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Diffstat (limited to 'src/mame/drivers/gunpey.cpp')
-rw-r--r-- | src/mame/drivers/gunpey.cpp | 1497 |
1 files changed, 1497 insertions, 0 deletions
diff --git a/src/mame/drivers/gunpey.cpp b/src/mame/drivers/gunpey.cpp new file mode 100644 index 00000000000..ec8995be89e --- /dev/null +++ b/src/mame/drivers/gunpey.cpp @@ -0,0 +1,1497 @@ +// license:LGPL-2.1+ +// copyright-holders:Angelo Salese, Tomasz Slanina, David Haywood, Luca Elia +/******************************************************************************************** + + Gunpey (c) 2000 Banpresto + + TODO: + - compression scheme used by the Axell video chip, game is playable but several gfxs are + still broken. + +============================================================================================= +ASM code study: +0x84718 main code +0x8472c call 0x81f34 reading of dip-switches + 0x5e62: +0x84731 call 0x81f5c move dip-switches settings to work RAM +0x84736 call 0x80ae4 writes to i/os 0x7fc0-0x7fff: + 0x7fc0: 0x00 + 0x7fc1: 0x00 + 0x7fc2: 0x40 + 0x7fc3: 0x03 + 0x7fc4: 0x72 + 0x7fc5: 0x72 + 0x7fc6: 0x90 + 0x7fc7: 0x01 + 0x7fc8: 0x55 irq mask? + (note: skips irq ack) + 0x7fca: 0x00 + 0x7fcb: 0x00 + 0x7fcc: 0x00 + 0x7fcd: 0x00 + 0x7fce: 0x00 + 0x7fcf: 0x07 + 0x7fd0: 0x00 + 0x7fd1: 0x00 + 0x7fd2: 0x00 + 0x7fd3: 0x8c + 0x7fd4-0x7fde: 0x00 + (skips 0x7fdf) + 0x7fe0: 0x40 + 0x7fe1: 0x02 + 0x7fe2: 0x00 + 0x7fe3: 0x00 + 0x7fe4: 0x60 + 0x7fe5: 0x07 + 0x7fe6: 0x88 + 0x7fe7: 0x07 + 0x7fe8: 0x9f + 0x7fe9: 0x08 + 0x7fea: 0x77 + 0x7feb: 0x08 + (here the code writes 16-bit words, read from 0x500e ...) + 0x7fec: 0x00 + 0x7fed: 0x84 + (read from 0x5012) + 0x7fee: 0x00 + 0x7fef: 0x88 + (returns to byte filling) + 0x7ff0: 0x84 + 0x7ff1: 0x00 + 0x7ff2: 0x00 + 0x7ff3: 0x01 + 0x7ff4: 0x00 + 0x7ff5: 0x00 + 0x7ff6: 0xc7 + 0x7ff7: 0x56 + 0x7ff8: 0x3f + 0x7ff9: 0x48 + 0x7ffa: 0x9a + 0x7ffb: 0x22 + 0x7ffc: 0x0e + 0x7ffd: 0x43 + 0x7ffe: 0xf0 + 0x7fff: 0x15 + Then, it fills the following work RAMs (with 0 except where noted): + 0x5e36, 0x5e38, 0x5e44, 0x5e46 (4), 0x5e48, 0x5e4a, 0x5e40, 0x5e42, 0x5b68 (0x9c8), 0x5b6a (0x9c8), 0x59c4 (1) +0x8473b: call 0x81415 + reads [0x500e] -> [0xf0bc] + reads [0x5010] -> [0xf0be] + (does it twice, shrug -.-") + reads 0xf0bc / 0xf0be + AW = 0xb3c9, CW = 0x10 + 0x81447: call 0xb3aa0 + moves RAM from 0xb3c90-0xb3c9f to RAM 0x400-0x40f + writes 0x800 to [0xf0b8] writes 0 to [0xf0ba] + loops while writing to [0xf0b8] [0xf0ba] for 0x200 times, filling a table at [0x800][0x27f0] with a 1 + writes 0x800 to [0xf0b8] writes 0 to [0xf0ba] again + reads the [0xf0b8][0xf0ba] + 0x81484: call 0xb3aa0 + moves RAM from 0xb3ca0-0xb3caf to RAM 0x800-0x80f + writes 0x2800 to [0xf0b8] writes 0 to [0xf0ba] + loops while writing to [0xf0b8] [0xf0ba] for 0x200 times, filling a table at [0x2800][0x47f0] with a 1 + 0x81484: call 0xb3aa0 + moves RAM from 0xb3ca0-0xb3caf to RAM 0x2800-0x280f +0x84740: call 0x821cd + fills 0x5c88-0x5c9a with this pattern (byte writes): + [+0x00] 0x00 + [+0x02] 0x00 + [+0x08] 0x00 + [+0x04] 0x00 + [+0x0c] 0x00 + [+0x0e] 0x0c + [+0x06] 0x00 + [+0x10] 0x00 + [+0x12] 0x0c + does the same with 0x5c89-0x5c9b +0x84745: call 0x82026 + checks if 0x5e62 is 0 (bit 6 of 0x5c80, i/o 0x7f41) + ... +0x8474a: call 0xa7f53 sound init +... + + + +============================================================================================= + +Gunpey +Banpresto, 2000 + +The hardware looks very Raizing/8ing -ish, especially the ROM stickers and PCB silk-screening +which are identical to those on Brave Blade and Battle Bakraid ;-) + +PCB Layout +---------- + +VG-10 +|-------------------------------------| +| M6295 ROM5 | +| YMZ280B-F ROM4 ROM3 | +| YAC516 16.93MHz | +| 61256 ROM1 | +| 61256 ROM2 | +|J | +|A PAL XILINX | +|M XC95108 | +|M 57.2424MHz | +|A V30 | +| | +| |-------| | +| |AXELL | | +| DSW1 |AG-1 | | +| DSW2 |AX51101| T2316162 | +| |-------| T2316162 | +|-------------------------------------| + +Notes: + V30 clock: 14.3106MHz (= 57.2424 / 4) + YMZ280B clock: 16.93MHz + OKI M6295 clock: 2.11625MHz (= 16.93 / 8), sample rate = clock / 165 + VSync: 60Hz + HSync: 15.79kHz + + ROMs: + GP_ROM1.021 \ + GP_ROM2.022 / 27C040, Main program + + GP_ROM3.025 \ + GP_ROM4.525 / SOP44 32M MASK, Graphics + + GP_ROM5.622 SOP44 32M MASK, OKI samples + + +AX51101 gfx chip: + +Axell Corporation is a Japanese company that specialises in Sound and Graphics (Amusement Graphics) LSI. +The AG-1 is a sprite system controller meant for the amusement industry, such as pachi-slot machines, +it has reached end-of-life in about 2005. +These are the specifications of the Axell AG-1 AX51102A, it should be very similar to the AX51101. +(excuse the strange grammar, it is a JP->EN translation) + +Drawing technique: Sprite system +Buffer drawing method: Double frame buffer +Configuration of the character: