// license:BSD-3-Clause // copyright-holders:R. Belmont /*************************************************************************** Bishi Bashi Champ Mini Game Senshuken (c) 1996 Konami Super Bishi Bashi Championship (c) 1998 Konami Driver by R. Belmont WORKING: ram/rom test passes, IRQs, sound/music, inputs, colors. TODO: "bishi" needs a ROM redumped, K056832 needs per-tile priority ***************************************************************************** Super Bishi Bashi Champ (Korean version) Konami, 1998 [Identical] Bishi Bashi Champ (Korean version) Konami, 1996 PCB Layout ROM ---------- Daughterboard (on top) || GS562 PWB(A)400625A \/ |----------------------|-------------------| | VOL SM5875 675KAA01|24MHz MB3790 CN4 | |16.9344MHz | | | YMZ280B 675KAA02| 6264 | | 056232 | CN3| | 675KAA03| 6264 68000 | | | | | 675KAA04| 62256 | | PAL | | |CN1 DSW1(8) | 058143 62256 | | 056879 DSW2(8) |-------------------- | 62256 | | 675KAA07 | | 056832 | | 675KAA09 | | 6264 | | 675KAA08 | | 6264 055555 | | 056766 675KAA10 | |056820 6264 | | | |------------------------------------------| Notes: 68000 - clock 12.000MHz (24/2) YMZ280 - clock 16.9344MHz CN3/4 - connector for ROM daughterboard CN1 - large flat cable connector for power/controls 675KAA01 to 04 - 27C040 EPROMs 675KAA07 to 10 - 27C240 EPROMs Konami Custom ICs - 056143 (QFP160) 056832 (QFP144) 055555 (QFP240) 056879 (QFP144) 056232 (ceramic SIL14) 056820 (ceramic SIL13) Daughterboard ------------- PWB 402005(B) ROM BOARD |-------------------| |CN7 4AK16 CN8 | | PAL | | | |CN5 4AK16 | | | | 675KAA05 | | 4AK16 | |CN6 675KAA06 | |-------------------| Notes: CN5/6 - 15 pin connector for lights maybe? CN7/8 - 8 pin connector for power 4AK16 - power amp IC tied to CN5/6 675* - 27C240 EPROMs ***************************************************************************/ #include "emu.h" #include "includes/bishi.h" #include "cpu/m68000/m68000.h" #include "sound/ymz280b.h" #include "speaker.h" uint16_t bishi_state::control_r() { return m_cur_control; } void bishi_state::control_w(offs_t offset, uint16_t data, uint16_t mem_mask) { // bit 8 = interrupt gate COMBINE_DATA(&m_cur_control); } void bishi_state::control2_w(offs_t offset, uint16_t data, uint16_t mem_mask) { // bit 12 = part of the banking calculation for the K056832 ROM readback COMBINE_DATA(&m_cur_control2); } TIMER_DEVICE_CALLBACK_MEMBER(bishi_state::bishi_scanline) { int scanline = param; if (m_cur_control & 0x800) { if(scanline == 240) // vblank-out irq m_maincpu->set_input_line(M68K_IRQ_3, HOLD_LINE); if(scanline == 0) // vblank-in irq m_maincpu->set_input_line(M68K_IRQ_4, HOLD_LINE); } } /* compensate for a bug in the ram/rom