/**************************************************************************** Blockade/Comotion/Blasto/Hustle Memory MAP Frank Palazzolo (palazzol@comcast.net) CPU - Intel 8080A Memory Address (Upper/Lower) 0xxx 00aa aaaa aaaa ROM U2/U3 R 1K for Blockade/Comotion/Blasto 0xxx 01aa aaaa aaaa ROM U4/U5 R 1K for Comotion/Blasto/Hustle Only 1xx0 xxaa aaaa aaaa VRAM W 1K playfield xxx1 xxxx aaaa aaaa RAM R/W 256 bytes CHAR ROM U29/U43 256 bytes for Blockade/Comotion 512 for Blasto/Hustle Ports In Out 1 Controls bit 7 = Coin Latch Reset bit 5 = Pin 19? 2 Controls Square Wave Pitch Register 4 Controls Noise On 8 N/A Noise Off Notes: Support is complete with the exception of the noise generator. Hopefully I can add this based on some measurements from a real board ****************************************************************************/ #include "driver.h" #include "includes/blockade.h" #include "sound/samples.h" #include "sound/discrete.h" #define BLOCKADE_LOG 0 /* These are used to simulate coin latch circuitry */ static UINT8 coin_latch; /* Active Low */ static UINT8 just_been_reset; static DRIVER_INIT( blockade ) { coin_latch = 1; just_been_reset = 0; } /*************************************************************/ /* */ /* Inserting a coin should work like this: */ /* 1) Reset the CPU */ /* 2) CPU Sets the coin latch */ /* 3) Finally the CPU coin latch is Cleared by the hardware */ /* (by the falling coin..?) */ /* */ /* I am faking this by keeping the CPU from Setting */ /* the coin latch if we have just been reset. */ /* */ /*************************************************************/ /* Need to check for a coin on the interrupt, */ /* This will reset the cpu */ static INTERRUPT_GEN( blockade_interrupt ) { cpunum_resume(0, SUSPEND_ANY_REASON); if ((input_port_read(machine, "IN0") & 0x80) == 0) { just_been_reset = 1; cpunum_set_input_line(machine, 0, INPUT_LINE_RESET, PULSE_LINE); } } static READ8_HANDLER( blockade_input_port_0_r ) { /* coin latch is bit 7 */ UINT8 temp = (input_port_read(machine, "IN0") & 0x7f); return (coin_latch<<7) | (temp); } static WRITE8_HANDLER( blockade_coin_latch_w ) { if (data & 0x80) { if (BLOCKADE_LOG) mame_printf_debug("Reset Coin Latch\n"); if (just_been_reset) { just_been_reset = 0; coin_latch = 0; } else coin_latch = 1; } if (data & 0x20) { if (BLOCKADE_LOG) mame_printf_debug("Pin 19 High\n"); } else { if (BLOCKADE_LOG) mame_printf_debug("Pin 19 Low\n"); } return; } static ADDRESS_MAP_START( main_map, ADDRESS_SPACE_PROGRAM, 8 ) AM_RANGE(0x0000, 0x07ff) AM_ROM AM_MIRROR(0x6000) AM_RANGE(0x8000, 0x83ff) AM_RAM_WRITE(blockade_videoram_w) AM_BASE(&videoram) AM_MIRROR(0x6c00) AM_RANGE(0x9000, 0x90ff) AM_RAM AM_MIRROR(0x6f00) ADDRESS_MAP_END static ADDRESS_MAP_START( main_io_map, ADDRESS_SPACE_IO, 8 ) AM_RANGE(0x01, 0x01) AM_READWRITE(blockade_input_port_0_r, blockade_coin_latch_w) AM_RANGE(0x02, 0x02) AM_READ_PORT("IN1") AM_RANGE(0x02, 0x02) AM_WRITE(blockade_sound_freq_w) AM_RANGE(0x04, 0x04) AM_READ_PORT("IN2") AM_RANGE(0x04, 0x04) AM_WRITE(blockade_env_on_w) AM_RANGE(0x08, 0x08) AM_WRITE(blockade_env_off_w) ADDRESS_MAP_END /* These are not dip switches, they are mapped to */ /* connectors on the board. Different games had */ /* different harnesses which plugged in here, and */ /* some pins were unused. */ static INPUT_PORTS_START( blockade ) PORT_START("IN0") /* IN0 */ PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_DIPNAME( 0x04, 0x04, "Boom Switch" ) PORT_DIPSETTING( 0x00, DEF_STR( Off ) ) PORT_DIPSETTING( 