Configured from 2 or more cells, a cell can be set in units of each dot a horizontal, vertical from 1 to 256 dots +Maximum character size: 4096 x 4096 dot +Display the number of sprite: Up to 127 sheets (register 2KB) +Maximum drawing speed: Dot sec / 2500-35000000 highest +Color depth: 32,768 colors (5 bits for each RGB) +Color scheme: Cell character unit can be specified in 256 colors of palettes, and 16 colors +Scaling: 256 times the resolution of 1/64 to 4 cell character unit +Semi-transparent processing: Gradation in the unit cell or 32 character +Intensity modulation: Gradation in the unit cell or 32 character +Other Features: Rotation, DMA, BitBLT, Built-in flip +Display resolution: 100 to 600 dots horizontal, 120 to 800 dots vertical +Virtual screen size: Up to 4096 x 4096 dot +CGRAM space: 4M-bit minimum, 32M-bit maximum +Operating frequency: Up to 76MHz +Release: November 1999 + +********************************************************************************************/ + +#include "emu.h" +#include "cpu/nec/nec.h" +#include "sound/okim6295.h" +#include "sound/ymz280b.h" + + +class gunpey_state : public driver_device +{ +public: + gunpey_state(const machine_config &mconfig, device_type type, const char *tag) + : driver_device(mconfig, type, tag), + m_maincpu(*this, "maincpu"), + m_oki(*this, "oki"), + m_wram(*this, "wram"), + m_palette(*this, "palette") + { } + + required_device<cpu_device> m_maincpu; + required_device<okim6295_device> m_oki; + required_shared_ptr<UINT16> m_wram; + required_device<palette_device> m_palette; + + UINT16 *m_blit_buffer; + UINT16 m_blit_ram[0x10]; + UINT8 m_irq_cause, m_irq_mask; + DECLARE_WRITE8_MEMBER(gunpey_status_w); + DECLARE_READ8_MEMBER(gunpey_status_r); + DECLARE_READ8_MEMBER(gunpey_inputs_r); + DECLARE_WRITE8_MEMBER(gunpey_blitter_w); + DECLARE_WRITE8_MEMBER(gunpey_blitter_upper_w); + DECLARE_WRITE8_MEMBER(gunpey_blitter_upper2_w); + DECLARE_WRITE8_MEMBER(gunpey_output_w); + DECLARE_WRITE16_MEMBER(gunpey_vram_bank_w); + DECLARE_WRITE16_MEMBER(gunpey_vregs_addr_w); + DECLARE_DRIVER_INIT(gunpey); + virtual void video_start(); + UINT32 screen_update_gunpey(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect); + TIMER_DEVICE_CALLBACK_MEMBER(gunpey_scanline); + TIMER_CALLBACK_MEMBER(blitter_end); + void gunpey_irq_check(UINT8 irq_type); + UINT8 draw_gfx(bitmap_ind16 &bitmap,const rectangle &cliprect,int count,UINT8 scene_gradient); + UINT16 m_vram_bank; + UINT16 m_vreg_addr; + + UINT8* m_blit_rom; + UINT8* m_blit_rom2; + + UINT8* m_vram; + + // work variables for the decompression + int m_srcx; + int m_srcxbase; + int m_scrxcount; + int m_srcy; + int m_srcycount; + UINT8 m_sourcewide; + int m_ysize; + int m_xsize; + int m_dstx; + int m_dsty; + int m_dstxbase; + int m_dstxcount; + int m_dstycount; + bool m_out_of_data; + + int m_latched_bits_left; + UINT8 m_latched_byte; + int m_zero_bit_count; + + void get_stream_next_byte(void); + int get_stream_bit(void); + UINT32 gunpey_state_get_stream_bits(int bits); + + int write_dest_byte(UINT8 usedata); + //UINT16 main_m_vram[0x800][0x800]; +}; + + +void gunpey_state::video_start() +{ + m_blit_buffer = auto_alloc_array(machine(), UINT16, 512*512); +} + +UINT8 gunpey_state::draw_gfx(bitmap_ind16 &bitmap,const rectangle &cliprect,int count,UINT8 scene_gradient) +{ + int x,y; + int bpp_sel; + int color; + + // there doesn't seem to be a specific bit to mark compressed sprites (we currently have a hack to look at the first byte of the data) + // do they get decompressed at blit time instead? of are there other registers we need to look at + + // +0 +1 +2 +3 +4 +5 +6 +7 + // cccc cccc e--b b--- | xxxx x--- u--t tttt | yyyy yy-- --XX XXXX | nnnn nnnn ---Y YYYY | mmmm mmmm -MMM -NNN | hhhh hhhh wwww wwww | ---- ---- oooo oooo | pppp pppp ---- ---- | + + // c = color palette + // e = END marker + // b = bpp select + // x = LSB x source + // X = MSB x source + // y = LSB y source + // Y = MSB y source + // n = LSB X DRAW position + // N = MSB X DRAW position + // m = LSB Y DRAW position + // M = MSB Y DRAW position + // h = height + // w = width + // u = unknown, set on text, maybe 'solid' ? + // o = zoom width + // p = zoom height + // t = transparency / alpha related? (0x10 on player cursor, 0xf when swapping, other values at other times..) + const int debug = 0; + + if(!