// license:BSD-3-Clause // copyright-holders: Roberto Fresca, Grull Osgo. /******************************************************************** Lucky Ball 96. 6-player LEDs Roulette. Copyright 1991/96 by Sielcon Games. Industria Argentina. Driver by Roberto Fresca & Grull Osgo. Special thanks to Daniel Gallimberti (CEO of Sielcon Games, programmer and owner of this roulette machine) for allow the emulation, the inclu- sion in MAME, and the release of this game for non-profit purposes. :-) 6 sets dumped: Version: 4.01 - Final? Version: 3.50 - 616 Version: 3.50 - 623 Version: 3.50 - 626 Version: 3.50 - 627 Version: 3.01 Each set has: 1x 64K program ROM (unknown CPU). 1x 512K sound ROM (unsigned 8-bit PCM @ 11025 KHz). ********************************************************************* PCB specs: Sikscreened: 'PCB Ver 1.5' Sikscreened: 'SIELCON GAMES' Sikscreened: 'Copyright 1996' Sikscreened: 'MADE IN ARGENTINA' 1x Unknown sanded PLCC68 IC (identified as Zilog Z180). 1x unknown sanded DIL24 IC labeled PLD-01. 1x unknown sanded DIL28 IC labeled PLD-02 (identified as ST6265 MCU). 1x unknown sanded DIL20 IC labeled PLD-03 @U21. 1x unknown sanded DIL64 IC @U12 (identified as Yamaha 9938/58 VDP). 1x PPI 8255 (@U10) 3x 4099 (8-Bit Addressable Latch) @U1-U3-U5. 3x 4512 (8-Channel Data Selector) @U2-U4-U7. 1x INMOS B IMS1630K-70M (8K x 8 SRAM, DIL28)... NOTE: Replaced by UT6264CPC-70LL in another board. 4x sanded IC's identified as 4464 (64K x 4 DRAM) @U16-U17-U18-U19, near the Yamaha 9938 for video RAM. 1x 27C512 (program ROM). 1x M27C4001 (GFX + sound samples). 1x 24C04 serial EEPROM (missing). 1x unknown DAC (DIL16) @U13. 1x LM324 (Single Supply Quad Operational Amplifier) 1x Maxim MAX691CPE (battery supervisor). 1x 21.47727 MHz. crystal, near the Yamaha 9938/58 VDP. 1x 12.288 MHz. crystal, near the Zilog Z180. 1x 8.000 MHz. sanded crystal near the ST6265 MCU (measured). 1x 8 DIP Switches bank. 1x pushbutton silkscreened 'PAGE'. 1x pushbutton silkscreened 'RESET'. 1x 3.6 V. battery. 1x 2x10 blind connector silkscreened 'EXPANSION PORT'. 1x 2x17 blind connector silkscreened 'EXPANSION SLOT'. 1x 6-pin connector silkscreened 'NET'. 1x RS232 connector silkscreened 'RS-232'. 1x 2x28 JAMMA type connector. ********************************************************************* Edge Connector: Solder side | | Components -----------------|--|----------------- +5Vcc |01| GND +5Vcc |02| -5Vcc Player 2 |03| Player 1 Player 4 |04| Player 3 Player 6 |06| Player 5 |07| |08| Left Right |09| Down Credits IN |10| Credits OUT Bet |11| Up |12| |13| |14| |15| |16| |17| |18| +5VCC Counter IN |19| |20| Counter OUT Operator Key |21| |22| Programming |23| Green |24| Sync Blue |25| Red +12Vcc |26| Speaker +5Vcc |27| GND +5Vcc |28| GND DIP Switches: .---------------------------------------+-----+-----+-----+-----+-----+-----+-----+-----. | DIP Switches | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | +---------------------------------------+-----+-----+-----+-----+-----+-----+-----+-----+ +---------------------------------------+-----+-----------------------------------------+ | Acceso a programaciĆ³n No | OFF | | | (settings access) Si (yes) | ON | | +---------------------------------------+-----+-----+-----------------------------------+ | Seteo del Pozo No | | OFF | | | (Jackpot settings) Si (yes) | | ON | | +---------------------------------------+-----+-----+-----+-----------------------------+ | Reset de Audit. Parciales No | | OFF | | | (Reset short term meters) Si (yes) | | ON | | +---------------------------------------+-----------+-----+-----+-----------------------+ | Prog. de Pozo acumulado No | | OFF | | | (Jackpot program) Si (yes) | | ON | | +---------------------------------------+-----------------+-----+-----+-----------------+ | Prog. de multiplicadores No | | OFF | | | (Multipliers program) Si (yes) | | ON | | +---------------------------------------+-----------------------+-----+-----+-----+-----+ | Not Used | | OFF | OFF | | | | | ON | ON | | +---------------------------------------+-----------------------------+-----+-----+-----+ | Reset total No | | OFF | | (Full Reset) Si (yes) | | ON | '---------------------------------------+-----------------------------------------+-----' ********************************************************************* Program ROM Data Lines Scrambling. BUS ROM D0 ---> D1 D1 ---> D0 D2 ---> D3 D3 ---> D2 D4 ---> D5 D5 ---> D4 D6 ---> D7 D7 ---> D6 ********************************************************************* Notes: - Programming mode is driven through POS#5 controls (joystick + bet button) - The roulette numbers lamps multiplexion & animation seems to be drive from the DIL28 IC (labeled PLD-02). - Identified the PLCC68 CPU as Zilog Z180. - Identified the DIL28 IC as ST6265 MCU. - Identified the DIL64 IC as Yamaha 9938/58 VDP. ********************************************************************* Media files (27c4001) 00000-085ff GFX. 08600-0ffff Blank. 10000-7ffff Samples. Samples are 8-bit unsigned PCM. ********************************************************************* I/O: 1x PPI 8255. 3x 4099 (8-Bit Addressable Latch). 3x 4512 (8-Channel Data Selector). PPI 8255 .-----v-----. DAC (D7) <----| PA0 PB0 |----> I/O 4099 (A0) & 4512 (A) DAC (D6) <----| PA1 PB1 |----> I/O 4099 (A1) & 4512 (B) DAC (D5) <----| PA2 PB2 |----> I/O 4099 (A2) & 4512 (C) DAC (D4) <----| PA3 PB3 |----> I/O 4099 (WD 4099 #0, Players) DAC (D3) <----| PA4 PB4 |----> I/O 4099 (WD 4099 #1, Counters) DAC (D2) <----| PA5 PB5 |----> I/O 4099 (WD 4099 #2, unknown) DAC (D1) <----| PA6 PB6 |----> I/O 4099 (D) DAC (D0) <----| PA7 PB7 |----> PB7 | | | PC0 |----> EEPROM (DI) | PC1 |----> EEPROM (CS) | PC2 |----> EEPROM (SK) | PC3 |----\ tied together | PC4 |----/ to PC3. | PC5 |----> I/O 4512 #0 (SO, inputs #0) | PC6 |----> I/O 4512 #1 (SO, inputs #1) | PC7 |----> I/O 4512 #2 (SO, DIP switches) '-----------' Inputs... 4512 #0 4512 #1 4512 #2 .----v----. .----v----. .----v----. | D0 |----> AUX IN | D0 |----> CREDITS IN | D0 |----> DSW #1 | D1 |----> N/C | D1 |----> PLAYER UP | D1 |----> DSW #2 | D2 |----> N/C | D2 |----> PLAYER BET | D2 |----> DSW #3 | D3 |----> N/C | D3 |----> CREDITS OUT | D3 |----> DSW #4 | D4 |----> TOUCH | D4 |----> PLAYER RIGHT | D4 |----> DSW #5 | D5 |----> N/C | D5 |----> PLAYER DOWN | D5 |----> DSW #6 | D6 |----> CREDIT | D6 |----> COIN (???) | D6 |----> DSW #7 | D7 |----> PAGE | D7 |----> PLAYER LEFT | D7 |----> DSW #8 '---------' '---------' '---------' Outputs... 4099 #0 4099 #1 4099 #2 .----v----. .----v----. .