/************************************************************************** Blood Bros, West Story [+Sky Smasher] TAD Corporation 1990 68000 + Z80 + YM3931 + YM3812 driver by Carlos A. Lozano Baides Coin inputs are handled by the sound CPU, so they don't work with sound disabled. Use the service switch instead. TODO: West Story: - sound - some bad sprites, probably bad ROMs. - tilemap scroll Sky Smasher (c) 1990 Nihon System [Seibu hardware] ----------- Like some other Seibu hardware games, hold P1 right at boot to view DIP descriptions. Game does not appear to have cocktail mode. The screen hardware is undoubtedly capable of flipscreen and layer priority flipping however.(which is why we have GAME_NO_COCKTAIL despite the games being upright) Dumpers Notes ============= PCB is made by Seibu Sound - Z80 - YM3931 SEI0100BU (64 pin DIP) - YM3812 - M6295 GFX - SEI0210 custom (128 pin PQFP) - SEI0220BP custom (80 pin PQFP) - SEI0200 custom (100 pin PQFP) - SEI0160 custom (60 pin PQFP) Stephh's notes (based on the games M68000 code and some tests) : 1) 'bloodbro' - When "Starting Coin" Dip Switch is set to "x2", you need 2 coins to start a game (but 1 coin to join), then 1 coin to continue. However, it you insert 2 coins, and press START2, you start a 2 players game. Also note that when "Starting Coin" Dip Switch is set to "x2", SERVICE1 adds 2 credits instead of 1. - Bits 6 and 7 of DSW are told to be unused, but they are tested before entering the initials (code at 0x004a1e, 0x014bb0 and 0x014c84) 2) 'weststry' - This bootleg has been realised by Datsu in 1991. This "company" also bootlegged "Toki" (another TAD game) in 1990. - When "Starting Coin" Dip Switch is set to "x2", you need 2 coins to start a game (but 1 coin to join), then 1 coin to continue. However, it you insert 2 coins, and press START2, you start a 2 players game. - Bits 6 and 7 of DSW are told to be unused, but bit 7 is tested when entering the initials (code at 0x00497e, 0x014cf2 and 0x014dc4 Note that bit 8 (!) is tested at 0x0049a2, so this has no effect. - Bit 7 of DSW is also "merged" with bit 6 (code at 0x0002f6 and 0x000326). 3) 'skysmash' - This game only has 2 buttons : bits 6 and 14 of players inputs are NEVER tested ! - When "Starting Coin" Dip Switch is set to "x2", you need 2 coins to start a game (but 1 coin to join), then 1 coin to continue. However, it you insert 2 coins, and press START2, you start a 2 players game. Also note that when "Starting Coin" Dip Switch is set to "x2", SERVICE1 adds 2 credits instead of 1. - Bit 6 of DSW was previouly used as a "Cabinet" Dip Switch (OFF = Upright and ON = Cocktail), but it isn't tested outside of the "test mode". Check code from 0x021abe to 0x021afc (and the "rts" instruction at 0x021adc) - Bit 7 of DSW is only tested at 0x02035e and writes a value to 0x0c0100. I don't know what it is supposed to do, but it could be a "Flip Screen" Dip Switch as in 'toki' (same manufacturer and similar hardware). **************************************************************************/ #include "driver.h" #include "audio/seibu.h" #include "cpu/z80/z80.h" #include "sound/3812intf.h" extern UINT16 *bloodbro_bgvideoram, *bloodbro_fgvideoram; extern UINT16 *bloodbro_txvideoram; extern UINT16 *bloodbro_scroll; WRITE16_HANDLER( bloodbro_bgvideoram_w ); WRITE16_HANDLER( bloodbro_fgvideoram_w ); WRITE16_HANDLER( bloodbro_txvideoram_w ); extern VIDEO_UPDATE( bloodbro ); extern VIDEO_UPDATE( weststry ); extern VIDEO_UPDATE( skysmash ); extern VIDEO_START( bloodbro ); /* Memory Maps */ static ADDRESS_MAP_START( bloodbro_map, ADDRESS_SPACE_PROGRAM, 16 ) AM_RANGE(0x000000, 0x07ffff) AM_ROM AM_RANGE(0x080000, 0x08afff) AM_RAM AM_RANGE(0x08b000, 0x08bfff) AM_RAM AM_BASE(&spriteram16) AM_SIZE(&spriteram_size) AM_RANGE(0x08c000, 0x08c3ff) AM_RAM AM_WRITE(bloodbro_bgvideoram_w) AM_BASE(&bloodbro_bgvideoram) AM_RANGE(0x08c400, 0x08cfff) AM_RAM