bits = data & ~port_1_last; + + SN76477_enable_w(0, !(data & 0x01)); /* SAUCER SOUND */ + + if (rising_bits & 0x02) sample_start_n(0, 0, 0, 0); /* MISSLE SOUND */ + if (rising_bits & 0x04) sample_start_n(0, 1, 1, 0); /* EXPLOSION */ + if (rising_bits & 0x08) sample_start_n(0, 2, 2, 0); /* INVADER HIT */ + if (rising_bits & 0x10) sample_start_n(0, 5, 8, 0); /* BONUS MISSILE BASE */ + + c8080bw_screen_red_w(data & 0x04); + + sound_global_enable(data & 0x20); + + port_1_last = data; + +} + +WRITE8_HANDLER( invadpt2_sh_port_2_w ) +{ + /* FLEET (movement) + + DO = 20K + 20K + D1 = 68K + D2 = 82K + D3 = 100K */ + + UINT8 rising_bits = data & ~port_2_last; + + if (rising_bits & 0x01) sample_start_n(0, 4, 3, 0); /* FLEET */ + if (rising_bits & 0x02) sample_start_n(0, 4, 4, 0); /* FLEET */ + if (rising_bits & 0x04) sample_start_n(0, 4, 5, 0); /* FLEET */ + if (rising_bits & 0x08) sample_start_n(0, 4, 6, 0); /* FLEET */ + if (rising_bits & 0x10) sample_start_n(0, 3, 7, 0); /* SAUCER HIT */ + + c8080bw_flip_screen_w(data & 0x20); + + port_2_last = data; +} + + +/*******************************************************/ +/* */ +/* Sanritsu "Space War" */ +/* */ +/*******************************************************/ + +WRITE8_HANDLER( spcewars_sh_port_w ) +{ + UINT8 rising_bits = data & ~port_1_last; + + SN76477_enable_w(0, !(data & 0x01)); /* Saucer Sound */ + + if (rising_bits & 0x02) sample_start(0, 0, 0); /* Shot Sound */ + if (rising_bits & 0x04) sample_start(1, 1, 0); /* Base Hit */ + if (rising_bits & 0x08) sample_start(2, 2, 0); /* Invader Hit */ + + speaker_level_w(0, (data & 0x10) ? 1 : 0); /* Various bitstream tunes */ + + port_1_last = data; +} + + +/*******************************************************/ +/* */ +/* lrescue, grescue, lrescuem, desterth */ +/* */ +/*******************************************************/ + +static const char *lrescue_sample_names[] = +{ + "*lrescue", + "alienexplosion.wav", + "rescueshipexplosion.wav", + "beamgun.wav", + "thrust.wav", + "bonus2.wav", + "bonus3.wav", + "shootingstar.wav", + "stepl.wav", + "steph.wav", + 0 +}; + +struct Samplesinterface lrescue_samples_interface = +{ + 4, /* 4 channels */ + lrescue_sample_names +}; + +WRITE8_HANDLER( lrescue_sh_port_1_w ) +{ + UINT8 rising_bits = data & ~port_1_last; + + if (rising_bits & 0x01) sample_start(0, 3, 0); /* Thrust */ + if (rising_bits & 0x02) sample_start(1, 2, 0); /* Shot Sound */ + if (rising_bits & 0x04) sample_start(0, 1, 0); /* Death */ + if (rising_bits & 0x08) sample_start(1, 0, 0); /* Alien Hit */ + if (rising_bits & 0x10) sample_start(2, 5, 0); /* Bonus Ship (not confirmed) */ + + sound_global_enable(data & 0x20); + + c8080bw_screen_red_w(data & 0x04); + + port_1_last = data; +} + +WRITE8_HANDLER( lrescue_sh_port_2_w ) +{ + UINT8 rising_bits = data & ~port_2_last; + + if (rising_bits & 0x01) sample_start(1, 8, 0); /* Footstep high tone */ + if (rising_bits & 0x02) sample_start(1, 7, 0); /* Footstep low tone */ + if (rising_bits & 0x04) sample_start(1, 4, 0); /* Bonus when counting men saved */ + + speaker_level_w(0, (data & 0x08) ? 1 : 0); /* Bitstream tunes - endlevel and bonus1 */ + + if (rising_bits & 0x10) sample_start(3, 6, 0); /* Shooting Star and Rescue Ship sounds */ + if (~data & 0x10 && port_2_last & 0x10) sample_stop (3); /* This makes the rescue ship sound beep on and off */ + + c8080bw_flip_screen_w(data & 0x20); + + port_2_last = data; +} + + +/*******************************************************/ +/* */ +/* Cosmo */ +/* */ +/*******************************************************/ + +WRITE8_HANDLER( cosmo_sh_port_2_w ) +{ + /* inverted flip screen bit */ + invadpt2_sh_port_2_w(offset, data ^ 0x20); +} + + +/*******************************************************/ +/* */ +/* Taito "Balloon Bomber" */ +/* The sounds are not the correct ones */ +/* */ +/*******************************************************/ + +WRITE8_HANDLER( ballbomb_sh_port_1_w ) +{ + UINT8 rising_bits = data & ~port_1_last; + + if (rising_bits & 0x01) sample_start(1, 2, 0); /* Hit a balloon */ + if (rising_bits & 0x02) sample_start(2, 0, 0); /* Shot Sound */ + if (rising_bits & 0x04) sample_start(2, 1, 0); /* Base Hit */ + if (rising_bits & 0x08) sample_start(1, 7, 0); /* Hit a Bomb */ + if (rising_bits & 0x10) sample_start(3, 8, 0); /* Bonus Base at 1500 points */ + + sound_global_enable(data & 0x20); + + c8080bw_screen_red_w(data & 0x04); + + port_1_last = data; +} + +WRITE8_HANDLER( ballbomb_sh_port_2_w ) +{ + UINT8 rising_bits = data & ~port_2_last; + + if (data & 0x01) sample_start(0, 7, 0); /* Indicates plane will drop bombs */ + if (data & 0x04) sample_start(0, 4, 0); /* Plane is dropping new balloons at start of level */ + if (rising_bits & 0x10) sample_start(2, 2, 0); /* Balloon hit and bomb drops */ + + c8080bw_flip_screen_w(data & 0x20); + + port_2_last = data; +} + + + +/*******************************************************/ +/* */ +/* Taito "Indian Battle" */ +/* Sept 2005, D.R. */ +/*******************************************************/ +static const discrete_dac_r1_ladder indianbt_music_dac = + {3, {0, RES_K(47), RES_K(12)}, 0, 0, 0, CAP_U(0.1)}; + +#define INDIANBT_MUSIC_CLK (7680.0*2*2*2) + +/* Nodes - Inputs */ +#define INDIANBT_MUSIC_DATA NODE_01 +/* Nodes - Sounds */ +#define INDIANBT_MUSIC NODE_11 + +DISCRETE_SOUND_START(indianbt) + + DISCRETE_INPUT_DATA (INDIANBT_MUSIC_DATA) + +/****************************************************************************** + * + * Music Generator + * + ******************************************************************************/ + DISCRETE_NOTE(NODE_20, 1, INDIANBT_MUSIC_CLK, INDIANBT_MUSIC_DATA, 255, 5, DISC_CLK_IS_FREQ) + + // Convert count to 7492 output + DISCRETE_TRANSFORM2(NODE_21, 1, NODE_20, 2, "01>0+") + + DISCRETE_DAC_R1(NODE_22, 1, NODE_21, DEFAULT_TTL_V_LOGIC_1, &indianbt_music_dac) + +/****************************************************************************** + * + * Final Mixing and Output + * + ******************************************************************************/ + DISCRETE_CRFILTER(NODE_90, 1, NODE_22, RES_K(10), CAP_U(0.1)) + + DISCRETE_OUTPUT(NODE_90, 21000) + +DISCRETE_SOUND_END + +WRITE8_HANDLER( indianbt_sh_port_1_w ) +{ + /* bit 4 occurs every 5.25 seconds during gameplay */ + + UINT8 rising_bits = data & ~port_1_last; + + if (rising_bits & 0x01) sample_start(1, 7, 0); /* Death */ + if (rising_bits & 0x02) sample_start(0, 1, 0); /* Shot Sound */ + if (rising_bits & 0x04) sample_start(2, 3, 0); /* Move */ + if (rising_bits & 0x08) sample_start(3, 2, 0); /* Hit */ + + sound_global_enable(data & 0x20); + + c8080bw_screen_red_w(data & 0x01); + + port_1_last = data; +} + +WRITE8_HANDLER( indianbt_sh_port_2_w ) +{ + UINT8 rising_bits = data & ~port_2_last; + + if (rising_bits & 0x01) sample_start(4, 0, 0); /* Bird dropped an egg, Lasso used */ + if (rising_bits & 0x02) sample_start(4, 2, 0); /* Egg hatches, egg shot */ + if (rising_bits & 0x08) sample_start(5, 0, 0); /* Grabber, Lasso caught something */ + if (rising_bits & 0x10) sample_start(3, 7, 0); /* Lasso sound */ + + port_2_last = data; +} + +WRITE8_HANDLER( indianbt_sh_port_3_w ) +{ + discrete_sound_w(INDIANBT_MUSIC_DATA, data); +} + + +/*******************************************************************/ +/* */ +/* Taito "Polaris" */ +/* */ +/* D.R. */ +/* The R/C values in the schematic may have no bearing in reality. */ +/* I have noted some differences from a real board. */ +/* */ +/*******************************************************************/ + +static const discrete_lfsr_desc polaris_lfsr={ + DISC_CLK_IS_FREQ, + 17, /* Bit Length */ + 0, /* Reset Value */ + 4, /* Use Bit 4 as XOR input 0 */ + 16, /* Use Bit 16 as XOR input 1 */ + DISC_LFSR_XOR, /* Feedback stage1 is XOR */ + DISC_LFSR_OR, /* Feedback stage2 is just stage 1 output OR with external feed */ + DISC_LFSR_REPLACE, /* Feedback stage3 replaces the shifted register contents */ + 0x000001, /* Everything is shifted into the first bit only */ + 0, /* Output is not inverted */ + 12 /* Output bit */ +}; + +static const discrete_dac_r1_ladder polaris_music_dac = + {2, {RES_K(47), RES_K(12), 0,0,0,0,0,0}, 0, 0, 0, CAP_P(180)}; + +static const discrete_op_amp_filt_info polaris_music_op_amp_filt_info = + {RES_K(580), 0, 0, RES_M(2.2), RES_M(1), CAP_U(.01), 0, 0, 0, 12, 0}; + +static const discrete_op_amp_filt_info polaris_nol_op_amp_filt_info = + {560, RES_K(6.8), RES_K(1002), RES_M(2.2), RES_M(1), CAP_U(.22), CAP_U(.22), CAP_U(1), 0, 12, 0}; + +static const discrete_op_amp_filt_info polaris_noh_op_amp_filt_info = + {560, RES_K(6.8), RES_K(1002), RES_M(2.2), RES_M(1), CAP_U(.001), CAP_U(.001), CAP_U(.01), 0, 12, 0}; + +static const discrete_op_amp_osc_info polaris_sonar_vco_info = + {DISC_OP_AMP_OSCILLATOR_VCO_1 | DISC_OP_AMP_IS_NORTON | DISC_OP_AMP_OSCILLATOR_OUT_CAP, RES_M(1), RES_K(680), RES_K(680), RES_M(1), RES_M(1), RES_K(120), RES_M(1), 0, CAP_P(180), 12}; + +static const discrete_op_amp_tvca_info polaris_sonar_tvca_info = + { RES_M(2.7), RES_K(680), 0, RES_K(680), RES_K(1), RES_K(120), RES_K(560), 0, 0, 0, 0, CAP_U(1), 0, 0, 12, 12, 12, 12, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_TRG1, DISC_OP_AMP_TRIGGER_FUNCTION_TRG0_INV, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_NONE}; + +static const discrete_op_amp_osc_info polaris_boat_mod_info = + {DISC_OP_AMP_OSCILLATOR_1 | DISC_OP_AMP_IS_NORTON | DISC_OP_AMP_OSCILLATOR_OUT_CAP, RES_M(1), RES_K(10), RES_K(100), RES_K(120), RES_M(1), 0, 0, 0, CAP_U(.22), 12}; + +static const discrete_op_amp_osc_info polaris_boat_vco_info = + {DISC_OP_AMP_OSCILLATOR_VCO_1 | DISC_OP_AMP_IS_NORTON | DISC_OP_AMP_OSCILLATOR_OUT_CAP, RES_M(1), RES_K(680), RES_K(680), RES_M(1), RES_M(1), 0, 0, 0, CAP_P(180), 