----v----. | Q0 |----> PL. 1 | Q0 |----> AUX OUT1 | Q0 |----> N/C | Q1 |----> PL. 2 | Q1 |----> AUX OUT2 (ULN2004) | Q1 |----> N/C | Q2 |----> PL. 3 | Q2 |----> AUX OUT3 (ULN2004) | Q2 |----> N/C | Q3 |----> PL. 4 | Q3 |----> AUX OUT4 (ULN2004) | Q3 |----> N/C | Q4 |----> PL. 5 | Q4 |----> COUNTER AUX1 (ULN2004) | Q4 |----> TOUCH (through 1N60) | Q5 |----> PL. 6 | Q5 |----> COUNTER IN (ULN2004) | Q5 |----> N/C | Q6 |----> PL. 7 | Q6 |----> COUNTER AUX2 (ULN2004) | Q6 |----> N/C | Q7 |----> PL. 8 | Q7 |----> COUNTER OUT (ULN2004) | Q7 |----> N/C '---------' '---------' '---------' TOUCH = For iButton inplementation. Not present in the current PCBs. ********************************************************************* Dev notes: Not just the ROM, but most external read/write accesses may have even and odd data lines swapped. The frequently-called subroutine at $4A0D performs this swapping, and the PPI needs it for initialization (otherwise the invalid control word $44 gets written and the program keeps resetting when it can't read the outputs back). *********************************************************************/ #define CPU_CLOCK XTAL(12'000'000) // 12MHz. from schematics. #define MCU_CLOCK XTAL(8'000'000) #define VID_CLOCK XTAL(21'477'272) #define VDP_MEM 0x20000 // 4x 4464 (64K x 4 DRAM) #include "emu.h" #include "cpu/z180/z180.h" #include "machine/nvram.h" #include "machine/74259.h" #include "machine/i8255.h" #include "video/v9938.h" #include "sound/dac.h" #include "sound/volt_reg.h" #include "screen.h" #include "speaker.h" #include "luckybal.lh" class luckybal_state : public driver_device { public: luckybal_state(const machine_config &mconfig, device_type type, const char *tag) : driver_device(mconfig, type, tag) , m_v9938(*this, "v9938") , m_maincpu(*this, "maincpu") , m_ppi(*this, "ppi") , m_dac(*this, "dac") , m_aux(*this, "AUX") , m_dsw(*this, "DSW") , m_latch(*this, "latch%u", 1) , m_keymx(*this, "IN%u", 0) , m_lamps(*this, "lamp%u", 0U) { } void luckybal(machine_config &config); void init_luckybal(); void init_luckybala(); void init_luckybald(); private: DECLARE_WRITE8_MEMBER(z180_trdr_w); DECLARE_WRITE8_MEMBER(port90_bitswap_w); DECLARE_READ8_MEMBER(ppi_bitswap_r); DECLARE_WRITE8_MEMBER(ppi_bitswap_w); DECLARE_WRITE8_MEMBER(output_port_a_w); DECLARE_WRITE8_MEMBER(output_port_b_w); DECLARE_READ8_MEMBER(input_port_c_r); DECLARE_WRITE8_MEMBER(output_port_c_w); uint8_t m_trdr; uint8_t m_led_on = 0; required_device m_v9938; required_device m_maincpu; required_device m_ppi; required_device m_dac; required_ioport m_aux; required_ioport m_dsw; required_device_array m_latch; required_ioport_array<6> m_keymx; void main_io(address_map &map); void main_map(address_map &map); virtual void machine_start() override { m_lamps.resolve(); } output_finder<38> m_lamps; }; /************************************** * Memory Map * **************************************/ void luckybal_state::main_map(address_map &map) { map(0x0000, 0xbfff).rom(); map(0xc000, 0xdfff).bankr("bank1"); // Banked ROM. map(0xe000, 0xffff).ram().share("nvram"); // 6264 SRAM } void luckybal_state::main_io(address_map &map) { map.global_mask(0xff); map(0x00, 0x0a).nopr().nopw();; // Z180 Internal registers. map(0x0b, 0x0b).nopr().w(FUNC(luckybal_state::z180_trdr_w)); map(0x0c, 0x3f).nopr().nopw();; // Z180 Internal