diff options
Diffstat (limited to 'src/mame/nmk/ddealer.cpp')
-rw-r--r-- | src/mame/nmk/ddealer.cpp | 484 |
1 files changed, 141 insertions, 343 deletions
diff --git a/src/mame/nmk/ddealer.cpp b/src/mame/nmk/ddealer.cpp index f92e09baf6a..65f769a91b9 100644 --- a/src/mame/nmk/ddealer.cpp +++ b/src/mame/nmk/ddealer.cpp @@ -1,4 +1,4 @@ -// license:LGPL-2.1+ +// license:BSD-3-Clause // copyright-holders:Angelo Salese, David Haywood /********************************************************************************************************* @@ -9,112 +9,31 @@ Appears to be a down-grade of the nmk16 HW TODO: - - Fix MCU simulation for credit subtractions & add coinage settings (currently set to free play for convenience); - Understand better the video emulation and convert it to tilemaps; - - 2 players mode gameplay is way too slow (protection related?) - - Decap + emulate MCU, required if the random number generation is going to be accurate; + - Check audio IRQ frequency (controls music tempo, if too high 2 Player mode becomes slow) ========================================================================================================== - -- pcb marked GD91071 68000P10 YM2203C 91071-3 (Mask ROM) - NMK-110 8131 ( Mitsubishi M50747 MCU ?) + NMK-110 8131 NMK 901 NMK 902 NMK 903 x2 82S135N ("5") 82S129N ("6") - xtals 16.000 MHz and 6.000 MHz + xtals 16.000 MHz and 6.000 MHz DSW x2 - -- - - Few words about protection: - - - Work RAM at $fe000 - $fffff is shared with MCU . Maybe whole $f0000-$fffff is shared ... - - After boot, game writes random-looking data to work RAM: - - 00052C: 33FC 1234 000F E086 move.w #$1234, $fe086.l - 000534: 33FC 5678 000F E164 move.w #$5678, $fe164.l - 00053C: 33FC 9CA3 000F E62E move.w #$9ca3, $fe62e.l - 000544: 33FC ABA2 000F E734 move.w #$aba2, $fe734.l - 00054C: 33FC B891 000F E828 move.w #$b891, $fe828.l - 000554: 33FC C760 000F E950 move.w #$c760, $fe950.l - 00055C: 33FC D45F 000F EA7C move.w #$d45f, $fea7c.l - 000564: 33FC E32E 000F ED4A move.w #$e32e, $fed4a.l - - Some (or maybe all ?) of above enables random generator at $fe010 - $fe017 - - - There's also MCU response (write/read/test) test just after these writes. - (probably data used in the check depends on above writes). It's similar to - jalmah.cpp tests, but num of responses is different, and shared ram is - used to communicate with MCU - - - After last check (or maybe during tests ... no idea) - MCU writes $4ef900000604 (jmp $604) to $fe000 and game jumps to this address. - - - code at $604 writes $20.w to $fe018 and $1.w to $fe01e. - As result shared ram $fe000 - $fe007 is cleared. - - Also many, many other reads/writes from/to shared mem. - Few checks every interrupt: - - interrupt, lvl1 - - 000796: 007C 0700 ori #$700, SR - 00079A: 48E7 FFFE movem.l D0-D7/A0-A6, -(A7) - 00079E: 33FC 0001 000F E006 move.w #$1, $fe006.l ; shared ram W (watchdog ?) - 0007A6: 4A79 000F E000 tst.w $fe000.l ; shared ram R - 0007AC: 6600 0012 bne $7c0 - 0007B0: 4A79 000F 02FE tst.w $f02fe.l - 0007B6: 6600 0008 bne $7c0 - 0007BA: 4279 000F C880 clr.w $fc880.l -+-0007C0: 6100 0236 bsr $9f8 -| 0007C4: 4EB9 0003 0056 jsr $30056.l -| 0007CA: 33FC 00FF 000F C880 move.w #$ff, $fc880.l -| 0007D2: 007C 2000 ori #$2000, SR -| 0007D6: 4CDF 7FFF movem.l (A7)+, D0-D7/A0-A6 -| 0007DA: 4E73 rte -| -| -+->0009F8: 4A79 000F 02C0 tst.w $f02c0.l - 0009FE: 6700 0072 beq $a72 - 000A02: 4A79 000F 02F6 tst.w $f02f6.l - 000A08: 6600 0068 bne $a72 - 000A0C: 3439 000F E002 move.w $fe002.l, D2 ; shared ram R - 000A12: 3602 move.w D2, D3 - 000A14: 0242 00FF andi.w #$ff, D2 - 000A18: 0243 FF00 andi.w #$ff00, D3 - 000A1C: E04B lsr.w #8, D3 - 000A1E: 3039 000F E000 move.w $fe000.l, D0 ; shared ram R - 000A24: 3239 000F 0010 move.w $f0010.l, D1 - 000A2A: B041 cmp.w D1, D0 - 000A2C: 6200 002A bhi $a58 - 000A30: 6600 002E bne $a60 - 000A34: 3039 000F 0012 move.w $f0012.l, D0 - 000A3A: B440 cmp.w D0, D2 - 000A3C: 6200 001A bhi $a58 - 000A40: 6600 001E bne $a60 - 000A44: 3039 000F 0014 move.w $f0014.l, D0 - 000A4A: B640 cmp.w D0, D3 - 000A4C: 6200 000A bhi $a58 - 000A50: 6600 000E bne $a60 - 000A54: 6000 001C bra $a72 - 000A58: 33FC 0007 000F C880 move.w #$7, $fc880.l ; used later in the code... - 000A60: 33C0 000F 0010 move.w D0, $f0010.l ;update mem, used in next test - 000A66: 33C2 000F 0012 move.w D2, $f0012.l - 000A6C: 33C3 000F 0014 move.w D3, $f0014.l - 000A72: 4E75 rts - *********************************************************************************************************/ #include "emu.h" #include "cpu/m68000/m68000.h" +#include "cpu/tlcs90/tlcs90.h" #include "machine/timer.h" #include "sound/ymopn.h" #include "emupal.h" @@ -122,6 +41,11 @@ #include "speaker.h" #include "tilemap.h" +#define VERBOSE 0 +#include "logmacro.h" + +namespace { + class ddealer_state : public driver_device { public: @@ -134,20 +58,25 @@ public: m_mcu_shared_ram(*this, "mcu_shared_ram"), m_in0_io(*this, "IN0"), m_maincpu(*this, "maincpu"), + m_protcpu(*this, "protcpu"), + m_screen(*this, "screen"), m_gfxdecode(*this, "gfxdecode"), m_palette(*this, "palette") { } void ddealer(machine_config &config); - void init_ddealer(); - private: void flipscreen_w(u16 data); void back_vram_w(offs_t offset, u16 data, u16 mem_mask = ~0); void fg_vram_w(offs_t offset, u16 data, u16 mem_mask = ~0); - void mcu_shared_w(offs_t offset, u16 data, u16 mem_mask = ~0); - u16 mcu_r(); + + // MCU related + void mcu_port6_w(u8 data); + u8 mcu_port5_r(); + u8 mcu_port6_r(); + u8 mcu_side_shared_r(offs_t offset); + void mcu_side_shared_w(offs_t offset, u8 data); TILE_GET_INFO_MEMBER(get_back_tile_info); TILE_GET_INFO_MEMBER(get_fg_tile_info); @@ -156,9 +85,8 @@ private: void draw_video_layer(u16* vreg_base, tilemap_t *tmap, screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect); u32 screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect); - TIMER_DEVICE_CALLBACK_MEMBER(mcu_sim); - void ddealer_map(address_map &map); + void prot_map(address_map &map); virtual void machine_start() override; virtual void machine_reset() override; @@ -174,6 +102,8 @@ private: // devices required_device<cpu_device> m_maincpu; + required_device<tlcs90_device> m_protcpu; + required_device<screen_device> m_screen; required_device<gfxdecode_device> m_gfxdecode; required_device<palette_device> m_palette; @@ -184,12 +114,68 @@ private: tilemap_t *m_fg_tilemap_left; tilemap_t *m_fg_tilemap_right; - // MCU sim related - int m_respcount; - u8 m_input_pressed; - u16 m_coin_input; + u8 