0x04, DEF_STR( On ) ) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_DIPNAME( 0x70, 0x70, DEF_STR( Lives ) ) PORT_DIPSETTING( 0x60, "3" ) PORT_DIPSETTING( 0x50, "4" ) PORT_DIPSETTING( 0x30, "5" ) PORT_DIPSETTING( 0x70, "6" ) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_COIN1 ) PORT_IMPULSE(1) /* this is really used for the coin latch, */ /* see blockade_interrupt() */ PORT_START("IN1") /* IN1 */ PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_4WAY PORT_PLAYER(2) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_4WAY PORT_PLAYER(2) PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_4WAY PORT_PLAYER(2) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_4WAY PORT_PLAYER(2) PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_4WAY PORT_PLAYER(1) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_4WAY PORT_PLAYER(1) PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_4WAY PORT_PLAYER(1) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_4WAY PORT_PLAYER(1) PORT_START("IN2") /* IN2 */ PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_START("IN3") /* IN3 */ PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_VBLANK ) PORT_BIT( 0x7f, IP_ACTIVE_LOW, IPT_UNKNOWN ) INPUT_PORTS_END static INPUT_PORTS_START( comotion ) PORT_START("IN0") /* IN0 */ PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_DIPNAME( 0x04, 0x04, "Boom Switch" ) PORT_DIPSETTING( 0x00, DEF_STR( Off ) ) PORT_DIPSETTING( 0x04, DEF_STR( On ) ) PORT_DIPNAME( 0x08, 0x00, DEF_STR( Lives ) ) PORT_DIPSETTING( 0x00, "3" ) PORT_DIPSETTING( 0x08, "4" ) PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_START1 ) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_COIN1 ) PORT_IMPULSE(1) /* this is really used for the coin latch, */ /* see blockade_interrupt() */ PORT_START("IN1") /* IN1 */ PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_4WAY PORT_PLAYER(1) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_4WAY PORT_PLAYER(1) PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_4WAY PORT_PLAYER(1) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_4WAY PORT_PLAYER(1) PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_4WAY PORT_PLAYER(3) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_4WAY PORT_PLAYER(3) PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_4WAY PORT_PLAYER(3) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_4WAY PORT_PLAYER(3) PORT_START("IN2") /* IN2 */ PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_4WAY PORT_PLAYER(2) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_4WAY PORT_PLAYER(2) PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_4WAY PORT_PLAYER(2) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_4WAY PORT_PLAYER(2) PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_4WAY PORT_PLAYER(4) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_4WAY PORT_PLAYER(4) PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_4WAY PORT_PLAYER(4) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_4WAY PORT_PLAYER(4) PORT_START("IN3") /* IN3 */ PORT_BIT( 0x7f, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_VBLANK ) INPUT_PORTS_END static INPUT_PORTS_START( blasto ) PORT_START("IN0") /* IN0 */ PORT_DIPNAME( 0x03, 0x03, DEF_STR( Coinage ) ) PORT_DIPSETTING( 0x00, DEF_STR( 4C_1C ) ) PORT_DIPSETTING( 0x01, DEF_STR( 3C_1C ) ) PORT_DIPSETTING( 0x02, DEF_STR( 2C_1C ) ) PORT_DIPSETTING( 0x03, DEF_STR( 1C_1C ) ) PORT_DIPNAME( 0x04, 0x04, "Boom Switch" ) PORT_DIPSETTING( 