12}; + +static const discrete_op_amp_tvca_info polaris_shot_tvca_info = + { RES_M(2.7), RES_K(680), RES_K(680), RES_K(680), RES_K(1), 0, RES_K(680), 0, 0, 0, 0, CAP_U(1), 0, 0, 12, 12, 12, 12, DISC_OP_AMP_TRIGGER_FUNCTION_TRG0_INV, DISC_OP_AMP_TRIGGER_FUNCTION_TRG0, DISC_OP_AMP_TRIGGER_FUNCTION_TRG0, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_NONE}; + +static const discrete_op_amp_tvca_info polaris_shiphit_tvca_info = + { RES_M(2.7), RES_K(680), RES_K(680), RES_K(680), RES_K(1), 0, RES_K(680), 0, 0, 0, 0, CAP_U(1), 0, 0, 12, 12, 12, 12, DISC_OP_AMP_TRIGGER_FUNCTION_TRG0_INV, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_TRG0, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_NONE}; + +static const discrete_op_amp_tvca_info polaris_exp_tvca_info = + { RES_M(2.7), RES_K(680), 0, RES_K(680), RES_K(1), 0, RES_K(680), 0, 0, 0, 0, CAP_U(.33), 0, 0, 12, 12, 12, 12, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_TRG0, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_NONE}; + +// The schematic shows a .22uF cap but Guru's board has a 1uF +static const discrete_op_amp_tvca_info polaris_hit_tvca_info = + { RES_M(2.7), RES_K(1360), RES_K(1360), RES_K(680), RES_K(1), 0, RES_K(680), 0, 0, 0, 0, CAP_U(1), 0, 0, 12, 12, 12, 12, DISC_OP_AMP_TRIGGER_FUNCTION_TRG0, DISC_OP_AMP_TRIGGER_FUNCTION_TRG1, DISC_OP_AMP_TRIGGER_FUNCTION_TRG01_NAND, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_NONE}; + +// The schematic shows a 1uF cap but Guru's board has a 2.2uF +static const discrete_integrate_info polaris_plane_integrate_info = + {DISC_INTEGRATE_OP_AMP_2 | DISC_OP_AMP_IS_NORTON, RES_K(1001), RES_K(1001), RES_K(101), CAP_U(2.2), 12, 12, DISC_OP_AMP_TRIGGER_FUNCTION_TRG0, DISC_OP_AMP_TRIGGER_FUNCTION_TRG0_INV, DISC_OP_AMP_TRIGGER_FUNCTION_TRG1_INV}; + +// A bit of a cheat. The schematic show the cap as 47p, but that makes the frequency too high. +// Guru's board has a .01 cap, which would make the freq sub-sonic using the other schematic values. +// I will use 2000p until the proper values can be confirmed. +static const discrete_op_amp_osc_info polaris_plane_vco_info = + {DISC_OP_AMP_OSCILLATOR_VCO_1 | DISC_OP_AMP_IS_NORTON | DISC_OP_AMP_OSCILLATOR_OUT_CAP, RES_M(1), RES_K(680), RES_K(680), RES_M(1), RES_M(1), RES_K(100), RES_K(10), RES_K(100), CAP_U(0.002), 12}; + +static const discrete_mixer_desc polaris_mixer_vr1_desc = + {DISC_MIXER_IS_RESISTOR, + {RES_K(66), RES_K(43), RES_K(20), RES_K(43)}, + {0}, // no variable resistors + {CAP_U(1), CAP_U(1), CAP_U(1), CAP_U(1)}, + 0, RES_K(50), 0, 0, 0, 1}; + +static const discrete_mixer_desc polaris_mixer_vr2_desc = + {DISC_MIXER_IS_RESISTOR, + {RES_K(66), RES_K(110)}, + {0}, // no variable resistors + {CAP_U(1), CAP_U(1)}, + 0, RES_K(50), 0, 0, 0, 1}; + +// Note: the final gain leaves the explosions (SX3) at a level +// where they clip. From the schematics, this is how they wanted it. +// This makes them have more bass and distortion. +static const discrete_mixer_desc polaris_mixer_vr4_desc = + {DISC_MIXER_IS_RESISTOR, + {RES_K(22), RES_K(20), RES_K(22), RES_K(22)}, + {0}, // no variable resistors + {0, CAP_U(1), 0, 0}, + 0, RES_K(50), 0, CAP_U(1), 0, 40000}; + +/* Nodes - Inputs */ +#define POLARIS_MUSIC_DATA NODE_01 +#define POLARIS_SX0_EN NODE_02 +#define POLARIS_SX1_EN NODE_03 +#define POLARIS_SX2_EN NODE_04 +#define POLARIS_SX3_EN NODE_05 +#define POLARIS_SX5_EN NODE_06 +#define POLARIS_SX6_EN NODE_07 +#define POLARIS_SX7_EN NODE_08 +#define POLARIS_SX9_EN NODE_09 +#define POLARIS_SX10_EN NODE_10 +/* Nodes - Sounds */ +#define POLARIS_MUSIC NODE_11 +#define POLARIS_NOISE_LO NODE_12 +#define POLARIS_NOISE_LO_FILT NODE_13 +#define POLARIS_NOISE_HI_FILT NODE_14 +#define POLARIS_SHOTSND NODE_15 +#define POLARIS_SHIP_HITSND NODE_16 +#define POLARIS_SHIPSND NODE_17 +#define POLARIS_EXPLOSIONSND NODE_18 +#define POLARIS_PLANESND NODE_19 +#define POLARIS_HITSND NODE_20 +#define POLARIS_SONARSND NODE_21 +/* Nodes - Adjust */ +#define POLARIS_ADJ_VR1 NODE_23 +#define POLARIS_ADJ_VR2 NODE_24 +#define POLARIS_ADJ_VR3 NODE_25 + +DISCRETE_SOUND_START(polaris) + + /************************************************/ + /* Polaris sound system: 8 Sound Sources */ + /* */ + /* Relative volumes are adjustable */ + /* */ + /************************************************/ + + /************************************************/ + /* Input register mapping for polaris */ + /************************************************/ + DISCRETE_INPUT_DATA (POLARIS_MUSIC_DATA) + DISCRETE_INPUT_LOGIC(POLARIS_SX0_EN) + DISCRETE_INPUT_LOGIC(POLARIS_SX1_EN) + DISCRETE_INPUT_LOGIC(POLARIS_SX2_EN) + DISCRETE_INPUT_LOGIC(POLARIS_SX3_EN) + DISCRETE_INPUT_LOGIC(POLARIS_SX5_EN) + DISCRETE_INPUT_LOGIC(POLARIS_SX6_EN) + DISCRETE_INPUT_LOGIC(POLARIS_SX7_EN) + DISCRETE_INPUT_LOGIC(POLARIS_SX9_EN) + DISCRETE_INPUT_LOGIC(POLARIS_SX10_EN) + + /* We will cheat and