From ab892a4bc7ce9dc3f4bf0c2fbef0152e171af5d1 Mon Sep 17 00:00:00 2001 From: Vas Crabb Date: Sat, 2 Dec 2023 12:00:20 +1100 Subject: Miscellaneous simple changes: * docs: Updated example layout links to latest tagged release (0.261). * capcom/1943.cpp: Improved DIP switch setting labels (MT08797). * sega/sms.cpp: Original Master System/Gam*Boy wasn't numbered (MT08754). --- docs/source/techspecs/layout_files.rst | 19 +++++++++++-------- src/mame/capcom/1943.cpp | 6 +++--- src/mame/sega/sms.cpp | 12 ++++++------ 3 files changed, 20 insertions(+), 17 deletions(-) diff --git a/docs/source/techspecs/layout_files.rst b/docs/source/techspecs/layout_files.rst index 4cc3bbf3edd..d9976faf00d 100644 --- a/docs/source/techspecs/layout_files.rst +++ b/docs/source/techspecs/layout_files.rst @@ -1461,33 +1461,36 @@ Example layout files These layout files demonstrate various artwork system features. They are all internal layouts included in MAME. -`sstrangr.lay `_ +`sstrangr.lay `_ A simple case of using translucent colour overlays to visually separate and highlight elements on a black and white screen. -`seawolf.lay `_ +`seawolf.lay `_ This system uses lamps for key gameplay elements. Blending modes are used for the translucent colour overlay placed over the monitor, and the lamps reflected in front of the monitor. Also uses collections to allow parts of the layout to be disabled selectively. -`armora.lay `_ +`armora.lay `_ This game’s monitor is viewed directly through a translucent colour overlay rather than being reflected from inside the cabinet. This means the overlay reflects ambient light as well as affecting the colour of the video image. The shapes on the overlay are drawn using embedded SVG images. -`tranz330.lay `_ +`tranz330.lay `_ A multi-segment alphanumeric display and keypad. The keys are clickable, and provide visual feedback when pressed. -`esq2by16.lay `_ +`esq2by16.lay `_ Builds up a multi-line dot matrix character display. Repeats are used to avoid repetition for the rows in a character, characters in a line, and lines in a page. Group colors allow a single element to be used for all four display colours. -`cgang.lay `_ +`cgang.lay `_ Animates the position of element items to simulate an electromechanical shooting gallery game. Also demonstrates effective use of components to build up complex graphics. -`unkeinv.lay `_ +`minspace.lay `_ Shows the position of a slider control with LEDs on it. -`md6802.lay `_ +`md6802.lay `_ Effectively using groups as a procedural programming language to build up an image of a trainer board. +`beena.lay `_ + Using event-based scripting to dynamically position elements and draw elemnt + content programmatically. diff --git a/src/mame/capcom/1943.cpp b/src/mame/capcom/1943.cpp index 82e3356fe4b..e03a7b8c361 100644 --- a/src/mame/capcom/1943.cpp +++ b/src/mame/capcom/1943.cpp @@ -165,9 +165,9 @@ static INPUT_PORTS_START( 1943 ) PORT_DIPNAME( 0x10, 0x10, "2 Player Game" ) PORT_DIPLOCATION("SWA:4") PORT_DIPSETTING( 0x00, "1 Credit/2 Players" ) PORT_DIPSETTING( 0x10, "2 Credits/2 Players" ) - PORT_DIPNAME( 0x20, 0x20, DEF_STR( Cabinet ) ) PORT_DIPLOCATION("SWA:3") - PORT_DIPSETTING( 0x20, DEF_STR( Upright )) - PORT_DIPSETTING( 0x00, DEF_STR( Cocktail )) + PORT_DIPNAME( 0x20, 0x20, DEF_STR( Flip_Screen ) ) PORT_DIPLOCATION("SWA:3") + PORT_DIPSETTING( 