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-rw-r--r--src/mame/audio/mario.c96
1 files changed, 48 insertions, 48 deletions
diff --git a/src/mame/audio/mario.c b/src/mame/audio/mario.c
index 11938782864..1c8f90cbd49 100644
--- a/src/mame/audio/mario.c
+++ b/src/mame/audio/mario.c
@@ -145,15 +145,15 @@
static DISCRETE_SOUND_START(mario)
/************************************************
- * Input register mapping for mario
- ************************************************/
+ * Input register mapping for mario
+ ************************************************/
/* DISCRETE_INPUT_DATA */
DISCRETE_INPUT_NOT(DS_SOUND7_INV) /* IC 7L, pin 8 */
/************************************************
- * SOUND0
- ************************************************/
+ * SOUND0
+ ************************************************/
DISCRETE_TASK_START(1)
DISCRETE_INPUT_PULSE(DS_SOUND0_INV, 1) /* IC 4C, pin 15 */
@@ -164,27 +164,27 @@ static DISCRETE_SOUND_START(mario)
/* Breadboarded measurements IC 1J, pin 10
D.R. Oct 2010
V Hz
- 0.115 14470
- 0.250 15190
- 0.500 14980
- 0.750 18150
- 1.000 21690
- 2.000 38790
- 3.000 58580
- 4.000 79890
+ 0.115 14470
+ 0.250 15190
+ 0.500 14980
+ 0.750 18150
+ 1.000 21690
+ 2.000 38790
+ 3.000 58580
+ 4.000 79890
*/
/* Breadboarded measurements IC 2J, pin 10
D.R. Oct 2010
V Hz
- 0.116 2458
- 0.250 2593
- 0.500 2540
- 0.750 3081
- 1.000 3676
- 2.000 6590
- 3.000 9974
- 4.000 13620
+ 0.116 2458
+ 0.250 2593
+ 0.500 2540
+ 0.750 3081
+ 1.000 3676
+ 2.000 6590
+ 3.000 9974
+ 4.000 13620
*/
/* covert logic to measured voltage */
@@ -214,8 +214,8 @@ static DISCRETE_SOUND_START(mario)
DISCRETE_TASK_END()
/************************************************
- * SOUND1
- ************************************************/
+ * SOUND1
+ ************************************************/
DISCRETE_TASK_START(1)
DISCRETE_INPUT_PULSE(DS_SOUND1_INV, 1) /* IC 4C, pin 14 */
@@ -226,27 +226,27 @@ static DISCRETE_SOUND_START(mario)
/* Breadboarded measurements IC 1J, pin 7
D.R. Oct 2010
V Hz
- 0.116 1380
- 0.250 1448
- 0.500 1419
- 0.750 1717
- 1.000 2053
- 2.000 3677
- 3.000 5561
- 4.000 7610
+ 0.116 1380
+ 0.250 1448
+ 0.500 1419
+ 0.750 1717
+ 1.000 2053
+ 2.000 3677
+ 3.000 5561
+ 4.000 7610
*/
/* Breadboarded measurements IC 2J, pin 7
D.R. Oct 2010
V Hz
- 0.112 8030
- 0.250 8490
- 0.500 8326
- 0.750 10030
- 1.000 12000
- 2.000 21460
- 3.000 32540
- 4.000 44300
+ 0.112 8030
+ 0.250 8490
+ 0.500 8326
+ 0.750 10030
+ 1.000 12000
+ 2.000 21460
+ 3.000 32540
+ 4.000 44300
*/
/* covert logic to measured voltage */
@@ -276,8 +276,8 @@ static DISCRETE_SOUND_START(mario)
DISCRETE_TASK_END()
/************************************************
- * SOUND7
- ************************************************/
+ * SOUND7
+ ************************************************/
DISCRETE_TASK_START(1)
DISCRETE_COUNTER(NODE_100, /* IC 3H */
@@ -349,8 +349,8 @@ static DISCRETE_SOUND_START(mario)
DISCRETE_TASK_END()
/************************************************
- * DAC
- ************************************************/
+ * DAC
+ ************************************************/
/* following the resistor DAC are two opamps. The first is a 1:1 amplifier, the second
* is a filter circuit. Simulation in LTSPICE shows, that the following is equivalent:
@@ -366,14 +366,14 @@ static DISCRETE_SOUND_START(mario)
&mario_dac_amp)
/* This provides a close simulation of the IC 3M, pin 10 filter circuit */
/* The Measured and SPICEd low freq gain is 1, it then has a high frequency
- * drop close to the following RC filter. */
+ * drop close to the following RC filter. */
DISCRETE_RCFILTER_VREF(DS_OUT_DAC, NODE_171, RES_K(750), CAP_P(180), 2.5)
DISCRETE_TASK_END()
/************************************************
- * MIXER
- ************************************************/
+ * MIXER
+ ************************************************/
DISCRETE_TASK_START(2)
DISCRETE_MIXER4(NODE_297,
@@ -382,9 +382,9 @@ static DISCRETE_SOUND_START(mario)
&mario_mixer)
/* approx -0.625V to 0.980V when playing, but turn on sound peaks at 2.38V */
/* we will set the full wav range to 1.19V which will cause clipping on the turn on
- * sound. The real game would do this when the volume is turned up too.
- * Reducing MAME's master volume to 50% will provide full unclipped volume.
- */
+ * sound. The real game would do this when the volume is turned up too.
+ * Reducing MAME's master volume to 50% will provide full unclipped volume.
+ */
DISCRETE_OUTPUT(NODE_297, 32767.0/1.19)
DISCRETE_TASK_END()