m_bus_status; }; +void ddealer_state::machine_start() +{ + save_item(NAME(m_bus_status)); +} + +void ddealer_state::machine_reset() +{ + m_bus_status = 0x04; +} + +void ddealer_state::mcu_port6_w(u8 data) +{ + // the actual mechanism is a little more complex, but these are written at the + // start and end of the take / release bus function + if (data == 0x08) + { + LOG("%s: mcu_port6_w 68k bus taken, 68k stopped (data %02x)\n", machine().describe_context(), data); + m_maincpu->set_input_line(INPUT_LINE_HALT, ASSERT_LINE); + } + else if (data == 0xb) + { + LOG("%s: mcu_port6_w 68k bus returned, 68k started (data %02x)\n", machine().describe_context(), data); + m_maincpu->set_input_line(INPUT_LINE_HALT, CLEAR_LINE); + } + else + { + LOG("%s: mcu_port6_w 68k bus access (data %02x)\n", machine().describe_context(), data); + } +} + +u8 ddealer_state::mcu_port5_r() +{ + return m_screen->vpos() >> 2; +} + +u8 ddealer_state::mcu_port6_r() +{ + // again this is simplified for now + if (!machine().side_effects_disabled()) + m_bus_status ^= 0x04; + return m_bus_status; +} + +void ddealer_state::mcu_side_shared_w(offs_t offset, u8 data) +{ + m_maincpu->space(AS_PROGRAM).write_byte(offset, data); +} + +u8 ddealer_state::mcu_side_shared_r(offs_t offset) +{ + u8 retval = m_maincpu->space(AS_PROGRAM).read_byte((offset)); + return retval; +} + +void ddealer_state::prot_map(address_map &map) +{ + // 0x000000- 0x003fff is hidden by internal ROM, as are some 0x00fxxx addresses by RAM + map(0x000000, 0x0fffff).rw(FUNC(ddealer_state::mcu_side_shared_r), FUNC(ddealer_state::mcu_side_shared_w)); +} void ddealer_state::flipscreen_w(u16 data) @@ -320,76 +306,6 @@ u32 ddealer_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, co return 0; } -// TODO: identify how game signals game overs to the MCU -// maybe it reads areas 0x3000 (for p1) and 0x5000 (for p2)? -// [+0x2c] bit 12 is active when continue screen occur. -TIMER_DEVICE_CALLBACK_MEMBER(ddealer_state::mcu_sim) -{ - /*coin/credit simulation*/ - /*$fe002 is used,might be for multiple coins for one credit settings.*/ - // TODO: I'm not bothering with coin/credit settings until this actually work properly - // (game is currently hardwired to free play) - m_coin_input = (~(m_in0_io->read())); - - if (m_coin_input & 0x01)//coin 1 - { - if((m_input_pressed & 0x01) == 0) - m_mcu_shared_ram[0x000 / 2]++; - m_input_pressed = (m_input_pressed & 0xfe) | 1; - } - else - m_input_pressed = (m_input_pressed & 0xfe); - - if (m_coin_input & 0x02)//coin 2 - { - if ((m_input_pressed & 0x02) == 0) - m_mcu_shared_ram[0x000 / 2]++; - m_input_pressed = (m_input_pressed & 0xfd) | 2; - } - else - m_input_pressed = (m_input_pressed & 0xfd); - - if (m_coin_input & 0x04)//service 1 - { - if ((m_input_pressed & 0x04) == 0) - m_mcu_shared_ram[0x000 / 2]++; - m_input_pressed = (m_input_pressed & 0xfb) | 4; - } - else - m_input_pressed = (m_input_pressed & 0xfb); - - /*0x104/2 is some sort of "start-lock",i.e. used on the girl selection. - Without it, the game "steals" one credit if you press the start button on that.