// license:BSD-3-Clause // copyright-holders:Roberto Fresca /****************************************************************************** Good Luck II Yung Yu / CYE, 1992. Driver by Roberto Fresca. Hardware based on Golden Poker / Cal Omega, but with a lot of improvements... ******************************************************************************* *** Hardware notes *** - CPU: 1x 6502 (U8). Empty socket. - CRTC: 1x HD6845SP (U13) - RAM: 2x 6116. 2K*8 SRAM. (U6, U17). Empty sockets. - ROMs: 1x ST27C512 (U7) 3x M27C256 (U31, U32, U33) - PROMs: 3x Bipolar PROMs (U25, U26, U27) - CLK: 1x crystal @ 10.000 MHz. (for CPU clock) 1x crystal @ 3.5795 MHz. (for sound circuitry) - SOUND: 1x AY-3-8910 (U38) 1x UM3567 (clone of Yamaha YM2413) (U36) 1x 2904D JRC (Dual Operational Amplifier) (U40) Other components: - 1x battery (not present) - 1x switch (S1) - 3x 8 DIP switches banks (DIP1, DIP2, DIP3) - 1x 10x2 edge connector. - 1x 22x2 edge connector. PCB silkscreened: "YUNGYU" "920210" "Made in Taiwan" also has a chinese copyright string silkscreened backwards... Original stickers from CYE (Chang Yu Electronic Company) in PCB and ROMs. PCB Layout: .----------------------------------------------------------------------------------------------. | U12 U8 U2 BT1 | | .-------------------------. .-------------------------. .----------. .-------. | | | | | | | ???? | | | | | | HD6845SP | | 6502 (empty socket) | '----------' |BATTERY| .---' | | | | | X1 | | | | '-------------------------' '-------------------------'.------. '-------' | | U18 U14 U7 |10MHz.| .-----. | | .------------. .----------. .------------------. '------' | | | | | 74LS245B | |HD74LS157P| |4CYE | | SW1 ===O '---. | '------------' '----------' | ST27C512 | | | ---| | U17 | | '-----' ---| | .----------------. '------------------' ---| | | 6116 | U15 U6 U3 ---| ! | (empty socket) | .----------. .----------------. .----------. ---| | | | |HD74LS157P| | 6116 | | 74HC04AP | ---| | '----------------' '----------' | (empty socket) | '----------' ---| | U16 | | U46 ---| | .----------. '----------------' .----------. ---| | |HD74LS157P| | 74LS08? | .---' | '----------' '----------' | | U21 U9 U5 U45 | | .------------. .----------. .----------------. .----------. | | | SN74S86N | |HD74LS08P | | GAL22V16? | |SN74LS273N| | | '------------' '----------' '----------------' '----------' | | U20 U10 U4 U44 | | .------------. .----------. .--------------. .----------. '---. | | ??? | |HD74LS32P | | ???? | |HD74LS244P| ---| | '------------' '----------' '--------------' '----------' ---| | U1 U22 U11 U43 ---| | .------------. .----------. .------------. .----------. ---| | | ??? | |HD74LS04P | | BU74HC00 | |T74LS245B1| ---| | '------------' '----------' '------------' '----------' ---| | U24 U47 U35 U42 ---| | .------------. .----------. .------------. .----------. ---| | | GD74LS174 | | HD74LS02 | | GD74LS174 | |T74LS245B1| ---| | '------------' '----------' '------------' '----------' ---| | U12 U25 U34 U41 ---| | .------------. .----------. .------------. .----------. ---| | | SN74LS273N | | BP? | | GD74LS174 | |T74LS245B1| ---| | '------------' '----------' '------------' '----------' ---| | U26 U36 ---| | .----------. .---------------. ---| | U33 | BP? | | UM3567 | ---| | .----------------. '----------' | | ---| | |3 | U27 | (YM2413) | ---| | | M27256 | .----------. '---------------' ---| | | | | BP? | U37 X2 ---| | '----------------' '----------' .----------. .------. .---' | U32 U30 |T74LS245B1| |3.5795| | | .----------------. .----------. '----------' | MHz. | U40 | | |2 | |GD74LS166 | '------' .-----. | | | M27256 | '----------' U38 |2904D| | | | | U29 .