just use the controls to scale the amplitude. */ + /* It is the same as taking the (0 to 50k)/50k */ + DISCRETE_ADJUSTMENT_TAG(POLARIS_ADJ_VR1, 1, 0, 1, DISC_LINADJ, "VR1") + DISCRETE_ADJUSTMENT_TAG(POLARIS_ADJ_VR2, 1, 0, 1, DISC_LINADJ, "VR2") + /* Extra cheating for VR3. We will include the resistor scaling. */ + DISCRETE_ADJUSTMENT_TAG(POLARIS_ADJ_VR3, 1, 0, 0.5376, DISC_LINADJ, "VR3") + +/****************************************************************************** + * + * Music Generator + * + * This is a simulation of the following circuit: + * 555 Timer (Ra = 1k, Rb = 1k, C =.01uF) running at 48kHz. Connected to a + * 1 bit counter (/2) for 24kHz. But I will use the frequency measured by Guru. + * This is then sent to a preloadable 8 bit counter (4G & 4H), which loads the + * value from Port 2 when overflowing from 0xFF to 0x00. Therefore it divides + * by 2 (Port 2 = FE) to 256 (Port 2 = 00). + * This goes to a 2 bit counter (5H) which has a 47k resistor on Q0 and a 12k on Q1. + * This creates a sawtooth ramp of: 0%, 12/59%, 47/59%, 100% then back to 0% + * + * Note that there is no music disable line. When there is no music, the game + * sets the oscillator to 0Hz. (Port 2 = FF) + * + ******************************************************************************/ + DISCRETE_NOTE(NODE_30, 1, 23396, POLARIS_MUSIC_DATA, 255, 3, DISC_CLK_IS_FREQ) + DISCRETE_DAC_R1(NODE_31, 1, NODE_30, DEFAULT_TTL_V_LOGIC_1, &polaris_music_dac) + DISCRETE_OP_AMP_FILTER(NODE_32, 1, NODE_31, 0, DISC_OP_AMP_FILTER_IS_HIGH_PASS_0 | DISC_OP_AMP_IS_NORTON, &polaris_music_op_amp_filt_info) + DISCRETE_MULTIPLY(POLARIS_MUSIC, 1, NODE_32, POLARIS_ADJ_VR3) + +/****************************************************************************** + * + * Background Sonar Sound + * + * This is a background sonar that plays at all times during the game. + * It is a VCO triangle wave genarator, that uses the Low frequency filtered + * noise source to modulate the frequency. + * This is then amplitude modulated, by some fancy clocking scheme. + * It is disabled during SX3. (No sonar when you die.) + * + * 5L pin 6 divides 60Hz by 16. This clocks the sonar. + * 5K pin 9 is inverted by 5F, and then the 0.1uF;1M;270k;1S1588 diode circuit + * makes a one shot pulse of approx. 15ms to keep the noise working. + * + ******************************************************************************/ + DISCRETE_SQUAREWFIX(NODE_40, 1, 60.0/16, 1, 50, 1.0/2, 0) // IC 5L, pin 6 + DISCRETE_COUNTER(NODE_41, 1, 0, NODE_40, 31, 1, 0, DISC_CLK_ON_F_EDGE) // IC 5L & 5F + DISCRETE_TRANSFORM2(NODE_42, 1, NODE_41, 4, "01&") // IC 5L, pin 9 + DISCRETE_TRANSFORM2(NODE_43, 1, NODE_41, 16, "01&!") // IC 5F, pin 8 + DISCRETE_ONESHOT(NODE_44, NODE_43, 1, 0.0015, DISC_ONESHOT_REDGE | DISC_ONESHOT_NORETRIG | DISC_OUT_ACTIVE_HIGH) + + DISCRETE_LOGIC_OR(NODE_45, 1, NODE_42, POLARIS_SX3_EN) + DISCRETE_LOGIC_DFLIPFLOP(NODE_46, 1, 1, 1, NODE_40, NODE_45) + + DISCRETE_OP_AMP_VCO1(NODE_47, 1, POLARIS_NOISE_LO_FILT, &polaris_sonar_vco_info) + DISCRETE_OP_AMP_TRIG_VCA(POLARIS_SONARSND, NODE_45, NODE_46, 0, NODE_47, 0, &polaris_sonar_tvca_info) + +/****************************************************************************** + * + * Noise sources + * + * The frequencies for the noise sources were Measured by Guru. + * + * The output of the shift register is buffered by an op-amp which limits + * the output to 0V and (12V - OP_AMP_NORTON_VBE) + * + ******************************************************************************/ + DISCRETE_LFSR_NOISE(POLARIS_NOISE_LO, 1, 1, 800.8, (12.0 - OP_AMP_NORTON_VBE), NODE_44, (12.0 - OP_AMP_NORTON_VBE)/2, &polaris_lfsr) // Unfiltered Lo noise. 7K pin 4. + // Filtered Lo noise. 7K pin 5. + DISCRETE_OP_AMP_FILTER(POLARIS_NOISE_LO_FILT, 1, POLARIS_NOISE_LO, 0, DISC_OP_AMP_FILTER_IS_BAND_PASS_0 | DISC_OP_AMP_IS_NORTON, &polaris_nol_op_amp_filt_info) + + DISCRETE_LFSR_NOISE(NODE_50, 1, 1, 23396, (12.0 - OP_AMP_NORTON_VBE), NODE_44, (12.0 - OP_AMP_NORTON_VBE)/2, &polaris_lfsr) // 7K pin 10 + // Filtered Hi noise. 6B pin 10. - This does not really do much. Sample rates of 98k+ are needed for this high of filtering. + DISCRETE_OP_AMP_FILTER(POLARIS_NOISE_HI_FILT, 1, NODE_50, 0, DISC_OP_AMP_FILTER_IS_BAND_PASS_0 | DISC_OP_AMP_IS_NORTON, &polaris_noh_op_amp_filt_info) + +/****************************************************************************** + * + * Shot - SX0 (When player shoots) + * + * When Enabled it makes a low frequency RC filtered noise. As soon as it + * disables, it switches to a high frequency RC filtered noise with the volume + * decaying based on the RC values of 680k and 1uF. + * + ******************************************************************************/ + DISCRETE_OP_AMP_TRIG_VCA(POLARIS_SHOTSND, POLARIS_SX0_EN, 0, 0, POLARIS_NOISE_HI_FILT, POLARIS_NOISE_LO_FILT, &polaris_shot_tvca_info) + +/****************************************************************************** + * + * Ship