diff options
Diffstat (limited to 'src/mame/drivers/vball.c')
-rw-r--r-- | src/mame/drivers/vball.c | 547 |
1 files changed, 547 insertions, 0 deletions
diff --git a/src/mame/drivers/vball.c b/src/mame/drivers/vball.c new file mode 100644 index 00000000000..dc850efb9f5 --- /dev/null +++ b/src/mame/drivers/vball.c @@ -0,0 +1,547 @@ +/********************************************************************************************************************** + Championship VBall + Driver by Paul "TBBle" Hampson + + TODO: + Needs to be tilemapped. The background layer and sprite layer are identical to spdodgeb, except for the + back-switched graphics roms and the size of the pallete banks. + Someone needs to look at Naz's board, and see what PCM sound chips are present. + And get whatever's in the dip package on Naz's board. (BG/FG Roms, I hope) + I'd also love to know whether Naz's is a bootleg or is missing the story for a different reason (US release?) + + 03/28/03 - Additions by Steve Ellenoff + --------------------------------------- + + -Corrected background tiles (tiles are really 512x512 not 256x256 as previously setup) + -Converted rendering to tilemap system + -Implemented Scroll Y registers + -Implemented X Line Scrolling (only seems to be used for displaying Hawaii and Airfield Map Screen) + -Adjusted visible screen size to match more closely the real game + -Added support for cocktail mode/flip screen + -Adjusted Difficulty Dip settings based on some game testing I did + -Confirmed the US version uses the oki6295 and does not display the story in attract mode like the JP version + -Confirmed the Background graphics are contained in that unusual looking dip package on the US board, + (need help figuring out the pinout so I can try and dump it) + + + Remaining Issues: + -1) IRQ & NMI code is totally guessed, and needs to be solved properly + +Measurements from Guru (someone needs to rewrite INTERRUPT_GEN() in video/vball.c): +6502 /IRQ = 1.720kHz +6202 /NMI = 58 Hz +VBlank = 58Hz + + + -2) X Line Scrolling doesn't work 100% when Flip Screen Dip is set + -3) 2 Player Version - Dips for difficulty don't seem to work or just need more testing + + -4) 2 Player Version - sound ROM is different and the adpmc chip is addressed differently + Changed it to use a rom that was dumped from original PCB (readme below), + this makes the non-working ROM not used - i don't know where it come from. + + + + U.S. Championship V'Ball (Japan) + Technos, 1988 + + PCB Layout + ---------- + + + TA-0025-P1-02 (M6100357A BEACH VOLLEY 880050B04) + |---------------------------------------------------------------------| + | YM3014 M6295 25J1-0.47 YM2151 3.579545MHz | + | 1.056MHz 25J0-0.78 Z80 6116 | + | | + | | + | | + | | + | 6502 25J2-2-5.124 6116 | + | | + | 2016 