/* Double Dealer (c)NMK 1991 driver by Angelo Salese & David Haywood,based on early work by Tomasz Slanina Appears to be a down-grade of the nmk16 HW TODO: -When you use the "gun card" the game gives "minus" points,but points are always added,inaccurate protection? -Understand better the video emulation and convert it to tilemaps; -A Double Dealer manual is needed for the coinage settings and coin/credit simulation; -Decap + emulate MCU, required if the random number generation is going to be accurate; -- pcb marked GD91071 68000P10 YM2203C 91071-3 (Mask ROM) NMK-110 8131 ( Mitsubishi M50747 MCU ?) NMK 901 NMK 902 NMK 903 x2 82S135N ("5") 82S129N ("6") 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.c tests, but num of responses is different, and shared ram is used to communicate with MCU - After last check (or maybe durning 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 "sound/2203intf.h" class ddealer_state : public driver_device { public: ddealer_state(const machine_config &mconfig, device_type type, const char *tag) : driver_device(mconfig, type, tag) { } /* memory pointers */ UINT16 * m_mcu_shared_ram; UINT16 * m_work_ram; UINT16 * m_back_vram; UINT16 * m_left_fg_vram_top; UINT16 * m_right_fg_vram_top; UINT16 * m_left_fg_vram_bottom; UINT16 * m_right_fg_vram_bottom; UINT16 * m_vregs; // UINT16 * m_paletteram16; // currently this uses generic palette handling /* video-related */ tilemap_t *m_back_tilemap; int m_respcount; int m_flipscreen; /* misc */ UINT8 m_input_pressed; UINT16 m_coin_input; }; static WRITE16_HANDLER( ddealer_flipscreen_w ) { ddealer_state *state = space->machine().driver_data(); state->m_flipscreen = data & 0x01; } static TILE_GET_INFO( get_back_tile_info ) { ddealer_state *state = machine.driver_data(); int code = state->m_back_vram[tile_index]; SET_TILE_INFO( 0, code & 0xfff, code >> 12, 0); } static VIDEO_START( ddealer ) { ddealer_state *state = machine.driver_data(); state->m_flipscreen = 0; state->m_back_tilemap = tilemap_create(machine, get_back_tile_info, tilemap_scan_cols, 8, 8, 64, 32); } static void ddealer_draw_video_layer( running_machine &machine, UINT16* vreg_base, UINT16* top, UINT16* bottom, bitmap_t* bitmap, const rectangle *cliprect, int flipy) { const gfx_element *gfx = machine.gfx[1]; INT16 sx, sy; int x,y, count; UINT16* src; sx = ((vreg_base[0x4 / 2] & 0xff)); sx |= ((vreg_base[0x2 / 2] & 0xff) << 8); sx &= 0x7ff; if (sx & 0x400) sx -= 0x800; sy = ((vreg_base[0x8 / 2] & 0xff)); sy |= ((vreg_base[0x6 / 2] & 0xff) << 8); if (!flipy) { sx -= 64; // video shift /* the tilemaps seems to be split into top / bottom pieces */ count = 0; src = top; for (x = 0; x < 128; x++) { for (y = 0; y < 16; y++) { UINT16 tile = (src[count] & 0x0fff); UINT16 colr = (src[count] & 0xf000) >> 12; count++; drawgfx_transpen(bitmap, cliprect, gfx, tile, colr, 0, flipy, (x * 16) - sx, (y * 16) - sy, 15); } } count = 0; src = bottom; sy -= 256; for (x = 0; x < 128; x++) { for (y = 0; y < 16; y++) { UINT16 tile = (src[count] & 0x0fff); UINT16 colr = (src[count] & 0xf000) >> 12; count++; drawgfx_transpen(bitmap, cliprect, gfx, tile, colr, 0, flipy, (x * 16) - sx, (y * 16) - sy, 15); } } } else { sx -= 0x6d0; sy -= 16; /* the tilemaps seems to be split into top / bottom pieces */ count = 0; src = top; for (x = 128; x > 0; x--) { for (y = 16; y > 0; y--) { UINT16 tile = (src[count] & 