// license:BSD-3-Clause // copyright-holders:Bryan McPhail, Charles MacDonald, David Haywood /*************************************************************************** Super Shanghai Dragon's Eye (c) 1992 Hot-B PCB is manufactured by either Hot-B or Taito, but uses Data East custom chips. Emulation by Bryan McPhail, mish@tendril.co.uk + Charles MacDonald, David Haywood ---- Stephh's notes (based on the games M68000 code and some tests) : 0) all games - There is no confirmation yet that the "Demo Sounds" Dip Switch does something as I don't see where bit 0 of 0xfec04a is tested 8( - The First "Unused" Dip Switch is probably used in other (older ?) versions to act as a "Debug Mode" Dip Switch. When it's ON, you have these features : * there is an extended "test mode" that also allows you to test the BG and Object ROMS via a menu. * You can end a level by pressing BUTTON3 from player 2 8) - The "Adult Mode" Dip Switch determines if "Shanghai Paradise" is available. - The "Quest Mode" Dip Switch determines if "Shanghai Quest" is available. - The "Use Mahjong Tiles" Dip Switch only has an effect when playing "Shanghai Advanced". HB-PCB-A5 M6100691A (distributed by Taito) +-----------------------------------------------------------+ | GAL.U89 16.000MHz 28.000MHz | | YM2203C | | +----+ +------+ SS004.U46 SS003.U47 | |VR1 Y3014B Z80 |DE71| | DE | | | +----+ | 52 | | | SS008-1 +----+ +------+ U36* U38*| | |DE71| +------+ | | +----+ | DE | | |J M6295 | 52 | SS004.U37 SS003.U39 | |A GAL.U64 +------+ | |M 58257 GAL.U70 | |M 84256 +------+ | |A SS005.U86 58257 84256 | DE | | | SS007E.U28 | 55 | | | SS006E.U27 +------+ U9* | | | | MCM2018 U10*| | MCM2018 GAL.U94 | | MCM2018 GAL.U63 SS002.U7 | | +-----+ GAL.U66 | | |DE146| MC68000P12F-16MHZ SS001.U8 | | SW2 SW1 +-----+ | +-----------------------------------------------------------+ * Denotes unpopulated: U9 & U10 are 28pin 27C512 U36 & U38 are 42pin 8/16Meg mask CPU: MC68000P12F 16 MHZ Sound: Z80B, YM2203C, Y3014B, OKI M6295 OSC: 28.0000MHz, 16.0000MHz DSW: 8 position dipswitch x 2 RAM: Sony CXK58257P-12L 32K x 8 SRAM x 2 Motorola MCM2018AN25 2K x 8 SRAM x 3 Fujitsu 84256A-70L 32K x 8 SRAM x 2 Custom: Data East 52 x 2 + Data East 71 x 2 (Sprites) Data East 55 (Playfield) Data East 146 (I/O, Protection) VR1 - Sound pot ***************************************************************************/ #include "emu.h" #include "includes/sshangha.h" #include "cpu/z80/z80.h" #include "cpu/m68000/m68000.h" #include "sound/2203intf.h" #include "sound/okim6295.h" #include "screen.h" #include "speaker.h" #define SSHANGHA_HACK 0 /******************************************************************************/ READ16_MEMBER(sshangha_state::sshanghab_protection16_r) // bootleg inputs { switch (offset) { case 0x050 >> 1: return ioport("INPUTS")->read(); case 0x76a >> 1: return ioport("SYSTEM")->read(); case 0x0ac >> 1: return ioport("DSW")->read(); } return m_prot_data[offset]; } /* Probably returns 0xffff when sprite DMA is complete, the game waits on it */ READ16_MEMBER(sshangha_state::deco_71_r) { return 0xffff; } /******************************************************************************/ READ16_MEMBER( sshangha_state::sshangha_protection_region_d_146_r ) { int real_address = 0x3f4000 + (offset *2); int deco146_addr = bitswap<32>(real_address, /* NC */31,30,29,28,27,26,25,24,23,22,21,20,19,18, 13,12,11,/**/ 17,16,15,14, 10,9,8, 7,6,5,4, 3,2,1,0) & 0x7fff; uint8_t cs = 0; uint16_t data = m_deco146->read_data( deco146_addr, cs ); return data; } WRITE16_MEMBER( sshangha_state::sshangha_protection_region_d_146_w ) { int real_address = 0x3f4000 + (offset *2); int deco146_addr = bitswap<32>(real_address, /* NC */31,30,29,28,27,26,25,24,23,22,21,20,19,18, 13,12,11,/**/ 17,16,15,14, 10,9,8, 7,6,5,4, 3,2,1,0) & 0x7fff; uint8_t cs = 0; m_deco146->write_data( deco146_addr, data, mem_mask, cs ); } READ16_MEMBER( sshangha_state::sshangha_protection_region_8_146_r ) { int real_address = 0x3e0000 + (offset *2); int deco146_addr = bitswap<32>(real_address, /* NC */31,30,29,28,27,26,25,24,23,22,21,20,19,18, 13,12,11,/**/ 17,16,15,14, 10,9,8, 7,6,5,4, 3,2,1,0) & 0x7fff; uint8_t cs = 0; uint16_t data = m_deco146->read_data( deco146_addr, cs ); return data; } WRITE16_MEMBER( sshangha_state::sshangha_protection_region_8_146_w ) { int real_address = 0x3e0000 + (offset *2); int deco146_addr = bitswap<32>(real_address, /* NC */31,30,29,28,27,26,25,24,23,22,21,20,19,18, 13,12,11,/**/ 17,16,15,14, 10,9,8, 7,6,5,4, 3,2,1,0) & 0x7fff; uint8_t cs = 0; m_deco146->write_data( deco146_addr, data, mem_mask, cs ); } /* Swizzle palette writes a bit so that the 'tilemap_12_combine_draw' code in the tilemap device works with this game (used for girl, see attract mode) Normal Palette layout 0x000 - 0x3ff Sprites 2 0x400 - 0x7ff Tilemap PF1 0x800 - 0xbff Sprites 1 0xc00 - 0xfff Tilemap PF2 rearranged to 0x000 - 0x3ff Sprites 1 0x400 - 0x7ff Sprites 2 0x800 - 0xbff Tilemap PF2 0xc00 - 0xfff Tilemap PF1 */ WRITE16_MEMBER(sshangha_state::palette_w) { switch (offset & 0x600) { case 0x000: offset = (offset & 0x1ff) | 0x200; break; case 0x200: offset = (offset & 0x1ff) | 0x600; break; case 0x400: offset = (offset & 0x1ff) | 0x000; break; case 0x600: offset = (offset & 0x1ff) | 0x400; break; } m_palette->write16(offset, data, mem_mask); } READ16_MEMBER(sshangha_state::palette_r) { switch (offset & 0x600) { case 0x000: offset = (offset & 0x1ff) | 0x200; break; case 0x200: offset = (offset & 0x1ff) | 0x600; break; case 0x400: offset = (offset & 0x1ff) | 0x000; break; case 0x600: offset = (offset & 0x1ff) | 0x400; break; } return m_palette->read16(offset); } void sshangha_state::sshangha_map(address_map &map) { map.global_mask(0x3fffff); map(0x000000, 0x03ffff).rom(); map(0x100000, 0x10000f).ram().share(m_sound_shared_ram); map(0x200000, 0x201fff).rw(m_tilegen, FUNC(deco16ic_device::pf1_data_r), FUNC(deco16ic_device::pf1_data_w)); map(0x202000, 0x203fff).rw(m_tilegen, FUNC(deco16ic_device::pf2_data_r), FUNC(deco16ic_device::pf2_data_w)); map(0x204000, 0x2047ff).ram().share(m_pf1_rowscroll); map(0x206000, 0x2067ff).ram().share(m_pf2_rowscroll); map(0x206800, 0x207fff).ram(); map(0x300000, 0x30000f).w(m_tilegen, FUNC(deco16ic_device::pf_control_w)); map(0x320000, 0x320001).w(FUNC(sshangha_state::video_w)); map(0x320002, 0x320005).nopw(); map(0x320006, 0x320007).nopr(); //irq ack map(0x340000, 0x3407ff).mirror(0x800).ram().share(m_spriteram2); map(0x350000, 0x350001).r(FUNC(sshangha_state::deco_71_r)); map(0x350000, 0x350007).nopw(); map(0x360000, 0x3607ff).mirror(0x800).ram().share(m_spriteram); map(0x370000, 0x370001).r(FUNC(sshangha_state::deco_71_r)); map(0x370000, 