12MHz | + |J | + |A 2016 2016 | + |M | + |M | + |A | + | DSW1 6264 25J4-0.35 25J3-0.5 | + | DSW2 | + | 25J6-0.144 | + | 25J5-0.143 2016 | + | ------------------- | + |25J7-0.160 | | | + | | TOSHIBA 0615 | | + | 2016 | | | + | | T5324 TRJ-101 | | + | | | | + |-----------------------|-----------------|---------------------------| + + + Notes: + 6502 clock: 2.000MHz + Z80 clock: 3.579545MHz + YM2151 clock: 3.579545MHz + M6295 clock: 1.056MHz, sample rate = 8kHz (i.e. 1056000/132) + + + *********************************************************************************************************************/ + +#include "driver.h" +#include "cpu/m6502/m6502.h" +#include "cpu/z80/z80.h" +#include "sound/2151intf.h" +#include "sound/okim6295.h" + +/* from video */ +extern UINT8 *vb_attribram; +extern UINT8 *vb_spriteram; +extern UINT8 *vb_videoram; +extern UINT8 *vb_scrolly_lo; +extern int vb_scrollx_hi; +extern int vb_scrolly_hi; +extern int vb_scrollx_lo; +extern int vball_gfxset; + +VIDEO_START( vb ); +VIDEO_UPDATE( vb ); +extern void vb_bgprombank_w(int bank); +extern void vb_spprombank_w(int bank); +extern WRITE8_HANDLER( vb_attrib_w ); +extern WRITE8_HANDLER( vb_videoram_w ); +extern void vb_mark_all_dirty(void); + +INTERRUPT_GEN( vball_interrupt ); + +/* end of extern code & data */ + + + +/* bit 0 = bank switch + bit 1 = ? + bit 2 = ? + bit 3 = ? + bit 4 = ? + bit 5 = graphics tile offset + bit 6 = scroll y hi + bit 7 = ? +*/ +static WRITE8_HANDLER( vb_bankswitch_w ) +{ + UINT8 *RAM = memory_region(REGION_CPU1); + memory_set_bankptr( 1,&RAM[ 0x10000 + ( 0x4000 * ( data & 1 ) ) ] ); + + if (vball_gfxset != ((data & 0x20) ^ 0x20)) { + vball_gfxset = (data & 0x20) ^ 0x20; + vb_mark_all_dirty(); + } + vb_scrolly_hi = (data & 0x40)<<2; +} + +/* The sound system comes all but verbatim from Double Dragon */ + + +static WRITE8_HANDLER( cpu_sound_command_w ) { + soundlatch_w( offset, data ); + cpunum_set_input_line( 1, INPUT_LINE_NMI, PULSE_LINE ); +} + + +/* bit 0 = flip screen + bit 1 = scrollx hi + bit 2 = bg prom bank + bit 3 = bg prom bank + bit 4 = bg prom bank + bit 5 = sp prom bank + bit 6 = sp prom bank + bit 7 = sp prom bank +*/ +static WRITE8_HANDLER( vb_scrollx_hi_w ) +{ + flip_screen_set(~data&1); + vb_scrollx_hi = (data & 0x02) << 7; + vb_bgprombank_w((data >> 2)&0x07); + vb_spprombank_w((data >> 5)&0x07); + //logerror("%04x: vb_scrollx_hi = %d\n",activecpu_get_previouspc(), vb_scrollx_hi); +} + +static ADDRESS_MAP_START( readmem, ADDRESS_SPACE_PROGRAM, 8 ) + AM_RANGE(0x0000, 0x0fff) AM_READ(MRA8_RAM) + AM_RANGE(0x1000, 0x1000) AM_READ(input_port_0_r) + AM_RANGE(0x1001, 0x1001) AM_READ(input_port_1_r) + AM_RANGE(0x1002, 0x1002) AM_READ(input_port_2_r) + AM_RANGE(0x1003, 0x1003) AM_READ(input_port_3_r) + AM_RANGE(0x1004, 