0x0fff); UINT16 colr = (src[count] & 0xf000) >> 12; count++; drawgfx_transpen(bitmap, cliprect, gfx, tile, colr, flipy, flipy, (x * 16) + sx, (y * 16) + sy, 15); } } count = 0; src = bottom; sy -= 256; for (x = 128; x > 0; x--) { for (y = 16; y > 0; y--) { UINT16 tile = (src[count] & 0x0fff); UINT16 colr = (src[count] & 0xf000) >> 12; count++; drawgfx_transpen(bitmap, cliprect, gfx, tile, colr, flipy, flipy, (x * 16) + sx, (y * 16) + sy, 15); } } } } static SCREEN_UPDATE( ddealer ) { ddealer_state *state = screen->machine().driver_data(); tilemap_set_scrollx(state->m_back_tilemap, 0, state->m_flipscreen ? -192 : -64); tilemap_set_flip(state->m_back_tilemap, state->m_flipscreen ? TILEMAP_FLIPY | TILEMAP_FLIPX : 0); tilemap_draw(bitmap, cliprect, state->m_back_tilemap, 0, 0); /* the fg tilemap handling is a little hacky right now, i'm not sure if it should be a single tilemap with rowscroll / linescroll, or two tilemaps which can be combined, the flipscreen case makes things more difficult to understand */ if (!state->m_flipscreen) { if (state->m_vregs[0xcc / 2] & 0x80) { ddealer_draw_video_layer(screen->machine(), &state->m_vregs[0x1e0 / 2], state->m_left_fg_vram_top, state->m_left_fg_vram_bottom, bitmap, cliprect, state->m_flipscreen); ddealer_draw_video_layer(screen->machine(), &state->m_vregs[0xcc / 2], state->m_right_fg_vram_top, state->m_right_fg_vram_bottom, bitmap, cliprect, state->m_flipscreen); } else { ddealer_draw_video_layer(screen->machine(), &state->m_vregs[0x1e0 / 2], state->m_left_fg_vram_top, state->m_left_fg_vram_bottom, bitmap, cliprect, state->m_flipscreen); } } else { if (state->m_vregs[0xcc / 2] & 0x80) { ddealer_draw_video_layer(screen->machine(), &state->m_vregs[0xcc / 2], state->m_left_fg_vram_top, state->m_left_fg_vram_bottom, bitmap, cliprect, state->m_flipscreen); ddealer_draw_video_layer(screen->machine(), &state->m_vregs[0x1e0 / 2], state->m_right_fg_vram_top, state->m_right_fg_vram_bottom, bitmap, cliprect, state->m_flipscreen); } else { ddealer_draw_video_layer(screen->machine(), &state->m_vregs[0x1e0 / 2], state->m_left_fg_vram_top, state->m_left_fg_vram_bottom, bitmap, cliprect, state->m_flipscreen); } } return 0; } static TIMER_DEVICE_CALLBACK( ddealer_mcu_sim ) { ddealer_state *state = timer.machine().driver_data(); /*coin/credit simulation*/ /*$fe002 is used,might be for multiple coins for one credit settings.*/ state->m_coin_input = (~(input_port_read(timer.machine(), "IN0"))); if (state->m_coin_input & 0x01)//coin 1 { if((state->m_input_pressed & 0x01) == 0) state->m_mcu_shared_ram[0x000 / 2]++; state->m_input_pressed = (state->m_input_pressed & 0xfe) | 1; } else state->m_input_pressed = (state->m_input_pressed & 0xfe); if (state->m_coin_input & 0x02)//coin 2 { if ((state->m_input_pressed & 0x02) == 0) state->m_mcu_shared_ram[0x000 / 2]++; state->m_input_pressed = (state->m_input_pressed & 0xfd) | 2; } else state->m_input_pressed = (state->m_input_pressed & 0xfd); if (state->m_coin_input & 0x04)//service 1 { if ((state->m_input_pressed & 0x04) == 0) state->m_mcu_shared_ram[0x000 / 2]++; state->m_input_pressed = (state->m_input_pressed & 0xfb) | 4; } else state->m_input_pressed = (state->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 (state->m_mcu_shared_ram[0x000 / 2] > 0 && state->m_work_ram[0x104 / 2] & 1) { if (state->m_coin_input & 0x08)//start 1 { if ((state->m_input_pressed & 0x08) == 0 && (~(state->m_work_ram[0x100 / 2] & 1))) state->m_mcu_shared_ram[0x000 / 2]--; state->m_input_pressed = (state->m_input_pressed & 0xf7) | 8; } else state->m_input_pressed = (state->m_input_pressed & 0xf7); if (state->m_coin_input & 0x10)//start 2 { if((state->m_input_pressed & 0x10) == 0 && (~(state->m_work_ram[0x100 / 2] & 2))) state->m_mcu_shared_ram[0x000 / 2]--; state->m_input_pressed = (state->m_input_pressed & 0xef) | 0x10; } else state->m_input_pressed = (state->m_input_pressed & 0xef); } /*random number generators,controls order of cards*/ state->m_mcu_shared_ram[0x10 / 2] = timer.machine().rand() & 0xffff; state->m_mcu_shared_ram[0x12 / 2] = timer.machine().rand() & 0xffff; state->m_mcu_shared_ram[0x14 / 2] = timer.machine().rand() & 0xffff; state->m_mcu_shared_ram[0x16 / 2] = timer.machine().rand() & 0xffff; } static WRITE16_HANDLER( back_vram_w ) { ddealer_state *state = space->machine().driver_data(); COMBINE_DATA(&state->m_back_vram[offset]); tilemap_mark_tile_dirty(state->m_back_tilemap, offset); } static WRITE16_HANDLER( ddealer_vregs_w ) { ddealer_state *state = space->machine().driver_data(); COMBINE_DATA(&state->m_vregs[offset]); } /****************************************************************************************************** Protection handling,identical to Hacha Mecha Fighter / Thunder Dragon with different vectors. ******************************************************************************************************/ #define PROT_JSR(_offs_,_protvalue_,_pc_) \ if(state->m_mcu_shared_ram[(_offs_)/2] == _protvalue_) \ { \ state->m_mcu_shared_ram[(_offs_)/2] = 0xffff; /*(MCU job done)*/ \ state->m_mcu_shared_ram[(_offs_+2-0x10)/2] = 0x4ef9;/*JMP*/\ state->m_mcu_shared_ram[(_offs_+4-0x10)/2] = 0x0000;/*HI-DWORD*/\ state->m_mcu_shared_ram[(_offs_+6-0x10)/2] = _pc_; /*LO-DWORD*/\ } \ #define PROT_INPUT(_offs_,_protvalue_,_protinput_,_input_) \ if(state->m_mcu_shared_ram[_offs_] == _protvalue_) \ {\ state->m_mcu_shared_ram[_protinput_] = ((_input_ & 0xffff0000)>>16);\ state->m_mcu_shared_ram[_protinput_+1] = (_input_ & 0x0000ffff);\ } static WRITE16_HANDLER( ddealer_mcu_shared_w ) { ddealer_state *state = space->machine().driver_data(); COMBINE_DATA(&state->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,0x8028,0x6932); 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 (state->m_mcu_shared_ram[0x000 / 2] == 0x60fe) { state->m_mcu_shared_ram[0x000 / 2] = 0x0000;//coin counter state->m_mcu_shared_ram[0x002 / 2] = 0x0000;//coin counter "decimal point" state->m_mcu_shared_ram[0x004 / 2] = 0x4ef9; } break; case 0x002/2: case 0x004/2: if (state->m_mcu_shared_ram[0x002 / 2] == 0x0000 && state->m_mcu_shared_ram[0x004 / 2] == 0x0214) state->m_mcu_shared_ram[0x004 / 2] = 0x4ef9; break; case 0x008/2: if (state->m_mcu_shared_ram[0x008 / 2] == 0x000f) state->m_mcu_shared_ram[0x008 / 2] = 0x0604; break; case 0x00c/2: if (state->m_mcu_shared_ram[0x00c / 2] == 0x000f) state->m_mcu_shared_ram[0x00c / 2] = 0x0000; break; } } static ADDRESS_MAP_START( ddealer, AS_PROGRAM, 16 ) AM_RANGE(0x000000, 0x03ffff) AM_ROM AM_RANGE(0x080000, 0x080001) AM_READ_PORT("IN0") AM_RANGE(0x080002, 0x080003) AM_READ_PORT("IN1") AM_RANGE(0x080008, 0x080009) AM_READ_PORT("DSW1") AM_RANGE(0x08000a, 0x08000b) AM_READ_PORT("UNK") AM_RANGE(0x084000, 0x084003) AM_DEVWRITE8("ymsnd", ym2203_w, 0x00ff) // ym ? AM_RANGE(0x088000, 0x0887ff) AM_RAM_WRITE(paletteram16_RRRRGGGGBBBBRGBx_word_w) AM_BASE_GENERIC(paletteram) // palette ram AM_RANGE(0x08c000, 0x08cfff) AM_RAM_WRITE(ddealer_vregs_w) AM_BASE_MEMBER(ddealer_state, m_vregs) // palette ram /* this might actually be 1 tilemap with some funky rowscroll / columnscroll enabled, I'm not sure */ AM_RANGE(0x090000, 0x090fff) AM_RAM AM_BASE_MEMBER(ddealer_state, m_left_fg_vram_top) AM_RANGE(0x091000, 0x091fff) AM_RAM AM_BASE_MEMBER(ddealer_state, m_right_fg_vram_top) AM_RANGE(0x092000, 0x092fff) AM_RAM AM_BASE_MEMBER(ddealer_state, m_left_fg_vram_bottom) AM_RANGE(0x093000, 0x093fff) AM_RAM AM_BASE_MEMBER(ddealer_state, m_right_fg_vram_bottom) //AM_RANGE(0x094000, 0x094001) AM_NOP // always 0? AM_RANGE(0x098000, 0x098001) AM_WRITE(ddealer_flipscreen_w) AM_RANGE(0x09c000, 0x09cfff) AM_RAM_WRITE(back_vram_w) AM_BASE_MEMBER(ddealer_state, m_back_vram) // bg tilemap AM_RANGE(0x0f0000, 0x0fdfff) AM_RAM AM_BASE_MEMBER(ddealer_state, m_work_ram) AM_RANGE(0x0fe000, 0x0fefff) AM_RAM_WRITE(ddealer_mcu_shared_w) AM_BASE_MEMBER(ddealer_state, m_mcu_shared_ram) AM_RANGE(0x0ff000, 0x0fffff) AM_RAM ADDRESS_MAP_END static INPUT_PORTS_START( ddealer ) PORT_START("IN0") PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_COIN1 ) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_COIN2 ) PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_SERVICE1 ) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_START1 ) PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_START2 ) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN ) //used,"test" in service mode,unknown purpose PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN ) 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 ) /*bits 0-7 are almost surely to be coinage.*/ PORT_START("DSW1") PORT_DIPNAME( 0x01, 0x01, DEF_STR( Unknown ) ) PORT_DIPSETTING( 0x01, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x02, 0x02, DEF_STR( Unknown ) ) PORT_DIPSETTING( 0x02, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x04, 0x04, DEF_STR( Unknown ) ) PORT_DIPSETTING( 0x04, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x08, 0x08, DEF_STR( Unknown ) ) PORT_DIPSETTING( 0x08, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x10, 0x10, DEF_STR( Unknown ) ) PORT_DIPSETTING( 0x10, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x20, 0x20, DEF_STR( Unknown ) ) PORT_DIPSETTING( 0x20, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x40, 0x40, DEF_STR( Unknown ) ) PORT_DIPSETTING( 0x40, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x80, 0x80, DEF_STR( Unknown ) ) PORT_DIPSETTING( 0x80, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x0100, 0x0100, DEF_STR( Flip_Screen ) ) PORT_DIPSETTING( 0x0100, DEF_STR( Off ) ) PORT_DIPSETTING( 0x0000, DEF_STR( On ) ) PORT_DIPNAME( 0x0200, 0x0000, DEF_STR( Demo_Sounds ) ) PORT_DIPSETTING( 0x0200, DEF_STR( Off ) ) PORT_DIPSETTING( 0x0000, DEF_STR( On ) ) PORT_DIPNAME( 0x0400, 0x0000, DEF_STR( Language ) ) PORT_DIPSETTING( 0x0400, DEF_STR( Japanese ) ) PORT_DIPSETTING( 0x0000, DEF_STR( English ) ) PORT_DIPNAME( 0x0800, 0x0800, DEF_STR( Unknown ) ) PORT_DIPSETTING( 0x0800, DEF_STR( Off ) ) PORT_DIPSETTING( 0x0000, DEF_STR( On ) ) PORT_DIPNAME( 0x1000, 0x1000, DEF_STR( Unknown ) ) PORT_DIPSETTING( 0x1000, DEF_STR( Off ) ) PORT_DIPSETTING( 0x0000, DEF_STR( On ) ) PORT_DIPNAME( 0x2000, 