0x370007).nopw(); map(0x380000, 0x380fff).ram().rw(FUNC(sshangha_state::palette_r),FUNC(sshangha_state::palette_w)).share("palette"); map(0x381000, 0x383fff).ram(); // unused palette area map(0x3e0000, 0x3e3fff).rw(FUNC(sshangha_state::sshangha_protection_region_8_146_r), FUNC(sshangha_state::sshangha_protection_region_8_146_w)); map(0x3ec000, 0x3f3fff).ram(); map(0x3f4000, 0x3f7fff).rw(FUNC(sshangha_state::sshangha_protection_region_d_146_r), FUNC(sshangha_state::sshangha_protection_region_d_146_w)).share(m_prot_data); } void sshangha_state::sshanghab_map(address_map &map) { map(0x000000, 0x03ffff).rom(); map(0x084000, 0x0847ff).r(FUNC(sshangha_state::sshanghab_protection16_r)); map(0x101000, 0x10100f).ram().share(m_sound_shared_ram); /* the bootleg writes here */ map(0x200000, 0x201fff).rw(m_tilegen, FUNC(deco16ic_device::pf1_data_r), FUNC(deco16ic_device::pf1_data_w)); map(0x202000, 0x203fff).rw(m_tilegen, FUNC(deco16ic_device::pf2_data_r), FUNC(deco16ic_device::pf2_data_w)); map(0x204000, 0x2047ff).ram().share(m_pf1_rowscroll); map(0x206000, 0x2067ff).ram().share(m_pf2_rowscroll); map(0x206800, 0x207fff).ram(); map(0x300000, 0x30000f).w(m_tilegen, FUNC(deco16ic_device::pf_control_w)); map(0x320000, 0x320001).w(FUNC(sshangha_state::video_w)); map(0x320002, 0x320005).nopw(); map(0x320006, 0x320007).nopr(); //irq ack map(0x340000, 0x340fff).ram(); // original spriteram, used as a buffer here map(0x380000, 0x380fff).ram().rw(FUNC(sshangha_state::palette_r),FUNC(sshangha_state::palette_w)).share("palette"); map(0x381000, 0x383fff).ram(); // unused palette area map(0x3c0000, 0x3c07ff).ram().share(m_spriteram); // bootleg spriteram map(0x3c0800, 0x3c0fff).ram().share(m_spriteram2); map(0xfec000, 0xff3fff).ram(); map(0xff4000, 0xff47ff).ram(); } /******************************************************************************/ /* 8 "sound latches" shared between main and sound cpus. */ READ8_MEMBER(sshangha_state::sound_shared_r) { return m_sound_shared_ram[offset] & 0xff; } WRITE8_MEMBER(sshangha_state::sound_shared_w) { m_sound_shared_ram[offset] = data & 0xff; } /* Note: there's rom data after 0x8000 but the game never seem to call a rom bank, left-over? */ void sshangha_state::sound_map(address_map &map) { map(0x0000, 0x7fff).rom(); map(0xc000, 0xc001).rw("ymsnd", FUNC(ym2203_device::read), FUNC(ym2203_device::write)); map(0xc200, 0xc201).rw("oki", FUNC(okim6295_device::read), FUNC(okim6295_device::write)); map(0xf800, 0xf807).rw(FUNC(sshangha_state::sound_shared_r), FUNC(sshangha_state::sound_shared_w)); map(0xf808, 0xffff).ram(); } /******************************************************************************/ static INPUT_PORTS_START( sshangha ) PORT_START("INPUTS") /* 0xfec046.b - 0xfec047.b */ PORT_BIT( 0x0001, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(1) PORT_BIT( 0x0002, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(1) PORT_BIT( 0x0004, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(1) PORT_BIT( 0x0008, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(1) PORT_BIT( 0x0010, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(1) PORT_NAME("P1 Pick Tile") PORT_BIT( 0x0020, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(1) PORT_NAME("P1 Cancel") PORT_BIT( 0x0040, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(1) PORT_NAME("P1 Help") PORT_BIT( 