0x00, DEF_STR( Off ) ) PORT_DIPSETTING( 0x04, DEF_STR( On ) ) PORT_DIPNAME( 0x08, 0x08, DEF_STR( Game_Time ) ) PORT_DIPSETTING( 0x00, "70 Secs" ) PORT_DIPSETTING( 0x08, "90 Secs" ) PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_COIN1 ) PORT_IMPULSE(1) /* this is really used for the coin latch, */ /* see blockade_interrupt() */ PORT_START("IN1") /* IN1 */ PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(2) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_START1 ) PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_START2 ) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(1) PORT_START("IN2") /* IN2 */ PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_4WAY PORT_PLAYER(2) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_4WAY PORT_PLAYER(2) PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_4WAY PORT_PLAYER(2) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_4WAY PORT_PLAYER(2) PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_4WAY PORT_PLAYER(1) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_4WAY PORT_PLAYER(1) PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_4WAY PORT_PLAYER(1) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_4WAY PORT_PLAYER(1) PORT_START("IN3") /* IN3 */ PORT_BIT( 0x7f, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_VBLANK ) INPUT_PORTS_END static INPUT_PORTS_START( hustle ) PORT_START("IN0") /* IN0 */ PORT_DIPNAME( 0x03, 0x03, DEF_STR( Coinage ) ) PORT_DIPSETTING( 0x00, DEF_STR( 4C_1C ) ) PORT_DIPSETTING( 0x01, DEF_STR( 3C_1C ) ) PORT_DIPSETTING( 0x02, DEF_STR( 2C_1C ) ) PORT_DIPSETTING( 0x03, DEF_STR( 1C_1C ) ) PORT_DIPNAME( 0x04, 0x04, DEF_STR( Game_Time ) ) PORT_DIPSETTING( 0x00, "1.5 mins" ) PORT_DIPSETTING( 0x04, "2 mins" ) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_START1 ) PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_START2 ) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_COIN1 ) PORT_IMPULSE(1) /* this is really used for the coin latch, */ /* see blockade_interrupt() */ PORT_START("IN1") /* IN1 */ PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_4WAY PORT_PLAYER(2) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_4WAY PORT_PLAYER(2) PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_4WAY PORT_PLAYER(2) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_4WAY PORT_PLAYER(2) PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_4WAY PORT_PLAYER(1) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_4WAY PORT_PLAYER(1) PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_4WAY PORT_PLAYER(1) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_4WAY PORT_PLAYER(1) PORT_START("IN2") /* IN2 */ PORT_DIPNAME( 0xf1, 0xf0, "Free Game" ) PORT_DIPSETTING( 0x71, "11000" ) PORT_DIPSETTING( 0xb1, "13000" ) PORT_DIPSETTING( 0xd1, "15000" ) PORT_DIPSETTING( 0xe1, "17000" ) PORT_DIPSETTING( 0xf0, "Disabled" ) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_START("IN3") /* IN3 */ PORT_BIT( 0x7f, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_VBLANK ) INPUT_PORTS_END static INPUT_PORTS_START( mineswpr ) PORT_START("IN0") /* IN0 */ PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_UNKNOWN ) /* This wiring selects upright mode */ PORT_DIPNAME( 0x04, 0x04, "Boom Switch" ) PORT_DIPSETTING( 0x00, DEF_STR( Off ) ) PORT_DIPSETTING( 0x04, DEF_STR( On ) ) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_DIPNAME( 0x70, 0x70, DEF_STR( Lives ) ) PORT_DIPSETTING( 0x60, "3" ) PORT_DIPSETTING( 0x50, "4" ) PORT_DIPSETTING( 