registers. map(0x90, 0x90).w(FUNC(luckybal_state::port90_bitswap_w)); map(0xc0, 0xc3).rw(FUNC(luckybal_state::ppi_bitswap_r), FUNC(luckybal_state::ppi_bitswap_w)); map(0xe0, 0xe3).rw(m_v9938, FUNC(v9938_device::read), FUNC(v9938_device::write)); } /* ;*********** PPI 8255 ******* PORTCN EQU C0H ;80H C P_AUDIO EQU C0H ;Port A ---> DAC PORTIN EQU C2H ;Port C (High nibble) Inputs. (4=EE, 5=PLATE, 6=KEY, 7=DIP) PORT_EE EQU C2H ;Port C (Low nibble) EEPROM. (0=DI, 1=CS, 2=SK) PORTIO EQU C1H ;Port B I/O 4099 (0=A0, 1=A1, 2=A2, 3=WJ, 4=WC, 5=WP, 6=D, 7=LED) PPI_CTRL EQU C3H ;Mode. ;---VDP PORT0 EQU E0H PORT1 EQU E1H PORT2 EQU E2H PORT3 EQU E3H ;******* 74LS273 MEMORY MAPPED ********** M_MAP EQU 90H ; [A]= Bank to select (BIT6=MEM, BIT7=EN_NMI) */ /************************************** * R/W handlers * **************************************/ WRITE8_MEMBER(luckybal_state::z180_trdr_w) { m_trdr = data; } WRITE8_MEMBER(luckybal_state::port90_bitswap_w) { data = bitswap<8>(data, 6, 7, 4, 5, 2, 3, 0, 1); membank("bank1")->set_entry(data & 0x3f); } READ8_MEMBER(luckybal_state::ppi_bitswap_r) { return bitswap<8>(m_ppi->read(offset), 6, 7, 4, 5, 2, 3, 0, 1); } WRITE8_MEMBER(luckybal_state::ppi_bitswap_w) { m_ppi->write(offset, bitswap<8>(data, 6, 7, 4, 5, 2, 3, 0, 1)); } WRITE8_MEMBER(luckybal_state::output_port_a_w) { if (m_trdr & 0x80) { m_trdr = m_trdr & 0x7f; if (m_trdr > 36) m_trdr = m_led_on; // Prevents unexpected data. } m_lamps[m_led_on] = 0; m_lamps[m_trdr] = 1; m_led_on = m_trdr; m_dac->write(data); } WRITE8_MEMBER(luckybal_state::output_port_b_w) { for (int n = 0; n < 3; n++) if (!BIT(data, n + 3)) m_latch[n]->write_bit(data & 7, BIT(data, 6)); } READ8_MEMBER(luckybal_state::input_port_c_r) { uint8_t mux_player, sel_line, bit5, bit6, bit7, ret; sel_line = m_ppi->pb_r() & 0x7f; mux_player = m_latch[0]->output_state(); bit5 = BIT(m_aux->read(), sel_line & 0x07) ? 0xff : 0xdf; // Operator & Page. bit6 = 0xff; for (int i = 0; 6 > i; ++i) { if (!BIT(mux_player, i) && !BIT(m_keymx[i]->read(), sel_line & 0x07)) // Player buttons. bit6 &= 0xbf; } bit7 = BIT(m_dsw->read(), sel_line & 0x07) ? 0xff : 0x7f; // Dip Switch. if ((sel_line & 0x07) == 6) m_lamps[37] = (bit5 == 0xff) ? 0 : 1; // Operator lamp. ret = bit7 & bit6 & bit5; return ret; } WRITE8_MEMBER(luckybal_state::output_port_c_w) { /* Writes 0xF0/0xF1 constantly at the begining... like a watchdog. After a while, just stop (when roulette LEDs are transmitted). */ } /************************************** * Input Ports * **************************************/ static INPUT_PORTS_START( luckybal ) PORT_START("IN0") PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_SERVICE ) PORT_CODE(KEYCODE_1) PORT_NAME("Player 1 - Credits IN") PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_PLAYER(1) PORT_CODE(KEYCODE_W) PORT_NAME("Player 1 - Up") PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_CODE(KEYCODE_Q) PORT_NAME("Player 1 - Bet") PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_SERVICE ) PORT_CODE(KEYCODE_Z) PORT_NAME("Player 1 - Credits OUT") PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_PLAYER(1) PORT_CODE(KEYCODE_D) PORT_NAME("Player 1 - Right") PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_PLAYER(1) PORT_CODE(KEYCODE_S) PORT_NAME("Player 1 - Down") PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNUSED ) // 'Player 1 - Coins' in the schematics. Maybe for another game. PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_PLAYER(1) PORT_CODE(KEYCODE_A) PORT_NAME("Player 1 - Left") PORT_START("IN1") PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_SERVICE ) PORT_CODE(KEYCODE_2) PORT_NAME("Player 2 - Credits IN") PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_PLAYER(2) PORT_CODE(KEYCODE_T) PORT_NAME("Player 2 - Up") PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_CODE(KEYCODE_R) PORT_NAME("Player 2 - Bet") PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_SERVICE ) PORT_CODE(KEYCODE_X) PORT_NAME("Player 2 - Credits OUT") PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_PLAYER(2) PORT_CODE(KEYCODE_H) PORT_NAME("Player 2 - Right") PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_PLAYER(2) PORT_CODE(KEYCODE_G) PORT_NAME("Player 2 - Down") PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNUSED ) // 'Player 2 - Coins' in the schematics. Maybe for another game. PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_PLAYER(2) PORT_CODE(KEYCODE_F) PORT_NAME("Player 2 - Left") PORT_START("IN2") PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_SERVICE ) PORT_CODE(KEYCODE_3) PORT_NAME("Player 3 - Credits IN") PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_PLAYER(3) PORT_CODE(KEYCODE_S) PORT_NAME("Player 3 - Up") PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_CODE(KEYCODE_U) PORT_NAME("Player 3 - Bet") PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_SERVICE ) PORT_CODE(KEYCODE_C) PORT_NAME("Player 3 - Credits OUT") PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_PLAYER(3) PORT_CODE(KEYCODE_L) PORT_NAME("Player 3 - Right") PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_PLAYER(3) PORT_CODE(KEYCODE_K) PORT_NAME("Player 3 - Down") PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNUSED ) // 'Player 3 - Coins' in the schematics. Maybe for another game. PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_PLAYER(3) PORT_CODE(KEYCODE_J) PORT_NAME("Player 3 - Left") PORT_START("IN3") PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_SERVICE ) PORT_CODE(KEYCODE_4) PORT_NAME("Player 4 - Credits IN") PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_PLAYER(4) PORT_CODE(KEYCODE_PGUP) PORT_NAME("Player 4 - Up") PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON4 ) PORT_CODE(KEYCODE_LALT) PORT_NAME("Player 4 - Bet") PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_SERVICE ) PORT_CODE(KEYCODE_V) PORT_NAME("Player 4 - Credits OUT") PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_PLAYER(4) PORT_CODE(KEYCODE_7) PORT_NAME("Player 4 - Right") PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_PLAYER(4) PORT_CODE(KEYCODE_PGDN) PORT_NAME("Player 4 - Down") PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNUSED ) // 'Player 4 - Coins' in the schematics. Maybe for another game. PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_PLAYER(4) PORT_CODE(KEYCODE_8) PORT_NAME("Player 4 - Left") PORT_START("IN4") PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_SERVICE ) PORT_CODE(KEYCODE_5) PORT_NAME("Player 5 - Credits IN") PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_PLAYER(5) PORT_CODE(KEYCODE_DOWN) PORT_NAME("Player 