test */ uint16_t bishi_state::bishi_mirror_r(offs_t offset) { return m_palette->basemem().read16(offset); } uint16_t bishi_state::bishi_K056832_rom_r(offs_t offset) { uint16_t ouroffs; ouroffs = (offset >> 1) * 8; if (offset & 1) ouroffs++; if (m_cur_control2 & 0x1000) ouroffs += 4; return m_k056832->bishi_rom_word_r(ouroffs); } void bishi_state::main_map(address_map &map) { map(0x000000, 0x0fffff).rom(); map(0x400000, 0x407fff).ram(); // Work RAM map(0x800000, 0x800001).rw(FUNC(bishi_state::control_r), FUNC(bishi_state::control_w)); map(0x800004, 0x800005).portr("DSW"); map(0x800006, 0x800007).portr("SYSTEM"); map(0x800008, 0x800009).portr("INPUTS"); map(0x810000, 0x810003).w(FUNC(bishi_state::control2_w)); // bank switch for K056832 character ROM test map(0x820000, 0x820001).nopw(); // lamps (see lamp test in service menu) map(0x830000, 0x83003f).w(m_k056832, FUNC(k056832_device::word_w)); map(0x840000, 0x840007).w(m_k056832, FUNC(k056832_device::b_word_w)); // VSCCS map(0x850000, 0x85001f).w(m_k054338, FUNC(k054338_device::word_w)); // CLTC map(0x870000, 0x8700ff).w(m_k055555, FUNC(k055555_device::K055555_word_w)); // PCU2 map(0x880000, 0x880003).rw("ymz", FUNC(ymz280b_device::read), FUNC(ymz280b_device::write)).umask16(0xff00); map(0xa00000, 0xa01fff).rw(m_k056832, FUNC(k056832_device::ram_word_r), FUNC(k056832_device::ram_word_w)); // Graphic planes map(0xb00000, 0xb03fff).ram().w(m_palette, FUNC(palette_device::write16)).share("palette"); map(0xb04000, 0xb047ff).r(FUNC(bishi_state::bishi_mirror_r)); // bug in the ram/rom test? map(0xc00000, 0xc01fff).r(FUNC(bishi_state::bishi_K056832_rom_r)); } static INPUT_PORTS_START( bishi ) /* Currently, this "IN0" is not read */ // TODO: leftover? PORT_START("IN0") PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_COIN2 ) PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_COIN3 ) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_COIN4 ) PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_SERVICE2 ) PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_SERVICE3 ) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_SERVICE4 ) PORT_START("DSW") PORT_DIPNAME( 0x0007, 0x0004, DEF_STR( Difficulty ) ) PORT_DIPSETTING( 0x0007, DEF_STR( Easiest ) ) PORT_DIPSETTING( 0x0006, DEF_STR( Very_Easy) ) PORT_DIPSETTING( 0x0005, DEF_STR( Easy ) ) PORT_DIPSETTING( 0x0004, DEF_STR( Medium ) ) PORT_DIPSETTING( 0x0003, DEF_STR( Medium_Hard ) ) PORT_DIPSETTING( 0x0002, DEF_STR( Hard ) ) PORT_DIPSETTING( 0x0001, DEF_STR( Very_Hard ) ) PORT_DIPSETTING( 0x0000, DEF_STR( Hardest ) ) PORT_DIPNAME( 0x0038, 0x0028, DEF_STR( Lives ) ) PORT_DIPSETTING( 0x0038, "1" ) PORT_DIPSETTING( 0x0030, "2" ) PORT_DIPSETTING( 