*/ - if (m_mcu_shared_ram[0x000 / 2] > 0 && m_work_ram[0x104 / 2] & 1) - { - if (m_coin_input & 0x08)//start 1 - { - if ((m_input_pressed & 0x08) == 0 && (~(m_work_ram[0x100 / 2] & 1))) - m_mcu_shared_ram[0x000 / 2]--; - m_input_pressed = (m_input_pressed & 0xf7) | 8; - } - else - m_input_pressed = (m_input_pressed & 0xf7); - - if (m_coin_input & 0x10)//start 2 - { - if(((m_input_pressed & 0x10) == 0) && (~m_work_ram[0x100 / 2] & 2)) - m_mcu_shared_ram[0x000 / 2]--; - m_input_pressed = (m_input_pressed & 0xef) | 0x10; - } - else - m_input_pressed = (m_input_pressed & 0xef); - } - - /*random number generators, controls order of cards*/ - m_mcu_shared_ram[0x10 / 2] = machine().rand() & 0xffff; - m_mcu_shared_ram[0x12 / 2] = machine().rand() & 0xffff; - m_mcu_shared_ram[0x14 / 2] = machine().rand() & 0xffff; - m_mcu_shared_ram[0x16 / 2] = machine().rand() & 0xffff; -} - - - void ddealer_state::back_vram_w(offs_t offset, u16 data, u16 mem_mask) { COMBINE_DATA(&m_back_vram[offset]); @@ -407,90 +323,12 @@ void ddealer_state::fg_vram_w(offs_t offset, u16 data, u16 mem_mask) } -/****************************************************************************************************** - -Protection handling, identical to Hacha Mecha Fighter / Thunder Dragon with different vectors. - -******************************************************************************************************/ - -#define PROT_JSR(_offs_,_protvalue_,_pc_) \ - if(m_mcu_shared_ram[(_offs_)/2] == _protvalue_) \ - { \ - m_mcu_shared_ram[(_offs_)/2] = 0xffff; /*(MCU job done)*/ \ - m_mcu_shared_ram[(_offs_+2-0x10)/2] = 0x4ef9;/*JMP*/\ - m_mcu_shared_ram[(_offs_+4-0x10)/2] = 0x0000;/*HI-DWORD*/\ - m_mcu_shared_ram[(_offs_+6-0x10)/2] = _pc_; /*LO-DWORD*/\ - } -#define PROT_INPUT(_offs_,_protvalue_,_protinput_,_input_) \ - if(m_mcu_shared_ram[_offs_] == _protvalue_) \ - {\ - m_mcu_shared_ram[_protinput_] = ((_input_ & 0xffff0000)>>16);\ - m_mcu_shared_ram[_protinput_+1] = (_input_ & 0x0000ffff);\ - } - -void ddealer_state::mcu_shared_w(offs_t offset, u16 data, u16 mem_mask) -{ - COMBINE_DATA(&m_mcu_shared_ram[offset]); - - switch(offset) - { - case 0x086/2: PROT_INPUT(0x086/2,0x1234,0x100/2,0x80000); break; - case 0x164/2: PROT_INPUT(0x164/2,0x5678,0x104/2,0x80002); break; - case 0x62e/2: PROT_INPUT(0x62e/2,0x9ca3,0x108/2,0x80008); break; - case 0x734/2: PROT_INPUT(0x734/2,0xaba2,0x10c/2,0x8000a); break; -/*These enables something for sure, maybe the random number generator?*/ - //00054C: 33FC B891 000F E828 move.w #$b891, $fe828.l - //000554: 33FC C760 000F E950 move.w #$c760, $fe950.l - //00055C: 33FC D45F 000F EA7C move.w #$d45f, $fea7c.l - //000564: 33FC E32E 000F ED4A move.w #$e32e, $fed4a.l - - case 0x40e/2: PROT_JSR(0x40e,0x8011,0x6992); break;//score - case 0x41e/2: break;//unused - case 0x42e/2: PROT_JSR(0x42e,0x8007,0x6004); break;//cards on playfield/hand (ram side) - case 0x43e/2: PROT_JSR(0x43e,0x801d,0x6176); break;//second player sub-routine - case 0x44e/2: PROT_JSR(0x44e,0x8028,0x6f68); break;//"gun card" logic - case 0x45e/2: PROT_JSR(0x45e,0x803e,0x6f90); break;//card delete - case 0x46e/2: PROT_JSR(0x46e,0x8033,0x93c2); break;//card movements - case 0x47e/2: PROT_JSR(0x47e,0x8026,0x67a0); break;//cards on playfield (vram side) - case 0x48e/2: PROT_JSR(0x48e,0x8012,0x6824); break;//cards on hand (vram side) - case 0x49e/2: PROT_JSR(0x49e,0x8004,0x9696); break;//write