5 - Up") PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON5 ) PORT_CODE(KEYCODE_LCONTROL) PORT_NAME("Player 5 - Bet") PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_SERVICE ) PORT_CODE(KEYCODE_B) PORT_NAME("Player 5 - Credits OUT") PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_PLAYER(5) PORT_CODE(KEYCODE_LEFT) PORT_NAME("Player 5 - Right") PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_PLAYER(5) PORT_CODE(KEYCODE_UP) PORT_NAME("Player 5 - Down") PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNUSED ) // 'Player 5 - Coins' in the schematics. Maybe for another game. PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_PLAYER(5) PORT_CODE(KEYCODE_RIGHT) PORT_NAME("Player 5 - Left") PORT_START("IN5") PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_SERVICE ) PORT_CODE(KEYCODE_6) PORT_NAME("Player 6 - Credits IN") PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_PLAYER(6) PORT_CODE(KEYCODE_2_PAD) PORT_NAME("Player 6 - Up") PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON6 ) PORT_CODE(KEYCODE_7_PAD) PORT_NAME("Player 6 - Bet") PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_SERVICE ) PORT_CODE(KEYCODE_N) PORT_NAME("Player 6 - Credits OUT") PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_PLAYER(6) PORT_CODE(KEYCODE_4_PAD) PORT_NAME("Player 6 - Right") PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_PLAYER(6) PORT_CODE(KEYCODE_8_PAD) PORT_NAME("Player 6 - Down") PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNUSED ) // 'Player 6 - Coins' in the schematics. Maybe for another game. PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_PLAYER(6) PORT_CODE(KEYCODE_6_PAD) PORT_NAME("Player 6 - Left") PORT_START("AUX") PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNUSED ) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_UNUSED ) PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_UNUSED ) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNUSED ) PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_UNUSED ) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNUSED ) PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_SERVICE ) PORT_CODE(KEYCODE_0) PORT_NAME("Operator Key") PORT_TOGGLE // Allow to credit in/out for all players. PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_SERVICE ) PORT_CODE(KEYCODE_9) PORT_NAME("Test Mode / Books / Page") // Need the Oper Key active to work. PORT_START("DSW") PORT_DIPNAME( 0x01, 0x01, "Setting Access" ) PORT_DIPLOCATION("DSW:1") PORT_DIPSETTING( 0x01, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x02, 0x02, "Jackpot Enable" ) PORT_DIPLOCATION("DSW:2") PORT_DIPSETTING( 0x02, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x04, 0x04, "Partial Books Clear" ) PORT_DIPLOCATION("DSW:3") PORT_DIPSETTING( 0x04, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x08, 0x08, "Jackpot Mode" ) PORT_DIPLOCATION("DSW:4") PORT_DIPSETTING( 0x08, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x10, 0x10, "Coinage / Bet Mode" ) PORT_DIPLOCATION("DSW:5") PORT_DIPSETTING( 0x10, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x20, 0x20, "Unknown - 0x20" ) PORT_DIPLOCATION("DSW:6") PORT_DIPSETTING( 0x20, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x40, 0x40, "Unknown - 