Hit - SX1 (When sub is hit) + * + * When Enabled it makes a low frequency RC filtered noise. As soon as it + * disables, it's volume starts decaying based on the RC values of 680k and + * 1uF. Also as it decays, a decaying high frequency RC filtered noise is + * mixed in. + * + ******************************************************************************/ + DISCRETE_OP_AMP_TRIG_VCA(POLARIS_SHIP_HITSND, POLARIS_SX1_EN, 0, 0, POLARIS_NOISE_HI_FILT, POLARIS_NOISE_LO_FILT, &polaris_shiphit_tvca_info) + +/****************************************************************************** + * + * Ship - SX2 (When boat moves across screen) + * + * This uses a 5.75Hz |\|\ sawtooth to modulate the frequency of a + * voltage controlled triangle wave oscillator. * + * + ******************************************************************************/ + DISCRETE_OP_AMP_OSCILLATOR(NODE_60, 1, &polaris_boat_mod_info) + DISCRETE_OP_AMP_VCO1(POLARIS_SHIPSND, POLARIS_SX2_EN, NODE_60, &polaris_boat_vco_info) + +/****************************************************************************** + * + * Explosion - SX3 (When player, boat or boss plane is hit) + * + * When Enabled it makes a low frequency noise. As soon as it disables, it's + * volume starts decaying based on the RC values of 680k and 0.33uF. The + * final output is RC filtered. + * + * Note that when this is triggered, the sonar sound clock is disabled. + * + ******************************************************************************/ + DISCRETE_OP_AMP_TRIG_VCA(NODE_70, POLARIS_SX3_EN, 0, 0, POLARIS_NOISE_LO, 0, &polaris_exp_tvca_info) + + DISCRETE_RCFILTER(NODE_71, 1, NODE_70, 560.0, CAP_U(.22)) + DISCRETE_RCFILTER(POLARIS_EXPLOSIONSND, 1, NODE_71, RES_K(6.8), CAP_U(.22)) + +/****************************************************************************** + * + * Plane Down - SX6 + * Plane Up - SX7 + * + * The oscillator is enabled when SX7 goes high. When SX6 is enabled the + * frequency lowers. When SX6 is disabled the frequency ramps back up. + * Also some NOISE_HI_FILT is mixed in so the frequency varies some. + * + ******************************************************************************/ + DISCRETE_INTEGRATE(NODE_80, POLARIS_SX6_EN, POLARIS_SX7_EN, &polaris_plane_integrate_info) + DISCRETE_OP_AMP_VCO2(POLARIS_PLANESND, POLARIS_SX7_EN, NODE_80, POLARIS_NOISE_HI_FILT, &polaris_plane_vco_info) + +/****************************************************************************** + * + * HIT - SX9 & SX10 + * + * Following the schematic, 3 different sounds are produced. + * SX10 SX9 Effect + * 0 0 no sound + * 0 1 NOISE_HI_FILT while enabled + * 1 0 NOISE_LO_FILT while enabled (When a regular plane is hit) + * 1 1 NOISE_HI_FILT & NOISE_LO_FILT decaying imediately @ 680k, 0.22uF + * + ******************************************************************************/ + DISCRETE_OP_AMP_TRIG_VCA(POLARIS_HITSND, POLARIS_SX10_EN, POLARIS_SX9_EN, 0, POLARIS_NOISE_LO_FILT, POLARIS_NOISE_HI_FILT, &polaris_hit_tvca_info) + +/****************************************************************************** + * + * Final Mixing and Output + * + ******************************************************************************/ + DISCRETE_MIXER4(NODE_90, 1, POLARIS_SHOTSND, POLARIS_SONARSND, POLARIS_HITSND, POLARIS_PLANESND, &polaris_mixer_vr1_desc) + DISCRETE_MULTIPLY(NODE_91, 1, NODE_90, POLARIS_ADJ_VR1) + DISCRETE_MIXER2(NODE_92, 1, POLARIS_SHIPSND, POLARIS_SHIP_HITSND, &polaris_mixer_vr2_desc) + DISCRETE_MULTIPLY(NODE_93, 1, NODE_92, POLARIS_ADJ_VR2) + DISCRETE_MIXER4(NODE_94, POLARIS_SX5_EN, NODE_91, POLARIS_EXPLOSIONSND, NODE_93, POLARIS_MUSIC, &polaris_mixer_vr4_desc) + + DISCRETE_OUTPUT(NODE_94, 1) + +DISCRETE_SOUND_END + +WRITE8_HANDLER( polaris_sh_port_1_w ) +{ + discrete_sound_w(POLARIS_MUSIC_DATA, data); +} + +WRITE8_HANDLER( polaris_sh_port_2_w ) +{ + /* 0x01 - SX0 - Shot */ + discrete_sound_w(POLARIS_SX0_EN, data & 0x01); + + /* 0x02 - SX1 - Ship Hit (Sub) */ + discrete_sound_w(POLARIS_SX1_EN, data & 0x02); + + /* 0x04 - SX2 - Ship */ + discrete_sound_w(POLARIS_SX2_EN, data & 0x04); + + /* 0x08 - SX3 - Explosion */ + discrete_sound_w(POLARIS_SX3_EN, data & 0x08); + + /* 0x10 - SX4 */ + + /* 0x20 - SX5 - Sound Enable */ + discrete_sound_w(POLARIS_SX5_EN, data & 0x20); +} + +WRITE8_HANDLER( polaris_sh_port_3_w ) +{ + coin_lockout_global_w(data & 0x04); /* SX8 */ + + c8080bw_flip_screen_w(data & 0x20); /* SX11 */ + + /* 0x01 - SX6 - Plane Down */ + discrete_sound_w(POLARIS_SX6_EN, data & 0x01); + + /* 0x02 - SX7 - Plane Up */ + discrete_sound_w(POLARIS_SX7_EN, data & 0x02); + + /* 0x08 - SX9 - Hit */ + discrete_sound_w(POLARIS_SX9_EN, data & 0x08); + + /* 0x10 - SX10 - Hit */ + discrete_sound_w(POLARIS_SX10_EN, data & 0x10); +} + + +/*******************************************************/ +/* */ +/* Taito "Space Chaser" */ +/* */ +/* The SN76477 still needs to be routed to the */ +/* discrete system for filtering. */ +/*******************************************************/ + +/* + * The dot sound is a square wave clocked by either the + * the 8V or 4V signals + * + * The frequencies are (for the 8V signal): + * + * 19.968 MHz crystal / 2 (Qa of 74160 #10) -> 9.984MHz + * / 2 (7474 #14) -> 4.992MHz + * / 256+16 (74161 #5 and #8) -> 18352.94Hz + * / 8 (8V) -> 2294.12 Hz + * / 2 the final freq. is 2 toggles -> 1147.06Hz + * + * for 4V, it's double at 2294.12Hz + */ +#define SCHASER_HSYNC 18352.94 +#define SCHASER_4V SCHASER_HSYNC /2 /4 +#define SCHASER_8V SCHASER_HSYNC /2 /8 + +struct SN76477interface schaser_sn76477_interface = +{ + RES_K( 47), /* 4 noise_res */ + RES_K(330), /* 5 filter_res */ + CAP_P(470), /* 6 filter_cap */ + RES_M(2.2), /* 7 decay_res */ + CAP_U(1.0), /* 8 attack_decay_cap */ + RES_K(4.7), /* 10 attack_res */ + 0, /* 11 amplitude_res (variable) */ + RES_K(33), /* 12 feedback_res */ + 0, /* 16 vco_voltage */ + CAP_U(0.1), /* 17 vco_cap */ + RES_K(39), /* 18 vco_res */ + 5.0, /* 19 pitch_voltage */ + RES_K(120), /* 20 slf_res */ + CAP_U(1.0), /* 21 slf_cap */ + CAP_U(0.1), /* 23 oneshot_cap */ + RES_K(220), /* 24 oneshot_res */ + 1, /* 22 vco */ + 0, /* 26 mixer A */ + 0, /* 25 mixer B */ + 0, /* 27 mixer C */ + 1, /* 1 envelope 1 */ + 0, /* 28 envelope 2 */ + 1 /* 9 enable (variable) */ +}; + +/* Nodes - Inputs */ +#define SCHASER_DOT_EN NODE_01 +#define SCHASER_DOT_SEL NODE_02 +#define SCHASER_EXP_STREAM NODE_03 +#define SCHASER_MUSIC_BIT NODE_04 +#define SCHASER_SND_EN NODE_05 +/* Nodes - Adjusters */ +#define SCHASER_VR1 NODE_07 +#define SCHASER_VR2 NODE_08 +#define SCHASER_VR3 NODE_09 +/* Nodes - Sounds */ +#define SCHASER_DOT_SND NODE_10 +#define SCHASER_EXP_SND NODE_11 +#define SCHASER_MUSIC_SND NODE_12 + +DISCRETE_SOUND_START(schaser) + /************************************************/ + /* Input register mapping for schaser */ + /************************************************/ + DISCRETE_INPUT_LOGIC (SCHASER_DOT_EN) + DISCRETE_INPUT_LOGIC (SCHASER_DOT_SEL) +// Change the constant to the stream input when working. + DISCRETE_CONSTANT(SCHASER_EXP_STREAM, 0) +// DISCRETE_INPUTX_STREAM(SCHASER_EXP_STREAM, 5.0/36764, 0) + DISCRETE_INPUTX_LOGIC (SCHASER_MUSIC_BIT, DEFAULT_TTL_V_LOGIC_1, 0, 0.0) + DISCRETE_INPUT_LOGIC (SCHASER_SND_EN) + + /************************************************/ + /* Volume adjusters. */ + /* We will set them to adjust the realitive */ + /* gains. */ + /************************************************/ + DISCRETE_ADJUSTMENT_TAG(SCHASER_VR1, 1, 0, RES_K(50)/(RES_K(50) + RES_K(470)), DISC_LINADJ, "VR1") + DISCRETE_ADJUSTMENT_TAG(SCHASER_VR2, 1, 0, RES_K(50)/(RES_K(50) + 560 + RES_K(6.8) + RES_K(2)), DISC_LINADJ, "VR2") + DISCRETE_ADJUSTMENT_TAG(SCHASER_VR3, 1, 0, RES_K(50)/(RES_K(50) + 560 + RES_K(6.8) + RES_K(10)), DISC_LINADJ, "VR3") + + /************************************************/ + /* Dot selection just selects between 4V and 8V */ + /************************************************/ + DISCRETE_SQUAREWFIX(NODE_20, 1, SCHASER_4V, DEFAULT_TTL_V_LOGIC_1, 50, 0, 0) + DISCRETE_SQUAREWFIX(NODE_21, 1, SCHASER_8V, DEFAULT_TTL_V_LOGIC_1, 50, 0, 0) + DISCRETE_SWITCH(NODE_22, SCHASER_DOT_EN, SCHASER_DOT_SEL, NODE_20, NODE_21) + DISCRETE_RCFILTER(NODE_23, 1, NODE_22, 560, CAP_U(.1)) + DISCRETE_RCFILTER(NODE_24, 1, NODE_23, RES_K(6.8) + 560, CAP_U(.1)) + DISCRETE_MULTIPLY(SCHASER_DOT_SND, 1, NODE_24, SCHASER_VR3) + + /************************************************/ + /* Explosion/Effect filtering */ + /************************************************/ + DISCRETE_RCFILTER(NODE_30, 1, SCHASER_EXP_STREAM, 560, CAP_U(.1)) + DISCRETE_RCFILTER(NODE_31, 1, NODE_30, RES_K(6.8) + 560, CAP_U(.1)) + DISCRETE_CRFILTER(NODE_32, 1, NODE_31, RES_K(6.8) + 560 + RES_K(2) + RES_K(50), CAP_U(1)) + DISCRETE_MULTIPLY(SCHASER_EXP_SND, 1, NODE_32, SCHASER_VR2) + + /************************************************/ + /* Music is just a 1 bit DAC */ + /************************************************/ + DISCRETE_CRFILTER(NODE_40, 1, SCHASER_MUSIC_BIT, RES_K(470) + RES_K(50), CAP_U(.01)) + DISCRETE_MULTIPLY(SCHASER_MUSIC_SND, 1, NODE_40, SCHASER_VR1) + + /************************************************/ + /* Final mix with gain */ + /************************************************/ + DISCRETE_ADDER3(NODE_90, SCHASER_SND_EN, SCHASER_DOT_SND, SCHASER_EXP_SND, SCHASER_MUSIC_SND) + + DISCRETE_OUTPUT(NODE_90, 60000) +DISCRETE_SOUND_END + +static const double schaser_effect_rc[8] = +{ + 0, + (RES_K(82) + RES_K(20)) * CAP_U(1), + (RES_K(39) + RES_K(20)) * CAP_U(1), + (1.0/ (1.0/RES_K(82) + 1.0/RES_K(39)) + RES_K(20)) * CAP_U(1), + (RES_K(15) + RES_K(20)) * CAP_U(1), + (1.0/ (1.0/RES_K(82) + 1.0/RES_K(15)) + RES_K(20)) * CAP_U(1), + (1.0/ (1.0/RES_K(39) + 1.0/RES_K(15)) + RES_K(20)) * CAP_U(1), + (1.0/ (1.0/RES_K(82) + 1.0/RES_K(39) + 1.0/RES_K(15)) + RES_K(20)) * CAP_U(1) +}; + +WRITE8_HANDLER( schaser_sh_port_1_w ) +{ + static int last_effect = 0; + int effect; + + /* bit 0 - Dot Sound Enable (SX0) + bit 1 - Dot Sound Pitch (SX1) + bit 2 - Effect Sound A (SX2) + bit 3 - Effect Sound B (SX3) + bit 4 - Effect Sound C (SX4) + bit 5 - Explosion (SX5) */ + + discrete_sound_w(SCHASER_DOT_EN, data & 0x01); + discrete_sound_w(SCHASER_DOT_SEL, data & 0x02); + + /* The effect is a variable rate 555 timer. A diode/resistor array is used to + * select the frequency. Because of the diode voltage drop, we can not use the + * standard 555 time formulas. Also, when effect=0, the charge resistor + * is disconnected. This causes the charge on the cap to slowly bleed off, but + * but the bleed time is so long, that we can just cheat and put the time on hold + * when effect = 0. */ + effect = (data >> 2) & 0x07; + if (last_effect != effect) + { + if (effect) + { + if (attotime_compare(schaser_effect_555_time_remain, attotime_zero) != 0) + { + /* timer re-enabled, use up remaining 555 high time */ + timer_adjust(schaser_effect_555_timer, schaser_effect_555_time_remain, effect, attotime_zero); + } + else if (!schaser_effect_555_is_low) + { + /* set 555 high time */ + attotime new_time = attotime_make(0, ATTOSECONDS_PER_SECOND * .8873 * schaser_effect_rc[effect]); + timer_adjust(schaser_effect_555_timer, new_time, effect, attotime_zero); + } + } + else + { + /* disable effect - stops at end of low cycle */ + if (!schaser_effect_555_is_low) + { + schaser_effect_555_time_remain = timer_timeleft(schaser_effect_555_timer); + timer_adjust(schaser_effect_555_timer, attotime_never, 0, attotime_never); + } + } + last_effect = effect; + } + + schaser_explosion = (data >> 5) & 0x01; + if (schaser_explosion) + { + SN76477_amplitude_res_w(0, 1.0 / (1.0/RES_K(200) + 1.0/RES_K(68))); + } + else + { + SN76477_amplitude_res_w(0, RES_K(200)); + } + SN76477_enable_w(0, !(schaser_effect_555_is_low || schaser_explosion)); + SN76477_one_shot_cap_voltage_w(0, !(schaser_effect_555_is_low || schaser_explosion) ? 0 : SN76477_EXTERNAL_VOLTAGE_DISCONNECT); + SN76477_mixer_b_w(0, schaser_explosion); +} + +WRITE8_HANDLER( schaser_sh_port_2_w ) +{ + /* bit 0 - Music (DAC) (SX6) + bit 1 - Sound Enable (SX7) + bit 2 - Coin Lockout (SX8) + bit 3 - Field Control A (SX9) + bit 4 - Field Control B (SX10) + bit 5 - Flip Screen */ + + discrete_sound_w(SCHASER_MUSIC_BIT, data & 0x01); + + discrete_sound_w(SCHASER_SND_EN, data & 0x02); + sound_global_enable(data & 0x02); + + coin_lockout_global_w(data & 0x04); + + schaser_background_control_w(data & 0x18); + + c8080bw_flip_screen_w(data & 0x20); +} + + +static TIMER_CALLBACK( schaser_effect_555_cb ) +{ + int effect = param; + attotime new_time; + /* Toggle 555 output */ + schaser_effect_555_is_low = !schaser_effect_555_is_low; + schaser_effect_555_time_remain = attotime_zero; + + if (schaser_effect_555_is_low) + new_time = attotime_div(PERIOD_OF_555_ASTABLE(0, RES_K(20), CAP_U(1)), 2); + else + { + if (effect) + new_time = attotime_make(0, ATTOSECONDS_PER_SECOND * .8873 * schaser_effect_rc[effect]); + else + new_time = attotime_never; + } + timer_adjust(schaser_effect_555_timer, new_time, effect, attotime_zero); + SN76477_enable_w(0, !(schaser_effect_555_is_low || schaser_explosion)); + SN76477_one_shot_cap_voltage_w(0, !(schaser_effect_555_is_low || schaser_explosion) ? 0 : SN76477_EXTERNAL_VOLTAGE_DISCONNECT); +} + + +MACHINE_START( schaser ) +{ + schaser_effect_555_timer = timer_alloc(schaser_effect_555_cb); + + machine_start_mw8080bw(machine); +} + + +MACHINE_RESET( schaser ) +{ + schaser_effect_555_is_low = 0; + timer_adjust(schaser_effect_555_timer, attotime_never, 0, attotime_never); + schaser_sh_port_1_w(0, 0); + schaser_sh_port_2_w(0, 0); + schaser_effect_555_time_remain = attotime_zero; + + machine_reset_mw8080bw(machine); +} + + +/****************************************************/ +/* Rolling Crash / Moon Base */ +/* - Moon Base uses same ports and bits as invaders */ +/* - Press Left or Right to choose game to play */ +/****************************************************/ + +WRITE8_HANDLER( rollingc_sh_port_w ) +{ + UINT8 rising_bits = data & ~port_3_last; + + if (rising_bits & 0x02) sample_start(4, 0, 0); /* Steering */ + if (rising_bits & 0x04) sample_start(0, 1, 0); /* Collision */ + if (rising_bits & 0x10) sample_start(1, 8, 0); /* Computer car is starting to move */ + + port_3_last = data; +} + + +/*************************************************************************************/ +/* Invader's Revenge preliminary sound */ +/* Correct samples not available */ +/* Notes: */ +/* Init sequence: 0x01 (20 times), 0x40 (20 times), 0x4c, 0x40, 0x44, 0x40 (9 times).