0x0028, "3" ) PORT_DIPSETTING( 0x0020, "4" ) PORT_DIPSETTING( 0x0018, "5" ) PORT_DIPSETTING( 0x0010, "6" ) PORT_DIPSETTING( 0x0008, "7" ) PORT_DIPSETTING( 0x0000, "8" ) PORT_DIPNAME( 0x00c0, 0x00c0, DEF_STR( Demo_Sounds ) ) PORT_DIPSETTING( 0x00c0, "All The Time" ) PORT_DIPSETTING( 0x0080, "Loop At 2 Times" ) PORT_DIPSETTING( 0x0040, "Loop At 4 Times" ) PORT_DIPSETTING( 0x0000, "No Sounds" ) PORT_DIPNAME( 0x0f00, 0x0f00, DEF_STR( Coinage ) ) PORT_DIPSETTING( 0x0200, DEF_STR( 4C_1C ) ) PORT_DIPSETTING( 0x0500, DEF_STR( 3C_1C ) ) PORT_DIPSETTING( 0x0800, DEF_STR( 2C_1C ) ) PORT_DIPSETTING( 0x0400, DEF_STR( 3C_2C ) ) PORT_DIPSETTING( 0x0100, DEF_STR( 4C_3C ) ) PORT_DIPSETTING( 0x0f00, DEF_STR( 1C_1C ) ) PORT_DIPSETTING( 0x0000, DEF_STR( 4C_5C ) ) PORT_DIPSETTING( 0x0300, DEF_STR( 3C_4C ) ) PORT_DIPSETTING( 0x0700, DEF_STR( 2C_3C ) ) PORT_DIPSETTING( 0x0e00, DEF_STR( 1C_2C ) ) PORT_DIPSETTING( 0x0600, DEF_STR( 2C_5C ) ) PORT_DIPSETTING( 0x0d00, DEF_STR( 1C_3C ) ) PORT_DIPSETTING( 0x0c00, DEF_STR( 1C_4C ) ) PORT_DIPSETTING( 0x0b00, DEF_STR( 1C_5C ) ) PORT_DIPSETTING( 0x0a00, DEF_STR( 1C_6C ) ) PORT_DIPSETTING( 0x0900, DEF_STR( 1C_7C ) ) PORT_DIPNAME( 0x1000, 0x1000, DEF_STR( Free_Play )) PORT_DIPSETTING( 0x1000, DEF_STR(No)) PORT_DIPSETTING( 0x0000, DEF_STR(Yes)) PORT_DIPNAME( 0x2000, 0x2000, "Slack Difficulty") PORT_DIPSETTING( 0x2000, DEF_STR(Off)) PORT_DIPSETTING( 0x0000, DEF_STR(On)) PORT_DIPNAME( 0x4000, 0x0000, "Title Demo") PORT_DIPSETTING( 0x4000, "At 1 Loop") PORT_DIPSETTING( 0x0000, "At Every Gamedemo") PORT_DIPNAME( 0x8000, 0x0000, "Gamedemo") PORT_DIPSETTING( 0x8000, "4 Kinds") PORT_DIPSETTING( 0x0000, "7 Kinds") PORT_START("SYSTEM") PORT_BIT( 0x00ff, IP_ACTIVE_LOW, IPT_UNUSED ) PORT_BIT( 0x0100, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x0200, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x0400, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x0800, IP_ACTIVE_LOW, IPT_COIN1 ) PORT_BIT( 0x1000, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x2000, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x4000, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x8000, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_START("INPUTS") PORT_BIT( 0x0001, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(3) PORT_NAME("P3 Blue") PORT_BIT( 0x0002, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(3) PORT_NAME("P3 Green") PORT_BIT( 0x0004, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(3) PORT_NAME("P3 Red") PORT_BIT( 0x0008, IP_ACTIVE_LOW, IPT_START3 ) PORT_BIT( 0x0010, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x0020, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_SERVICE_NO_TOGGLE(0x0040, IP_ACTIVE_LOW) PORT_BIT( 