AM_RANGE(0x08d000, 0x08d3ff) AM_RAM AM_WRITE(bloodbro_fgvideoram_w) AM_BASE(&bloodbro_fgvideoram) AM_RANGE(0x08d400, 0x08d7ff) AM_RAM AM_RANGE(0x08d800, 0x08dfff) AM_RAM AM_WRITE(bloodbro_txvideoram_w) AM_BASE(&bloodbro_txvideoram) AM_RANGE(0x08e000, 0x08e7ff) AM_RAM AM_RANGE(0x08e800, 0x08f7ff) AM_RAM AM_WRITE(paletteram16_xxxxBBBBGGGGRRRR_word_w) AM_BASE(&paletteram16) AM_RANGE(0x08f800, 0x08ffff) AM_RAM AM_RANGE(0x0a0000, 0x0a000d) AM_READWRITE(seibu_main_word_r, seibu_main_word_w) AM_RANGE(0x0c0000, 0x0c007f) AM_RAM AM_BASE(&bloodbro_scroll) AM_RANGE(0x0c0080, 0x0c0081) AM_WRITENOP // ??? IRQ Ack VBL? AM_RANGE(0x0c00c0, 0x0c00c1) AM_WRITENOP // ??? watchdog? AM_RANGE(0x0c0100, 0x0c0101) AM_WRITENOP // ??? written once AM_RANGE(0x0e0000, 0x0e0001) AM_READ(input_port_1_word_r) AM_RANGE(0x0e0002, 0x0e0003) AM_READ(input_port_2_word_r) AM_RANGE(0x0e0004, 0x0e0005) AM_READ(input_port_3_word_r) ADDRESS_MAP_END static ADDRESS_MAP_START( weststry_map, ADDRESS_SPACE_PROGRAM, 16 ) AM_RANGE(0x000000, 0x07ffff) AM_ROM AM_RANGE(0x080000, 0x08afff) AM_RAM AM_RANGE(0x08b000, 0x08bfff) AM_RAM AM_BASE(&spriteram16) AM_SIZE(&spriteram_size) AM_RANGE(0x08c000, 0x08c3ff) AM_RAM AM_WRITE(bloodbro_bgvideoram_w) AM_BASE(&bloodbro_bgvideoram) AM_RANGE(0x08c400, 0x08cfff) AM_RAM AM_RANGE(0x08d000, 0x08d3ff) AM_RAM AM_WRITE(bloodbro_fgvideoram_w) AM_BASE(&bloodbro_fgvideoram) AM_RANGE(0x08d400, 0x08d7ff) AM_RAM AM_RANGE(0x08d800, 0x08dfff) AM_RAM AM_WRITE(bloodbro_txvideoram_w) AM_BASE(&bloodbro_txvideoram) AM_RANGE(0x08e000, 0x08ffff) AM_RAM AM_RANGE(0x0c1000, 0x0c1001) AM_READ(input_port_0_word_r) AM_RANGE(0x0c1002, 0x0c1003) AM_READ(input_port_1_word_r) AM_RANGE(0x0c1004, 0x0c1005) AM_READ(input_port_2_word_r) AM_RANGE(0x0c1000, 0x0c17ff) AM_RAM AM_RANGE(0x128000, 0x1287ff) AM_RAM AM_WRITE(paletteram16_xxxxBBBBGGGGRRRR_word_w) AM_BASE(&paletteram16) AM_RANGE(0x120000, 0x128fff) AM_RAM ADDRESS_MAP_END /* Input Ports */ static INPUT_PORTS_START( bloodbro ) SEIBU_COIN_INPUTS /* Must be port 0: coin inputs read through sound cpu */ PORT_START PORT_DIPNAME( 0x0001, 0x0001, "Coin Mode" ) PORT_DIPSETTING( 0x0001, "Mode 1" ) PORT_DIPSETTING( 0x0000, "Mode 2" ) /* Coin Mode 1 */ PORT_DIPNAME( 0x001e, 0x001e, DEF_STR( Coinage ) ) PORT_DIPSETTING( 0x0014, DEF_STR( 6C_1C ) ) PORT_DIPSETTING( 0x0016, DEF_STR( 5C_1C ) ) PORT_DIPSETTING( 0x0018, DEF_STR( 4C_1C ) ) PORT_DIPSETTING( 0x001a, DEF_STR( 3C_1C ) ) PORT_DIPSETTING( 0x0002, DEF_STR( 8C_3C ) ) PORT_DIPSETTING( 0x001c, DEF_STR( 2C_1C ) ) PORT_DIPSETTING( 0x0004, DEF_STR( 5C_3C ) ) PORT_DIPSETTING( 0x0006, DEF_STR( 3C_2C ) ) PORT_DIPSETTING( 0x001e, DEF_STR( 1C_1C ) ) PORT_DIPSETTING( 0x0008, DEF_STR( 2C_3C ) ) PORT_DIPSETTING( 0x0012, DEF_STR( 1C_2C ) ) PORT_DIPSETTING( 0x0010, DEF_STR( 1C_3C ) ) PORT_DIPSETTING( 0x000e, DEF_STR( 1C_4C ) ) PORT_DIPSETTING( 0x000c, DEF_STR( 1C_5C ) ) PORT_DIPSETTING( 0x000a, DEF_STR( 1C_6C ) ) PORT_DIPSETTING( 0x0000, DEF_STR( Free_Play ) ) /* Coin Mode 2 PORT_DIPNAME( 0x0006, 0x0006, DEF_STR( Coin_A ) ) PORT_DIPSETTING( 0x0000, DEF_STR( 5C_1C ) ) PORT_DIPSETTING( 0x0002, DEF_STR( 3C_1C ) ) PORT_DIPSETTING( 0x0004, DEF_STR( 2C_1C ) ) PORT_DIPSETTING( 0x0006, DEF_STR( 1C_1C ) ) PORT_DIPNAME( 0x0018, 0x0018, DEF_STR( Coin_B ) ) PORT_DIPSETTING( 0x0018, DEF_STR( 1C_2C ) ) PORT_DIPSETTING( 0x0010, DEF_STR( 1C_3C ) ) PORT_DIPSETTING( 0x0008, DEF_STR( 1C_5C ) ) PORT_DIPSETTING( 0x0000, DEF_STR( 1C_6C ) ) */ PORT_DIPNAME( 0x0020, 0x0020, "Starting Coin" ) PORT_DIPSETTING( 0x0020, DEF_STR( Normal ) ) PORT_DIPSETTING( 0x0000, "x2" ) PORT_BIT( 0x00c0, IP_ACTIVE_LOW, IPT_UNUSED ) PORT_DIPNAME( 0x0300, 0x0300, DEF_STR( Lives ) ) PORT_DIPSETTING( 0x0000, "1" ) PORT_DIPSETTING( 0x0200, "2" ) PORT_DIPSETTING( 0x0300, "3" ) PORT_DIPSETTING( 0x0100, "5" ) PORT_DIPNAME( 0x0c00, 0x0c00, DEF_STR( Bonus_Life ) ) PORT_DIPSETTING( 0x0c00, "300K 500K+" ) PORT_DIPSETTING( 0x0800, "500K+" ) PORT_DIPSETTING( 