*/ +/* Player 1 start sequence: 0x0c, 0x20, 0x22. */ +/* Start of Attract mode: 0x04. */ +/* Unknown codes: 0x28, 0x2a, 0x0c, 0x34, 0x2c, 0x2e, 0x1c. */ +/*************************************************************************************/ + + +WRITE8_HANDLER( invrvnge_sh_port_w ) +{ + switch (data) + { + case 0x06: + sample_start(1, 0, 0); /* Shoot */ + break; + + case 0x14: + sample_start(2, 2, 0); /* Hit Alien */ + break; + + case 0x16: + sample_start(2, 5, 0); /* Hit Asteroid */ + break; + + case 0x1e: + sample_start(3, 1, 0); /* Death (followed by 0x0a byte), also bit 4 of port 5 */ + break; + + case 0x18: /* Fuel Low */ + case 0x30: /* Fuel bar filling up */ + sample_start(4, 7, 0); + break; + + case 0x02: /* Coin */ + case 0x24: /* Alien dropping to steal fuel */ + case 0x26: /* Alien lifting with fuel */ + case 0x32: /* UFO drops a bomb */ + break; + + case 0x3a: /* Thrust, Docking, extra ship? */ + sample_start(0, 8, 0); + break; + } +} + + +/*****************************************/ +/* Lupin III preliminary sound */ +/* Correct samples not available */ +/*****************************************/ + +WRITE8_HANDLER( lupin3_sh_port_1_w ) +{ + UINT8 rising_bits = data & ~port_1_last; + + if (rising_bits & 0x01) sample_start(0, 6, 0); /* Walking, get money */ + + SN76477_enable_w(0, data & 0x02 ? 0:1); /* Helicopter */ + + if (rising_bits & 0x04) sample_start(0, 7, 0); /* Translocate */ + if (rising_bits & 0x08) sample_start(0, 1, 0); /* Jail */ + if (rising_bits & 0x10) sample_start(3, 8, 0); /* Bonus Man */ + + port_1_last = data; +} + +WRITE8_HANDLER( lupin3_sh_port_2_w ) +{ + UINT8 rising_bits = data & ~port_2_last; + + if (rising_bits & 0x01) sample_start(0, 3, 0); /* Lands on top of building, wife kicks man */ + if (rising_bits & 0x02) sample_start(1, 2, 0); /* deposit money, start intermission, end game */ + if (rising_bits & 0x04) sample_start(2, 5, 0); /* deposit money, start intermission, Slides down rope */ + if (rising_bits & 0x08) sample_start(3, 0, 0); /* start intermission, end game */ + //if (rising_bits & 0x10) sample_start(3, 9, 0); /* Dog barking */ + + c8080bw_flip_screen_w(data & 0x20); + + port_2_last = data; +} + + +/*****************************************/ +/* Space Chaser (CV) preliminary sound */ +/* Much more work needs to be done */ +/*****************************************/ + +WRITE8_HANDLER( schasrcv_sh_port_1_w ) +{ + + /* bit 2 = 2nd speedup + bit 3 = 1st speedup + Death is a stream of ff's with some fe's thrown in */ + + UINT8 rising_bits = data & ~port_1_last; + + if (rising_bits & 0x02) sample_start(1, 6, 0); /* Ran over a dot */ + if (rising_bits & 0x10) sample_start(0, 1, 0); /* Death */ + + port_1_last = data; +} + +WRITE8_HANDLER( schasrcv_sh_port_2_w ) +{ + speaker_level_w(0, (data & 0x01) ? 1 : 0); /* End-of-Level */ + + sound_global_enable(data & 0x10); + + c8080bw_flip_screen_w(data & 0x20); +} + + +/*******************************************************************/ +/* Yosakdon preliminary sound */ +/* No information available as what the correct sounds are */ +/*******************************************************************/ + +WRITE8_HANDLER( yosakdon_sh_port_1_w ) +{ + UINT8 rising_bits = data & ~port_1_last; + + if (rising_bits & 0x01) sample_start(0, 3, 0); /* Game Over */ + if (rising_bits & 0x02) sample_start(2, 0, 0); /* Bird dead */ + if (rising_bits & 0x04) sample_start(0, 1, 0); /* Rifle being fired */ + if (rising_bits & 0x08) sample_start(1, 2, 0); /* Man dead */ + if (rising_bits & 0x10) sample_start(5, 8, 0); /* Bonus Man? */ + + sound_global_enable(data & 0x20); + + port_1_last = data; +} + +WRITE8_HANDLER( yosakdon_sh_port_2_w ) +{ + UINT8 rising_bits = data & ~port_2_last; + + if (rising_bits & 0x01) sample_start(1, 6, 0); /* Ready? , Game Over */ + if (rising_bits & 0x04) sample_start(3, 7, 0); /* Big bird dead */ + + SN76477_enable_w(0, data & 0x08 ? 0:1); /* Big bird */ + + if (rising_bits & 0x10) sample_start(2, 7, 0); /* Game Over */ + + c8080bw_flip_screen_w(data & 0x20); + + port_2_last = data; +} + + +/*****************************************/ +/* shuttlei preliminary sound */ +/* Proper samples are unavailable */ +/*****************************************/ + +WRITE8_HANDLER( shuttlei_sh_port_1_w ) +{ + /* bit 3 is high while you are alive and playing */ + + UINT8 rising_bits = data & ~port_1_last; + + if (rising_bits & 0x01) sample_start(4, 4, 0); /* Fleet move */ + if (rising_bits & 0x02) sample_start(5, 8, 0); /* Extra Tank */ + + SN76477_enable_w(0, data & 0x04 ? 0:1); /* UFO */ + + port_1_last = data; +} + +WRITE8_HANDLER( shuttlei_sh_port_2_w ) +{ + switch (data) + { + case 0x23: + sample_start(2, 2, 0); /* Hit */ + break; + + case 0x2b: + sample_start(0, 0, 0); /* Shoot */ + break; + + case 0xa3: + sample_start(3, 7, 0); /* Hit UFO */ + break; + + case 0xab: + sample_start(1, 1, 0); /* Death */ + break; + } +} |