-------------------------. | JRC | '---. | '----------------' .----------. | | '-----' | | U31 |GD74LS166 | | AY-3-8910 (empty socket)| | | .----------------. '----------' | | | | |1 | U28 '-------------------------' | | | M27256 | .----------. DIP3 DIP2 DIP1 | | | | | ??? | .--------. .--------. .--------. .-||||||||-. | | '----------------' '----------' |oooooooo| |oooooooo| |oooooooo| .---. | NEC | | | '--------' '--------' '--------' |VR1| | | | | '---' '----------' | '----------------------------------------------------------------------------------------------' Need ID: U2 - U4 - U5 - U20 - U25 - U26 - U27 - U28 - U43 - U46 - NEC (bottom right) ******************************************************************************* Memory Map ---------- $0000 - $00FF RAM ; Zero page (pointers and registers) (NVRAM). $0100 - $01FF RAM ; 6502 Stack Pointer. $0200 - $07FF RAM ; General purpose RAM. $0800 - $0801 MC6845 ; MC6845 use $0800 for register addressing and $0801 for register values. $0844 - $0847 PIA leftover. ; Code access these offsets like if a PIA 6821 exist there... $0848 - $084B PIA leftover. ; Code access these offsets like if a PIA 6821 exist there... $1000 - $13FF Video RAM. $1800 - $1BFF Color RAM. $2000 - $2000 DIP switches bank #1. $2D00 - $2D00 YM2413 Address. $2D01 - $2D01 YM2413 Register. $3400 - $3400 Input Port #1. \ $3500 - $3500 Input Port #2. | General input system. $3600 - $3600 Input Port #3. / $3700 - $3700 Output Port #1 (coin/note counters). $3D00 - $3D00 AY-3-8910 Address. $3D01 - $3D01 AY-3-8910 Register. $3D01 - $3D01 AY-3-8910 Read (Ports A & B for DIP switches banks #2 & #3). $4000 - $FFFF ROM space. ; Program ROMs. ******************************************************************************* Technical Notes... The graphics system is composed of 8 graphics banks of 256 tiles each. Tiles are 3bpp, and the color information is given by 3 bipolar PROMs (one for each RGB channel). There is a AY-3-8910, but only for input port purposes (ports A & B for DIP switches banks #3 and #2). Is not used as sound device, at least for Good Luck II. There are pieces of code that initialize 2x PIA 6821, that are not included in the PCB. Seems a leftover. Also the program try to handle a suppossed lamps system through these 'phantom' PIAs... The sound system is through a YM2413, and sound a lot nicer than the former games from these series, improving the ingame sounds with cool nice short tunes. ******************************************************************************* TODO: - Figure out the remaining DIP switches. - Nothing at all... :) *******************************************************************************/ #include "emu.h" #include "cpu/m6502/m6502.h" #include "machine/nvram.h" #include "sound/ay8910.h" #include "sound/ym2413.h" #include "video/mc6845.h" #include "emupal.h" #include "screen.h" #include "speaker.h" #include "tilemap.h" #define MASTER_CLOCK XTAL(10'000'000) #define SND_CLOCK XTAL(3'579'545) class gluck2_state : public driver_device { public: gluck2_state(const machine_config &mconfig, device_type type, const char *tag) : driver_device(mconfig, type, tag), m_maincpu(*this, "maincpu"), m_gfxdecode(*this, "gfxdecode"), m_videoram(*this, "videoram"), m_colorram(*this, "colorram") { } void gluck2(machine_config &config); private: required_device m_maincpu; required_device m_gfxdecode; required_shared_ptr m_videoram; required_shared_ptr m_colorram; tilemap_t *m_bg_tilemap; DECLARE_WRITE8_MEMBER(videoram_w); DECLARE_WRITE8_MEMBER(colorram_w); DECLARE_WRITE8_MEMBER(counters_w); TILE_GET_INFO_MEMBER(get_tile_info); virtual void video_start() override; uint32_t screen_update(screen_device &screen, bitmap_rgb32 &bitmap, const rectangle &cliprect); void gluck2_map(address_map &map); }; /********************************************* * Video Hardware * *********************************************/ WRITE8_MEMBER(gluck2_state::videoram_w) { m_videoram[offset] = data; m_bg_tilemap->mark_tile_dirty(offset); } WRITE8_MEMBER(gluck2_state::colorram_w) { m_colorram[offset] = data; m_bg_tilemap->mark_tile_dirty(offset); } TILE_GET_INFO_MEMBER(gluck2_state::get_tile_info) { /* - bits - 7654 3210 --xx xx-- tiles color. xx-- --x- tiles bank. ---- ---x seems unused. */ int attr = m_colorram[tile_index]; int code = m_videoram[tile_index]; int bank = ((attr & 0xc0) >> 5 ) + ((attr & 0x02) >> 1 ); /* bits 1-6-7 handle the gfx banks */ int color = (attr & 0x3c) >> 2; /* bits 2-3-4-5 handle the color */ SET_TILE_INFO_MEMBER(bank, code, color, 0); } void gluck2_state::video_start() { m_bg_tilemap = &machine().tilemap().create(*m_gfxdecode, tilemap_get_info_delegate(*this, FUNC(gluck2_state::get_tile_info)), TILEMAP_SCAN_ROWS, 8, 8, 32, 32); } uint32_t gluck2_state::screen_update(screen_device &screen, bitmap_rgb32 &bitmap, const rectangle &cliprect) { m_bg_tilemap->draw(screen, bitmap, cliprect, 0, 0); return 0; } /********************************************** * R/W Handlers * **********************************************/ WRITE8_MEMBER(gluck2_state::counters_w) { /* - bits - 7654 3210 ---- --x- notes. ---- -x-- payout. ---x ---- coins. xxx- x--x seems unused... */ data = data ^ 0xff; // inverted machine().bookkeeping().coin_counter_w(0, data & 0x10); /* coins */ machine().bookkeeping().coin_counter_w(1, data & 0x02); /* notes */ machine().bookkeeping().coin_counter_w(2, data & 0x04); /* payout */ } /********************************************* * Memory map information * *********************************************/ void gluck2_state::gluck2_map(address_map &map) { map(0x0000, 0x07ff).ram().share("nvram"); map(0x0800, 0x0800).w("crtc", FUNC(mc6845_device::address_w)); map(0x0801, 0x0801).rw("crtc", FUNC(mc6845_device::register_r), FUNC(mc6845_device::register_w)); map(0x0844, 0x084b).noprw(); /* see below */ map(0x1000, 0x13ff).ram().w(FUNC(gluck2_state::videoram_w)).share("videoram"); /* 6116 #1 (2K x 8) RAM (only 1st half used) */ map(0x1800, 0x1bff).ram().w(FUNC(gluck2_state::colorram_w)).share("colorram"); /* 6116 #2 (2K x 8) RAM (only 1st half used) */ map(0x2000, 0x2000).portr("SW1"); map(0x2d00, 0x2d01).w("ymsnd", FUNC(ym2413_device::write)); map(0x3400, 0x3400).portr("IN0"); map(0x3500, 0x3500).portr("IN1"); map(0x3600, 0x3600).portr("IN2"); map(0x3700, 0x3700).w(FUNC(gluck2_state::counters_w)); map(0x3d00, 0x3d01).rw("ay8910", FUNC(ay8910_device::data_r), FUNC(ay8910_device::address_data_w)); map(0x4000, 0xffff).rom(); } /* 0844-0847 PIA0 leftover??? 0848-084b PIA1 leftover??? */ /********************************************* * Input ports * *********************************************/ static INPUT_PORTS_START( gluck2 ) PORT_START("IN0") PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_GAMBLE_BET ) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_GAMBLE_BOOK ) PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_GAMBLE_D_UP ) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_GAMBLE_DEAL ) PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_POKER_CANCEL ) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_COIN2 ) PORT_NAME("Note In") PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_GAMBLE_KEYOUT ) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_COIN1 ) PORT_START("IN1") PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_GAMBLE_TAKE ) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_GAMBLE_SERVICE ) PORT_NAME("Service") PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_START("IN2") PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_POKER_HOLD1 ) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_POKER_HOLD2 ) PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_POKER_HOLD3 ) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_POKER_HOLD4 ) PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_POKER_HOLD5 ) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_SERVICE ) PORT_CODE(KEYCODE_R) PORT_NAME("Reset") PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_START("SW1") // 2000 PORT_DIPNAME( 0x01, 0x01, "Paytable" ) PORT_DIPLOCATION("SW1:1") PORT_DIPSETTING( 0x01, "Strings and Numbers" ) PORT_DIPSETTING( 0x00, "Only Numbers" ) PORT_DIPNAME( 0x02, 0x02, "SW1:2" ) PORT_DIPLOCATION("SW1:2") PORT_DIPSETTING( 0x02, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x04, 0x04, "SW1:3" ) PORT_DIPLOCATION("SW1:3") PORT_DIPSETTING( 0x04, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x08, 0x08, "SW1:4" ) PORT_DIPLOCATION("SW1:4") PORT_DIPSETTING( 0x08, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x10, 0x10, "SW1:5" ) PORT_DIPLOCATION("SW1:5") PORT_DIPSETTING( 0x10, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x20, 0x20, "SW1:6" ) PORT_DIPLOCATION("SW1:6") PORT_DIPSETTING( 0x20, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x40, 0x40, "SW1:7" ) PORT_DIPLOCATION("SW1:7") PORT_DIPSETTING( 0x40, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x80, 0x80, "SW1:8" ) PORT_DIPLOCATION("SW1:8") PORT_DIPSETTING( 0x80, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_START("SW2") // 3D01: AY8910 port B PORT_DIPNAME( 0x01, 0x01, "SW2:8" ) PORT_DIPLOCATION("SW2:8") PORT_DIPSETTING( 0x01, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x06, 0x02, "Bet Max" ) PORT_DIPLOCATION("SW2:7, 6") PORT_DIPSETTING( 0x00, "10" ) PORT_DIPSETTING( 0x02, "20" ) PORT_DIPSETTING( 0x04, "30" ) PORT_DIPSETTING( 0x06, "40" ) PORT_DIPNAME( 0x08, 0x08, "SW2:5" ) PORT_DIPLOCATION("SW2:5") PORT_DIPSETTING( 0x08, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x10, 0x10, "SW2:4" ) PORT_DIPLOCATION("SW2:4") PORT_DIPSETTING( 0x10, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x20, 0x20, "SW2:3" ) PORT_DIPLOCATION("SW2:3") PORT_DIPSETTING( 0x20, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0xc0, 0xc0, "Note In" ) PORT_DIPLOCATION("SW2:2, 1") PORT_DIPSETTING( 0x00, "10" ) PORT_DIPSETTING( 0x40, "20" ) PORT_DIPSETTING( 0x80, "50" ) PORT_DIPSETTING( 0xc0, "100" ) PORT_START("SW3") // 3D01: AY8910 port A PORT_DIPNAME( 0x01, 0x01, "SW3:1" ) PORT_DIPLOCATION("SW3:1") PORT_DIPSETTING( 0x01, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x02, 0x02, "SW3:8" ) PORT_DIPLOCATION("SW3:8") PORT_DIPSETTING( 0x02, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x04, 0x04, "Graphics" ) PORT_DIPLOCATION("SW3:7") PORT_DIPSETTING( 0x04, "Turtles" ) PORT_DIPSETTING( 0x00, "Cards" ) PORT_DIPNAME( 0x18, 0x18, "Coin In" ) PORT_DIPLOCATION("SW3:6, 5") PORT_DIPSETTING( 0x00, "1" ) PORT_DIPSETTING( 0x08, "2" ) PORT_DIPSETTING( 0x10, "5" ) PORT_DIPSETTING( 0x18, "10" ) PORT_DIPNAME( 0x20, 0x20, "SW3:4" ) PORT_DIPLOCATION("SW3:4") PORT_DIPSETTING( 0x20, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x40, 0x40, "SW3:3" ) PORT_DIPLOCATION("SW3:3") PORT_DIPSETTING( 0x40, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x80, 0x80, "SW3:2" ) PORT_DIPLOCATION("SW3:2") PORT_DIPSETTING( 0x80, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) INPUT_PORTS_END /********************************************* * Graphics Layouts * *********************************************/ static const