0x1004) AM_READ(input_port_4_r) + AM_RANGE(0x1005, 0x1005) AM_READ(input_port_5_r) + AM_RANGE(0x1006, 0x1006) AM_READ(input_port_6_r) + AM_RANGE(0x4000, 0x7fff) AM_READ(MRA8_BANK1) + AM_RANGE(0x8000, 0xffff) AM_READ(MRA8_ROM) +ADDRESS_MAP_END + +static ADDRESS_MAP_START( vball2pj_readmem, ADDRESS_SPACE_PROGRAM, 8 ) + AM_RANGE(0x0000, 0x0fff) AM_READ(MRA8_RAM) + AM_RANGE(0x1000, 0x1000) AM_READ(input_port_0_r) + AM_RANGE(0x1001, 0x1001) AM_READ(input_port_1_r) + AM_RANGE(0x1002, 0x1002) AM_READ(input_port_2_r) + AM_RANGE(0x1003, 0x1003) AM_READ(input_port_3_r) + AM_RANGE(0x1004, 0x1004) AM_READ(input_port_4_r) + AM_RANGE(0x1005, 0x1005) AM_READ(MRA8_RAM) //Strange, that these are read! + AM_RANGE(0x1006, 0x1006) AM_READ(MRA8_RAM) //Strange, that these are read! + AM_RANGE(0x4000, 0x7fff) AM_READ(MRA8_BANK1) + AM_RANGE(0x8000, 0xffff) AM_READ(MRA8_ROM) +ADDRESS_MAP_END + +static WRITE8_HANDLER(vb_scrollx_lo_w) +{ + vb_scrollx_lo = data; + //logerror("%04x: vb_scrollx_lo =%d\n",activecpu_get_previouspc(), vb_scrollx_lo); +} + +//Cheaters note: Scores are stored in ram @ 0x57-0x58 (though the space is used for other things between matches) +static ADDRESS_MAP_START( writemem, ADDRESS_SPACE_PROGRAM, 8 ) + AM_RANGE(0x0000, 0x07ff) AM_WRITE(MWA8_RAM) + AM_RANGE(0x0800, 0x08ff) AM_WRITE(MWA8_RAM) AM_BASE(&spriteram) AM_SIZE(&spriteram_size) + AM_RANGE(0x1008, 0x1008) AM_WRITE(vb_scrollx_hi_w) + AM_RANGE(0x1009, 0x1009) AM_WRITE(vb_bankswitch_w) + AM_RANGE(0x100a, 0x100a) AM_WRITE(MWA8_RAM) + AM_RANGE(0x100b, 0x100b) AM_WRITE(MWA8_RAM) //Counts from 0 to 7 continuously + AM_RANGE(0x100c, 0x100c) AM_WRITE(vb_scrollx_lo_w) + AM_RANGE(0x100d, 0x100d) AM_WRITE(cpu_sound_command_w) + AM_RANGE(0x100e, 0x100e) AM_WRITE(MWA8_RAM) AM_BASE(&vb_scrolly_lo) + AM_RANGE(0x2000, 0x2fff) AM_WRITE(vb_videoram_w) AM_BASE(&vb_videoram) + AM_RANGE(0x3000, 0x3fff) AM_WRITE(vb_attrib_w) AM_BASE(&vb_attribram) + AM_RANGE(0x4000, 0xffff) AM_WRITE(MWA8_ROM) +ADDRESS_MAP_END + +static ADDRESS_MAP_START( sound_readmem, ADDRESS_SPACE_PROGRAM, 8 ) + AM_RANGE(0x0000, 0x7fff) AM_READ(MRA8_ROM) + AM_RANGE(0x8000, 0x87ff) AM_READ(MRA8_RAM) + AM_RANGE(0x8801, 0x8801) AM_READ(YM2151_status_port_0_r) + AM_RANGE(0x9800, 0x9800) AM_READ(OKIM6295_status_0_r) + AM_RANGE(0xA000, 0xA000) AM_READ(soundlatch_r) +ADDRESS_MAP_END + +static ADDRESS_MAP_START( sound_writemem, ADDRESS_SPACE_PROGRAM, 8 ) + AM_RANGE(0x0000, 0x7fff) AM_WRITE(MWA8_ROM) + AM_RANGE(0x8000, 0x87ff) AM_WRITE(MWA8_RAM) + AM_RANGE(0x8800, 0x8800) AM_WRITE(YM2151_register_port_0_w) + AM_RANGE(0x8801, 0x8801) AM_WRITE(YM2151_data_port_0_w) + AM_RANGE(0x9800, 0x9803) AM_WRITE(OKIM6295_data_0_w) +ADDRESS_MAP_END + +#define COMMON_PORTS_BEFORE PORT_START \ + PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(1) \ + PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(1) \ + PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(1) \ + PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(1) \ + PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(1) \ + PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(1) \ + PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN ) \ + PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_START1 ) \ + PORT_START \ + PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(2) \ + PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(2) \ + PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(2) \ + PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(2) \ + PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(2) \ + PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(2) \ + PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN ) \ + PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_START2 ) \ + PORT_START \ + PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_COIN1 ) \ + PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_COIN2 ) \ + PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_SERVICE1 ) \ + PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_VBLANK ) \ + PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_UNUSED ) \ + PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNUSED ) \ + PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNUSED ) \ + PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNUSED ) \ + +#define COMMON_PORTS_COINS PORT_START \ + PORT_DIPNAME( 0x07, 0x07, DEF_STR( Coin_A )) \ + PORT_DIPSETTING( 0x00, DEF_STR( 4C_1C )) \ + PORT_DIPSETTING( 0x01, DEF_STR( 3C_1C )) \ + PORT_DIPSETTING( 0x02, DEF_STR( 2C_1C )) \ + PORT_DIPSETTING( 0x07, DEF_STR( 1C_1C )) \ + PORT_DIPSETTING( 0x06, DEF_STR( 1C_2C )) \ + PORT_DIPSETTING( 0x05, DEF_STR( 1C_3C )) \ + PORT_DIPSETTING( 0x04, DEF_STR( 1C_4C )) \ + PORT_DIPSETTING( 0x03, DEF_STR( 1C_5C )) \ + PORT_DIPNAME( 0x38, 0x38, DEF_STR( Coin_B )) \ + PORT_DIPSETTING( 0x00, DEF_STR( 4C_1C )) \ + PORT_DIPSETTING( 0x08, DEF_STR( 3C_1C )) \ + PORT_DIPSETTING( 0x10, DEF_STR( 2C_1C )) \ + PORT_DIPSETTING( 0x38, DEF_STR( 1C_1C )) \ + PORT_DIPSETTING( 0x30, DEF_STR( 1C_2C )) \ + PORT_DIPSETTING( 0x28, DEF_STR( 1C_3C )) \ + PORT_DIPSETTING( 0x20, DEF_STR( 1C_4C )) \ + PORT_DIPSETTING( 0x18, DEF_STR( 1C_5C )) \ + PORT_DIPNAME( 0x40, 0x00, DEF_STR( Flip_Screen )) \ + PORT_DIPSETTING( 0x00, DEF_STR( Off )) \ + PORT_DIPSETTING( 0x40, DEF_STR( On )) \ + PORT_DIPNAME( 0x80, 0x80, DEF_STR( Demo_Sounds )) \ + PORT_DIPSETTING( 0x00, DEF_STR( Off )) \ + PORT_DIPSETTING( 0x80, DEF_STR( On )) \ + +static INPUT_PORTS_START (vball) + COMMON_PORTS_BEFORE + /* The dipswitch instructions in naz's dump (vball) don't quite sync here) */ + /* Looks like the pins from the dips