0x0080, IP_ACTIVE_LOW, IPT_SERVICE1 ) PORT_BIT( 0x0100, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(1) PORT_NAME("P1 Blue") PORT_BIT( 0x0200, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(1) PORT_NAME("P1 Green") PORT_BIT( 0x0400, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(1) PORT_NAME("P1 Red") PORT_BIT( 0x0800, IP_ACTIVE_LOW, IPT_START1 ) PORT_BIT( 0x1000, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(2) PORT_NAME("P2 Blue") PORT_BIT( 0x2000, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(2) PORT_NAME("P2 Green") PORT_BIT( 0x4000, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(2) PORT_NAME("P2 Red") PORT_BIT( 0x8000, IP_ACTIVE_LOW, IPT_START2 ) INPUT_PORTS_END /* The game will respond to the 'player 2' inputs from the normal input define if mapped, however, the game will function in an abnormal way as the game code isn't designed to handle it. The 'player 3' inputs from the above input define are the actual ones used for player 2 on this */ static INPUT_PORTS_START( bishi2p ) /* Currently, this "IN0" is not read */ PORT_START("IN0") PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_COIN2 ) PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_COIN3 ) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_COIN4 ) PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_SERVICE2 ) PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_SERVICE3 ) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_SERVICE4 ) PORT_START("DSW") PORT_DIPNAME( 0x0007, 0x0004, DEF_STR( Difficulty ) ) PORT_DIPSETTING( 0x0007, DEF_STR( Easiest ) ) PORT_DIPSETTING( 0x0006, DEF_STR( Very_Easy) ) PORT_DIPSETTING( 0x0005, DEF_STR( Easy ) ) PORT_DIPSETTING( 0x0004, DEF_STR( Medium ) ) PORT_DIPSETTING( 0x0003, DEF_STR( Medium_Hard ) ) PORT_DIPSETTING( 0x0002, DEF_STR( Hard ) ) PORT_DIPSETTING( 0x0001, DEF_STR( Very_Hard ) ) PORT_DIPSETTING( 0x0000, DEF_STR( Hardest ) ) PORT_DIPNAME( 0x0038, 0x0028, DEF_STR( Lives ) ) PORT_DIPSETTING( 0x0038, "1" ) PORT_DIPSETTING( 0x0030, "2" ) PORT_DIPSETTING( 0x0028, "3" ) PORT_DIPSETTING( 0x0020, "4" ) PORT_DIPSETTING( 0x0018, "5" ) PORT_DIPSETTING( 0x0010, "6" ) PORT_DIPSETTING( 0x0008, "7" ) PORT_DIPSETTING( 0x0000, "8" ) PORT_DIPNAME( 0x00c0, 0x00c0, DEF_STR( Demo_Sounds ) ) PORT_DIPSETTING( 0x00c0, "All The Time" ) PORT_DIPSETTING( 0x0080, "Loop At 2 Times" ) PORT_DIPSETTING( 0x0040, "Loop At 4 Times" ) PORT_DIPSETTING( 0x0000, "No Sounds" ) PORT_DIPNAME( 0x0f00, 0x0f00, DEF_STR( Coinage ) ) PORT_DIPSETTING( 0x0200, DEF_STR( 4C_1C ) ) PORT_DIPSETTING( 0x0500, DEF_STR( 3C_1C ) ) PORT_DIPSETTING( 0x0800, DEF_STR( 2C_1C ) ) PORT_DIPSETTING( 