0x0400, "500K" ) PORT_DIPSETTING( 0x0000, DEF_STR( None ) ) PORT_DIPNAME( 0x3000, 0x3000, DEF_STR( Difficulty ) ) PORT_DIPSETTING( 0x2000, DEF_STR( Easy ) ) PORT_DIPSETTING( 0x3000, DEF_STR( Normal ) ) PORT_DIPSETTING( 0x1000, DEF_STR( Hard ) ) PORT_DIPSETTING( 0x0000, DEF_STR( Very_Hard ) ) PORT_DIPNAME( 0x4000, 0x4000, DEF_STR( Allow_Continue ) ) PORT_DIPSETTING( 0x0000, DEF_STR( No ) ) PORT_DIPSETTING( 0x4000, DEF_STR( Yes ) ) PORT_DIPNAME( 0x8000, 0x8000, DEF_STR( Demo_Sounds ) ) PORT_DIPSETTING( 0x0000, DEF_STR( Off ) ) PORT_DIPSETTING( 0x8000, DEF_STR( On ) ) PORT_START PORT_BIT( 0x0001, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(1) PORT_BIT( 0x0002, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(1) PORT_BIT( 0x0004, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(1) PORT_BIT( 0x0008, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(1) PORT_BIT( 0x0010, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(1) // "Fire" PORT_BIT( 0x0020, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(1) // "Roll" PORT_BIT( 0x0040, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(1) // "Dynamite" PORT_BIT( 0x0080, IP_ACTIVE_LOW, IPT_UNKNOWN ) /* tested when "continue" - check code at 0x000598 */ PORT_BIT( 0x0100, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(2) PORT_BIT( 0x0200, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(2) PORT_BIT( 0x0400, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(2) PORT_BIT( 0x0800, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(2) PORT_BIT( 0x1000, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(2) // "Fire" PORT_BIT( 0x2000, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(2) // "Roll" PORT_BIT( 0x4000, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(2) // "Dynamite" PORT_BIT( 0x8000, IP_ACTIVE_LOW, IPT_UNKNOWN ) /* tested - check code at 0x0005fe - VBLANK ? */ PORT_START PORT_BIT( 0x0001, IP_ACTIVE_LOW, IPT_START1 ) PORT_BIT( 0x000e, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x0010, IP_ACTIVE_LOW, IPT_START2 ) PORT_BIT( 0x00e0, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x0100, IP_ACTIVE_LOW, IPT_UNKNOWN ) /* tested - check code at 0x000800 */ PORT_BIT( 0x0e00, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x1000, IP_ACTIVE_LOW, IPT_SERVICE1 ) PORT_BIT( 0xe000, IP_ACTIVE_LOW, IPT_UNKNOWN ) INPUT_PORTS_END static INPUT_PORTS_START( weststry ) PORT_START PORT_DIPNAME( 0x0001, 0x0001, "Coin Mode" ) PORT_DIPSETTING( 0x0001, "Mode 1" ) PORT_DIPSETTING( 0x0000, "Mode 2" ) /* Coin Mode 1 */ PORT_DIPNAME( 0x001e, 0x001e, DEF_STR( Coinage ) ) PORT_DIPSETTING( 0x0014, DEF_STR( 6C_1C ) ) PORT_DIPSETTING( 0x0016, DEF_STR( 5C_1C ) ) PORT_DIPSETTING( 0x0018, DEF_STR( 4C_1C ) ) PORT_DIPSETTING( 0x001a, DEF_STR( 3C_1C ) ) PORT_DIPSETTING( 0x0002, DEF_STR( 8C_3C ) ) PORT_DIPSETTING( 0x001c, DEF_STR( 2C_1C ) ) PORT_DIPSETTING( 0x0004, DEF_STR( 5C_3C ) ) PORT_DIPSETTING( 0x0006, DEF_STR( 3C_2C ) ) PORT_DIPSETTING( 0x001e, DEF_STR( 1C_1C ) ) PORT_DIPSETTING( 0x0008, DEF_STR( 2C_3C ) ) PORT_DIPSETTING( 0x0012, DEF_STR( 1C_2C ) ) PORT_DIPSETTING( 0x0010, DEF_STR( 1C_3C ) ) PORT_DIPSETTING( 0x000e, DEF_STR( 1C_4C ) ) PORT_DIPSETTING( 0x000c, DEF_STR( 1C_5C ) ) PORT_DIPSETTING( 0x000a, DEF_STR( 1C_6C ) ) PORT_DIPSETTING( 0x0000, DEF_STR( Free_Play ) ) /* Coin Mode 2 PORT_DIPNAME( 0x0006, 0x0006, DEF_STR( Coin_A ) ) PORT_DIPSETTING( 0x0000, DEF_STR( 5C_1C ) ) PORT_DIPSETTING( 0x0002, DEF_STR( 3C_1C ) ) PORT_DIPSETTING( 0x0004, DEF_STR( 2C_1C ) ) PORT_DIPSETTING( 0x0006, DEF_STR( 1C_1C ) ) PORT_DIPNAME( 0x0018, 0x0018, DEF_STR( Coin_B ) ) PORT_DIPSETTING( 0x0018, DEF_STR( 1C_2C ) ) PORT_DIPSETTING( 0x0010, DEF_STR( 1C_3C ) ) PORT_DIPSETTING( 0x0008, DEF_STR( 1C_5C ) ) PORT_DIPSETTING( 0x0000, DEF_STR( 1C_6C ) ) */ PORT_DIPNAME( 0x0020, 0x0020, "Starting Coin" ) PORT_DIPSETTING( 0x0020, DEF_STR( Normal ) ) PORT_DIPSETTING( 