to text layer - case 0x4ae/2: PROT_JSR(0x4ae,0x8035,0x95fe); break;//write to scroll layer - case 0x4be/2: PROT_JSR(0x4be,0x8009,0x9634); break;//show girls sub-routine - case 0x4ce/2: PROT_JSR(0x4ce,0x802a,0x9656); break; - case 0x4de/2: PROT_JSR(0x4de,0x803b,0x96c2); break; - case 0x4ee/2: PROT_JSR(0x4ee,0x800c,0x5ca4); break;//palette ram buffer - case 0x4fe/2: PROT_JSR(0x4fe,0x8018,0x9818); break; - /*Start-up vector, I think that only the first ram address can be written by the main CPU, or it is a whole sequence.*/ - case 0x000/2: - if (m_mcu_shared_ram[0x000 / 2] == 0x60fe) - { - m_mcu_shared_ram[0x000 / 2] = 0x0000;//coin counter - m_mcu_shared_ram[0x002 / 2] = 0x0000;//coin counter "decimal point" - m_mcu_shared_ram[0x004 / 2] = 0x4ef9; - } - break; - case 0x002/2: - case 0x004/2: - if (m_mcu_shared_ram[0x002 / 2] == 0x0000 && m_mcu_shared_ram[0x004 / 2] == 0x0214) - m_mcu_shared_ram[0x004 / 2] = 0x4ef9; - break; - case 0x008/2: - if (m_mcu_shared_ram[0x008 / 2] == 0x000f) - m_mcu_shared_ram[0x008 / 2] = 0x0604; - break; - case 0x00c/2: - if (m_mcu_shared_ram[0x00c / 2] == 0x000f) - m_mcu_shared_ram[0x00c / 2] = 0x0000; - break; - } -} - void ddealer_state::ddealer_map(address_map &map) { map(0x000000, 0x03ffff).rom(); map(0x080000, 0x080001).portr("IN0"); map(0x080002, 0x080003).portr("IN1"); - map(0x080006, 0x080007).portr("UNK"); + map(0x080006, 0x080007).portr("DSW2"); map(0x080008, 0x080009).portr("DSW1"); map(0x084000, 0x084003).w("ymsnd", FUNC(ym2203_device::write)).umask16(0x00ff); // ym ? map(0x088000, 0x0883ff).ram().w(m_palette, FUNC(palette_device::write16)).share("palette"); @@ -499,11 +337,11 @@ void ddealer_state::ddealer_map(address_map &map) /* this might actually be 1 tilemap with some funky rowscroll / columnscroll enabled, I'm not sure */ // certainly seems derivative of the design used in Urashima Mahjong (jalmah.cpp), not identical tho map(0x090000, 0x093fff).ram().w(FUNC(ddealer_state::fg_vram_w)).share("fg_vram"); // fg tilemap -// map(0x094000, 0x094001).noprw(); // Set at POST via clr.w, unused afterwards + // map(0x094000, 0x094001).noprw(); // Set at POST via clr.w, unused afterwards map(0x098000, 0x098001).w(FUNC(ddealer_state::flipscreen_w)); map(0x09c000, 0x09cfff).ram().w(FUNC(ddealer_state::back_vram_w)).share("back_vram"); // bg tilemap map(0x0f0000, 0x0fdfff).ram().share("work_ram"); - map(0x0fe000, 0x0fefff).ram().w(FUNC(ddealer_state::mcu_shared_w)).share("mcu_shared_ram"); + map(0x0fe000, 0x0fefff).ram().share("mcu_shared_ram"); map(0x0ff000, 0x0fffff).ram(); } @@ -519,27 +357,48 @@ static INPUT_PORTS_START( ddealer ) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_START("IN1") - PORT_BIT( 0x0001, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(1) - PORT_BIT( 0x0002, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(1) - PORT_BIT( 0x0004, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(1) - PORT_BIT( 0x0008, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(1) - PORT_BIT( 0x0010, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_PLAYER(1) - PORT_BIT( 0x0020, IP_ACTIVE_HIGH, IPT_BUTTON2 ) PORT_PLAYER(1) - PORT_BIT( 0x0040, IP_ACTIVE_HIGH, IPT_UNKNOWN ) - PORT_BIT( 0x0080, IP_ACTIVE_HIGH, IPT_UNKNOWN ) - PORT_BIT( 0x0100, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(2) - PORT_BIT( 0x0200, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(2) - PORT_BIT( 0x0400, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(2) - PORT_BIT( 0x0800, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(2) - PORT_BIT( 0x1000, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_PLAYER(2) - PORT_BIT( 0x2000, IP_ACTIVE_HIGH, IPT_BUTTON2 ) PORT_PLAYER(2) - PORT_BIT( 0x4000, IP_ACTIVE_HIGH, IPT_UNKNOWN ) - PORT_BIT( 0x8000, IP_ACTIVE_HIGH, IPT_UNKNOWN ) + PORT_BIT(0x0001, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT) PORT_8WAY PORT_PLAYER(1) + PORT_BIT(0x0002, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT) PORT_8WAY PORT_PLAYER(1) + PORT_BIT(0x0004, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN) PORT_8WAY PORT_PLAYER(1) + PORT_BIT(0x0008, IP_ACTIVE_LOW, IPT_JOYSTICK_UP) PORT_8WAY PORT_PLAYER(1) + PORT_BIT(0x0010, IP_ACTIVE_LOW, IPT_BUTTON1) PORT_PLAYER(1) + PORT_BIT(0x0020, IP_ACTIVE_LOW, IPT_BUTTON2) PORT_PLAYER(1) + PORT_BIT(0x0040, IP_ACTIVE_LOW, IPT_UNKNOWN) + PORT_BIT(0x0080, IP_ACTIVE_LOW, IPT_UNKNOWN) + PORT_BIT(0x0100, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT) PORT_8WAY PORT_PLAYER(2) + PORT_BIT(0x0200, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT) PORT_8WAY PORT_PLAYER(2) + PORT_BIT(0x0400, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN) PORT_8WAY PORT_PLAYER(2) + PORT_BIT(0x0800, IP_ACTIVE_LOW, IPT_JOYSTICK_UP) PORT_8WAY PORT_PLAYER(2) + PORT_BIT(0x1000, IP_ACTIVE_LOW, IPT_BUTTON1) PORT_PLAYER(2) + PORT_BIT(0x2000, IP_ACTIVE_LOW, IPT_BUTTON2) PORT_PLAYER(2) + PORT_BIT(0x4000, IP_ACTIVE_LOW, IPT_UNKNOWN) + PORT_BIT(0x8000, IP_ACTIVE_LOW, IPT_UNKNOWN) PORT_START("DSW1") + PORT_DIPNAME( 0x01, 0x01, DEF_STR( Flip_Screen ) ) PORT_DIPLOCATION("SW2:8") + PORT_DIPSETTING( 0x01, DEF_STR( Off ) ) + PORT_DIPSETTING( 0x00, DEF_STR( On ) ) + PORT_DIPNAME( 0x02, 0x00, DEF_STR( Demo_Sounds ) ) PORT_DIPLOCATION("SW2:7") + PORT_DIPSETTING( 0x02, DEF_STR( Off ) ) + PORT_DIPSETTING( 0x00, DEF_STR( On ) ) + PORT_DIPNAME( 0x04, 0x00, DEF_STR( Language ) ) PORT_DIPLOCATION("SW2:6") + PORT_DIPSETTING( 0x04, DEF_STR( Japanese ) ) + PORT_DIPSETTING( 0x00, DEF_STR( English ) ) + PORT_DIPNAME( 0x18, 0x18, DEF_STR( Difficulty ) ) PORT_DIPLOCATION("SW2:5,4") + PORT_DIPSETTING( 0x08, DEF_STR( Easy ) ) + PORT_DIPSETTING( 0x18, DEF_STR( Normal ) ) + PORT_DIPSETTING( 0x10, DEF_STR( Hard ) ) + PORT_DIPSETTING( 0x00, DEF_STR( Hardest ) ) + PORT_DIPNAME( 0x20, 0x20, "Lady Stripping" ) PORT_DIPLOCATION("SW2:3") + PORT_DIPSETTING( 0x00, DEF_STR( Off ) ) + PORT_DIPSETTING( 0x20, DEF_STR( On ) ) + PORT_DIPUNUSED_DIPLOC( 0x40, IP_ACTIVE_LOW, "SW2:2" ) /* Listed as "Always Off" */ + PORT_DIPUNUSED_DIPLOC( 0x80, IP_ACTIVE_LOW, "SW2:1" ) /* Listed as "Always Off" */ + + PORT_START("DSW2") PORT_DIPUNUSED_DIPLOC( 0x0001, IP_ACTIVE_LOW, "SW1:8" ) /* Listed as "Always Off" */ PORT_DIPUNUSED_DIPLOC( 0x0002, IP_ACTIVE_LOW, "SW1:7" ) /* Listed as "Always Off" */ - PORT_DIPNAME( 0x001c, 0x0000, DEF_STR( Coin_B ) ) PORT_DIPLOCATION("SW1:6,5,4") + PORT_DIPNAME( 0x001c, 0x001c, DEF_STR( Coin_B ) ) PORT_DIPLOCATION("SW1:6,5,4") PORT_DIPSETTING( 0x0010, DEF_STR( 