0x0400, DEF_STR( 3C_2C ) ) PORT_DIPSETTING( 0x0100, DEF_STR( 4C_3C ) ) PORT_DIPSETTING( 0x0f00, DEF_STR( 1C_1C ) ) PORT_DIPSETTING( 0x0000, DEF_STR( 4C_5C ) ) PORT_DIPSETTING( 0x0300, DEF_STR( 3C_4C ) ) PORT_DIPSETTING( 0x0700, DEF_STR( 2C_3C ) ) PORT_DIPSETTING( 0x0e00, DEF_STR( 1C_2C ) ) PORT_DIPSETTING( 0x0600, DEF_STR( 2C_5C ) ) PORT_DIPSETTING( 0x0d00, DEF_STR( 1C_3C ) ) PORT_DIPSETTING( 0x0c00, DEF_STR( 1C_4C ) ) PORT_DIPSETTING( 0x0b00, DEF_STR( 1C_5C ) ) PORT_DIPSETTING( 0x0a00, DEF_STR( 1C_6C ) ) PORT_DIPSETTING( 0x0900, DEF_STR( 1C_7C ) ) PORT_DIPNAME( 0x1000, 0x1000, DEF_STR( Free_Play )) PORT_DIPSETTING( 0x1000, DEF_STR(No)) PORT_DIPSETTING( 0x0000, DEF_STR(Yes)) PORT_DIPNAME( 0x2000, 0x2000, "Slack Difficulty") PORT_DIPSETTING( 0x2000, DEF_STR(Off)) PORT_DIPSETTING( 0x0000, DEF_STR(On)) PORT_DIPNAME( 0x4000, 0x0000, "Title Demo") PORT_DIPSETTING( 0x4000, "At 1 Loop") PORT_DIPSETTING( 0x0000, "At Every Gamedemo") PORT_DIPNAME( 0x8000, 0x0000, "Gamedemo") PORT_DIPSETTING( 0x8000, "4 Kinds") PORT_DIPSETTING( 0x0000, "7 Kinds") PORT_START("SYSTEM") PORT_BIT( 0x00ff, IP_ACTIVE_LOW, IPT_UNUSED ) PORT_BIT( 0x0100, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x0200, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x0400, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x0800, IP_ACTIVE_LOW, IPT_COIN1 ) PORT_BIT( 0x1000, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x2000, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x4000, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x8000, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_START("INPUTS") PORT_BIT( 0x0001, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(2) PORT_NAME("P2 Blue") PORT_BIT( 0x0002, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(2) PORT_NAME("P2 Green") PORT_BIT( 0x0004, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(2) PORT_NAME("P2 Red") PORT_BIT( 0x0008, IP_ACTIVE_LOW, IPT_START2 ) PORT_BIT( 0x0010, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x0020, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_SERVICE_NO_TOGGLE(0x0040, IP_ACTIVE_LOW) PORT_BIT( 0x0080, IP_ACTIVE_LOW, IPT_SERVICE1 ) PORT_BIT( 0x0100, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(1) PORT_NAME("P1 Blue") PORT_BIT( 0x0200, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(1) PORT_NAME("P1 Green") PORT_BIT( 0x0400, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(1) PORT_NAME("P1 Red") PORT_BIT( 0x0800, IP_ACTIVE_LOW, IPT_START1 ) PORT_BIT( 0x1000, IP_ACTIVE_LOW, IPT_UNUSED ) // 'p2' A PORT_BIT( 0x2000, IP_ACTIVE_LOW, IPT_UNUSED ) // 'p2' B PORT_BIT( 0x4000, IP_ACTIVE_LOW, IPT_UNUSED ) // 'p2' C PORT_BIT( 