0x20, DEF_STR( Off )) + PORT_DIPSETTING( 0x00, DEF_STR( On )) PORT_DIPNAME( 0x40, 0x40, "Screen Stop" ) PORT_DIPLOCATION("SWA:2") PORT_DIPSETTING( 0x40, DEF_STR( Off )) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) diff --git a/src/mame/sega/sms.cpp b/src/mame/sega/sms.cpp index 01879e0c62f..212f311bd93 100644 --- a/src/mame/sega/sms.cpp +++ b/src/mame/sega/sms.cpp @@ -1261,19 +1261,19 @@ ROM_END /* YEAR NAME PARENT COMPAT MACHINE INPUT CLASS INIT COMPANY FULLNAME FLAGS */ CONS( 1985, sg1000m3, sms, 0, sg1000m3, sg1000m3, sg1000m3_state, empty_init, "Sega", "Mark III", MACHINE_SUPPORTS_SAVE ) -CONS( 1986, sms1, sms, 0, sms1_ntsc, sms1, sms1_state, empty_init, "Sega", "Master System I", MACHINE_SUPPORTS_SAVE ) -CONS( 1986, sms1pal, sms, 0, sms1_pal, sms1, sms1_state, empty_init, "Sega", "Master System I (PAL)" , MACHINE_SUPPORTS_SAVE ) +CONS( 1986, sms1, sms, 0, sms1_ntsc, sms1, sms1_state, empty_init, "Sega", "Master System", MACHINE_SUPPORTS_SAVE ) +CONS( 1986, sms1pal, sms, 0, sms1_pal, sms1, sms1_state, empty_init, "Sega", "Master System (PAL)" , MACHINE_SUPPORTS_SAVE ) CONS( 1986, smssdisp, sms, 0, sms_sdisp, smssdisp, smssdisp_state, empty_init, "Sega", "Master System Store Display Unit", MACHINE_SUPPORTS_SAVE ) CONS( 1987, smsj, sms, 0, smsj, smsj, sms1_state, empty_init, "Sega", "Master System (Japan)", MACHINE_SUPPORTS_SAVE ) CONS( 1990, sms, 0, 0, sms2_ntsc, sms, sms_state, empty_init, "Sega", "Master System II", MACHINE_SUPPORTS_SAVE ) CONS( 1990, smspal, sms, 0, sms2_pal, sms, sms_state, empty_init, "Sega", "Master System II (PAL)", MACHINE_SUPPORTS_SAVE ) -CONS( 1989, sms1krfm, sms, 0, smsj, smsj, sms1_state, empty_init, "Samsung", "Gam*Boy I (Korea) (FM)", MACHINE_SUPPORTS_SAVE ) -CONS( 19??, sms1kr, sms, 0, sms1_kr, smsj, sms1_state, empty_init, "Samsung", "Gam*Boy I (Korea)", MACHINE_SUPPORTS_SAVE ) +CONS( 1989, sms1krfm, sms, 0, smsj, smsj, sms1_state, empty_init, "Samsung", "Gam*Boy (Korea) (FM)", MACHINE_SUPPORTS_SAVE ) +CONS( 19??, sms1kr, sms, 0, sms1_kr, smsj, sms1_state, empty_init, "Samsung", "Gam*Boy (Korea)", MACHINE_SUPPORTS_SAVE ) CONS( 1991, smskr, sms, 0, sms2_kr, sms, sms_state, empty_init, "Samsung", "Gam*Boy II (Korea)", MACHINE_SUPPORTS_SAVE ) -CONS( 1989, sms1br, sms, 0, sms1_br, sms1, sms1_state, empty_init, "Tec Toy", "Master System I (Brazil)", MACHINE_SUPPORTS_SAVE ) +CONS( 1989, sms1br, sms, 0, sms1_br, sms1, sms1_state, empty_init, "Tec Toy", "Master System (Brazil)", MACHINE_SUPPORTS_SAVE ) CONS( 1991, sms2br, sms, 0, sms1_br, sms1, sms1_state, empty_init, "Tec Toy", "Master System II (Brazil)", MACHINE_SUPPORTS_SAVE ) CONS( 1992, smsbr, sms, 0, sms3_br, sms, sms_state, empty_init, "Tec Toy", "Master System III Compact (Brazil)", MACHINE_SUPPORTS_SAVE ) -CONS( 19??, sms1paln, sms, 0, sms1_paln, sms1, sms1_state, empty_init, "Tec Toy", "Master System I (PAL-N)", MACHINE_SUPPORTS_SAVE ) +CONS( 19??, sms1paln, sms, 0, sms1_paln, sms1, sms1_state, empty_init, "Tec Toy", "Master System (PAL-N)", MACHINE_SUPPORTS_SAVE ) CONS( 19??, sms2paln, sms, 0, sms1_paln, sms1, sms1_state, empty_init, "Tec Toy", "Master System II (PAL-N)", MACHINE_SUPPORTS_SAVE ) CONS( 19??, smspaln, sms, 0, sms3_paln, sms, sms_state, empty_init, "Tec Toy", "Master System III Compact (PAL-N)", MACHINE_SUPPORTS_SAVE ) -- cgit v1.2.3