4C_1C ) ) PORT_DIPSETTING( 0x0008, DEF_STR( 3C_1C ) ) PORT_DIPSETTING( 0x0018, DEF_STR( 2C_1C ) ) @@ -548,7 +407,7 @@ static INPUT_PORTS_START( ddealer ) PORT_DIPSETTING( 0x0014, DEF_STR( 1C_3C ) ) PORT_DIPSETTING( 0x0004, DEF_STR( 1C_4C ) ) PORT_DIPSETTING( 0x0000, DEF_STR( Free_Play ) ) - PORT_DIPNAME( 0x00e0, 0x0000, DEF_STR( Coin_A ) ) PORT_DIPLOCATION("SW1:3,2,1") + PORT_DIPNAME( 0x00e0, 0x00e0, DEF_STR( Coin_A ) ) PORT_DIPLOCATION("SW1:3,2,1") PORT_DIPSETTING( 0x0080, DEF_STR( 4C_1C ) ) PORT_DIPSETTING( 0x0040, DEF_STR( 3C_1C ) ) PORT_DIPSETTING( 0x00c0, DEF_STR( 2C_1C ) ) @@ -556,30 +415,7 @@ static INPUT_PORTS_START( ddealer ) PORT_DIPSETTING( 0x0060, DEF_STR( 1C_2C ) ) PORT_DIPSETTING( 0x00a0, DEF_STR( 1C_3C ) ) PORT_DIPSETTING( 0x0020, DEF_STR( 1C_4C ) ) - PORT_DIPSETTING( 0x0000, DEF_STR( Free_Play ) ) /* Not listed in "dips" text, but current effect is FREE PLAY. Is this correct? */ - PORT_DIPNAME( 0x0100, 0x0100, DEF_STR( Flip_Screen ) ) PORT_DIPLOCATION("SW2:8") - PORT_DIPSETTING( 0x0100, DEF_STR( Off ) ) - PORT_DIPSETTING( 0x0000, DEF_STR( On ) ) - PORT_DIPNAME( 0x0200, 0x0000, DEF_STR( Demo_Sounds ) ) PORT_DIPLOCATION("SW2:7") - PORT_DIPSETTING( 0x0200, DEF_STR( Off ) ) - PORT_DIPSETTING( 0x0000, DEF_STR( On ) ) - PORT_DIPNAME( 0x0400, 0x0000, DEF_STR( Language ) ) PORT_DIPLOCATION("SW2:6") - PORT_DIPSETTING( 0x0400, DEF_STR( Japanese ) ) - PORT_DIPSETTING( 0x0000, DEF_STR( English ) ) - PORT_DIPNAME( 0x1800, 0x1800, DEF_STR( Difficulty ) ) PORT_DIPLOCATION("SW2:5,4") - PORT_DIPSETTING( 0x0800, DEF_STR( Easy ) ) - PORT_DIPSETTING( 0x1800, DEF_STR( Normal ) ) - PORT_DIPSETTING( 0x1000, DEF_STR( Hard ) ) - PORT_DIPSETTING( 0x0000, DEF_STR( Hardest ) ) - PORT_DIPNAME( 0x2000, 0x2000, "Lady Stripping" ) PORT_DIPLOCATION("SW2:3") - PORT_DIPSETTING( 0x0000, DEF_STR( Off ) ) - PORT_DIPSETTING( 0x2000, DEF_STR( On ) ) - PORT_DIPUNUSED_DIPLOC( 0x4000, IP_ACTIVE_LOW, "SW2:2" ) /* Listed as "Always Off" */ - PORT_DIPUNUSED_DIPLOC( 0x8000, IP_ACTIVE_LOW, "SW2:1" ) /* Listed as "Always Off" */ - - PORT_START("UNK") - PORT_BIT( 0x00ff, IP_ACTIVE_HIGH, IPT_UNKNOWN ) // MCU port? - PORT_BIT( 0xff00, IP_ACTIVE_LOW, IPT_UNUSED ) + PORT_DIPSETTING( 0x0000, DEF_STR( Free_Play ) ) INPUT_PORTS_END static GFXDECODE_START( gfx_ddealer ) @@ -587,28 +423,20 @@ static GFXDECODE_START( gfx_ddealer ) GFXDECODE_ENTRY( "fgrom", 0, gfx_8x8x4_col_2x2_group_packed_msb, 0x100, 16 ) GFXDECODE_END -void ddealer_state::machine_start() -{ - save_item(NAME(m_respcount)); - save_item(NAME(m_input_pressed)); - save_item(NAME(m_coin_input)); -} - -void ddealer_state::machine_reset() -{ - m_respcount = 0; - m_input_pressed = 0; - m_coin_input = 0; -} - void ddealer_state::ddealer(machine_config &config) { M68000(config, m_maincpu, XTAL(16'000'000)/2); /* 8MHz */ m_maincpu->set_addrmap(AS_PROGRAM, &ddealer_state::ddealer_map); m_maincpu->set_vblank_int("screen", FUNC(ddealer_state::irq4_line_hold)); - m_maincpu->set_periodic_int(FUNC(ddealer_state::irq1_line_hold), attotime::from_hz(90)); //guess, controls music tempo, 112 is way too fast + m_maincpu->set_periodic_int(FUNC(ddealer_state::irq1_line_hold), attotime::from_hz(60)); //guess, controls music tempo, 112 is way too fast, 90 causes 2 player