0x8000, IP_ACTIVE_LOW, IPT_UNUSED ) // 'p2' START INPUT_PORTS_END void bishi_state::machine_start() { save_item(NAME(m_cur_control)); save_item(NAME(m_cur_control2)); } void bishi_state::machine_reset() { m_cur_control = 0; m_cur_control2 = 0; } void bishi_state::bishi(machine_config &config) { /* basic machine hardware */ M68000(config, m_maincpu, CPU_CLOCK); /* 12MHz (24MHz OSC / 2 ) */ m_maincpu->set_addrmap(AS_PROGRAM, &bishi_state::main_map); TIMER(config, "scantimer").configure_scanline(FUNC(bishi_state::bishi_scanline), "screen", 0, 1); /* video hardware */ SCREEN(config, m_screen, SCREEN_TYPE_RASTER); m_screen->set_video_attributes(VIDEO_UPDATE_AFTER_VBLANK); m_screen->set_refresh_hz(60); m_screen->set_vblank_time(ATTOSECONDS_IN_USEC(1200)); m_screen->set_size(64*8, 32*8); m_screen->set_visarea(29, 29+288-1, 16, 16+224-1); m_screen->set_screen_update(FUNC(bishi_state::screen_update_bishi)); PALETTE(config, m_palette).set_format(palette_device::xBGR_888, 4096); m_palette->enable_shadows(); m_palette->enable_hilights(); K056832(config, m_k056832, 0); m_k056832->set_tile_callback(FUNC(bishi_state::tile_callback)); m_k056832->set_config(K056832_BPP_8, 1, 0); m_k056832->set_palette(m_palette); K054338(config, m_k054338, 0); // FP 201404: any reason why this is not connected to the k055555 below? K055555(config, m_k055555, 0); /* sound hardware */ SPEAKER(config, "lspeaker").front_left(); SPEAKER(config, "rspeaker").front_right(); ymz280b_device &ymz(YMZ280B(config, "ymz", SOUND_CLOCK)); /* 16.9344MHz */ ymz.irq_handler().set_inputline("maincpu", M68K_IRQ_1); ymz.add_route(0, "lspeaker", 1.0); ymz.add_route(1, "rspeaker", 1.0); } // ROM definitions ROM_START( bishi ) ROM_REGION( 0x100000, "maincpu", 0 ) ROM_LOAD16_WORD_SWAP( "575jaa05.12e", 0x000000, 0x80000, CRC(7d354567) SHA1(7fc11585693c91c0ef7a8e00df4f2f01b356210f) ) ROM_LOAD16_WORD_SWAP( "575jaa06.15e", 0x080000, 0x80000, CRC(9b2f7fbb) SHA1(26c828085c44a9c4d4e713e8fcc0bc8fc973d107) ) ROM_REGION( 0x200000, "k056832", 0 ) ROM_LOAD16_BYTE( "575jaa07.14n", 0x000000, 0x080000, CRC(37bbf387) SHA1(dcf7b151b865d251f3122611b6339dd84eb1f990) ) ROM_LOAD16_BYTE( "575jaa08.17n", 0x000001, 0x080000, CRC(47ecd559) SHA1(7baac23557d40cccc21b93f181606563924244b0) ) ROM_LOAD16_BYTE( "575jaa09.19n", 0x100000, 0x080000, CRC(c1db6e68) SHA1(e951661e3b39a83db21aed484764e032adcf3c2a) ) ROM_LOAD16_BYTE( "575jaa10.22n", 0x100001, 0x080000, BAD_DUMP CRC(c8b145d6) SHA1(15cb3e4bebb999f1791fafa7a2ce3875a56991ff) ) // both halves identical (bad) // dummy region (game has no sprites, but we want to use the GX mixer) ROM_REGION( 0x80000, "gfx2", ROMREGION_ERASE00 ) ROM_REGION( 0x200000, "ymz", 0 ) ROM_LOAD( "575jaa01.2f", 