0x0000, "x2" ) PORT_BIT( 0x00c0, IP_ACTIVE_LOW, IPT_UNUSED ) PORT_DIPNAME( 0x0300, 0x0300, DEF_STR( Lives ) ) PORT_DIPSETTING( 0x0000, "1" ) PORT_DIPSETTING( 0x0200, "2" ) PORT_DIPSETTING( 0x0300, "3" ) PORT_DIPSETTING( 0x0100, "5" ) PORT_DIPNAME( 0x0c00, 0x0c00, DEF_STR( Bonus_Life ) ) PORT_DIPSETTING( 0x0c00, "300K 500K+" ) PORT_DIPSETTING( 0x0800, "500K+" ) PORT_DIPSETTING( 0x0400, "500K" ) PORT_DIPSETTING( 0x0000, DEF_STR( None ) ) PORT_DIPNAME( 0x3000, 0x3000, DEF_STR( Difficulty ) ) PORT_DIPSETTING( 0x2000, DEF_STR( Easy ) ) PORT_DIPSETTING( 0x3000, DEF_STR( Normal ) ) PORT_DIPSETTING( 0x1000, DEF_STR( Hard ) ) PORT_DIPSETTING( 0x0000, DEF_STR( Very_Hard ) ) PORT_DIPNAME( 0x4000, 0x4000, DEF_STR( Allow_Continue ) ) PORT_DIPSETTING( 0x0000, DEF_STR( No ) ) PORT_DIPSETTING( 0x4000, DEF_STR( Yes ) ) PORT_DIPNAME( 0x8000, 0x8000, DEF_STR( Demo_Sounds ) ) PORT_DIPSETTING( 0x0000, DEF_STR( Off ) ) PORT_DIPSETTING( 0x8000, DEF_STR( On ) ) PORT_START PORT_BIT( 0x0001, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(1) PORT_BIT( 0x0002, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(1) PORT_BIT( 0x0004, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(1) PORT_BIT( 0x0008, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(1) PORT_BIT( 0x0010, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(1) // "Fire" PORT_BIT( 0x0020, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(1) // "Roll" PORT_BIT( 0x0040, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(1) // "Dynamite" PORT_BIT( 0x0080, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x0100, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(2) PORT_BIT( 0x0200, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(2) PORT_BIT( 0x0400, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(2) PORT_BIT( 0x0800, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(2) PORT_BIT( 0x1000, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(2) // "Fire" PORT_BIT( 0x2000, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(2) // "Roll" PORT_BIT( 0x4000, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(2) // "Dynamite" PORT_BIT( 0x8000, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_START PORT_BIT( 0x0001, IP_ACTIVE_LOW, IPT_COIN1 ) PORT_BIT( 0x0002, IP_ACTIVE_LOW, IPT_COIN2 ) PORT_BIT( 0x0004, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x0008, IP_ACTIVE_LOW, IPT_START1 ) PORT_BIT( 0x0010, IP_ACTIVE_LOW, IPT_START2 ) PORT_BIT( 0x00e0, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0xff00, IP_ACTIVE_LOW, IPT_UNKNOWN ) INPUT_PORTS_END static INPUT_PORTS_START( skysmash ) SEIBU_COIN_INPUTS /* Must be port 0: coin inputs read through sound cpu */ PORT_START PORT_DIPNAME( 0x0001, 0x0001, "Coin Mode" ) PORT_DIPSETTING( 0x0001, "Mode 1" ) PORT_DIPSETTING( 0x0000, "Mode 2" ) /* Coin Mode 1 */ PORT_DIPNAME( 0x001e, 0x001e, DEF_STR( Coinage ) ) PORT_DIPSETTING( 0x0014, DEF_STR( 6C_1C ) ) PORT_DIPSETTING( 0x0016, DEF_STR( 5C_1C ) ) PORT_DIPSETTING( 0x0018, DEF_STR( 4C_1C ) ) PORT_DIPSETTING( 0x001a, DEF_STR( 3C_1C ) ) PORT_DIPSETTING( 0x0002, DEF_STR( 8C_3C ) ) PORT_DIPSETTING( 0x001c, DEF_STR( 2C_1C ) ) PORT_DIPSETTING( 0x0004, DEF_STR( 5C_3C ) ) PORT_DIPSETTING( 0x0006, DEF_STR( 3C_2C ) ) PORT_DIPSETTING( 0x001e, DEF_STR( 1C_1C ) ) PORT_DIPSETTING( 0x0008, DEF_STR( 2C_3C ) ) PORT_DIPSETTING( 0x0012, DEF_STR( 1C_2C ) ) PORT_DIPSETTING( 0x0010, DEF_STR( 1C_3C ) ) PORT_DIPSETTING( 0x000e, DEF_STR( 1C_4C ) ) PORT_DIPSETTING( 0x000c, DEF_STR( 1C_5C ) ) PORT_DIPSETTING( 0x000a, DEF_STR( 1C_6C ) ) PORT_DIPSETTING( 0x0000, DEF_STR( Free_Play ) ) /* Coin Mode 2 PORT_DIPNAME( 0x0006, 0x0006, DEF_STR( Coin_A ) ) PORT_DIPSETTING( 0x0000, DEF_STR( 5C_1C ) ) PORT_DIPSETTING( 0x0002, DEF_STR( 3C_1C ) ) PORT_DIPSETTING( 0x0004, DEF_STR( 2C_1C ) ) PORT_DIPSETTING( 0x0006, DEF_STR( 1C_1C ) ) PORT_DIPNAME( 0x0018, 0x0018, DEF_STR( Coin_B ) ) PORT_DIPSETTING( 0x0018, DEF_STR( 1C_2C ) ) PORT_DIPSETTING( 0x0010, DEF_STR( 1C_3C ) ) PORT_DIPSETTING( 0x0008, DEF_STR( 1C_5C ) ) PORT_DIPSETTING( 0x0000, DEF_STR( 1C_6C ) ) */ PORT_DIPNAME( 0x0020, 0x0020, "Starting Coin" ) PORT_DIPSETTING( 0x0020, DEF_STR( Normal ) ) PORT_DIPSETTING( 0x0000, "x2" ) PORT_BIT( 0x00c0, IP_ACTIVE_LOW, IPT_UNUSED ) PORT_DIPNAME( 0x0300, 0x0300, DEF_STR( Lives ) ) PORT_DIPSETTING( 0x0200, "2" ) PORT_DIPSETTING( 0x0300, "3" ) PORT_DIPSETTING( 0x0100, "5" ) PORT_DIPSETTING( 0x0000, DEF_STR( Infinite ) ) PORT_DIPNAME( 0x0c00, 0x0c00, DEF_STR( Bonus_Life ) ) PORT_DIPSETTING( 0x0c00, "120K 200K+" ) PORT_DIPSETTING( 0x0800, "200K+" ) PORT_DIPSETTING( 0x0400, "250K+" ) PORT_DIPSETTING( 0x0000, "200K" ) PORT_DIPNAME( 0x3000, 0x3000, DEF_STR( Difficulty ) ) PORT_DIPSETTING( 0x0000, DEF_STR( Easy ) ) PORT_DIPSETTING( 0x3000, DEF_STR( Normal ) ) PORT_DIPSETTING( 0x2000, DEF_STR( Hard ) ) PORT_DIPSETTING( 0x1000, DEF_STR( Very_Hard ) ) PORT_DIPNAME( 0x4000, 0x4000, DEF_STR( Allow_Continue ) ) PORT_DIPSETTING( 0x0000, DEF_STR( No ) ) PORT_DIPSETTING( 0x4000, DEF_STR( Yes ) ) PORT_DIPNAME( 0x8000, 0x8000, DEF_STR( Demo_Sounds ) ) PORT_DIPSETTING( 0x0000, DEF_STR( Off ) ) PORT_DIPSETTING( 0x8000, DEF_STR( On ) ) PORT_START PORT_BIT( 0x0001, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(1) PORT_BIT( 0x0002, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(1) PORT_BIT( 0x0004, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(1) PORT_BIT( 0x0008, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(1) PORT_BIT( 0x0010, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(1) // "Fire" PORT_BIT( 0x0020, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(1) // "Bomb" PORT_BIT( 0x0040, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x0080, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x0100, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(2) PORT_BIT( 0x0200, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(2) PORT_BIT( 0x0400, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(2) PORT_BIT( 0x0800, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(2) PORT_BIT( 0x1000, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(2) // "Fire" PORT_BIT( 0x2000, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(2) // "Bomb" PORT_BIT( 0x4000, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x8000, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_START PORT_BIT( 0x0001, IP_ACTIVE_LOW, IPT_START1 ) PORT_BIT( 0x000e, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x0010, IP_ACTIVE_LOW, IPT_START2 ) PORT_BIT( 0x00e0, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x0100, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x0e00, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x1000, IP_ACTIVE_LOW, IPT_SERVICE1 ) PORT_BIT( 0xe000, IP_ACTIVE_LOW, IPT_UNKNOWN ) INPUT_PORTS_END /* Graphics Layouts */ static const gfx_layout textlayout = { 8,8, /* 8*8 characters */ 4096, /* 4096 characters */ 4, /* 4 bits per pixel */ { 0, 4, 0x10000*8, 0x10000*8+4 }, { 3, 2, 1, 0, 8+3, 8+2, 8+1, 8+0}, { 0*16, 1*16, 2*16, 3*16, 4*16, 5*16, 6*16, 7*16 }, 16*8 /* every char takes 16 consecutive bytes */ }; static const gfx_layout backlayout = { 16,16, /* 16*16 sprites */ 4096, /* 4096 sprites */ 4, /* 4 bits per pixel */ { 8, 12, 0, 4 }, { 3, 2, 1, 0, 16+3, 16+2, 16+1, 16+0, 3+32*16, 2+32*16, 1+32*16, 0+32*16, 16+3+32*16, 16+2+32*16, 16+1+32*16, 16+0+32*16 }, { 0*16, 2*16, 4*16, 6*16, 8*16, 10*16, 12*16, 14*16, 16*16, 18*16, 20*16, 22*16, 24*16, 26*16, 28*16, 30*16 }, 128*8 /* every sprite takes 128 consecutive bytes */ }; static const gfx_layout spritelayout = { 16,16, /* 16*16 sprites */ RGN_FRAC(1,1), 4, /* 4 bits per pixel */ { 8, 12, 0, 4 }, { 3, 2, 1, 0, 16+3, 16+2, 16+1, 16+0, 3+32*16, 2+32*16, 1+32*16, 0+32*16, 16+3+32*16, 16+2+32*16, 16+1+32*16, 16+0+32*16 }, { 0*16, 2*16, 4*16, 6*16, 8*16, 10*16, 12*16, 14*16, 16*16, 18*16, 20*16, 