// license:BSD-3-Clause // copyright-holders:Angelo Salese, Pierpaolo Prazzoli /***************************************************************************************** Speed Attack! (c) 1984 Seta Kikaku Corp. driver by Pierpaolo Prazzoli & Angelo Salese, based on early work by David Haywood TODO: - It's possible that there is only one coin chute and not two,needs a real board to know more about it. How to play: - A to D selects a card. - Turn takes one or more cards into your hand (depends on how many cards you putted on the stacks). - Left & right puts a card on one of the two stacks. Notes: - According to the text gfx rom, there are also a Taito and a KKK versions out there. ------------------------------------------------------------------------------------------ SPEED ATTACK! (c)SETA CPU :Z80 x 1 SOUND :AY-3-8910 x 1 XTAL :12MHZ SETA CUSTOM ? AC-002 , AC-003 CB1-1 :1C CB0-2 :1D CB1-3 :1F CB0-4 :1H CB0-5 :7C CB0-6 :7D CB0-7 :7E CB1.BPR :7L TBP18S030 CB2.BPR :6K 82S129 ---------------------------------------------------------- DIP SWITCH 8BIT (Default: ALL ON) SW 1,2 : COIN CREDIT LL:1-1 HL:1-2 LH:1-5 HH:1-10 SW 3,4 : LEVEL LL:EASY -> LH -> HL -> HH:HARD SW 5,6 : NOT USE SW 7 : FLIP SCREEN H:FLIP SW 8 : TEST MODE H:TEST PARTS SIDE | SOLDIER SIDE ---------------------------- GND | 1| GND GND | 2| GND +5V | 3| +5V | 4| +12V | 5| +12V SPEAKER(+)| 6| SPEAKER(-) SYNC | 7| COIN COUNTER B | 8| SERVICE G | 9| COIN SW R |10| PD 6 |11| PS 6 (NOT USE) PD 5 |12| PS 5 (NOT USE) PD 4 |13| PS 4 PD 3 |14| PS 3 PD 1 |15| PS 1 PD 2 |16| PS 2 |17| |18| PS / PD : key matrix *****************************************************************************************/ #include "emu.h" #include "includes/speedatk.h" #include "cpu/z80/z80.h" #include "machine/watchdog.h" #include "sound/ay8910.h" #include "screen.h" #include "speaker.h" #define MASTER_CLOCK XTAL(12'000'000) void speedatk_state::machine_start() { save_item(NAME(m_mux_data)); save_item(NAME(m_km_status)); save_item(NAME(m_coin_settings)); save_item(NAME(m_coin_impulse)); } uint8_t speedatk_state::iox_key_matrix_calc(uint8_t p_side) { static const char *const keynames[] = { "P1_ROW0", "P1_ROW1", "P2_ROW0", "P2_ROW1" }; int i, j, t; for (i = 0x00 ; i < 0x10 ; i += 8) { j = (i / 0x08); for (t = 0 ; t < 8 ; t ++) { if (!(ioport(keynames[j+p_side])->read() & ( 1 << t ))) { return (i + t) | (p_side ? 0x20 : 0x00); } } } return 0; } READ8_MEMBER(speedatk_state::key_matrix_r) { if(m_coin_impulse > 0) { m_coin_impulse--; return 0x80; } if((ioport("COINS")->read() & 1) || (ioport("COINS")->read() & 2)) { m_coin_impulse = m_coin_settings; m_coin_impulse--; return 0x80; } if(m_mux_data != 1 && m_mux_data != 2 && m_mux_data != 4) return 0xff; //unknown command /* both side checks */ if(m_mux_data == 1) { uint8_t p1_side = iox_key_matrix_calc(0); uint8_t p2_side = iox_key_matrix_calc(2); if(p1_side != 0) return p1_side; return p2_side; } /* check individual input side */ return iox_key_matrix_calc((m_mux_data == 2) ? 0 : 2); } WRITE8_MEMBER(speedatk_state::key_matrix_w) { m_mux_data = data; } /* Key matrix status,used for coin settings and I don't know what else... */ READ8_MEMBER(speedatk_state::key_matrix_status_r) { /* bit 0: busy flag,active low */ return (m_km_status & 0xfe) | 1; } /* xxxx ---- command ---- xxxx param My guess is that the other commands configs the key matrix, it probably needs some tests on the real thing. 