0x000000, 0x080000, CRC(e1e9f7b2) SHA1(4da93e384a6018d829cbb02cfde98fc3662c5267) ) ROM_LOAD( "575jaa02.4f", 0x080000, 0x080000, CRC(d228eb06) SHA1(075bd48242b5f590bfbfc45bc430578375fad70f) ) ROM_LOAD( "575jaa03.6f", 0x100000, 0x080000, CRC(9ec0321f) SHA1(03999dc415f556d0cd58e6358f826b97e85b477b) ) ROM_LOAD( "575jaa04.8f", 0x180000, 0x080000, CRC(0120967f) SHA1(14cc2b9269f46859d1de418c8d4c76a6bdb09d16) ) ROM_END ROM_START( sbishi ) ROM_REGION( 0x100000, "maincpu", 0 ) ROM_LOAD16_WORD_SWAP( "675jaa05.12e", 0x000000, 0x80000, CRC(28a09c01) SHA1(627f6c9b9e88434ff3198c778ae5c57d9cda82c5) ) ROM_LOAD16_WORD_SWAP( "675jaa06.15e", 0x080000, 0x80000, CRC(e4998b33) SHA1(3012f7661542b38b1a113c5c10e2729c6a37e709) ) ROM_REGION( 0x200000, "k056832", 0 ) ROM_LOAD16_BYTE( "675jaa07.14n", 0x000000, 0x080000, CRC(6fe7c658) SHA1(a786a417053a5fc62f967bdd564e8d3bdc89f958) ) ROM_LOAD16_BYTE( "675jaa08.17n", 0x000001, 0x080000, CRC(c230afc9) SHA1(f23c64ed08e77960beb0f8db2605622a3887e5f8) ) ROM_LOAD16_BYTE( "675jaa09.19n", 0x100000, 0x080000, CRC(63fe85a5) SHA1(e5ef1f3fc634264260d5fc3a669646abf1601b23) ) ROM_LOAD16_BYTE( "675jaa10.22n", 0x100001, 0x080000, CRC(703ac462) SHA1(6dd05b2a78517a46b9ae8322c6b94bddbe91e848) ) // dummy region (game has no sprites, but we want to use the GX mixer) ROM_REGION( 0x80000, "gfx2", ROMREGION_ERASE00 ) ROM_REGION( 0x200000, "ymz", 0 ) ROM_LOAD( "675jaa01.2f", 0x000000, 0x080000, CRC(67910b15) SHA1(6566e2344ebe9d61c584a1ab9ecbc8e7dd0a9a5b) ) ROM_LOAD( "675jaa02.4f", 0x080000, 0x080000, CRC(3313a7ae) SHA1(a49df87446a5b1bbf77fdf13a298ed486d7d7476) ) ROM_LOAD( "675jaa03.6f", 0x100000, 0x080000, CRC(ec977e6a) SHA1(9beb13e716d1694a64ce787fa3db4ba986a07d51) ) ROM_LOAD( "675jaa04.8f", 0x180000, 0x080000, CRC(1d1de34e) SHA1(1671216545cc0842cf8c128eaa0c612e6d91875c) ) ROM_END ROM_START( sbishik ) ROM_REGION( 0x100000, "maincpu", 0 ) ROM_LOAD16_WORD_SWAP( "kab05.12e", 0x000000, 0x80000, CRC(749063ca) SHA1(ef551132410248ef0b858fb8bcf6f8dd1115ad71) ) ROM_LOAD16_WORD_SWAP( "kab06.15e", 0x080000, 0x80000, CRC(089e0f37) SHA1(9cd64ebfab716bbaf0ba420ad8168a33601699a9) ) ROM_REGION( 0x200000, "k056832", 0 ) ROM_LOAD16_BYTE( "675kaa07.14n", 0x000000, 0x080000, CRC(1177c1f8) SHA1(42c6f3c3a6bd0adb7d927386fd99f1497e5df30c) ) ROM_LOAD16_BYTE( "675kaa08.17n", 0x000001, 0x080000, CRC(7117e9cd) SHA1(5a9b4b7427edcc10725d5936869927874fef6463) ) ROM_LOAD16_BYTE( "675kaa09.19n", 0x100000, 0x080000, CRC(8d49c765) SHA1(7921f8f3671fbbc3d5ea529234268a1e23ea622c) ) ROM_LOAD16_BYTE( "675kaa10.22n", 0x100001, 0x080000, CRC(c16acf32) SHA1(df3eeb5ab3bab8e707eaa79ffc500e1dc2332a82) ) // dummy region (game has no sprites, but we want to use the GX mixer) ROM_REGION( 