0x30, "5" ) PORT_DIPSETTING( 0x70, "6" ) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_COIN1 ) PORT_IMPULSE(1) /* this is really used for the coin latch, */ /* see blockade_interrupt() */ PORT_START("IN1") /* IN1 */ PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_4WAY PORT_PLAYER(1) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_4WAY PORT_PLAYER(1) PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_4WAY PORT_PLAYER(1) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_4WAY PORT_PLAYER(1) PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_4WAY PORT_PLAYER(2) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_4WAY PORT_PLAYER(2) PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_4WAY PORT_PLAYER(2) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_4WAY PORT_PLAYER(2) PORT_START("IN2") /* IN2 */ PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_START("IN3") /* IN3 */ PORT_BIT( 0x7f, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_VBLANK ) INPUT_PORTS_END static INPUT_PORTS_START( minesw4p ) PORT_START("IN0") /* IN0 */ PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* This wiring selects cocktail mode */ PORT_DIPNAME( 0x04, 0x04, "Boom Switch" ) PORT_DIPSETTING( 0x00, DEF_STR( Off ) ) PORT_DIPSETTING( 0x04, DEF_STR( On ) ) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_DIPNAME( 0x70, 0x70, DEF_STR( Lives ) ) PORT_DIPSETTING( 0x60, "3" ) PORT_DIPSETTING( 0x50, "4" ) PORT_DIPSETTING( 0x30, "5" ) PORT_DIPSETTING( 0x70, "6" ) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_COIN1 ) PORT_IMPULSE(1) /* this is really used for the coin latch, */ /* see blockade_interrupt() */ PORT_START("IN1") /* IN1 */ PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_4WAY PORT_PLAYER(1) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_4WAY PORT_PLAYER(1) PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_4WAY PORT_PLAYER(1) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_4WAY PORT_PLAYER(1) PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_4WAY PORT_PLAYER(2) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_4WAY PORT_PLAYER(2) PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_4WAY PORT_PLAYER(2) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_4WAY PORT_PLAYER(2) PORT_START("IN2") /* IN2 */ PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_4WAY PORT_PLAYER(3) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_4WAY PORT_PLAYER(3) PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_4WAY PORT_PLAYER(3) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_4WAY PORT_PLAYER(3) PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_4WAY PORT_PLAYER(4) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_4WAY PORT_PLAYER(4) PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_4WAY PORT_PLAYER(4) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_4WAY PORT_PLAYER(4) PORT_START("IN3") /* IN3 */ PORT_BIT( 0x7f, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_VBLANK ) INPUT_PORTS_END static const gfx_layout blockade_layout = { 8,8, /* 8*8 characters */ 32, /* 32 characters */ 1, /* 1 bit per pixel */ { 0 }, /* no separation in 1 bpp */ { 0,1,2,3,4,5,6,7 }, { 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8 }, 8*8 /* every char takes 8 consecutive bytes */ }; static const gfx_layout blasto_layout = { 8,8, /* 8*8 characters */ 64, /* 64 characters */ 1, /* 1 bit per pixel */ { 0 }, /* no separation in 1 bpp */ { 0,1,2,3,4,5,6,7 }, { 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8 }, 8*8 /* every char takes 8 consecutive bytes */ }; static GFXDECODE_START( blockade ) GFXDECODE_ENTRY( "gfx1", 0x0000, blockade_layout, 0, 1 ) GFXDECODE_END static GFXDECODE_START( blasto ) GFXDECODE_ENTRY( "gfx1", 0x0000, blasto_layout, 0, 1 ) GFXDECODE_END static PALETTE_INIT( green ) { palette_set_color(machine,0,MAKE_RGB(0x00,0x00,0x00)); /* BLACK */ palette_set_color(machine,1,MAKE_RGB(0x00,0xff,0x00)); /* GREEN */ /* overlay (Blockade) */ } static PALETTE_INIT( yellow ) { palette_set_color(machine,0,MAKE_RGB(0x00,0x00,0x00)); /* BLACK */ palette_set_color(machine,1,MAKE_RGB(0xff,0xff,0x20)); /* YELLOW */ /* overlay (Hustle) */ } static PALETTE_INIT( bw ) { palette_set_color(machine,0,MAKE_RGB(0x00,0x00,0x00)); /* BLACK */ palette_set_color(machine,1,MAKE_RGB(0xff,0xff,0xff)); /* WHITE */ /* Comotion/Blasto */ } static MACHINE_DRIVER_START( blockade ) /* basic machine hardware */ MDRV_CPU_ADD("main", 8080, 2079000) MDRV_CPU_PROGRAM_MAP(main_map,0) MDRV_CPU_IO_MAP(main_io_map,0) MDRV_CPU_VBLANK_INT("main", blockade_interrupt) /* video hardware */ MDRV_SCREEN_ADD("main", RASTER) MDRV_SCREEN_REFRESH_RATE(60) MDRV_SCREEN_VBLANK_TIME(ATTOSECONDS_IN_USEC(2500) /* not accurate */) MDRV_SCREEN_FORMAT(BITMAP_FORMAT_INDEXED16) MDRV_SCREEN_SIZE(32*8, 28*8) MDRV_SCREEN_VISIBLE_AREA(0*8, 32*8-1, 0*8, 28*8-1) MDRV_GFXDECODE(blockade) MDRV_PALETTE_LENGTH(2) MDRV_PALETTE_INIT(green) MDRV_VIDEO_START(blockade) MDRV_VIDEO_UPDATE(blockade) /* sound hardware */ MDRV_SPEAKER_STANDARD_MONO("mono") MDRV_SOUND_ADD("samples", SAMPLES, 0) MDRV_SOUND_CONFIG(blockade_samples_interface) MDRV_SOUND_ROUTE(ALL_OUTPUTS, "mono", 0.25) MDRV_SOUND_ADD("discrete", DISCRETE, 0) MDRV_SOUND_CONFIG_DISCRETE(blockade) MDRV_SOUND_ROUTE(ALL_OUTPUTS, "mono", 1.0) MACHINE_DRIVER_END static MACHINE_DRIVER_START( comotion ) MDRV_IMPORT_FROM(blockade) MDRV_PALETTE_INIT(bw) MACHINE_DRIVER_END static MACHINE_DRIVER_START( blasto ) MDRV_IMPORT_FROM(blockade) MDRV_GFXDECODE(blasto) MDRV_PALETTE_INIT(bw) MACHINE_DRIVER_END static MACHINE_DRIVER_START( hustle ) MDRV_IMPORT_FROM(blockade) MDRV_GFXDECODE(blasto) MDRV_PALETTE_INIT(yellow) MACHINE_DRIVER_END /*************************************************************************** Game driver(s) ***************************************************************************/ ROM_START( blockade ) ROM_REGION( 0x10000, "main", 0 ) ROM_LOAD_NIB_HIGH( "316-04.u2", 0x0000, 0x0400, CRC(a93833e9) SHA1(e29e7b29900f8305effa700a53806a12bf9d37bd) ) ROM_LOAD_NIB_LOW( "316-03.u3", 0x0000, 0x0400, CRC(85960d3b) SHA1(aabfe8f9c26126299d6c07a31ef1aac5300deff5) ) ROM_REGION( 0x100, "gfx1", ROMREGION_DISPOSE ) ROM_LOAD_NIB_HIGH( "316-02.u29", 0x0000, 0x0100, CRC(409f610f) SHA1(0c2253f4b72d8aa395f87cc0abe07f0b46fa538b) ) ROM_LOAD_NIB_LOW( "316-01.u43", 0x0000, 0x0100, CRC(41a00b28) SHA1(2d0a90aac9d10a1ded240e5202fdf9cd7f70c4a7) ) ROM_END ROM_START( comotion ) ROM_REGION( 0x10000, "main", 0 ) ROM_LOAD_NIB_HIGH( "316-07.u2", 0x0000, 0x0400, CRC(5b9bd054) SHA1(324b844788945e7bc82d096d6d375e79e3e1a634) ) ROM_LOAD_NIB_LOW( "316-08.u3", 0x0000, 0x0400, CRC(1a856042) SHA1(91bdc260e8c88ce2b6ac05bfba043ed611bc30de) ) ROM_LOAD_NIB_HIGH( "316-09.u4", 0x0400, 0x0400, CRC(2590f87c) SHA1(95a7af04b610d79fb3f6d74dda322e66164b9484) ) ROM_LOAD_NIB_LOW( "316-10.u5", 0x0400, 0x0400, CRC(fb49a69b) SHA1(4009c3256a86508d981c1f77b65e6bff1face1e7) ) ROM_REGION( 0x100, "gfx1", ROMREGION_DISPOSE ) ROM_LOAD_NIB_HIGH( "316-06.u43", 0x0000, 