(m_wram[count+0] & 1)) + { + x = (m_wram[count+3] >> 8) | ((m_wram[count+4] & 0x03) << 8); + y = (m_wram[count+4] >> 8) | ((m_wram[count+4] & 0x30) << 4); + UINT8 zoomheight = (m_wram[count+5] >> 8); + UINT8 zoomwidth = (m_wram[count+5] & 0xff); + bpp_sel = (m_wram[count+0] & 0x18); + color = (m_wram[count+0] >> 8); + + x-=0x160; + y-=0x188; + + UINT8 sourcewidth = (m_wram[count+6] & 0xff); + UINT8 sourceheight = (m_wram[count+7] >> 8); + int xsource = ((m_wram[count+2] & 0x003f) << 5) | ((m_wram[count+1] & 0xf800) >> 11); + int ysource = ((m_wram[count+3] & 0x001f) << 6) | ((m_wram[count+2] & 0xfc00) >> 10); + + int alpha = m_wram[count+1] & 0x1f; + + + UINT16 unused; + if (debug) printf("sprite %04x %04x %04x %04x %04x %04x %04x %04x\n", m_wram[count+0], m_wram[count+1], m_wram[count+2], m_wram[count+3], m_wram[count+4], m_wram[count+5], m_wram[count+6], m_wram[count+7]); + + unused = m_wram[count+0]&~0xff98; if (unused) printf("unused bits set in word 0 - %04x\n", unused); + unused = m_wram[count+1]&~0xf89f; if (unused) printf("unused bits set in word 1 - %04x\n", unused); + unused = m_wram[count+2]&~0xfc3f; if (unused) printf("unused bits set in word 2 - %04x\n", unused); + unused = m_wram[count+3]&~0xff1f; if (unused) printf("unused bits set in word 3 - %04x\n", unused); + unused = m_wram[count+4]&~0xff77; if (unused) printf("unused bits set in word 4 - %04x\n", unused); + unused = m_wram[count+5]&~0xffff; if (unused) printf("unused bits set in word 5 - %04x\n", unused); + unused = m_wram[count+6]&~0x00ff; if (unused) printf("unused bits set in word 6 - %04x\n", unused); + unused = m_wram[count+7]&~0xff00; if (unused) printf("unused bits set in word 7 - %04x\n", unused); + + if ((zoomwidth != sourcewidth) || (zoomheight != sourceheight)) + { + //printf("zoomed widths %02x %02x heights %02x %02x\n", sourcewidth, zoomwidth, sourceheight, zoomheight); + } + + if(bpp_sel == 0x00) // 4bpp + { + for(int yi=0;yi<sourceheight;yi++) + { + for(int xi=0;xi<sourcewidth/2;xi++) + { + UINT8 data = m_vram[((((ysource+yi)&0x7ff)*0x800) + ((xsource+xi)&0x7ff))]; + UINT8 pix; + UINT32 col_offs; + UINT16 color_data; + + pix = (data & 0x0f); + col_offs = ((pix + color*0x10) & 0xff) << 1; + col_offs+= ((pix + color*0x10) >> 8)*0x800; + color_data = (m_vram[col_offs])|(m_vram[col_offs+1]<<8); + + if(!(color_data & 0x8000)) + { + if(scene_gradient & 0x40) + { + int r,g,b; + + r = (color_data & 0x7c00) >> 10; + g = (color_data & 0x03e0) >> 5; + b = (color_data & 0x001f) >> 0; + r-= (scene_gradient & 0x1f); + g-= (scene_gradient & 0x1f); + b-= (scene_gradient & 0x1f); + if(r < 0) r = 0; + if(g < 0) g = 0; + if(b < 0) b = 0; + + color_data = (color_data & 0x8000) | (r << 10) | (g << 5) | (b << 0); + } + + if(cliprect.contains(x+(xi*2), y+yi)) + { + if (alpha==0x00) // a value of 0x00 is solid + { + bitmap.pix16(y+yi, x+(xi*2)) = color_data & 0x7fff; + } + else + { + UINT16 basecolor = bitmap.pix16(y+yi, x+(xi*2)); + int base_r = ((basecolor >> 10)&0x1f)*alpha; + int base_g = ((basecolor >> 5)&0x1f)*alpha; + int base_b = ((basecolor >> 0)&0x1f)*alpha; + int r = ((color_data & 0x7c00) >> 10)*(0x1f-alpha); + int g = ((color_data & 0x03e0) >> 5)*(0x1f-alpha); + int b = ((color_data & 0x001f) >> 0)*(0x1f-alpha); + r = (base_r+r)/0x1f; + g = (base_g+g)/0x1f; + b = (base_b+b)/0x1f; + color_data = (color_data & 0x8000) | (r << 10) | (g << 5) | (b << 0); + bitmap.pix16(y+yi, x+(xi*2)) = color_data & 0x7fff; + } + } + } + + pix = (data & 0xf0)>>4; + col_offs = ((pix + color*0x10) & 0xff) << 1; + col_offs+= ((pix + color*0x10) >> 8)*0x800; + color_data = (m_vram[col_offs])|(m_vram[col_offs+1]<<8); + + if(!(color_data & 0x8000)) + { + if(scene_gradient & 0x40) + { + int r,g,b; + + r = (color_data & 0x7c00) >> 10; + g = (color_data & 0x03e0) >> 5; + b = (color_data & 0x001f) >> 0; + r-= (scene_gradient & 0x1f); + g-= (scene_gradient & 0x1f); + b-= (scene_gradient & 0x1f); + if(r < 0) r = 0; + if(g < 0) g = 0; + if(b < 0) b = 0; + + color_data = (color_data & 0x8000) | (r << 10) | (g << 5) | (b << 0); + } + + if(cliprect.contains(x+1+(xi*2),y+yi)) + { + if (alpha==0x00) // a value of 0x00 is solid + { + bitmap.pix16(y+yi, x+1+(xi*2)) = color_data & 0x7fff; + } + else + { + UINT16 basecolor = bitmap.pix16(y+yi, x+1+(xi*2)); + int base_r = ((basecolor >> 10)&0x1f)*alpha; + int base_g = ((basecolor >> 5)&0x1f)*alpha; + int base_b = ((basecolor >> 0)&0x1f)*alpha; + int r = ((color_data & 0x7c00) >> 10)*(0x1f-alpha); + int g = ((color_data & 0x03e0) >> 5)*(0x1f-alpha); + int b = ((color_data & 0x001f) >> 0)*(0x1f-alpha); + r = (base_r+r)/0x1f; + g = (base_g+g)/0x1f; + b = (base_b+b)/0x1f; + color_data = (color_data & 0x8000) | (r << 10) | (g << 5) | (b << 0); + bitmap.pix16(y+yi, x+1+(xi*2)) = color_data & 0x7fff; + } + + } + + } + } + } + } + else if(bpp_sel == 0x08) // 6bpp + { + printf("6bpp\n"); + #if 0 + for(int yi=0;yi<sourceheight;yi++) + { + for(int xi=0;xi<sourcewidth;xi++) + { + UINT8 data = m_vram[((((ysource+yi)&0x7ff)*0x800) + ((xsource+xi)&0x7ff))]; + UINT8 pix; + UINT32 col_offs; + UINT16 color_data; + + pix = (data & 0x3f); + if(cliprect.contains(x+xi, y+yi)) + bitmap.pix16(y+yi, x+xi) = pix + color*64; + } + } + #endif + } + else if(bpp_sel == 0x10) // 8bpp + { + for(int yi=0;yi<sourceheight;yi++) + { + for(int xi=0;xi<sourcewidth;xi++) + { + UINT8 data = m_vram[((((ysource+yi)&0x7ff)*0x800) + ((xsource+xi)&0x7ff))]; + UINT8 pix; + UINT32 col_offs; + UINT16 color_data; + + pix = (data & 0xff); + col_offs = ((pix + color*0x100) & 0xff) << 1; + col_offs+= ((pix + color*0x100) >> 8)*0x800; + color_data = (m_vram[col_offs])|(m_vram[col_offs+1]<<8); + + if(!