1f 3f 41 61 8x coinage setting command a1 */ WRITE8_MEMBER(speedatk_state::key_matrix_status_w) { m_km_status = data; if((m_km_status & 0xf0) == 0x80) //coinage setting command m_coin_settings = m_km_status & 0xf; } void speedatk_state::speedatk_mem(address_map &map) { map(0x0000, 0x7fff).rom(); map(0x8000, 0x8000).rw(FUNC(speedatk_state::key_matrix_r), FUNC(speedatk_state::key_matrix_w)); map(0x8001, 0x8001).rw(FUNC(speedatk_state::key_matrix_status_r), FUNC(speedatk_state::key_matrix_status_w)); map(0x8800, 0x8fff).ram(); map(0xa000, 0xa3ff).ram().share("videoram"); map(0xb000, 0xb3ff).ram().share("colorram"); } void speedatk_state::speedatk_io(address_map &map) { map.global_mask(0xff); map(0x00, 0x01).w(FUNC(speedatk_state::m6845_w)); //h46505 address / data routing map(0x24, 0x24).w("watchdog", FUNC(watchdog_timer_device::reset_w)); map(0x40, 0x40).r("aysnd", FUNC(ay8910_device::data_r)); map(0x40, 0x41).w("aysnd", FUNC(ay8910_device::address_data_w)); //what's 60-6f for? Seems used only in attract mode and read back when a 2p play ends ... } static INPUT_PORTS_START( speedatk ) PORT_START("DSW") PORT_SERVICE( 0x01, IP_ACTIVE_HIGH ) PORT_DIPNAME( 0x02, 0x00, DEF_STR( Flip_Screen ) ) PORT_DIPSETTING( 0x00, DEF_STR( Off ) ) PORT_DIPSETTING( 0x02, DEF_STR( On ) ) PORT_DIPNAME( 0x04, 0x00, DEF_STR( Unused ) ) PORT_DIPSETTING( 0x00, DEF_STR( Off ) ) PORT_DIPSETTING( 0x04, DEF_STR( On ) ) PORT_DIPNAME( 0x08, 0x00, DEF_STR( Unused ) ) PORT_DIPSETTING( 0x00, DEF_STR( Off ) ) PORT_DIPSETTING( 0x08, DEF_STR( On ) ) PORT_DIPNAME( 0x30, 0x00, DEF_STR( Difficulty ) ) PORT_DIPSETTING( 0x00, DEF_STR( Easy ) ) PORT_DIPSETTING( 0x20, DEF_STR( Normal ) ) PORT_DIPSETTING( 0x10, DEF_STR( Hard ) ) PORT_DIPSETTING( 0x30, DEF_STR( Hardest ) ) PORT_DIPNAME( 0xc0, 0x00, DEF_STR( Coinage ) ) PORT_DIPSETTING( 0x00, DEF_STR( 1C_1C ) ) PORT_DIPSETTING( 0x80, DEF_STR( 1C_2C ) ) PORT_DIPSETTING( 0x40, DEF_STR( 1C_5C ) ) PORT_DIPSETTING( 0xc0, "1 Coin/10 Credits" ) PORT_START("P1_ROW0") PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNUSED ) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(1) PORT_NAME("P1 B") PORT_CODE(KEYCODE_X) PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(1) PORT_NAME("P1 A") PORT_CODE(KEYCODE_Z) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(1) PORT_NAME("P1 C") PORT_CODE(KEYCODE_C) PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON4 ) PORT_PLAYER(1) PORT_NAME("P1 D") PORT_CODE(KEYCODE_V) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNUSED ) PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNUSED ) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_BUTTON5 ) PORT_PLAYER(1) PORT_NAME("P1 Left") PORT_CODE(KEYCODE_A) PORT_START("P1_ROW1") PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_START1 ) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON6 ) PORT_PLAYER(1) PORT_NAME("P1 Right") PORT_CODE(KEYCODE_S) PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_START2 ) 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_BUTTON7 ) PORT_PLAYER(1) PORT_NAME("P1 Turn") PORT_CODE(KEYCODE_Q) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNUSED ) PORT_START("P2_ROW0") PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNUSED ) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(2) PORT_NAME("P2 B") PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(2) PORT_NAME("P2 A") PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(2) PORT_NAME("P2 C") PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON4 ) PORT_PLAYER(2) PORT_NAME("P2 D") PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNUSED ) PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNUSED ) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_BUTTON5 ) PORT_PLAYER(2) PORT_NAME("P2 Left") PORT_START("P2_ROW1") PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNUSED ) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON6 ) PORT_PLAYER(2) PORT_NAME("P2 Right") 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_BUTTON7 ) PORT_PLAYER(2) PORT_NAME("P2 Turn") PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNUSED ) PORT_START("COINS") PORT_BIT( 0x0001, IP_ACTIVE_HIGH, IPT_COIN1 ) PORT_IMPULSE(1) PORT_BIT( 0x0002, IP_ACTIVE_HIGH, IPT_COIN2 ) PORT_IMPULSE(1) INPUT_PORTS_END static const gfx_layout charlayout_1bpp = { 8,8, RGN_FRAC(1,1), 3, { 0, 0, 0 }, { 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 }; static const gfx_layout charlayout_3bpp = { 8,8, RGN_FRAC(1,3), 3, { RGN_FRAC(2,3), RGN_FRAC(1,3), RGN_FRAC(0,3) }, { 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 }; static GFXDECODE_START( gfx_speedatk ) GFXDECODE_ENTRY( "gfx1", 0, charlayout_1bpp, 0, 32 ) GFXDECODE_ENTRY( "gfx2", 0, charlayout_3bpp, 0, 32 ) GFXDECODE_END WRITE8_MEMBER(speedatk_state::output_w) { m_flip_scr = data & 0x80; if((data & 0x7f) != 0x7f) logerror("%02x\n",data); } void speedatk_state::speedatk(machine_config &config) { Z80(config, m_maincpu, MASTER_CLOCK/2); //divider is unknown m_maincpu->set_addrmap(AS_PROGRAM, &speedatk_state::speedatk_mem); m_maincpu->set_addrmap(AS_IO, &speedatk_state::speedatk_io); m_maincpu->set_vblank_int("screen", FUNC(speedatk_state::irq0_line_hold)); WATCHDOG_TIMER(config, "watchdog").set_vblank_count("screen", 8); // timing is unknown /* video hardware */ screen_device &screen(SCREEN(config, "screen", SCREEN_TYPE_RASTER)); screen.set_refresh_hz(60); screen.set_vblank_time(ATTOSECONDS_IN_USEC(0)); screen.set_size(320, 256); screen.set_visarea(0*8, 32*8-1, 0*8, 32*8-1); screen.set_screen_update(FUNC(speedatk_state::screen_update)); MC6845(config, m_crtc, MASTER_CLOCK/16); /* unknown variant; hand tuned to get ~60 fps */ m_crtc->set_screen("screen"); m_crtc->set_show_border_area(false); m_crtc->set_char_width(8); GFXDECODE(config, m_gfxdecode, m_palette, gfx_speedatk); PALETTE(config, m_palette, FUNC(speedatk_state::speedatk_palette), 0x100, 16); /* sound hardware */ SPEAKER(config, "mono").front_center(); ay8910_device &aysnd(AY8910(config, "aysnd", MASTER_CLOCK/4)); //divider is unknown aysnd.port_b_read_callback().set_ioport("DSW"); aysnd.port_a_write_callback().set(FUNC(speedatk_state::output_w)); aysnd.add_route(ALL_OUTPUTS, "mono", 0.5); } ROM_START( speedatk ) ROM_REGION( 0x10000, "maincpu", 0 ) ROM_LOAD( "cb1-1", 0x0000, 0x2000, CRC(df988e05) SHA1(0ec91c5f2e1adf952a4fe7aede591e763773a75b) ) ROM_LOAD( "cb0-2", 0x2000, 0x2000, CRC(be949154) SHA1(8a594a7ebdc8456290919163f7ea4ccb0d1f4edb) ) ROM_LOAD( "cb1-3", 0x4000, 0x2000, CRC(741a5949) SHA1(7f7bebd4fb73fef9aa28549d100f632c442ac9b3) ) ROM_LOAD( "cb0-4", 0x6000, 0x2000, CRC(53a9c0c8) SHA1(cd0fd94411dabf09828c1f629891158c40794127) ) ROM_REGION( 0x2000, "gfx1", 0 ) ROM_LOAD( "cb0-7", 0x0000, 0x2000, CRC(a86007b5) SHA1(8e5cab76c37a8d53e1355000cd1a0a85ffae0e8c) ) ROM_REGION( 0x6000, "gfx2", 0 ) ROM_LOAD( "cb0-5", 0x0000, 0x2000, CRC(47a966e7) SHA1(fdaa0f88656afc431bae367679ce6298fa962e0f) ) ROM_LOAD( "cb0-6", 0x2000, 0x2000, CRC(cc1da937) SHA1(1697bb008bfa5c33a282bd470ac39c324eea7509) ) ROM_COPY( "gfx2", 0x0000, 0x4000, 0x1000 ) /* Fill the blank space with cards gfx */ ROM_COPY( "gfx1", 0x1000, 0x5000, 0x1000 ) /* Gfx from cb0-7 */ ROM_REGION( 0x0120, "proms", 0 ) ROM_LOAD( "cb1.bpr", 0x0000, 0x0020, CRC(a0176c23) SHA1(133fb9eef8a6595cac2dcd7edce4789899a59e84) ) /* color PROM */ ROM_LOAD( "cb2.bpr", 0x0020, 0x0100, CRC(a604cf96) SHA1(a4ef6e77dcd3abe4c27e8e636222a5ee711a51f5) ) /* lookup table */ ROM_END GAME( 1984, speedatk, 0, speedatk, speedatk, speedatk_state, empty_init, ROT0, "Seta Kikaku Corp.", "Speed Attack! (Japan)", MACHINE_SUPPORTS_SAVE )