22*16, 24*16, 26*16, 28*16, 30*16 }, 128*8 /* every sprite takes 128 consecutive bytes */ }; static const gfx_layout weststry_textlayout = { 8,8, /* 8*8 sprites */ 4096, /* 4096 sprites */ 4, /* 4 bits per pixel */ { 0, 0x8000*8, 2*0x8000*8, 3*0x8000*8 }, { 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 sprite takes 8 consecutive bytes */ }; static const gfx_layout weststry_backlayout = { 16,16, /* 16*16 sprites */ 4096, /* 4096 sprites */ 4, /* 4 bits per pixel */ { 0*0x20000*8, 1*0x20000*8, 2*0x20000*8, 3*0x20000*8 }, { 0, 1, 2, 3, 4, 5, 6, 7, 16*8+0, 16*8+1, 16*8+2, 16*8+3, 16*8+4, 16*8+5, 16*8+6, 16*8+7}, { 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 }, 32*8 /* every sprite takes 32 consecutive bytes */ }; static const gfx_layout weststry_spritelayout = { 16,16, /* 16*16 sprites */ 8192, /* 8192 sprites */ 4, /* 4 bits per pixel */ { 0*0x40000*8, 1*0x40000*8, 2*0x40000*8, 3*0x40000*8 }, { 0, 1, 2, 3, 4, 5, 6, 7, 16*8+0, 16*8+1, 16*8+2, 16*8+3, 16*8+4, 16*8+5, 16*8+6, 16*8+7 }, { 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 }, 32*8 /* every sprite takes 32 consecutive bytes */ }; /* Graphics Decode Info */ static GFXDECODE_START( bloodbro ) GFXDECODE_ENTRY( REGION_GFX1, 0x00000, textlayout, 0x70*16, 0x10 ) /* Text */ GFXDECODE_ENTRY( REGION_GFX2, 0x00000, backlayout, 0x40*16, 0x10 ) /* Background */ GFXDECODE_ENTRY( REGION_GFX2, 0x80000, backlayout, 0x50*16, 0x10 ) /* Foreground */ GFXDECODE_ENTRY( REGION_GFX3, 0x00000, spritelayout, 0x00*16, 0x10 ) /* Sprites */ GFXDECODE_END static GFXDECODE_START( weststry ) GFXDECODE_ENTRY( REGION_GFX1, 0x00000, weststry_textlayout, 16*16, 0x10 ) GFXDECODE_ENTRY( REGION_GFX2, 0x00000, weststry_backlayout, 48*16, 0x10 ) GFXDECODE_ENTRY( REGION_GFX2, 0x80000, weststry_backlayout, 32*16, 0x10 ) GFXDECODE_ENTRY( REGION_GFX3, 0x00000, weststry_spritelayout, 0*16, 0x10 ) GFXDECODE_END /* Sound Interfaces */ // Parameters: YM3812 frequency, Oki frequency, Oki memory region SEIBU_SOUND_SYSTEM_YM3812_HARDWARE /* Machine Drivers */ static MACHINE_DRIVER_START( bloodbro ) // basic machine hardware MDRV_CPU_ADD_TAG("main", M68000, 10000000) // 10 MHz MDRV_CPU_PROGRAM_MAP(bloodbro_map, 0) MDRV_CPU_VBLANK_INT(irq4_line_hold, 1) SEIBU_SOUND_SYSTEM_CPU(14318180/4) MDRV_SCREEN_REFRESH_RATE(60) MDRV_SCREEN_VBLANK_TIME(DEFAULT_REAL_60HZ_VBLANK_DURATION) MDRV_MACHINE_RESET(seibu_sound_1) // 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(0*8, 32*8-1, 2*8, 30*8-1) MDRV_GFXDECODE(bloodbro) MDRV_PALETTE_LENGTH(2048) MDRV_VIDEO_START(bloodbro) MDRV_VIDEO_UPDATE(bloodbro) // sound hardware SEIBU_SOUND_SYSTEM_YM3812_INTERFACE(14318180/4, 1320000, 1) MACHINE_DRIVER_END static MACHINE_DRIVER_START( weststry ) MDRV_IMPORT_FROM(bloodbro) MDRV_CPU_MODIFY("main") MDRV_CPU_PROGRAM_MAP(weststry_map, 0) MDRV_CPU_VBLANK_INT(irq6_line_hold, 1) MDRV_GFXDECODE(weststry) MDRV_PALETTE_LENGTH(1024) MDRV_VIDEO_UPDATE(weststry) MACHINE_DRIVER_END static MACHINE_DRIVER_START( skysmash ) MDRV_IMPORT_FROM(bloodbro) MDRV_CPU_MODIFY("main") MDRV_CPU_VBLANK_INT(irq2_line_hold, 1) MDRV_VIDEO_UPDATE(skysmash) MACHINE_DRIVER_END /* ROMs */ ROM_START( bloodbro ) ROM_REGION( 0x80000, REGION_CPU1, 0 ) ROM_LOAD16_BYTE( "bb_02.bin", 0x00001, 0x20000, CRC(c0fdc3e4) SHA1(31968f693de2054a0c8ba50a8d44a371dd9c2848) ) ROM_LOAD16_BYTE( "bb_01.bin", 0x00000, 0x20000, CRC(2d7e0fdf) SHA1(8fe22d8a1ef7d562a475a5b6c98303b0cb1af561) ) ROM_LOAD16_BYTE( "bb_04.bin", 0x40001, 0x20000, CRC(fd951c2c) SHA1(f4031bf303c67c82f2f78f7456f78382d8c1ac85) ) ROM_LOAD16_BYTE( "bb_03.bin", 0x40000, 0x20000, CRC(18d3c460) SHA1(93b86af1199f0fedeaf1fe64d27ffede4b819e42) ) ROM_REGION( 0x20000, REGION_CPU2, 0 ) ROM_LOAD( "bb_07.bin", 0x000000, 0x08000, CRC(411b94e8) SHA1(6968441f64212c0935afeca68f07deaadf86d614) ) ROM_CONTINUE( 0x010000, 0x08000 ) ROM_COPY( REGION_CPU2, 0, 0x018000, 0x08000 ) ROM_REGION( 0x20000, REGION_GFX1, ROMREGION_DISPOSE ) ROM_LOAD( "bb_05.bin", 0x00000, 0x10000, CRC(04ba6d19) SHA1(7333075c3323756d51917418b5234d785a9bee00) ) /* characters */ ROM_LOAD( "bb_06.bin", 0x10000, 0x10000, CRC(7092e35b) SHA1(659d30b2e2fd9ffa34a47e98193c8f0a87ac1315) ) ROM_REGION( 0x100000, REGION_GFX2, ROMREGION_DISPOSE ) ROM_LOAD( "bloodb.bk", 0x00000, 0x100000, CRC(1aa87ee6) SHA1(e7843c1e8a0f3a685f0b5d6e3a2eb3176c410847) ) /* Background+Foreground */ ROM_REGION( 0x100000, REGION_GFX3, ROMREGION_DISPOSE ) ROM_LOAD( "bloodb.obj", 0x00000, 0x100000, CRC(d27c3952) SHA1(de7306432b682f238b911507ad7aa2fa8acbee80) ) /* sprites */ ROM_REGION( 0x20000, REGION_SOUND1, 0 ) /* ADPCM samples */ ROM_LOAD( "bb_08.bin", 0x00000, 0x20000, CRC(deb1b975) SHA1(08f2e9a0a23171201b71d381d091edcd3787c287) ) ROM_END ROM_START( bloodbra ) ROM_REGION( 0x80000, REGION_CPU1, 0 ) ROM_LOAD16_BYTE( "2j.21", 0x00001, 0x20000, CRC(e8ca21b8) SHA1(65330368c29ec64ca03124d28a7f8b49d7a15566) ) ROM_LOAD16_BYTE( "1j.22", 0x00000, 0x20000, CRC(6b28cfc7) SHA1(dedd06cab61381f3e27dc14315f283d707d06bcb) ) ROM_LOAD16_BYTE( "bb_04.bin", 0x40001, 0x20000, CRC(fd951c2c) SHA1(f4031bf303c67c82f2f78f7456f78382d8c1ac85) ) ROM_LOAD16_BYTE( "bb_03.bin", 0x40000, 0x20000, CRC(18d3c460) SHA1(93b86af1199f0fedeaf1fe64d27ffede4b819e42) ) ROM_REGION( 0x20000, REGION_CPU2, 0 ) ROM_LOAD( "bb_07.bin", 0x000000, 0x08000, CRC(411b94e8) SHA1(6968441f64212c0935afeca68f07deaadf86d614) ) ROM_CONTINUE( 0x010000, 0x08000 ) ROM_COPY( REGION_CPU2, 0, 0x018000, 0x08000 ) ROM_REGION( 0x20000, REGION_GFX1, ROMREGION_DISPOSE ) ROM_LOAD( "bb_05.bin", 0x00000, 0x10000, CRC(04ba6d19) SHA1(7333075c3323756d51917418b5234d785a9bee00) ) /* characters */ ROM_LOAD( "bb_06.bin", 0x10000, 0x10000, CRC(7092e35b) SHA1(659d30b2e2fd9ffa34a47e98193c8f0a87ac1315) ) ROM_REGION( 0x100000, REGION_GFX2, ROMREGION_DISPOSE ) ROM_LOAD( "bloodb.bk", 0x00000, 0x100000, CRC(1aa87ee6) SHA1(e7843c1e8a0f3a685f0b5d6e3a2eb3176c410847) ) /* Background+Foreground */ ROM_REGION( 0x100000, REGION_GFX3, ROMREGION_DISPOSE ) ROM_LOAD( "bloodb.obj", 0x00000, 0x100000, CRC(d27c3952) SHA1(de7306432b682f238b911507ad7aa2fa8acbee80) ) /* sprites */ ROM_REGION( 0x20000, REGION_SOUND1, 0 ) /* ADPCM samples */ ROM_LOAD( "bb_08.bin", 0x00000, 0x20000, CRC(deb1b975) SHA1(08f2e9a0a23171201b71d381d091edcd3787c287) ) ROM_END ROM_START( weststry ) ROM_REGION( 0x80000, REGION_CPU1, 0 ) /* 64k for cpu code */ ROM_LOAD16_BYTE( "ws13.bin", 0x00001, 0x20000, CRC(158e302a) SHA1(52cc1bf526424ff025a6b79f3fc7bba4b9bbfcbb) ) ROM_LOAD16_BYTE( "ws15.bin", 0x00000, 0x20000, CRC(672e9027) SHA1(71cb9fcef04edb972ba88de45d605dcff539ea2d) ) ROM_LOAD16_BYTE( "bb_04.bin", 0x40001, 0x20000, CRC(fd951c2c) SHA1(f4031bf303c67c82f2f78f7456f78382d8c1ac85) ) ROM_LOAD16_BYTE( "bb_03.bin", 0x40000, 0x20000, CRC(18d3c460) SHA1(93b86af1199f0fedeaf1fe64d27ffede4b819e42) ) ROM_REGION( 0x20000, REGION_CPU2, 0 ) /* 64k for sound cpu code */ ROM_LOAD( "ws17.bin", 0x000000, 0x08000, CRC(e00a8f09) SHA1(e7247ce0ab99d0726f31dee5de5ba33f4ebd183e) ) ROM_CONTINUE( 0x010000, 0x08000 ) ROM_COPY( REGION_CPU2, 0, 0x018000, 0x08000 ) ROM_REGION( 0x20000, REGION_GFX1, ROMREGION_DISPOSE ) ROM_LOAD( "ws09.bin", 0x00000, 0x08000, CRC(f05b2b3e) SHA1(6570d795d68655ace9668f32dc0bf5c2d2372411) ) /* characters */ ROM_CONTINUE( 0x00000, 0x8000 ) ROM_LOAD( "ws11.bin", 0x08000, 0x08000, CRC(2b10e3d2) SHA1(0f5045615b44e2300745fd3afac7f1441352cca5) ) ROM_CONTINUE( 0x08000, 0x8000 ) ROM_LOAD( "ws10.bin", 0x10000, 0x08000, CRC(efdf7c82) SHA1(65392697f56473cfe90d9733b9c49f2da6f9b7e6) ) ROM_CONTINUE( 0x10000, 0x8000 ) ROM_LOAD( "ws12.bin", 0x18000, 0x08000, CRC(af993578) SHA1(b250b562deeab3bb2c79002e5e1f0b6e17986848) ) ROM_CONTINUE( 0x18000, 0x8000 ) ROM_REGION( 0x100000, REGION_GFX2, ROMREGION_DISPOSE ) ROM_LOAD( "ws05.bin", 0x00000, 0x20000, CRC(007c8dc0) SHA1(f44576da3b89d6a889fdb564825ac6ce3bb4cffe) ) /* Background */ ROM_LOAD( "ws07.bin", 0x20000, 