to the board were mixed up a little. */ + + PORT_START + PORT_DIPNAME( 0x03, 0x03, DEF_STR( Difficulty )) +// I've adjusted these to what I think is correct from gameplay testing - SJE - 03/28/03 + PORT_DIPSETTING( 0x02, DEF_STR( Easy )) + PORT_DIPSETTING( 0x03, DEF_STR( Medium )) + PORT_DIPSETTING( 0x01, DEF_STR( Hard )) + PORT_DIPSETTING( 0x00, DEF_STR( Very_Hard )) + PORT_DIPNAME( 0x0c, 0x00, "Single Player Game Time") + PORT_DIPSETTING( 0x00, "1:15") + PORT_DIPSETTING( 0x04, "1:30") + PORT_DIPSETTING( 0x0c, "1:45") + PORT_DIPSETTING( 0x08, "2:00") + PORT_DIPNAME( 0x30, 0x00, "Start Buttons (4-player)") + PORT_DIPSETTING( 0x00, DEF_STR( Normal )) + PORT_DIPSETTING( 0x20, "Button A") + PORT_DIPSETTING( 0x10, "Button B") + PORT_DIPSETTING( 0x30, DEF_STR( Normal )) + PORT_DIPNAME( 0x40, 0x40, "PL 1&4 (4-player)") + PORT_DIPSETTING( 0x40, DEF_STR( Normal )) + PORT_DIPSETTING( 0x00, "Rot 90") + PORT_DIPNAME( 0x80, 0x00, "Player Mode") + PORT_DIPSETTING( 0x80, "2") + PORT_DIPSETTING( 0x00, "4") + + COMMON_PORTS_COINS + + PORT_START + PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(3) + PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(3) + PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(3) + PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(3) + PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(3) + PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(3) + PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN ) + PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_START3 ) + PORT_START + PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(4) + PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(4) + PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(4) + PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(4) + PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(4) + PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(4) + PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN ) + PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_START4 ) +INPUT_PORTS_END + +static INPUT_PORTS_START (vball2pj) + COMMON_PORTS_BEFORE + +/* The 2-player roms have the game-time in the difficulty spot, and + I've assumed vice-versa. (VS the instructions scanned in Naz's dump) +*/ + PORT_START + PORT_DIPNAME( 0x03, 0x00, "Single Player Game Time") + PORT_DIPSETTING( 0x00, "1:30") + PORT_DIPSETTING( 0x01, "1:45") + PORT_DIPSETTING( 0x03, "2:00") + PORT_DIPSETTING( 0x02, "2:15") + PORT_DIPNAME( 0x0c, 0x0c, DEF_STR( Difficulty )) +// This ordering is assumed. Someone has to play it a lot and find out. + PORT_DIPSETTING( 0x04, DEF_STR( Easy )) + PORT_DIPSETTING( 0x00, DEF_STR( Medium )) + PORT_DIPSETTING( 0x08, DEF_STR( Hard )) + PORT_DIPSETTING( 0x0c, DEF_STR( Very_Hard )) + COMMON_PORTS_COINS +INPUT_PORTS_END + + +static const gfx_layout charlayout = +{ + 8,8, + RGN_FRAC(1,1), + 4, + { 0, 2, 4, 6 }, + { 0*8*8+1, 0*8*8+0, 1*8*8+1, 1*8*8+0, 2*8*8+1, 2*8*8+0, 3*8*8+1, 3*8*8+0 }, + { 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8 }, + 32*8 +}; + +static const gfx_layout spritelayout = +{ + 16,16, + RGN_FRAC(1,2), + 4, + { RGN_FRAC(1,2)+0, RGN_FRAC(1,2)+4, 0, 4 }, + { 3, 2, 1, 0, 16*8+3, 16*8+2, 16*8+1, 16*8+0, + 32*8+3, 32*8+2, 32*8+1, 32*8+0, 48*8+3, 48*8+2, 48*8+1, 48*8+0 }, + { 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8, + 8*8, 9*8, 10*8, 11*8, 12*8, 13*8, 14*8, 15*8 }, + 64*8 +}; + + +static GFXDECODE_START( vb ) + GFXDECODE_ENTRY( REGION_GFX1, 0, charlayout, 0, 8 ) /* 8x8 chars */ + GFXDECODE_ENTRY( REGION_GFX2, 0, spritelayout, 128, 8 ) /* 16x16 sprites */ +GFXDECODE_END + +static void vball_irq_handler(int irq) +{ + cpunum_set_input_line( 1, 0 , irq ? ASSERT_LINE : CLEAR_LINE ); +} + +static struct YM2151interface ym2151_interface = +{ + vball_irq_handler +}; + +static MACHINE_DRIVER_START( vball ) + + /* basic machine hardware */ + MDRV_CPU_ADD(M6502, 2000000) /* 2 MHz - measured by guru but it makes the game far far too slow ?! */ + MDRV_CPU_PROGRAM_MAP(readmem,writemem) + MDRV_CPU_VBLANK_INT(vball_interrupt,32) /* ??1 IRQ every 8 visible scanlines, plus NMI for vblank?? */ + + MDRV_CPU_ADD(Z80, 3579545) + /* audio CPU */ /* 3.579545 MHz */ + MDRV_CPU_PROGRAM_MAP(sound_readmem,sound_writemem) + + MDRV_SCREEN_REFRESH_RATE(60) + MDRV_SCREEN_VBLANK_TIME(DEFAULT_REAL_60HZ_VBLANK_DURATION) + + /* video hardware */ + MDRV_VIDEO_ATTRIBUTES(VIDEO_TYPE_RASTER) + MDRV_SCREEN_FORMAT(BITMAP_FORMAT_INDEXED16) + MDRV_SCREEN_SIZE(32*8, 32*8) + MDRV_SCREEN_VISIBLE_AREA(1*8, 31*8-1, 1*8, 31*8-1) /* 240 x 240 */ + MDRV_GFXDECODE(vb) + MDRV_PALETTE_LENGTH(256) + + MDRV_VIDEO_START(vb) + MDRV_VIDEO_UPDATE(vb) + + /* sound hardware */ + MDRV_SPEAKER_STANDARD_STEREO("left", "right") + + MDRV_SOUND_ADD(YM2151, 3579545) + MDRV_SOUND_CONFIG(ym2151_interface) + MDRV_SOUND_ROUTE(0, "left", 0.60) + MDRV_SOUND_ROUTE(1, "right", 0.60) + + MDRV_SOUND_ADD(OKIM6295, 1056000) + MDRV_SOUND_CONFIG(okim6295_interface_region_1_pin7high) + MDRV_SOUND_ROUTE(ALL_OUTPUTS, "left", 1.0) + MDRV_SOUND_ROUTE(ALL_OUTPUTS, "right", 1.0) +MACHINE_DRIVER_END + +static MACHINE_DRIVER_START( vball2pj ) + + /* basic machine hardware */ + MDRV_CPU_ADD(M6502, 2000000) /* 2.0 MHz */ + MDRV_CPU_PROGRAM_MAP(vball2pj_readmem,writemem) + MDRV_CPU_VBLANK_INT(vball_interrupt,32) /* ??1 IRQ every 8 visible scanlines, plus NMI for vblank?? */ + + MDRV_CPU_ADD(Z80, 3579545) + /* audio CPU */ /* 3.579545 MHz */ + MDRV_CPU_PROGRAM_MAP(sound_readmem,sound_writemem) + + MDRV_SCREEN_REFRESH_RATE(60) + MDRV_SCREEN_VBLANK_TIME(DEFAULT_REAL_60HZ_VBLANK_DURATION) + + /* video hardware */ + MDRV_VIDEO_ATTRIBUTES(VIDEO_TYPE_RASTER) + MDRV_SCREEN_FORMAT(BITMAP_FORMAT_INDEXED16) + MDRV_SCREEN_SIZE(32*8, 32*8) + MDRV_SCREEN_VISIBLE_AREA(1*8, 31*8-1, 1*8, 31*8-1) /* 240 x 240 */ + MDRV_GFXDECODE(vb) + MDRV_PALETTE_LENGTH(256) + + MDRV_VIDEO_START(vb) + MDRV_VIDEO_UPDATE(vb) + + /* sound hardware */ + MDRV_SPEAKER_STANDARD_STEREO("left", "right") + + MDRV_SOUND_ADD(YM2151, 3579545) + MDRV_SOUND_CONFIG(ym2151_interface) + MDRV_SOUND_ROUTE(0, "left", 0.60) + MDRV_SOUND_ROUTE(1, "right", 0.60) + + MDRV_SOUND_ADD(OKIM6295, 1056000) + MDRV_SOUND_CONFIG(okim6295_interface_region_1_pin7high) + MDRV_SOUND_ROUTE(ALL_OUTPUTS, "left", 1.0) + MDRV_SOUND_ROUTE(ALL_OUTPUTS, "right", 1.0) +MACHINE_DRIVER_END + + +/*************************************************************************** + + Game driver(s) + +***************************************************************************/ + +ROM_START( vball ) + ROM_REGION( 0x18000, REGION_CPU1, 0 ) /* Main CPU: 64k for code */ + ROM_LOAD( "vball.124", 0x10000, 0x08000, CRC(be04c2b5) SHA1(40fed4ae272719e940f1796ef35420ab451ab7b6) )/* Bankswitched */ + ROM_CONTINUE( 0x08000, 0x08000 ) /* Static code */ + + ROM_REGION( 0x10000, REGION_CPU2, 0 ) /* region#2: music CPU, 64kb */ + ROM_LOAD( "vball.47", 0x00000, 0x8000, CRC(10ca79ad) SHA1(aad4a09d6745ca0b5665cb00ff7a4e08ea434068) ) + + /* These are from the bootleg; the original has the image data stored in a special dip rom */ + ROM_REGION(0x80000, REGION_GFX1, ROMREGION_DISPOSE ) /* fg tiles */ + ROM_LOAD( "vball13.bin", 0x00000, 0x10000, CRC(f26df8e1) SHA1(72186c1430d07c7fd9211245b539f05a0660bebe) ) /* 0,1,2,3 */ + ROM_LOAD( "vball14.bin", 0x10000, 0x10000, CRC(c9798d0e) SHA1(ec156f6c7ecccaa216ce8076f75ad7627ee90945) ) /* 0,1,2,3 */ + ROM_LOAD( "vball15.bin", 0x20000, 0x10000, CRC(68e69c4b) SHA1(9870674c91cab7215ad8ed40eb82facdee478fde) ) /* 0,1,2,3 */ + ROM_LOAD( "vball16.bin", 0x30000, 0x10000, CRC(936457ba) SHA1(1662bbd777fcd33a298d192a3f06681809b9d049) ) /* 0,1,2,3 */ + ROM_LOAD( "vball09.bin", 0x40000, 0x10000, CRC(42874924) SHA1(a75eed7934e089f035000b7f35f6ba8dd96f1e98) ) /* 0,1,2,3 */ + ROM_LOAD( "vball10.bin", 0x50000, 0x10000, CRC(6cc676ee) SHA1(6e8c590946211baa9266b19b871f252829057696) ) /* 0,1,2,3 */ + ROM_LOAD( "vball11.bin", 0x60000, 0x10000, CRC(4754b303) SHA1(8630f077b542590ef1340a2f0a6b94086ff91c40) ) /* 0,1,2,3 */ + ROM_LOAD( "vball12.bin", 0x70000, 0x10000, CRC(21294a84) SHA1(b36ea9ddf6879443d3104241997fa0f916856528) ) /* 0,1,2,3 */ + + ROM_REGION(0x40000, REGION_GFX2, ROMREGION_DISPOSE ) /* sprites */ + ROM_LOAD( "vball.35", 0x00000, 0x20000, CRC(877826d8) SHA1(fd77298f9343051f66259dad9127f40afb95f385) ) /* 0,1,2,3 */ + ROM_LOAD( "vball.5", 0x20000, 0x20000, CRC(c6afb4fa) SHA1(6d7c966300ce5fb2094476b393434486965d62b4) ) /* 0,1,2,3 */ + + ROM_REGION(0x20000, REGION_SOUND1, 0 ) /* Sound region#1: adpcm */ + ROM_LOAD( "vball.78a", 0x00000, 0x10000, CRC(f3e63b76) SHA1(da54d1d7d7d55b73e49991e4363bc6f46e0f70eb) ) + ROM_LOAD( "vball.78b", 0x10000, 0x10000, CRC(7ad9d338) SHA1(3e3c270fa69bda93b03f07a54145eb5e211ec8ba) ) + + ROM_REGION(0x1000, REGION_PROMS, 0 ) /* color PROMs */ + ROM_LOAD_NIB_LOW ( "vball.44", 0x0000, 0x00800, CRC(a317240f) SHA1(bd57ad516f7a8ff774276fd26b02dd34659d41ad) ) + ROM_LOAD_NIB_HIGH( "vball.43", 0x0000, 0x00800, CRC(1ff70b4f) SHA1(a469baa0dda844ba307c09ddefb23f239cfe7b5f) ) + ROM_LOAD( "vball.160", 0x0800, 0x00800, CRC(2ffb68b3) SHA1(d560fdcd5e5c79d37e5b5bde22fbaf662fe89252) ) +ROM_END + +ROM_START( vball2pj ) + ROM_REGION( 0x18000, REGION_CPU1, 0 ) /* Main CPU */ + ROM_LOAD( "25j2-2-5.124", 0x10000, 0x08000, CRC(432509c4) SHA1(6de50e21d279f4ac9674bc91990ba9535e80908c) )/* Bankswitched */ + ROM_CONTINUE( 0x08000, 0x08000 ) /* Static code */ + + ROM_REGION( 0x10000, REGION_CPU2, 0 ) /* region#2: music CPU, 64kb */ + ROM_LOAD( "25j1-0.47", 0x00000, 0x8000, CRC(10ca79ad) SHA1(aad4a09d6745ca0b5665cb00ff7a4e08ea434068) ) +//ROM_LOAD( "vball04.bin", 0x00000, 0x8000, CRC(534dfbd9) SHA1(d0cb37caf94fa85da4ebdfe15e7a78109084bf91) ) + + /* the original has the image data stored in a special ceramic embedded package made by Toshiba + with part number 'TOSHIBA TRJ-101' (which has been dumped using a custom made adapter) + there are a few bytes different between the bootleg and the original (the original is correct though!) */ + ROM_REGION(0x80000, REGION_GFX1, ROMREGION_DISPOSE ) /* fg tiles */ + ROM_LOAD( "trj-101.96", 0x00000, 0x80000, CRC(f343eee4) SHA1(1ce95285631f7ec91fe3f6c3d62b13f565d3816a) ) + + ROM_REGION(0x40000, REGION_GFX2, ROMREGION_DISPOSE ) /* sprites */ + ROM_LOAD( "25j4-0.35", 0x00000, 0x20000, CRC(877826d8) SHA1(fd77298f9343051f66259dad9127f40afb95f385) ) /* 0,1,2,3 */ + ROM_LOAD( "25j3-0.5", 0x20000, 0x20000, CRC(c6afb4fa) SHA1(6d7c966300ce5fb2094476b393434486965d62b4) ) /* 0,1,2,3 */ + + ROM_REGION(0x20000, REGION_SOUND1, 0 ) /* Sound region#1: adpcm */ + ROM_LOAD( "25j0-0.78", 0x00000, 0x20000, CRC(8e04bdbf) SHA1(baafc5033c9442b83cb332c2c453c13117b31a3b) ) + + ROM_REGION(0x1000, REGION_PROMS, 0 ) /* color PROMs */ + ROM_LOAD_NIB_LOW ( "vball.44", 0x0000, 0x00800, CRC(a317240f) SHA1(bd57ad516f7a8ff774276fd26b02dd34659d41ad) ) + ROM_LOAD_NIB_HIGH( "vball.43", 0x0000, 0x00800, CRC(1ff70b4f) SHA1(a469baa0dda844ba307c09ddefb23f239cfe7b5f) ) + ROM_LOAD( "vball.160", 0x0800, 0x00800, CRC(2ffb68b3) SHA1(d560fdcd5e5c79d37e5b5bde22fbaf662fe89252) ) +ROM_END + + +GAME( 1988, vball, 0, vball, vball, 0, ROT0, "Technos", "U.S. Championship V'ball (set 1)", 0 ) +GAME( 1988, vball2pj, vball, vball2pj, vball2pj, 0, ROT0, "Technos", "U.S. Championship V'ball (Japan)", 0 ) |