(color_data & 0x8000)) + { + if(scene_gradient & 0x40) + { + int r,g,b; + + r = (color_data & 0x7c00) >> 10; + g = (color_data & 0x03e0) >> 5; + b = (color_data & 0x001f) >> 0; + r-= (scene_gradient & 0x1f); + g-= (scene_gradient & 0x1f); + b-= (scene_gradient & 0x1f); + if(r < 0) r = 0; + if(g < 0) g = 0; + if(b < 0) b = 0; + + color_data = (color_data & 0x8000) | (r << 10) | (g << 5) | (b << 0); + } + + + + if(cliprect.contains(x+xi,y+yi)) + { + if (alpha==0x00) // a value of 0x00 is solid + { + bitmap.pix16(y+yi, x+xi) = color_data & 0x7fff; + } + else + { + UINT16 basecolor = bitmap.pix16(y+yi, x+xi); + int base_r = ((basecolor >> 10)&0x1f)*alpha; + int base_g = ((basecolor >> 5)&0x1f)*alpha; + int base_b = ((basecolor >> 0)&0x1f)*alpha; + int r = ((color_data & 0x7c00) >> 10)*(0x1f-alpha); + int g = ((color_data & 0x03e0) >> 5)*(0x1f-alpha); + int b = ((color_data & 0x001f) >> 0)*(0x1f-alpha); + r = (base_r+r)/0x1f; + g = (base_g+g)/0x1f; + b = (base_b+b)/0x1f; + color_data = (color_data & 0x8000) | (r << 10) | (g << 5) | (b << 0); + bitmap.pix16(y+yi, x+xi) = color_data & 0x7fff; + } + + } + + } + } + } + } + else if(bpp_sel == 0x18) // RGB32k + { + printf("32k\n"); + // ... + } + } + + return m_wram[count+0] & 0x80; +} + +UINT32 gunpey_state::screen_update_gunpey(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) +{ + //UINT16 *blit_buffer = m_blit_buffer; + UINT16 vram_bank = m_vram_bank & 0x7fff; + UINT16 vreg_addr = m_vreg_addr & 0x7fff; + UINT8 end_mark; + int count; + int scene_index; + + bitmap.fill(m_palette->pen(0), cliprect); //black pen + + if((!(m_vreg_addr & 0x8000)) || (!(m_vram_bank & 0x8000))) + return 0; + + for(scene_index = vreg_addr/2;scene_index<(vreg_addr+0x400)/2;scene_index+=0x10/2) + { + UINT16 start_offs; + UINT16 end_offs; + UINT8 scene_end_mark; + UINT8 scene_enabled; + UINT8 scene_gradient; + + start_offs = (vram_bank+(m_wram[scene_index+5] << 8))/2; + end_offs = (vram_bank+(m_wram[scene_index+5] << 8)+0x1000)/2; //safety check + scene_end_mark = m_wram[scene_index+0] & 0x80; + scene_enabled = m_wram[scene_index+0] & 0x01; + scene_gradient = m_wram[scene_index+1] & 0xff; + +// printf("%08x: %08x %08x %08x %08x | %08x %08x %08x %08x\n",scene_index,m_wram[scene_index+0],m_wram[scene_index+1],m_wram[scene_index+2],m_wram[scene_index+3], +// m_wram[scene_index+4],m_wram[scene_index+5],m_wram[scene_index+6],m_wram[scene_index+7]); + + if(scene_enabled) + { + for(count = start_offs;count<end_offs;count+=0x10/2) + { + end_mark = draw_gfx(bitmap,cliprect,count,scene_gradient); + + if(end_mark == 0x80) + break; + } + } + + if(scene_end_mark == 0x80) + break; + } + + return 0; +} + +void gunpey_state::gunpey_irq_check(UINT8 irq_type) +{ + m_irq_cause |= irq_type; + + if(m_irq_cause & m_irq_mask) + m_maincpu->set_input_line_and_vector(0, HOLD_LINE, 0x200/4); + else + m_maincpu->set_input_line_and_vector(0, CLEAR_LINE, 0x200/4); +} + +WRITE8_MEMBER(gunpey_state::gunpey_status_w) +{ + if(offset == 1) + { + m_irq_cause &= ~data; + gunpey_irq_check(0); + } + + if(offset == 0) + { + m_irq_mask = data; + gunpey_irq_check(0); + } +} + +READ8_MEMBER(gunpey_state::gunpey_status_r) +{ + if(offset == 1) + return m_irq_cause; + + return m_irq_mask; +} + +READ8_MEMBER(gunpey_state::gunpey_inputs_r) +{ + switch(offset+0x7f40) + { + case 0x7f40: return ioport("DSW1")->read(); + case 0x7f41: return ioport("DSW2")->read(); + case 0x7f42: return ioport("P1")->read(); + case 0x7f43: return ioport("P2")->read(); + case 0x7f44: return ioport("SYSTEM")->read(); + } + + return 0xff; +} + +TIMER_CALLBACK_MEMBER(gunpey_state::blitter_end) +{ + gunpey_irq_check(4); +} + +void gunpey_state::get_stream_next_byte(void) +{ + // check if we need to move on to the next row of the source bitmap + // to get the data requested + + if (m_scrxcount==m_sourcewide) + { + m_scrxcount = 0; + m_srcx = m_srcxbase; + m_srcy++; m_srcycount++; + } + + m_latched_byte = m_blit_rom[(((m_srcy)&0x7ff)*0x800)+((m_srcx)&0x7ff)]; + if (!m_out_of_data) m_blit_rom2[(((m_srcy)&0x7ff)*0x800)+((m_srcx)&0x7ff)] = 0x77; // debug + + m_latched_bits_left = 8; + + // increase counters + m_srcx++; m_scrxcount++; +} + +int gunpey_state::get_stream_bit(void) +{ + if (m_latched_bits_left==0) + { + get_stream_next_byte(); + } + + m_latched_bits_left--; + + int bit = (m_latched_byte >> (7-m_latched_bits_left))&1; + + if (bit==0) m_zero_bit_count++; + else m_zero_bit_count=0; + + return bit; +} + +UINT32 gunpey_state::gunpey_state_get_stream_bits(int bits) +{ + UINT32 output = 0; + for (int i=0;i<bits;i++) + { + output = output<<1; + output |= get_stream_bit(); + } + + return output; +} + +int gunpey_state::write_dest_byte(UINT8 usedata) +{ + // write the byte we and to destination and increase our counters + m_vram[(((m_dsty)&0x7ff)*0x800)+((m_dstx)&0x7ff)] = usedata; + + // increase destination counter and check if we've filled our destination rectangle + m_dstx++; m_dstxcount++; + if (m_dstxcount==m_xsize) + { + m_dstxcount = 0; + m_dstx = m_dstxbase; + m_dsty++; m_dstycount++; + if (m_dstycount==m_ysize) + { + return -1; + } + } + + return 1; +} + +/* +the very first transfer, which might be 100% blank data looks like this.. are the 239 repeats significant (our screen height is 240.. 