0x2000, DEF_STR( Unknown ) ) PORT_DIPSETTING( 0x2000, DEF_STR( Off ) ) PORT_DIPSETTING( 0x0000, DEF_STR( On ) ) PORT_DIPNAME( 0x4000, 0x4000, DEF_STR( Unknown ) ) PORT_DIPSETTING( 0x4000, DEF_STR( Off ) ) PORT_DIPSETTING( 0x0000, DEF_STR( On ) ) PORT_DIPNAME( 0x8000, 0x8000, DEF_STR( Unknown ) ) PORT_DIPSETTING( 0x8000, DEF_STR( Off ) ) PORT_DIPSETTING( 0x0000, DEF_STR( On ) ) PORT_START("UNK") INPUT_PORTS_END static const gfx_layout charlayout = { 8,8, RGN_FRAC(1,1), 4, { 0, 1, 2, 3 }, { 0*4, 1*4, 2*4, 3*4, 4*4, 5*4, 6*4, 7*4 }, { 0*32, 1*32, 2*32, 3*32, 4*32, 5*32, 6*32, 7*32 }, 32*8 }; static const gfx_layout tilelayout = { 16,16, RGN_FRAC(1,1), 4, { 0, 1, 2, 3 }, { 0*4, 1*4, 2*4, 3*4, 4*4, 5*4, 6*4, 7*4, 16*32+0*4, 16*32+1*4, 16*32+2*4, 16*32+3*4, 16*32+4*4, 16*32+5*4, 16*32+6*4, 16*32+7*4 }, { 0*32, 1*32, 2*32, 3*32, 4*32, 5*32, 6*32, 7*32, 8*32, 9*32, 10*32, 11*32, 12*32, 13*32, 14*32, 15*32 }, 32*32 }; static GFXDECODE_START( ddealer ) GFXDECODE_ENTRY( "gfx1", 0, charlayout, 0, 16 ) GFXDECODE_ENTRY( "gfx2", 0, tilelayout, 0x100, 16 ) GFXDECODE_END static MACHINE_START( ddealer ) { ddealer_state *state = machine.driver_data(); state->save_item(NAME(state->m_respcount)); state->save_item(NAME(state->m_flipscreen)); state->save_item(NAME(state->m_input_pressed)); state->save_item(NAME(state->m_coin_input)); } static MACHINE_RESET (ddealer) { ddealer_state *state = machine.driver_data(); state->m_respcount = 0; state->m_flipscreen = 0; state->m_input_pressed = 0; state->m_coin_input = 0; } static INTERRUPT_GEN( ddealer_interrupt ) { device_set_input_line(device, 4, HOLD_LINE); } static MACHINE_CONFIG_START( ddealer, ddealer_state ) MCFG_CPU_ADD("maincpu" , M68000, 10000000) MCFG_CPU_PROGRAM_MAP(ddealer) MCFG_CPU_VBLANK_INT("screen", ddealer_interrupt) MCFG_CPU_PERIODIC_INT(irq1_line_hold, 90)//guess,controls music tempo,112 is way too fast // M50747 or NMK-110 8131 MCU MCFG_MACHINE_START(ddealer) MCFG_MACHINE_RESET(ddealer) MCFG_GFXDECODE(ddealer) MCFG_SCREEN_ADD("screen", RASTER) MCFG_SCREEN_REFRESH_RATE(60) MCFG_SCREEN_VBLANK_TIME(ATTOSECONDS_IN_USEC(0)) MCFG_SCREEN_FORMAT(BITMAP_FORMAT_INDEXED16) MCFG_SCREEN_SIZE(512, 256) MCFG_SCREEN_VISIBLE_AREA(0*8, 48*8-1, 2*8, 30*8-1) MCFG_SCREEN_UPDATE(ddealer) MCFG_PALETTE_LENGTH(0x400) MCFG_VIDEO_START(ddealer) MCFG_TIMER_ADD_PERIODIC("coinsim", ddealer_mcu_sim, attotime::from_hz(10000)) // not real, but for simulating the MCU MCFG_SPEAKER_STANDARD_MONO("mono") MCFG_SOUND_ADD("ymsnd", YM2203, 6000000 / 4)//guess MCFG_SOUND_ROUTE(ALL_OUTPUTS, "mono", 0.40) MACHINE_CONFIG_END static READ16_HANDLER( ddealer_mcu_r ) { ddealer_state *state = space->machine().driver_data(); static const int resp[] = { 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[state->m_respcount++]; if (resp[state->m_respcount] < 0) state->m_respcount = 0; return res; } static DRIVER_INIT( ddealer ) { machine.device("maincpu")->memory().space(AS_PROGRAM)->install_legacy_read_handler(0xfe01c, 0xfe01d, FUNC(ddealer_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( 0x20000, "gfx1", 0 ) /* BG0 */ ROM_LOAD( "4.ic65", 0x00000, 0x20000, CRC(4939ff1b) SHA1(af2f2feeef5520d775731a58cbfc8fcc913b7348) ) ROM_REGION( 0x80000, "gfx2", 0 ) /* BG1 */ 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_END GAME( 1991, ddealer, 0, ddealer, ddealer, ddealer, ROT0, "NMK", "Double Dealer", GAME_SUPPORTS_SAVE )