// license:BSD-3-Clause // copyright-holders:hap /*************************************************************************** Midway's Submarine, game number 760 TODO: - needs extensive interactive artwork - discrete sound - identify sensors ***************************************************************************/ #include "emu.h" #include "cpu/z80/z80.h" #include "machine/watchdog.h" #include "submar.lh" class submar_state : public driver_device { public: submar_state(const machine_config &mconfig, device_type type, const char *tag) : driver_device(mconfig, type, tag) , m_maincpu(*this, "maincpu") , m_motors(*this, "motor%u", 0U) , m_lamps(*this, "lamp%u", 0U) , m_solenoids(*this, "solenoid%u", 0U) , m_digits(*this, "digit%u", 0U) { } void submar(machine_config &config); protected: virtual void machine_start() override; DECLARE_READ8_MEMBER(submar_sensor0_r); DECLARE_READ8_MEMBER(submar_sensor1_r); DECLARE_WRITE8_MEMBER(submar_motor_w); DECLARE_WRITE8_MEMBER(submar_lamp_w); DECLARE_WRITE8_MEMBER(submar_solenoid_w); DECLARE_WRITE8_MEMBER(submar_sound_w); DECLARE_WRITE8_MEMBER(submar_led_w); DECLARE_WRITE8_MEMBER(submar_irq_clear_w); void submar_map(address_map &map); void submar_portmap(address_map &map); required_device m_maincpu; output_finder<8> m_motors; output_finder<8> m_lamps; output_finder<8> m_solenoids; output_finder<4> m_digits; }; /*************************************************************************** I/O, Memorymap ***************************************************************************/ void submar_state::machine_start() { m_motors.resolve(); m_lamps.resolve(); m_solenoids.resolve(); m_digits.resolve(); } READ8_MEMBER(submar_state::submar_sensor0_r) { // ? return 0; } READ8_MEMBER(submar_state::submar_sensor1_r) { // ? return (ioport("IN1")->read() & 0x70) | 0x8f; } WRITE8_MEMBER(submar_state::submar_motor_w) { // d0: torpedo follow // d1: ship movement // d2: n/c // d3: torpedo timing // d4: torpedo timing // d5: target shipsink // d6: stir water // d7: n/c for (int i = 0; i < 8; i++) m_motors[i] = BIT(data, i); } WRITE8_MEMBER(submar_state::submar_lamp_w) { // d0: torpedo // d1: target ship on water // d2: target ship under water // d3: explosion // d4: extended play // d5: game over // d6: front ship hit // d7: scenery for (int i = 0; i < 8; i++) m_lamps[i] = BIT(data, i); } WRITE8_MEMBER(submar_state::submar_solenoid_w) { // d0-d4: ship1-5 // d5-d7: n/c for (int i = 0; i < 8; i++) m_solenoids[i] = BIT(data, i); } WRITE8_MEMBER(submar_state::submar_sound_w) { // d0: torpedo // d1: "summer" // d2: ship hit // d3: target ship hit // d4: sonar circuit // d5: sonar circuit // d6: n/c // d7: n/c } WRITE8_MEMBER(submar_state::submar_led_w) { // 7447 (BCD to LED segment) static constexpr uint8_t _7447_map[16] = { 0x3f,0x06,0x5b,0x4f,0x66,0x6d,0x7c,0x07,0x7f,0x67,0x58,0x4c,0x62,0x69,0x78,0x00 }; // 2 digits per write. port 4: time, port 5: score m_digits[((offset << 1) & 2) | 0] = _7447_map[data >> 4]; m_digits[((offset << 1) & 2) | 1] = _7447_map[data & 0x0f]; } WRITE8_MEMBER(submar_state::submar_irq_clear_w) { m_maincpu->set_input_line(0, CLEAR_LINE); } void submar_state::submar_map(address_map &map) { map.global_mask(0x7fff); map(0x0000, 0x1fff).rom(); map(0x2000, 0x207f).ram(); } void submar_state::submar_portmap(address_map &map) { map.global_mask(0xff); map(0x00, 0x00).rw(this, FUNC(submar_state::submar_sensor0_r), FUNC(submar_state::submar_motor_w)); map(0x01, 0x01).rw(this, FUNC(submar_state::submar_sensor1_r), FUNC(submar_state::submar_lamp_w)); map(0x02, 0x02).w(this, FUNC(submar_state::submar_solenoid_w)); map(0x03, 0x03).portr("DSW").w(this, FUNC(submar_state::submar_sound_w)); map(0x04, 0x05).w(this, FUNC(submar_state::submar_led_w)); map(0x06, 0x06).w("watchdog", FUNC(watchdog_timer_device::reset_w)); map(0x07, 