mode to be too slow + + TMP91640(config, m_protcpu, XTAL(16'000'000)/4); // Toshiba TMP91640 marked as NMK-110, with 16Kbyte internal ROM, 512bytes internal RAM + m_protcpu->set_addrmap(AS_PROGRAM, &ddealer_state::prot_map); + m_protcpu->port_write<6>().set(FUNC(ddealer_state::mcu_port6_w)); + m_protcpu->port_read<5>().set(FUNC(ddealer_state::mcu_port5_r)); + m_protcpu->port_read<6>().set(FUNC(ddealer_state::mcu_port6_r)); - // M50747 or NMK-110 8131 MCU + config.set_maximum_quantum(attotime::from_hz(6000)); GFXDECODE(config, m_gfxdecode, m_palette, gfx_ddealer); @@ -622,50 +450,17 @@ void ddealer_state::ddealer(machine_config &config) PALETTE(config, m_palette).set_format(palette_device::RRRRGGGGBBBBRGBx, 0x200); - TIMER(config, "coinsim").configure_periodic(FUNC(ddealer_state::mcu_sim), attotime::from_hz(10000)); - SPEAKER(config, "mono").front_center(); YM2203(config, "ymsnd", XTAL(6'000'000) / 8).add_route(ALL_OUTPUTS, "mono", 0.40); /* 7.5KHz */ } - - -u16 ddealer_state::mcu_r() -{ - static const int resp[] = - { - 0x00, /* performs a clr.l when doing the ram test, triggering a read here */ - 0x93, 0xc7, 0x00, 0x8000, - 0x2d, 0x6d, 0x00, 0x8000, - 0x99, 0xc7, 0x00, 0x8000, - 0x2a, 0x6a, 0x00, 0x8000, - 0x8e, 0xc7, 0x00, 0x8000, - -1}; - - int res; - - res = resp[m_respcount]; - if (!machine().side_effects_disabled()) - m_respcount++; - - if (resp[m_respcount] < 0) - m_respcount = 0; - - return res; -} - -void ddealer_state::init_ddealer() -{ - m_maincpu->space(AS_PROGRAM).install_read_handler(0xfe01c, 0xfe01d, read16smo_delegate(*this, FUNC(ddealer_state::mcu_r))); -} - ROM_START( ddealer ) ROM_REGION( 0x40000, "maincpu", 0 ) /* 68000 Code */ ROM_LOAD16_BYTE( "1.ic6", 0x00001, 0x20000, CRC(ce0dff50) SHA1(2d7a03f6b9609aea7511a4dc49560a901b0b9f19) ) ROM_LOAD16_BYTE( "2.ic28", 0x00000, 0x20000, CRC(f00c346f) SHA1(bd73efb19d5f9efc88210d92a82a3f4595b41097) ) - ROM_REGION( 0x40000, "mcu", 0 ) /* M50747? MCU Code */ - ROM_LOAD( "mcu", 0x0000, 0x1000, NO_DUMP ) // might be NMK-110 8131 chip + ROM_REGION( 0x04000, "protcpu", 0 ) + ROM_LOAD( "nmk-110_ddealer.bin", 0x0000, 0x4000, CRC(088db9b4) SHA1(71946399e37ffa9293eceac637b76c9169ac16e6) ) // chip markings are identical to nmk-110 on thunder dragon, code is confirmed to be different ROM_REGION( 0x20000, "bgrom", 0 ) /* BG */ ROM_LOAD( "4.ic65", 0x00000, 0x20000, CRC(4939ff1b) SHA1(af2f2feeef5520d775731a58cbfc8fcc913b7348) ) @@ -674,8 +469,11 @@ ROM_START( ddealer ) ROM_LOAD( "3.ic64", 0x00000, 0x80000, CRC(660e367c) SHA1(54827a8998c58c578c594126d5efc18a92363eaa)) ROM_REGION( 0x200, "user1", 0 ) /* Proms */ - ROM_LOAD( "5.ic67", 0x000, 0x100, NO_DUMP ) - ROM_LOAD( "6.ic86", 0x100, 0x100, NO_DUMP ) + ROM_LOAD( "5.ic67", 0x000, 0x100, CRC(1d3d7e17) SHA1(b5aa0d024f0c0b5f72a2d0a23d1576775a7b3826) ) // 82S135 + ROM_LOAD( "6.ic86", 0x100, 0x100, CRC(435653a2) SHA1(575b4a46ea65179de3042614da438d2f6d8b572e) ) // 82S129 ROM_END -GAME( 1991, ddealer, 0, ddealer, ddealer, ddealer_state, init_ddealer, ROT0, "NMK", "Double Dealer", MACHINE_SUPPORTS_SAVE | MACHINE_UNEMULATED_PROTECTION ) +} // anonymous namespace + + +GAME( 1991, ddealer, 0, ddealer, ddealer, ddealer_state, empty_init, ROT0, "NMK", "Double Dealer", MACHINE_SUPPORTS_SAVE ) |