0x0100, CRC(8f071297) SHA1(811471c87b77b4b9ab056cf0c0743fc2616b754c) ) /* Note: these are reversed */ ROM_LOAD_NIB_LOW( "316-05.u29", 0x0000, 0x0100, CRC(53fb8821) SHA1(0a499aa4cf15f7ebea155aacd914de8851544215) ) ROM_END ROM_START( blasto ) ROM_REGION( 0x10000, "main", 0 ) ROM_LOAD_NIB_HIGH( "blasto.u2", 0x0000, 0x0400, CRC(ec99d043) SHA1(10650e54bf55f3ace5c199215c2fce211916d3b7) ) ROM_LOAD_NIB_LOW( "blasto.u3", 0x0000, 0x0400, CRC(be333415) SHA1(386cab720f0c2da16b9ec84f67ccebf23406c58d) ) ROM_LOAD_NIB_HIGH( "blasto.u4", 0x0400, 0x0400, CRC(1c889993) SHA1(e23c72d075cf3d209081bca5a953c33c8ae042ea) ) ROM_LOAD_NIB_LOW( "blasto.u5", 0x0400, 0x0400, CRC(efb640cb) SHA1(2dff5b249f876d7d13cc6dfad652ce7e5af10370) ) ROM_REGION( 0x200, "gfx1", ROMREGION_DISPOSE ) ROM_LOAD_NIB_HIGH( "blasto.u29", 0x0000, 0x0200, CRC(4dd69499) SHA1(34f097477a297bf5f986804e5967c92f9292be29) ) ROM_LOAD_NIB_LOW( "blasto.u43", 0x0000, 0x0200, CRC(104051a4) SHA1(cae6b9d48e3eda5ba12ff5d9835ce2733e90f774) ) ROM_END ROM_START( hustle ) ROM_REGION( 0x10000, "main", 0 ) ROM_LOAD_NIB_HIGH( "3160016.u2", 0x0000, 0x0400, CRC(d983de7c) SHA1(af6e0ea78449bfba4fe8affd724d7b0eb3d38706) ) ROM_LOAD_NIB_LOW( "3160017.u3", 0x0000, 0x0400, CRC(edec9cb9) SHA1(548cc7b0a15a1c977b7ef4a99ff88101893f661a) ) ROM_LOAD_NIB_HIGH( "3160018.u4", 0x0400, 0x0400, CRC(f599b9c0) SHA1(c55ed33ac51b9cfbb2fe4321bbb1e0a16694f065) ) ROM_LOAD_NIB_LOW( "3160019.u5", 0x0400, 0x0400, CRC(7794bc7e) SHA1(b3d577291dea0e096b2ee56b0ef612f41b2e859c) ) ROM_REGION( 0x200, "gfx1", ROMREGION_DISPOSE ) ROM_LOAD_NIB_HIGH( "3160020.u29", 0x0000, 0x0200, CRC(541d2c67) SHA1(abdb918f302352693870b0a50eabaf95acf1cf63) ) ROM_LOAD_NIB_LOW( "3160021.u43", 0x0000, 0x0200, CRC(b5083128) SHA1(d7e8242e9d12d09f3d69c08e373ede2bdd4deba9) ) ROM_END ROM_START( mineswpr ) ROM_REGION( 0x10000, "main", 0 ) ROM_LOAD_NIB_HIGH( "mineswee.h0p", 0x0000, 0x0400, CRC(5850a4ba) SHA1(9f097d31428f4494573187049c53fbed2075ff32) ) ROM_LOAD_NIB_LOW( "mineswee.l0p", 0x0000, 0x0400, CRC(05961379) SHA1(3d59341be8a663e8c54c1556442c992a6eb886ab) ) ROM_REGION( 0x200, "gfx1", ROMREGION_DISPOSE ) ROM_LOAD_NIB_HIGH( "mineswee.ums", 0x0000, 0x0200, CRC(0e1c5c37) SHA1(d4d56bd63307e387771c48304724dfc1ea1306d9) ) ROM_LOAD_NIB_LOW( "mineswee.uls", 0x0000, 0x0200, CRC(3a4f66e1) SHA1(bd7f6c51d568a79fb06414b2a6ef245d0d983c3e) ) ROM_END ROM_START( minesw4p ) ROM_REGION( 0x10000, "main", 0 ) ROM_LOAD_NIB_HIGH( "mineswee.h0p", 0x0000, 0x0400, CRC(5850a4ba) SHA1(9f097d31428f4494573187049c53fbed2075ff32) ) ROM_LOAD_NIB_LOW( "mineswee.l0p", 0x0000, 0x0400, CRC(05961379) SHA1(3d59341be8a663e8c54c1556442c992a6eb886ab) ) ROM_REGION( 0x200, "gfx1", ROMREGION_DISPOSE ) ROM_LOAD_NIB_HIGH( "mineswee.cms", 0x0000, 0x0200, CRC(aad3ce0c) SHA1(92257706ae0c9c1a258eed3311116063e647e1ae) ) ROM_LOAD_NIB_LOW( "mineswee.cls", 0x0000, 0x0200, CRC(70959755) SHA1(f62d448742da3fae8bbd96eb3a2714db500cecce) ) ROM_END GAME( 1976, blockade, 0, blockade, blockade, blockade, ROT0, "Gremlin", "Blockade", GAME_IMPERFECT_SOUND ) GAME( 1976, comotion, 0, comotion, comotion, blockade, ROT0, "Gremlin", "Comotion", GAME_IMPERFECT_SOUND ) GAME( 1978, blasto, 0, blasto, blasto, blockade, ROT0, "Gremlin", "Blasto", GAME_IMPERFECT_SOUND ) GAME( 1977, hustle, 0, hustle, hustle, blockade, ROT0, "Gremlin", "Hustle", GAME_IMPERFECT_SOUND ) GAME( 1977, mineswpr, 0, blasto, mineswpr, blockade, ROT0, "Amutech", "Minesweeper", GAME_IMPERFECT_SOUND ) GAME( 1977, minesw4p, 0, blasto, minesw4p, blockade, ROT0, "Amutech", "Minesweeper (4-Player)", GAME_IMPERFECT_SOUND )