239 is 16x15 - 1) + and this same data block occurs 6 times in the transfer. Maximum draw size is 256x256.. (but I'm not sure this gets drawn) + the value that repeats (110010110) is quite common in other blocks of more noisy data too. + +this is sprite 959 in test mode, as you can see below the sprite size is 27 ef (== 0x50 0xf0) + + +02 08 00 8c|6c 06 73 06|80 03 00 00|27 00 ef 00 +data: + 000101010 001011011 1111111 + + (this is 239 (0xef) repeats) + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 + + 101001 1001 0000 + + (this is 239 repeats) + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 + + + 101001 1001 0000 + + (this is 239 repeats) + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + + 101001 1001 0000 + + (this is 239 repeats) + 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + + 101001 1001 0000 + + (this is 239 repeats) + 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + + 101001 1001 0000 + + (this is 239 repeats) + + 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + + (then what happens?! is this part of the same sprite or just running past the end of the compressed source block?) + (this is also a repeat of 239 values, but this time 11 bit ones) + + 101001110000000 + + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 10101000100 + 10101000100 10101000100 10101000100 10101000100 10101000100 + + + + 219 in char test + +02 08 00 8c|8a 03 78 00|90 01 e0 02|17 00 27 00 +data: 000101 010 001011 010 000011 + +(40 (0x28) 'repeat' values, last one is different) + 1101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 10110010 + 1101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 10110010 + 1101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 10110010 + 1101100101 101100101 101100101 101100101 101100101 101100101 + + 10100110010000 + + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 + + 101001 1001 0000 << this string again before repeating data.. + (39 (0x27) repeat) + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 + + 101001 1001 0000 << this string again before repeating data.. + (39 (0x27) 'repeat' values, last one is different) + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 + + 000000 000000 + + + 378 - might be interesting, is text, not pasting here. + + + 703 - another (mostly) blank? + + 02 08 00 8c|1a 00 3f 03|90 01 e0 02|23 00 67 00 +data: 000101 001100 10000 + +(0x67 repeats...) + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + + 101001 1001 0000 << this.. again + + (0x67 repeats...) + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + + 101001 1001 0000 + + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + + 1010011001 0000 + + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 + + 10100111111111000000101000110000110010100010100111110100010110100100101101101010101100000101111100110010101110001010100011001000110010101011 + 101100101 + 10101000111001100101010111010011111001001001000011001010001010011111010001011010010010 110110100 110010000 + + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + + 10100110010000 + + 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 + + 101001 1001 0000 + + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 101100101 101100101 101100101 101100101 101100101 101100101 101100101 + 000000 000000 + + + + thoughts: + + where there are repeating values of 101100101 they tend to be in blocks the same (or a very similar) size to the HEIGHT (y-size) of the object with a different (often + common '101001100 10000') value between them.. which can throw out the stream alignment.. this separator CAN vary in both content and length.. + + not all data is 9-bit, some blocks are made of 11-bit repeating values, see first example. + + + +02 08 00 8c|90 03 78 00|90 01 e0 02|17 00 27 00 +data: +00010101 00010110 10000 0111 +101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 +101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 +101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 +101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 +101100101 101100101 101100101 101100101 101100101 101100101 101100101 +101001100 10000 +101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 +101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 +101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 +101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 +101100101 101100101 101100101 101100101 101100101 101100101 101100101 +101001100 10000 +101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 +101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 +101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 +101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 +101100101 101100101 101100101 101100101 101100101 101100101 101100101 +101001100 10000 +101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 +101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 +101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 +101100101 101100101 101100101 101100101 101100101 101100101 101100101 101100101 +101100101 101100101 101100101 101100101 101100101 101100101 101100101 +00000000000000 + + +02 08 00 8c|18 04 f0 00|90 01 e0 02|17 00 27 00 +data: +00010101 00010110 10111 1011 +(then same as above) + + + +02 08 00 8c|a2 03 d0 04|90 01 e0 02|03 00 07 00 +data: + +000101010 010101110 101101001 101001100 010001011 111110100 101110000 110001000 +101101101 101010001 101011100 110111110 011111100 101101011 010110111 011000110 +000011110 101100110 000011011 101100011 100100001 111111000 111111001 101001011 +111101101 011100001 100001011 000110011 101010110 010001011 101001100 110111001 +011100011 101100000 001101000 111001011 001111110 011110011 111110101 110110110 +111111111 011010000 010101101 110010101 111100001 110101000 110111100 001100011 +001101111 001001000 000000000 +ooutcount was 51 + + + */ + + +//#define SHOW_COMPRESSED_DATA_DEBUG + + + +WRITE8_MEMBER(gunpey_state::gunpey_blitter_w) +{ + UINT16 *blit_ram = m_blit_ram; + + //printf("gunpey_blitter_w offset %01x data %02x\n", offset,data); + + blit_ram[offset] = data; + + if(offset == 0 && data == 2) // blitter trigger, 0->1 transition + { + m_srcx = blit_ram[0x04]+(blit_ram[0x05]<<8); + m_srcy = blit_ram[0x06]+(blit_ram[0x07]<<8); + m_dstx = blit_ram[0x08]+(blit_ram[0x09]<<8); + m_dsty = blit_ram[0x0a]+(blit_ram[0x0b]<<8); + m_xsize = blit_ram[0x0c]+1; + m_ysize = blit_ram[0x0e]+1; + int rle = blit_ram[0x01]; + + m_dstx<<=1; + m_xsize<<=1; + + if(rle) + { + if(rle == 8) + { + // compressed stream format: + // + // byte 0 = source width (data is often stored in fairly narrow columns) + +#ifdef SHOW_COMPRESSED_DATA_DEBUG + printf("%02x %02x %02x %02x|%02x %02x %02x %02x|%02x %02x %02x %02x|%02x %02x %02x %02x\n" + ,blit_ram[0],blit_ram[1],blit_ram[2],blit_ram[3] + ,blit_ram[4],blit_ram[5],blit_ram[6],blit_ram[7] + ,blit_ram[8],blit_ram[9],blit_ram[0xa],blit_ram[0xb] + ,blit_ram[0xc],blit_ram[0xd],blit_ram[0xe],blit_ram[0xf]); + int count = 0; + printf("data: "); + int linespacer = 0; +#endif + + + m_dstxbase = m_dstx; + m_dstxcount = 0; + m_dstycount = 0; + m_srcxbase = m_srcx; + m_scrxcount = 0; + m_srcycount = 0; + + m_sourcewide = m_blit_rom[(((m_srcy)&0x7ff)*0x800)+((m_srcx)&0x7ff)]+1; + m_srcx++;m_scrxcount++; // we don't want to decode the width as part of the data stream.. + m_latched_bits_left = 0; + m_zero_bit_count = 0; + + m_out_of_data = false; + + for (;;) + { + int test = gunpey_state_get_stream_bits(2); + int data; + int getbits = 1; + // don't think this is right.. just keeps some streams in alignment, see 959 in char test for example + if (test==0x0) + { + getbits = 4; + } + else if (test==0x1) + { + getbits = 1; + } + else if (test==0x2) + { + getbits = 2; + } + else if (test==0x3) + { + getbits = 7; + } + data = gunpey_state_get_stream_bits(getbits); + + // hack, really I imagine there is exactly enough compressed data to fill the dest bitmap area when decompressed, but to stop us + // overrunning into reading other data we terminate on a 0000, which doesn't seem likely to be compressed data. + if (m_zero_bit_count>=16) + m_out_of_data = true; + + + + UINT8 usedata = 0xff; + if (!m_out_of_data) + { + #ifdef SHOW_COMPRESSED_DATA_DEBUG + //if (count<512) + { + { + if (test==0x0) + { + printf("00"); + } + else if (test==0x1) + { + printf("01"); + } + else if (test==0x2) + { + printf("10"); + } + else if (test==0x3) + { + printf("11"); + } + + for (int z=0;z<getbits;z++) + { + printf("%d", (data>>((getbits-1)-z))&1); + } + + linespacer++; + if ((linespacer%16) == 0) printf("\n"); + + printf(" "); + + } + count++; + } + #endif + + usedata = data; + } + else + usedata = 0x44; + + if ((write_dest_byte(usedata))==-1) + break; + + } + +#ifdef SHOW_COMPRESSED_DATA_DEBUG + printf("\n"); +#endif + + } + else + printf("unknown RLE mode %02x\n",rle); + } + else + { + m_dstxbase = m_dstx; + m_dstxcount = 0; + m_dstycount = 0; + m_srcxbase = m_srcx; + m_scrxcount = 0; + m_srcycount = 0; + + for (;;) + { + UINT8 usedata = m_blit_rom[(((m_srcy)&0x7ff)*0x800)+((m_srcx)&0x7ff)]; + m_blit_rom2[(((m_srcy)&0x7ff)*0x800)+((m_srcx)&0x7ff)] = 0x44; // debug + m_srcx++; m_scrxcount++; + if (m_scrxcount==m_xsize) + { + m_scrxcount = 0; + m_srcx = m_srcxbase; + m_srcy++; m_srcycount++; + } + + if ((write_dest_byte(usedata))==-1) + break; + } + } + + machine().scheduler().timer_set(m_maincpu->cycles_to_attotime(m_xsize*m_ysize), timer_expired_delegate(FUNC(gunpey_state::blitter_end),this)); + + +/* + +*/ + } +} + +WRITE8_MEMBER(gunpey_state::gunpey_blitter_upper_w) +{ + //printf("gunpey_blitter_upper_w %02x %02x\n", offset, data); + +} + +WRITE8_MEMBER(gunpey_state::gunpey_blitter_upper2_w) +{ + //printf("gunpey_blitter_upper2_w %02x %02x\n", offset, data); + +} + + +WRITE8_MEMBER(gunpey_state::gunpey_output_w) +{ + //bit 0 is coin counter +// popmessage("%02x",data); + + m_oki->set_bank_base(((data & 0x70)>>4) * 0x40000); +} + +WRITE16_MEMBER(gunpey_state::gunpey_vram_bank_w) +{ + COMBINE_DATA(&m_vram_bank); +} + +WRITE16_MEMBER(gunpey_state::gunpey_vregs_addr_w) +{ + COMBINE_DATA(&m_vreg_addr); +} + +/***************************************************************************************/ + +static ADDRESS_MAP_START( mem_map, AS_PROGRAM, 16, gunpey_state ) + AM_RANGE(0x00000, 0x0ffff) AM_RAM AM_SHARE("wram") +// AM_RANGE(0x50000, 0x500ff) AM_RAM +// AM_RANGE(0x50100, 0x502ff) AM_NOP + AM_RANGE(0x80000, 0xfffff) AM_ROM +ADDRESS_MAP_END + +static ADDRESS_MAP_START( io_map, AS_IO, 16, gunpey_state ) + AM_RANGE(0x7f40, 0x7f45) AM_READ8(gunpey_inputs_r,0xffff) + + AM_RANGE(0x7f48, 0x7f49) AM_WRITE8(gunpey_output_w,0x00ff) + AM_RANGE(0x7f80, 0x7f81) AM_DEVREADWRITE8("ymz", ymz280b_device, read, write, 0xffff) + + AM_RANGE(0x7f88, 0x7f89) AM_DEVREADWRITE8("oki", okim6295_device, read, write, 0x00ff) + + AM_RANGE(0x7fc8, 0x7fc9) AM_READWRITE8(gunpey_status_r, gunpey_status_w, 0xffff ) + AM_RANGE(0x7fd0, 0x7fdf) AM_WRITE8(gunpey_blitter_w, 0xffff ) + AM_RANGE(0x7fe0, 0x7fe5) AM_WRITE8(gunpey_blitter_upper_w, 0xffff ) + AM_RANGE(0x7ff0, 0x7ff5) AM_WRITE8(gunpey_blitter_upper2_w, 0xffff ) + + //AM_RANGE(0x7FF0, 0x7FF1) AM_RAM + AM_RANGE(0x7fec, 0x7fed) AM_WRITE(gunpey_vregs_addr_w) + AM_RANGE(0x7fee, 0x7fef) AM_WRITE(gunpey_vram_bank_w) + +ADDRESS_MAP_END + + +/***************************************************************************************/ + +static INPUT_PORTS_START( gunpey ) + PORT_START("DSW1") // IN0 - 7f40 + PORT_DIPNAME( 0x03, 0x00, DEF_STR( Difficulty ) ) PORT_DIPLOCATION("SW1:1,2") + PORT_DIPSETTING( 0x01, DEF_STR( Easy ) ) + PORT_DIPSETTING( 0x00, DEF_STR( Normal ) ) + PORT_DIPSETTING( 0x02, DEF_STR( Hard ) ) + PORT_DIPSETTING( 0x03, DEF_STR( Hardest ) ) + PORT_DIPNAME( 0x0c, 0x00, "Difficulty (vs. mode)" ) PORT_DIPLOCATION("SW1:3,4") + PORT_DIPSETTING( 0x04, DEF_STR( Easy ) ) + PORT_DIPSETTING( 0x00, DEF_STR( Normal ) ) + PORT_DIPSETTING( 0x08, DEF_STR( Hard ) ) + PORT_DIPSETTING( 0x0c, DEF_STR( Hardest ) ) + PORT_DIPNAME( 0x30, 0x00, "Matches (vs. mode)?" ) PORT_DIPLOCATION("SW1:5,6") + PORT_DIPSETTING( 0x00, "1" ) + PORT_DIPSETTING( 0x10, "2" ) + PORT_DIPSETTING( 0x20, "3" ) + PORT_DIPSETTING( 0x30, "5" ) + PORT_DIPNAME( 0x40, 0x00, DEF_STR( Demo_Sounds ) ) PORT_DIPLOCATION("SW1:7") + PORT_DIPSETTING( 0x40, DEF_STR( Off ) ) + PORT_DIPSETTING( 0x00, DEF_STR( On ) ) + PORT_DIPNAME( 0x80, 0x00, DEF_STR( Flip_Screen ) ) PORT_DIPLOCATION("SW1:8") + PORT_DIPSETTING( 0x00, DEF_STR( Off ) ) + PORT_DIPSETTING( 0x80, DEF_STR( On ) ) + + PORT_START("DSW2") // IN1 - 7f41 + PORT_DIPNAME( 0x07, 0x00, DEF_STR( Coin_A ) ) PORT_DIPLOCATION("SW2:1,2,3") + PORT_DIPSETTING( 0x07, DEF_STR( 4C_1C ) ) + PORT_DIPSETTING( 0x05, DEF_STR( 3C_1C ) ) + PORT_DIPSETTING( 0x03, DEF_STR( 2C_1C ) ) + PORT_DIPSETTING( 0x06, DEF_STR( 3C_2C ) ) + PORT_DIPSETTING( 0x00, DEF_STR( 1C_1C ) ) + PORT_DIPSETTING( 0x04, DEF_STR( 2C_3C ) ) + PORT_DIPSETTING( 0x01, DEF_STR( 1C_2C ) ) + PORT_DIPSETTING( 0x02, DEF_STR( 1C_3C ) ) + PORT_DIPNAME( 0x38, 0x00, DEF_STR( Coin_B ) ) PORT_DIPLOCATION("SW2:4,5,6") + PORT_DIPSETTING( 0x38, DEF_STR( 4C_1C ) ) + PORT_DIPSETTING( 0x28, DEF_STR( 3C_1C ) ) + PORT_DIPSETTING( 0x18, DEF_STR( 2C_1C ) ) + PORT_DIPSETTING( 0x30, DEF_STR( 3C_2C ) ) + PORT_DIPSETTING( 0x00, DEF_STR( 1C_1C ) ) + PORT_DIPSETTING( 0x20, DEF_STR( 2C_3C ) ) + PORT_DIPSETTING( 0x08, DEF_STR( 1C_2C ) ) + PORT_DIPSETTING( 0x10, DEF_STR( 1C_3C ) ) + PORT_DIPNAME( 0x40, 0x00, DEF_STR( Free_Play ) ) PORT_DIPLOCATION("SW2:7") + PORT_DIPSETTING( 0x00, DEF_STR( Off ) ) + PORT_DIPSETTING( 0x40, DEF_STR( On ) ) + PORT_DIPNAME( 0x80, 0x00, DEF_STR( Allow_Continue ) ) PORT_DIPLOCATION("SW2:8") + PORT_DIPSETTING( 0x00, DEF_STR( Off ) ) + PORT_DIPSETTING( 0x80, DEF_STR( On ) ) + + PORT_START("P1") // IN2 - 7f42 + PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP ) PORT_PLAYER(1) + PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN ) PORT_PLAYER(1) + PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_PLAYER(1) + PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_PLAYER(1) + PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_PLAYER(1) + PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_BUTTON2 ) PORT_PLAYER(1) + PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_BUTTON3 ) PORT_PLAYER(1) + PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN ) + + PORT_START("P2") // IN3 - 7f43 + PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP ) PORT_PLAYER(2) + PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN ) PORT_PLAYER(2) + PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_PLAYER(2) + PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_PLAYER(2) + PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_PLAYER(2) + PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_BUTTON2 ) PORT_PLAYER(2) + PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_BUTTON3 ) PORT_PLAYER(2) + PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN ) + + PORT_START("SYSTEM") // IN4 - 7f44 + PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_SERVICE1 ) + PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_UNKNOWN ) + PORT_SERVICE( 0x04, IP_ACTIVE_HIGH ) // TEST!! + PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_COIN1 ) + PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_COIN2 ) + PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_START1 ) + PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_START2 ) + PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN ) +INPUT_PORTS_END + +/***************************************************************************************/ + +/*: +0x01 +0x04 blitter ready +0x10 vblank too? (otherwise you'll get various hangs/inputs stop to work) +0x40 almost certainly vblank (reads inputs) +0x80 +*/ +TIMER_DEVICE_CALLBACK_MEMBER(gunpey_state::gunpey_scanline) +{ + int scanline = param; + + if(scanline == 240) + { + //printf("frame\n"); + gunpey_irq_check(0x50); + } +} + + + + + +// this isn't a real decode as such, but the graphic data is all stored in pages 2048 bytes wide at varying BPP levelsl, some (BG data) compressed with what is likely a lossy scheme +// palette data is in here too, the blocks at the bottom right of all this? +static GFXLAYOUT_RAW( gunpey, 2048, 1, 2048*8, 2048*8 ) + +static GFXDECODE_START( gunpey ) + GFXDECODE_ENTRY( "blit_data", 0, gunpey, 0x0000, 0x1 ) + GFXDECODE_ENTRY( "blit_data2", 0, gunpey, 0x0000, 0x1 ) + GFXDECODE_ENTRY( "vram", 0, gunpey, 0x0000, 0x1 ) +GFXDECODE_END + + + +/***************************************************************************************/ +static MACHINE_CONFIG_START( gunpey, gunpey_state ) + + /* basic machine hardware */ + MCFG_CPU_ADD("maincpu", V30, 57242400 / 4) + MCFG_CPU_PROGRAM_MAP(mem_map) + MCFG_CPU_IO_MAP(io_map) + MCFG_TIMER_DRIVER_ADD_SCANLINE("scantimer", gunpey_state, gunpey_scanline, "screen", 0, 1) + + /* video hardware */ + MCFG_SCREEN_ADD("screen", RASTER) + MCFG_SCREEN_RAW_PARAMS(57242400/8, 442, 0, 320, 264, 0, 240) /* just to get ~60 Hz */ + MCFG_SCREEN_UPDATE_DRIVER(gunpey_state, screen_update_gunpey) + MCFG_SCREEN_PALETTE("palette") + + MCFG_PALETTE_ADD_RRRRRGGGGGBBBBB("palette") + MCFG_GFXDECODE_ADD("gfxdecode", "palette", gunpey) + + MCFG_SPEAKER_STANDARD_STEREO("lspeaker","rspeaker") + + MCFG_OKIM6295_ADD("oki", XTAL_16_9344MHz / 8, OKIM6295_PIN7_LOW) + MCFG_SOUND_ROUTE(ALL_OUTPUTS, "lspeaker", 0.25) + MCFG_SOUND_ROUTE(ALL_OUTPUTS, "rspeaker", 0.25) + + MCFG_SOUND_ADD("ymz", YMZ280B, XTAL_16_9344MHz) + MCFG_SOUND_ROUTE(0, "lspeaker", 0.25) + MCFG_SOUND_ROUTE(1, "rspeaker", 0.25) +MACHINE_CONFIG_END + + +/***************************************************************************************/ + +ROM_START( gunpey ) + ROM_REGION( 0x100000, "maincpu", 0 ) /* V30 code */ + ROM_LOAD16_BYTE( "gp_rom1.021", 0x00000, 0x80000, CRC(07a589a7) SHA1(06c4140ffd5f74b3d3ddfc424f43fcd08d903490) ) + ROM_LOAD16_BYTE( "gp_rom2.022", 0x00001, 0x80000, CRC(f66bc4cf) SHA1(54931d878d228c535b9e2bf22a0a3e41756f0fe5) ) + + ROM_REGION( 0x400000, "blit_data", 0 ) + ROM_LOAD( "gp_rom3.025", 0x00000, 0x400000, CRC(f2d1f9f0) SHA1(0d20301fd33892074508b9d127456eae80cc3a1c) ) + ROM_REGION( 0x400000, "blit_data2", 0 ) // debug test + ROM_COPY( "blit_data", 0x00000, 0x00000, 0x400000 ) + + + ROM_REGION( 0x400000, "vram", ROMREGION_ERASEFF ) + + ROM_REGION( 0x400000, "ymz", 0 ) + ROM_LOAD( "gp_rom4.525", 0x000000, 0x400000, CRC(78dd1521) SHA1(91d2046c60e3db348f29f776def02e3ef889f2c1) ) // 11xxxxxxxxxxxxxxxxxxxx = 0xFF + + ROM_REGION( 0x400000, "oki", 0 ) + ROM_LOAD( "gp_rom5.622", 0x000000, 0x400000, CRC(f79903e0) SHA1(4fd50b4138e64a48ec1504eb8cd172a229e0e965)) // 1xxxxxxxxxxxxxxxxxxxxx = 0xFF +ROM_END + + + +DRIVER_INIT_MEMBER(gunpey_state,gunpey) +{ + m_blit_rom = memregion("blit_data")->base(); + m_blit_rom2 = memregion("blit_data2")->base(); + + m_vram = memregion("vram")->base(); + // ... +} + +GAME( 2000, gunpey, 0, gunpey, gunpey, gunpey_state, gunpey, ROT0, "Banpresto", "Gunpey (Japan)",MACHINE_NOT_WORKING|MACHINE_IMPERFECT_GRAPHICS) |