0x07).w(this, FUNC(submar_state::submar_irq_clear_w)); } /*************************************************************************** Inputs ***************************************************************************/ static INPUT_PORTS_START( submar ) PORT_START("IN1") PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_COIN1 ) PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_TILT ) PORT_START("DSW") PORT_DIPNAME( 0x01, 0x01, DEF_STR( Coinage ) ) PORT_DIPLOCATION("SW:1") PORT_DIPSETTING( 0x01, DEF_STR( 1C_1C ) ) PORT_DIPSETTING( 0x00, DEF_STR( 1C_2C ) ) PORT_DIPNAME( 0x02, 0x00, DEF_STR( Demo_Sounds ) ) PORT_DIPLOCATION("SW:2") PORT_DIPSETTING( 0x02, DEF_STR( Off ) ) PORT_DIPSETTING( 0x00, DEF_STR( On ) ) PORT_DIPNAME( 0x0c, 0x00, "Extended Time" ) PORT_DIPLOCATION("SW:3,4") PORT_DIPSETTING( 0x00, "15 seconds at 1000" ) PORT_CONDITION("DSW", 0x30, EQUALS, 0x00) // @ 60 seconds PORT_DIPSETTING( 0x04, "15 seconds at 2000" ) PORT_CONDITION("DSW", 0x30, EQUALS, 0x00) PORT_DIPSETTING( 0x08, "30 seconds at 2000" ) PORT_CONDITION("DSW", 0x30, EQUALS, 0x00) PORT_DIPSETTING( 0x0c, "30 seconds at 3000" ) PORT_CONDITION("DSW", 0x30, EQUALS, 0x00) PORT_DIPSETTING( 0x00, "15 seconds at 2000" ) PORT_CONDITION("DSW", 0x30, EQUALS, 0x10) // @ 70 seconds PORT_DIPSETTING( 0x04, "15 seconds at 3000" ) PORT_CONDITION("DSW", 0x30, EQUALS, 0x10) PORT_DIPSETTING( 0x08, "30 seconds at 3000" ) PORT_CONDITION("DSW", 0x30, EQUALS, 0x10) PORT_DIPSETTING( 0x0c, "30 seconds at 4000" ) PORT_CONDITION("DSW", 0x30, EQUALS, 0x10) PORT_DIPSETTING( 0x00, "15 seconds at 3000" ) PORT_CONDITION("DSW", 0x30, EQUALS, 0x20) // @ 80 seconds PORT_DIPSETTING( 0x04, "15 seconds at 4000" ) PORT_CONDITION("DSW", 0x30, EQUALS, 0x20) PORT_DIPSETTING( 0x08, "30 seconds at 4000" ) PORT_CONDITION("DSW", 0x30, EQUALS, 0x20) PORT_DIPSETTING( 0x0c, "30 seconds at 5000" ) PORT_CONDITION("DSW", 0x30, EQUALS, 0x20) PORT_DIPSETTING( 0x00, "15 seconds at 4000" ) PORT_CONDITION("DSW", 0x30, EQUALS, 0x30) // @ 90 seconds PORT_DIPSETTING( 0x04, "15 seconds at 5000" ) PORT_CONDITION("DSW", 0x30, EQUALS, 0x30) PORT_DIPSETTING( 0x08, "30 seconds at 5000" ) PORT_CONDITION("DSW", 0x30, EQUALS, 0x30) PORT_DIPSETTING( 0x0c, "30 seconds at 6000" ) PORT_CONDITION("DSW", 0x30, EQUALS, 0x30) PORT_DIPNAME( 0x30, 0x00, DEF_STR( Game_Time ) ) PORT_DIPLOCATION("SW:5,6") PORT_DIPSETTING( 0x00, "60 seconds" ) PORT_DIPSETTING( 0x10, "70 seconds" ) PORT_DIPSETTING( 0x20, "80 seconds" ) PORT_DIPSETTING( 0x30, "90 seconds" ) PORT_DIPNAME( 0x40, 0x00, "Alignment Mode" ) PORT_DIPLOCATION("SW:7") PORT_DIPSETTING( 0x00, DEF_STR( Off ) ) PORT_DIPSETTING( 0x40, DEF_STR( On ) ) PORT_SERVICE_DIPLOC(0x80, IP_ACTIVE_HIGH, "SW:8" ) INPUT_PORTS_END /*************************************************************************** Machine Config ***************************************************************************/ MACHINE_CONFIG_START(submar_state::submar) /* basic machine hardware */ MCFG_DEVICE_ADD("maincpu", Z80, XTAL(19'968'000)/8) MCFG_DEVICE_PERIODIC_INT_DRIVER(submar_state, irq0_line_assert, 124.675) // 555 IC MCFG_DEVICE_PROGRAM_MAP(submar_map) MCFG_DEVICE_IO_MAP(submar_portmap) MCFG_WATCHDOG_ADD("watchdog") /* no video! */ /* sound hardware */ //... MACHINE_CONFIG_END /*************************************************************************** Game drivers ***************************************************************************/ ROM_START( submar ) ROM_REGION( 0x10000, "maincpu", 0 ) ROM_LOAD( "sub.a1", 0x0000, 0x0800, CRC(bcef5db4) SHA1(8ae5099672fbdb7bcdc617e1f8cbc5435fbb738a) ) ROM_LOAD( "sub.a2", 0x0800, 0x0800, CRC(f5780dd0) SHA1(f775dd6f64a730a2fb6c9baf5787698434150bc5) ) ROM_END GAMEL( 1979, submar, 0, submar, submar, submar_state, empty_init, ROT0, "Midway", "Submarine (Midway)", MACHINE_NO_SOUND | MACHINE_NOT_WORKING | MACHINE_MECHANICAL, layout_submar )