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-rw-r--r--src/mame/drivers/bionicc.cpp92
1 files changed, 46 insertions, 46 deletions
diff --git a/src/mame/drivers/bionicc.cpp b/src/mame/drivers/bionicc.cpp
index 700e494bec5..22e9bc9681a 100644
--- a/src/mame/drivers/bionicc.cpp
+++ b/src/mame/drivers/bionicc.cpp
@@ -45,37 +45,37 @@
using an Agilent DSO9404A scope and two N2873A 500MHz probes
BTANB [MT00209] (verified on real PCB):
- - misplaced sprites (see beginning of level 1 or 2 for example)
- - sprite / sprite priority (see level 2 the reflectors)
- - sprite / background priority (see level 1: birds walk through
- branches of different trees)
- - see the beginning of level 3: background screwed
- - gray tiles around the title in Top Secret
+ - misplaced sprites (see beginning of level 1 or 2 for example)
+ - sprite / sprite priority (see level 2 the reflectors)
+ - sprite / background priority (see level 1: birds walk through
+ branches of different trees)
+ - see the beginning of level 3: background screwed
+ - gray tiles around the title in Top Secret
Notes:
- - Protection MCU is labelled "TS" without a number and without a coloured.
- Maybe its code is not region dependant.
- - The MCU rom contains the string
- "<for dealer-location test & USA show. 87/03/10 >"
- which indicates it could be from an earlier version, especially with it
- coming from a 'Top Secret' bootleg with identical program but unprotected
- MCU, however f1dream has a similar string, and is verified as being from
- a production board.
- - Euro rom labels (IE: "TSE") had a blue stripe, while those labeled
- as USA (TSU) had an red stripe on the sticker. The intermixing
- of TSE and TSU roms in the parent set is correct and verified.
- - Euro set simply states the game cannot be operated in Japan.
- - IRQ 4 is control related. On each interrupt, it reads 0xFE4000
- (coin/start), shift the bits around and move the resulting byte into a
- dword RAM location. The dword RAM location is rotated by 8 bits each time
- this happens. This is probably done to be pedantic about coin insertions
- (might be protection related).
-
- TODO:
- - Firing IRQ4 at line 16 causes the game to often miss coin inserts. Set
- to 128 currently to compensate.
- - The game doesn't set the coin lockout in service mode, so the coin inputs
- can't be tested there if you uncomment and enable it.
+ - Protection MCU is labelled "TS" without a number and without a coloured.
+ Maybe its code is not region dependant.
+ - The MCU rom contains the string
+ "<for dealer-location test & USA show. 87/03/10 >"
+ which indicates it could be from an earlier version, especially with it
+ coming from a 'Top Secret' bootleg with identical program but unprotected
+ MCU, however f1dream has a similar string, and is verified as being from
+ a production board.
+ - Euro rom labels (IE: "TSE") had a blue stripe, while those labeled
+ as USA (TSU) had an red stripe on the sticker. The intermixing
+ of TSE and TSU roms in the parent set is correct and verified.
+ - Euro set simply states the game cannot be operated in Japan.
+ - IRQ 4 is control related. On each interrupt, it reads 0xFE4000
+ (coin/start), shift the bits around and move the resulting byte into a
+ dword RAM location. The dword RAM location is rotated by 8 bits each time
+ this happens. This is probably done to be pedantic about coin insertions
+ (might be protection related).
+
+ TODO:
+ - Firing IRQ4 at line 16 causes the game to often miss coin inserts. Set
+ to 128 currently to compensate.
+ - The game doesn't set the coin lockout in service mode, so the coin inputs
+ can't be tested there if you uncomment and enable it.
***************************************************************************/
@@ -315,24 +315,24 @@ rgb_t bionicc_state::RRRRGGGGBBBBIIII(uint32_t raw)
/*
- This board handles tile/tile and tile/sprite priority with a PROM. Its
- working is complicated and hardcoded in the driver.
+ This board handles tile/tile and tile/sprite priority with a PROM. Its
+ working is complicated and hardcoded in the driver.
- The PROM is a 256x4 chip, with address inputs wired as follows:
+ The PROM is a 256x4 chip, with address inputs wired as follows:
- A0 bg opaque
- A1 \
- A2 | fg pen
- A3 |
- A4 /
- A5 fg has priority over sprites (bit 5 of tile attribute)
- A6 fg has not priority over bg (bits 6 & 7 of tile attribute both set)
- A7 sprite opaque
+ A0 bg opaque
+ A1 \
+ A2 | fg pen
+ A3 |
+ A4 /
+ A5 fg has priority over sprites (bit 5 of tile attribute)
+ A6 fg has not priority over bg (bits 6 & 7 of tile attribute both set)
+ A7 sprite opaque
- The output selects the active layer, it can be:
- 0 bg
- 1 fg
- 2 sprite
+ The output selects the active layer, it can be:
+ 0 bg
+ 1 fg
+ 2 sprite
*/
@@ -588,8 +588,8 @@ void bionicc_state::output_w(u8 data)
flip_screen_set(BIT(data, 0));
// commented out, else you can't test the coin inputs in service mode
-// machine().bookkeeping().coin_lockout_w(1, BIT(~data, 4));
-// machine().bookkeeping().coin_lockout_w(0, BIT(~data, 5));
+// machine().bookkeeping().coin_lockout_w(1, BIT(~data, 4));
+// machine().bookkeeping().coin_lockout_w(0, BIT(~data, 5));
machine().bookkeeping().coin_counter_w(1, BIT(data, 6));
machine().bookkeeping().coin_counter_w(0, BIT(data, 7));
}