0x40" ) PORT_DIPLOCATION("DSW:7") PORT_DIPSETTING( 0x40, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x80, 0x80, "Full Books Clear" ) PORT_DIPLOCATION("DSW:8") PORT_DIPSETTING( 0x80, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) INPUT_PORTS_END /************************************** * Machine Driver * **************************************/ void luckybal_state::luckybal(machine_config &config) { /* basic machine hardware */ Z80180(config, m_maincpu, CPU_CLOCK); m_maincpu->set_addrmap(AS_PROGRAM, &luckybal_state::main_map); m_maincpu->set_addrmap(AS_IO, &luckybal_state::main_io); I8255A(config, m_ppi); m_ppi->out_pa_callback().set(FUNC(luckybal_state::output_port_a_w)); m_ppi->out_pb_callback().set(FUNC(luckybal_state::output_port_b_w)); m_ppi->in_pc_callback().set(FUNC(luckybal_state::input_port_c_r)); m_ppi->out_pc_callback().set(FUNC(luckybal_state::output_port_c_w)); CD4099(config, "latch1", 0); CD4099(config, "latch2", 0); CD4099(config, "latch3", 0); /* nvram */ NVRAM(config, "nvram", nvram_device::DEFAULT_ALL_0); /* video hardware */ v9938_device &v9938(V9938(config, "v9938", VID_CLOCK)); v9938.set_screen_ntsc("screen"); v9938.set_vram_size(VDP_MEM); v9938.int_cb().set_inputline("maincpu", 0); SCREEN(config, "screen", SCREEN_TYPE_RASTER); /* sound hardware */ SPEAKER(config, "speaker").front_center(); DAC08(config, "dac", 0).add_route(ALL_OUTPUTS, "speaker", 0.5); voltage_regulator_device &vref(VOLTAGE_REGULATOR(config, "vref")); vref.add_route(0, "dac", 1.0, DAC_VREF_POS_INPUT); vref.add_route(0, "dac", -1.0, DAC_VREF_NEG_INPUT); } /************************************** * ROM Load * **************************************/ ROM_START( luckybal ) // luckyball96 v4.01 ROM_REGION( 0x90000, "maincpu", 0 ) ROM_LOAD( "lb97_27c512_d2a1.u15", 0x00000, 0x10000, CRC(9bc6d417) SHA1(d414b389dca8dbebaac23c7f7c1338f57aa95c40) ) ROM_LOAD( "lb97_27c4001_af7c.u20", 0x10000, 0x80000, CRC(de796370) SHA1(6edee4de330a65ad6b2dbe59c7ac0ddecb3ed0f1) ) ROM_END ROM_START( luckybala ) // luckyball96 v350-627 ROM_REGION( 0x90000, "maincpu", 0 ) ROM_LOAD( "lb97_627_m27c512.u15", 0x00000, 0x10000, CRC(c1bcffef) SHA1(da5db0ab0555cd98ff8e0206c1ee4ebd3d7447ef) ) ROM_LOAD( "lb97_627_m27c4001.u20", 0x10000, 0x80000, CRC(dbc45c4a) SHA1(720c6861fa2bfa9c9dad69d687f12bd1e0a71afb) ) ROM_END ROM_START( luckybalb ) // luckyball96 v350-626 ROM_REGION( 0x90000, "maincpu", 0 ) ROM_LOAD( "lb97_626_m27c512.u15", 0x00000, 0x10000, CRC(d25588c1) SHA1(fc24b1e869d726d2e2ab8cd38ab6304fdca6dfa9) ) ROM_LOAD( "lb96_sounds_001_m27c4001.u20", 0x10000, 0x80000, CRC(dbc45c4a) SHA1(720c6861fa2bfa9c9dad69d687f12bd1e0a71afb) ) ROM_END ROM_START( luckybalc ) // luckyball96 v350-623 ROM_REGION( 0x90000, "maincpu", 0 ) ROM_LOAD( "lb96_625_m27c512.u15", 0x00000, 0x10000, CRC(2017edf7) SHA1(0208423b116aeb139c5db193b567bc79fd2a21ac) ) ROM_LOAD( "lb96_625_m27c4001.u20", 0x10000, 0x80000, CRC(dbc45c4a) SHA1(720c6861fa2bfa9c9dad69d687f12bd1e0a71afb) ) ROM_END ROM_START( luckybald ) // luckyball96 v350-616 ROM_REGION( 0x90000, "maincpu", 0 ) ROM_LOAD( "nosticker_a18e_m27c512.u15", 0x00000, 0x10000, CRC(9bdf0243) SHA1(e353a86c4b020784d084c4fa12feb6ccd8ebd77b) ) ROM_LOAD( "nosticker_af7c_m27c4001.u20", 0x10000, 0x80000, CRC(de796370) SHA1(6edee4de330a65ad6b2dbe59c7ac0ddecb3ed0f1) ) ROM_END