0x20000, CRC(0f0c8d9a) SHA1(f5fe9b5ee4c8ffd7caf5313d13fb5f6e181ed9b6) ) ROM_LOAD( "ws06.bin", 0x40000, 0x20000, CRC(459d075e) SHA1(24cd0bffe7c5bbccf653ced0b73579059603d187) ) ROM_LOAD( "ws08.bin", 0x60000, 0x20000, CRC(4d6783b3) SHA1(9870fe9570afeff179b6080581fd6bb187898ff0) ) ROM_LOAD( "ws01.bin", 0x80000, 0x20000, CRC(32bda4bc) SHA1(ed0c0740c7af513b341b2b7ff3e0bf6045e930e9) ) /* Foreground */ ROM_LOAD( "ws03.bin", 0xa0000, 0x20000, CRC(046b51f8) SHA1(25af752caebdec762582fc0130cf14546110bb54) ) ROM_LOAD( "ws02.bin", 0xc0000, 0x20000, CRC(ed9d682e) SHA1(0f79ea09a7af367d175081f72f2bc94f6caad463) ) ROM_LOAD( "ws04.bin", 0xe0000, 0x20000, CRC(75f082e5) SHA1(b29f09a3cc9a0ac3f982be3981f5e895050c49e8) ) ROM_REGION( 0x100000, REGION_GFX3, ROMREGION_DISPOSE ) ROM_LOAD( "ws25.bin", 0x00000, 0x20000, CRC(8092e8e9) SHA1(eabe58ac0f88234b0dddf361f56aad509a83012e) ) /* sprites */ ROM_LOAD( "ws26.bin", 0x20000, 0x20000, CRC(f6a1f42c) SHA1(6d5503e1a9b00104970292d22301ed28893c5223) ) ROM_LOAD( "ws23.bin", 0x40000, 0x20000, CRC(43d58e24) SHA1(99e255faa9716d9102a1223419084fc209ab4024) ) ROM_LOAD( "ws24.bin", 0x60000, 0x20000, CRC(20a867ea) SHA1(d3985002931fd4180fc541d61a94371871f3709d) ) ROM_LOAD( "ws21.bin", 0x80000, 0x20000, CRC(e23d7296) SHA1(33bbced960be22efc7d2681e06a27feba09e0fc0) ) ROM_LOAD( "ws22.bin", 0xa0000, 0x20000, CRC(7150a060) SHA1(73bdd7d6752f7fe9e23073d835dbc468d57865fa) ) ROM_LOAD( "ws19.bin", 0xc0000, 0x20000, CRC(c5dd0a96) SHA1(4696ab1b02d40c54a7dacf0bdf90b624b7d6812e) ) ROM_LOAD( "ws20.bin", 0xe0000, 0x20000, CRC(f1245c16) SHA1(f3941bf5830995f65a5378326fdb72687fbbddcf) ) ROM_REGION( 0x20000, REGION_SOUND1, 0 ) /* ADPCM samples */ ROM_LOAD( "bb_08.bin", 0x00000, 0x20000, CRC(deb1b975) SHA1(08f2e9a0a23171201b71d381d091edcd3787c287) ) ROM_END ROM_START( skysmash ) ROM_REGION( 0x80000, REGION_CPU1, 0 ) ROM_LOAD16_BYTE( "rom5", 0x00000, 0x20000, CRC(867f9897) SHA1(7751f9d03d71bd5db0b82bda6e4d5231a30c1ad0) ) ROM_LOAD16_BYTE( "rom6", 0x00001, 0x20000, CRC(e9c1d308) SHA1(d7032345b91f87de64ad09ffea49e39b755cac44) ) ROM_LOAD16_BYTE( "rom7", 0x40000, 0x20000, CRC(d209db4d) SHA1(1cf85d39d12e92c1b97f7e5a148f3ad56cdca963) ) ROM_LOAD16_BYTE( "rom8", 0x40001, 0x20000, CRC(d3646728) SHA1(898606be662214d2ba99e9a3e3cc0c7e7609a719) ) ROM_REGION( 0x20000, REGION_CPU2, 0 ) ROM_LOAD( "rom2", 0x000000, 0x08000, CRC(75b194cf) SHA1(6aaf36cdab06c0aa5328f5176557387a5d3f7d26) ) ROM_CONTINUE( 0x010000, 0x08000 ) ROM_COPY( REGION_CPU2, 0, 0x018000, 0x08000 ) ROM_REGION( 0x20000, REGION_GFX1, ROMREGION_DISPOSE ) ROM_LOAD( "rom3", 0x00000, 0x10000, CRC(fbb241be) SHA1(cd94c328891538bbd8c062d90a47ddf3d7d05bb0) ) /* characters */ ROM_LOAD( "rom4", 0x10000, 0x10000, CRC(ad3cde81) SHA1(2bd0c707e5b67d3699a743d989cb5384cbe37ff7) ) ROM_REGION( 0x100000, REGION_GFX2, ROMREGION_DISPOSE ) ROM_LOAD( "rom9", 0x00000, 0x100000, CRC(b0a5eecf) SHA1(9e8191c7ae4a32dc16aebc37fa942afc531eddd4) ) /* Background + Foreground */ ROM_REGION( 0x80000, REGION_GFX3, ROMREGION_DISPOSE ) ROM_LOAD( "rom10", 0x00000, 0x080000, CRC(1bbcda5d) SHA1(63915221f70a7dfda6a4d8ac7f5c663c9316610a) ) /* sprites */ ROM_REGION( 0x20000, REGION_SOUND1, 0 ) /* ADPCM samples */ ROM_LOAD( "rom1", 0x00000, 0x20000, CRC(e69986f6) SHA1(de38bf2d5638cb40740882e1abccf7928e43a5a6) ) ROM_END /* Driver Initialization */ static DRIVER_INIT( weststry ) { UINT8 *gfx = memory_region(REGION_GFX3); int i; // invert sprite data for (i = 0; i < memory_region_length(REGION_GFX3); i++) gfx[i] = ~gfx[i]; } /* Game Drivers */ GAME( 1990, bloodbro, 0, bloodbro, bloodbro, 0, ROT0, "Tad", "Blood Bros. (set 1)", GAME_NO_COCKTAIL ) GAME( 1990, bloodbra, bloodbro, bloodbro, bloodbro, 0, ROT0, "Tad", "Blood Bros. (set 2)", GAME_NO_COCKTAIL ) GAME( 1990, weststry, bloodbro, weststry, weststry, weststry, ROT0, "bootleg", "West Story", GAME_NO_COCKTAIL | GAME_NO_SOUND ) GAME( 1990, skysmash, 0, skysmash, skysmash, 0, ROT270, "Nihon System", "Sky Smasher", 0 )