gfx_layout tilelayout = { 8, 8, 256, // 0x100 tiles per bank. 3, { 0, RGN_FRAC(1,3), RGN_FRAC(2,3) }, { 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 }; /************************************************** * Graphics Decode Information * **************************************************/ static GFXDECODE_START( gfx_gluck2 ) GFXDECODE_ENTRY( "gfx", 0x0000, tilelayout, 0, 16 ) GFXDECODE_ENTRY( "gfx", 0x0800, tilelayout, 0, 16 ) GFXDECODE_ENTRY( "gfx", 0x1000, tilelayout, 0, 16 ) GFXDECODE_ENTRY( "gfx", 0x1800, tilelayout, 0, 16 ) GFXDECODE_ENTRY( "gfx", 0x2000, tilelayout, 0, 16 ) GFXDECODE_ENTRY( "gfx", 0x2800, tilelayout, 0, 16 ) GFXDECODE_ENTRY( "gfx", 0x3000, tilelayout, 0, 16 ) GFXDECODE_ENTRY( "gfx", 0x3800, tilelayout, 0, 16 ) GFXDECODE_END /********************************************* * Machine Drivers * *********************************************/ void gluck2_state::gluck2(machine_config &config) { /* basic machine hardware */ M6502(config, m_maincpu, MASTER_CLOCK/16); /* guess */ m_maincpu->set_addrmap(AS_PROGRAM, &gluck2_state::gluck2_map); NVRAM(config, "nvram", nvram_device::DEFAULT_ALL_0); /* video hardware */ screen_device &screen(SCREEN(config, "screen", SCREEN_TYPE_RASTER)); screen.set_refresh_hz(60); screen.set_vblank_time(ATTOSECONDS_IN_USEC(0)); /* CRTC Register: 00 01 02 03 04 05 06 CRTC Value : 0x27 0x20 0x23 0x03 0x26 0x00 0x20 */ screen.set_size((39+1)*8, (38+1)*8); /* from MC6845 init, registers 00 & 04. (value - 1) */ screen.set_visarea(0*8, 32*8-1, 0*8, 32*8-1); /* from MC6845 init, registers 01 & 06. */ screen.set_screen_update(FUNC(gluck2_state::screen_update)); GFXDECODE(config, m_gfxdecode, "palette", gfx_gluck2); PALETTE(config, "palette", palette_device::RGB_444_PROMS, "proms", 256); mc6845_device &crtc(MC6845(config, "crtc", MASTER_CLOCK/16)); /* guess */ crtc.set_screen("screen"); crtc.set_show_border_area(false); crtc.set_char_width(8); crtc.out_vsync_callback().set_inputline(m_maincpu, INPUT_LINE_NMI); /* sound hardware */ SPEAKER(config, "mono").front_center(); ay8910_device &ay8910(AY8910(config, "ay8910", MASTER_CLOCK/8)); /* guess */ ay8910.port_a_read_callback().set_ioport("SW3"); ay8910.port_b_read_callback().set_ioport("SW2"); /* Output ports have a minimal activity during init. They seems unused (at least for Good Luck II) */ ay8910.add_route(ALL_OUTPUTS, "mono", 1.0); YM2413(config, "ymsnd", SND_CLOCK).add_route(ALL_OUTPUTS, "mono", 1.0); } /********************************************* * Rom Load * *********************************************/ ROM_START( gluck2 ) ROM_REGION( 0x10000, "maincpu", 0 ) ROM_LOAD( "4.u7", 0x00000, 0x10000, CRC(09e7a220) SHA1(1be7ba3eb864da097f9e45a80f2db61ff0e9bc0b) ) ROM_REGION( 0x18000, "gfx", 0 ) ROM_LOAD( "3.u33", 0x00000, 0x8000, CRC(f752f0b2) SHA1(7bec624282c74d6f88815cc28cf5a58f6e3ce2dd) ) ROM_LOAD( "2.u32", 0x08000, 0x8000, CRC(6a621a98) SHA1(9c83eab9f0858735e0176e5335651dd2dc620229) ) ROM_LOAD( "1.u31", 0x10000, 0x8000, CRC(ea33db1a) SHA1(69c67944f5e8bd060335b5e14628c0e0828271a4) ) ROM_REGION( 0x0300, "proms", 0 ) // RGB ROM_LOAD( "v1.u27", 0x0000, 0x0100, CRC(1aa5479f) SHA1(246cc99e7b351d5546060807b8a0b8acfe2f8e39) ) ROM_LOAD( "v2.u26", 0x0100, 0x0100, CRC(8da53489) SHA1(b90f5dd4bc5b64009e8bfad8f79f23d4020e537b) ) ROM_LOAD( "v3.u25", 0x0200, 0x0100, CRC(a4d2c9c3) SHA1(a799875b8b92391696419081244da2e56216e024) ) ROM_END /********************************************* * Game Drivers * *********************************************/ // YEAR NAME PARENT MACHINE INPUT STATE INIT ROT COMPANY FULLNAME FLAGS... GAME( 1992, gluck2, 0, gluck2, gluck2, gluck2_state, empty_init, ROT0, "Yung Yu / CYE", "Good Luck II", MACHINE_SUPPORTS_SAVE )