ROM_START( luckybale ) // luckyball96 v3.01 ROM_REGION( 0x90000, "maincpu", 0 ) ROM_LOAD( "lb97_6235_f12b.u15", 0x00000, 0x10000, CRC(2d2837c0) SHA1(d42718f81fc46ed753665ba12bd4e0a8a75bff93) ) ROM_LOAD( "lb97_6235_ac9c.u20", 0x10000, 0x80000, CRC(dbc45c4a) SHA1(720c6861fa2bfa9c9dad69d687f12bd1e0a71afb) ) ROM_END /************************************ * Driver Init * ************************************/ void luckybal_state::init_luckybal() { uint8_t *rom = memregion("maincpu")->base(); int size = memregion("maincpu")->bytes(); int start = 0; for (int i = start; i < size; i++) { rom[i] = bitswap<8>(rom[i], 6, 7, 4, 5, 2, 3, 0, 1); } membank("bank1")->configure_entries(0, 0x40, &rom[0x10000], 0x2000); } void luckybal_state::init_luckybala() { uint8_t *rom = memregion("maincpu")->base(); int size = memregion("maincpu")->bytes(); int start = 0; for (int i = start; i < size; i++) { rom[i] = bitswap<8>(rom[i], 6, 7, 4, 5, 2, 3, 0, 1); } /* The following patches are to avoid hardware verifications through the unemulated synchronic serial comm of the z180... */ rom[0x571] = 0x68; //31 rom[0x572] = 0xE8; //4C rom[0x573] = 0x18; //42 rom[0x574] = 0x98; //39 rom[0x575] = 0x58; //36 rom[0x16E1] = 0x0D; //OC rom[0x1D65] = 0x0E; //0C rom[0x4499] = 0x00; //FF <------- Checksum. rom[0x4AB6] = 0xAF; //B9 membank("bank1")->configure_entries(0, 0x40, &rom[0x10000], 0x2000); } void luckybal_state::init_luckybald() { uint8_t *rom = memregion("maincpu")->base(); int size = memregion("maincpu")->bytes(); int start = 0; for (int i = start; i < size; i++) { rom[i] = bitswap<8>(rom[i], 6, 7, 4, 5, 2, 3, 0, 1); } /* The following patches are to avoid hardware verifications through the unemulated synchronic serial comm of the z180... */ rom[0x571] = 0x68; //31 rom[0x572] = 0xE8; //4C rom[0x573] = 0x18; //42 rom[0x574] = 0x98; //39 rom[0x575] = 0x58; //36 rom[0x16C1] = 0x0D; //OC rom[0x1D45] = 0x0E; //0C rom[0x44A9] = 0x00; //FF <------- Checksum. rom[0x4AC6] = 0xAF; //B9 membank("bank1")->configure_entries(0, 0x40, &rom[0x10000], 0x2000); } /************************************** * Game Driver(s) * **************************************/ // YEAR NAME PARENT MACHINE INPUT STATE INIT ROT COMPANY FULLNAME FLAGS LAYOUT GAMEL( 1999, luckybal, 0, luckybal, luckybal, luckybal_state, init_luckybal, ROT0, "Sielcon Games", "Lucky Ball 96 (Ver 4.01)" , MACHINE_SUPPORTS_SAVE, layout_luckybal) GAMEL( 1996, luckybala, luckybal, luckybal, luckybal, luckybal_state, init_luckybala, ROT0, "Sielcon Games", "Lucky Ball 96 (Ver 3.50 - 627)", MACHINE_SUPPORTS_SAVE, layout_luckybal) GAMEL( 1996, luckybalb, luckybal, luckybal, luckybal, luckybal_state, init_luckybala, ROT0, "Sielcon Games", "Lucky Ball 96 (Ver 3.50 - 626)", MACHINE_SUPPORTS_SAVE, layout_luckybal) GAMEL( 1996, luckybalc, luckybal, luckybal, luckybal, luckybal_state, init_luckybala, ROT0, "Sielcon Games", "Lucky Ball 96 (Ver 3.50 - 623)", MACHINE_SUPPORTS_SAVE, layout_luckybal) GAMEL( 1996, luckybald, luckybal, luckybal, luckybal, luckybal_state, init_luckybald, ROT0, "Sielcon Games", "Lucky Ball 96 (Ver 3.50 - 616)", MACHINE_SUPPORTS_SAVE, layout_luckybal) GAMEL( 1996, luckybale, luckybal, luckybal, luckybal, luckybal_state, init_luckybal, ROT0, "Sielcon Games", "Lucky Ball 96 (Ver 3.01)" , MACHINE_SUPPORTS_SAVE, layout_luckybal)