0x80000, "gfx2", ROMREGION_ERASE00 ) ROM_REGION( 0x200000, "ymz", 0 ) ROM_LOAD( "675kaa01.2f", 0x000000, 0x080000, CRC(73ac6ae6) SHA1(37e4722647a13275c5f51d2bfa50df3e12ea1ebf) ) ROM_LOAD( "675kaa02.4f", 0x080000, 0x080000, CRC(4c341e7c) SHA1(b944ea59d94f9ea5cea8ed8ad68da2a52c4bbfd7) ) ROM_LOAD( "675kaa03.6f", 0x100000, 0x080000, CRC(83f91beb) SHA1(3af95f503f26fc88e75c786a9fef8a333c21d1d6) ) ROM_LOAD( "675kaa04.8f", 0x180000, 0x080000, CRC(ebcbd813) SHA1(d67540d0ea303f09866f4a766e2d5162f05cd4ac) ) ROM_END ROM_START( sbishika ) ROM_REGION( 0x100000, "maincpu", 0 ) ROM_LOAD16_WORD_SWAP( "675kaa05.12e", 0x000000, 0x80000, CRC(23600e1d) SHA1(b3224c84e41e3077425a60232bb91775107f37a8) ) ROM_LOAD16_WORD_SWAP( "675kaa06.15e", 0x080000, 0x80000, CRC(bd1091f5) SHA1(29872abc49fe8209d0f414ca40a34fc494ff9b96) ) ROM_REGION( 0x200000, "k056832", 0 ) ROM_LOAD16_BYTE( "675kaa07.14n", 0x000000, 0x080000, CRC(1177c1f8) SHA1(42c6f3c3a6bd0adb7d927386fd99f1497e5df30c) ) ROM_LOAD16_BYTE( "675kaa08.17n", 0x000001, 0x080000, CRC(7117e9cd) SHA1(5a9b4b7427edcc10725d5936869927874fef6463) ) ROM_LOAD16_BYTE( "675kaa09.19n", 0x100000, 0x080000, CRC(8d49c765) SHA1(7921f8f3671fbbc3d5ea529234268a1e23ea622c) ) ROM_LOAD16_BYTE( "675kaa10.22n", 0x100001, 0x080000, CRC(c16acf32) SHA1(df3eeb5ab3bab8e707eaa79ffc500e1dc2332a82) ) // dummy region (game has no sprites, but we want to use the GX mixer) ROM_REGION( 0x80000, "gfx2", ROMREGION_ERASE00 ) ROM_REGION( 0x200000, "ymz", 0 ) ROM_LOAD( "675kaa01.2f", 0x000000, 0x080000, CRC(73ac6ae6) SHA1(37e4722647a13275c5f51d2bfa50df3e12ea1ebf) ) ROM_LOAD( "675kaa02.4f", 0x080000, 0x080000, CRC(4c341e7c) SHA1(b944ea59d94f9ea5cea8ed8ad68da2a52c4bbfd7) ) ROM_LOAD( "675kaa03.6f", 0x100000, 0x080000, CRC(83f91beb) SHA1(3af95f503f26fc88e75c786a9fef8a333c21d1d6) ) ROM_LOAD( "675kaa04.8f", 0x180000, 0x080000, CRC(ebcbd813) SHA1(d67540d0ea303f09866f4a766e2d5162f05cd4ac) ) ROM_END GAME( 1996, bishi, 0, bishi, bishi, bishi_state, empty_init, ROT0, "Konami", "Bishi Bashi Championship Mini Game Senshuken (ver JAA, 3 Players)", MACHINE_IMPERFECT_GRAPHICS | MACHINE_SUPPORTS_SAVE ) GAME( 1998, sbishi, 0, bishi, bishi2p, bishi_state, empty_init, ROT0, "Konami", "Super Bishi Bashi Championship (ver JAA, 2 Players)", MACHINE_IMPERFECT_GRAPHICS | MACHINE_SUPPORTS_SAVE ) GAME( 1998, sbishik, sbishi, bishi, bishi, bishi_state, empty_init, ROT0, "Konami", "Super Bishi Bashi Championship (ver KAB, 3 Players)", MACHINE_IMPERFECT_GRAPHICS | MACHINE_SUPPORTS_SAVE ) GAME( 1998, sbishika, sbishi, bishi, bishi, bishi_state, empty_init, ROT0, "Konami", "Super Bishi Bashi Championship (ver KAA, 3 Players)", MACHINE_IMPERFECT_GRAPHICS | MACHINE_SUPPORTS_SAVE )