0x0080, IP_ACTIVE_LOW, IPT_START1 ) PORT_BIT( 0x0100, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(2) PORT_BIT( 0x0200, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(2) PORT_BIT( 0x0400, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(2) PORT_BIT( 0x0800, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(2) PORT_BIT( 0x1000, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(2) PORT_NAME("P2 Pick Tile") PORT_BIT( 0x2000, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(2) PORT_NAME("P2 Cancel") PORT_BIT( 0x4000, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(2) PORT_NAME("P2 Help") PORT_BIT( 0x8000, IP_ACTIVE_LOW, IPT_START2 ) PORT_START("SYSTEM") PORT_BIT( 0x0001, IP_ACTIVE_LOW, IPT_COIN1 ) PORT_BIT( 0x0002, IP_ACTIVE_LOW, IPT_COIN2 ) PORT_BIT( 0x0004, IP_ACTIVE_LOW, IPT_SERVICE1 ) PORT_BIT( 0x0008, IP_ACTIVE_HIGH, IPT_CUSTOM ) PORT_VBLANK("screen") PORT_BIT( 0x0010, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x0020, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x0040, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x0080, IP_ACTIVE_LOW, IPT_UNKNOWN ) /* Dips seem inverted with respect to other Deco games */ PORT_START("DSW") /* 0xfec04b.b - 0xfec04a.b, inverted bits order */ PORT_DIPNAME( 0x0080, 0x0080, DEF_STR( Demo_Sounds ) ) PORT_DIPLOCATION("SW1:1") PORT_DIPSETTING( 0x0000, DEF_STR( Off ) ) PORT_DIPSETTING( 0x0080, DEF_STR( On ) ) PORT_DIPNAME( 0x0040, 0x0040, DEF_STR( Flip_Screen ) ) PORT_DIPLOCATION("SW1:2") PORT_DIPSETTING( 0x0040, DEF_STR( Off ) ) PORT_DIPSETTING( 0x0000, DEF_STR( On ) ) PORT_SERVICE_DIPLOC( 0x0020, IP_ACTIVE_LOW, "SW1:3" ) PORT_DIPNAME( 0x0010, 0x0010, "Coin Mode" ) PORT_DIPLOCATION("SW1:4") /* Manual states "Always Off" - Check code at 0x000010f2 */ PORT_DIPSETTING( 0x0010, "Mode 1" ) PORT_DIPSETTING( 0x0000, "Mode 2" ) PORT_DIPNAME( 0x000c, 0x000c, DEF_STR( Coin_A ) ) PORT_DIPLOCATION("SW1:5,6") PORT_DIPSETTING( 0x0008, DEF_STR( 2C_1C ) ) PORT_CONDITION("DSW", 0x0010, EQUALS, 0x0010) //Mode 1 PORT_DIPSETTING( 0x000c, DEF_STR( 1C_1C ) ) PORT_CONDITION("DSW", 0x0010, EQUALS, 0x0010) //Mode 1 PORT_DIPSETTING( 0x0000, DEF_STR( 2C_3C ) ) PORT_CONDITION("DSW", 0x0010, EQUALS, 0x0010) //Mode 1 PORT_DIPSETTING( 0x0004, DEF_STR( 1C_2C ) ) PORT_CONDITION("DSW", 0x0010, EQUALS, 0x0010) //Mode 1 PORT_DIPSETTING( 0x0000, DEF_STR( 4C_1C ) ) PORT_CONDITION("DSW", 0x0010, NOTEQUALS, 0x0010) //Mode 2 PORT_DIPSETTING( 0x0008, DEF_STR( 3C_1C ) ) PORT_CONDITION("DSW", 0x0010, NOTEQUALS, 0x0010) //Mode 2 PORT_DIPSETTING( 0x000c, DEF_STR( 1C_1C ) ) PORT_CONDITION("DSW", 0x0010, NOTEQUALS, 0x0010) //Mode 2 PORT_DIPSETTING( 0x0004, DEF_STR( 1C_4C ) ) PORT_CONDITION("DSW", 0x0010, NOTEQUALS, 0x0010) //Mode 2 PORT_DIPNAME( 0x0003, 0x0003, DEF_STR( Coin_B ) ) PORT_DIPLOCATION("SW1:7,8") PORT_DIPSETTING( 0x0002, DEF_STR( 2C_1C ) ) PORT_CONDITION("DSW", 0x0010, EQUALS, 0x0010) //Mode 1 PORT_DIPSETTING( 0x0003, DEF_STR( 1C_1C ) ) PORT_CONDITION("DSW", 0x0010, EQUALS, 0x0010) //Mode 1 PORT_DIPSETTING( 0x0000, DEF_STR( 2C_3C ) ) PORT_CONDITION("DSW", 0x0010, EQUALS, 0x0010) //Mode 1 PORT_DIPSETTING( 0x0001, DEF_STR( 1C_2C ) ) PORT_CONDITION("DSW", 0x0010, EQUALS, 0x0010) //Mode 1 PORT_DIPSETTING( 0x0000, DEF_STR( 4C_1C ) ) PORT_CONDITION("DSW", 0x0010, NOTEQUALS, 0x0010) //Mode 2 PORT_DIPSETTING( 0x0002, DEF_STR( 3C_1C ) ) PORT_CONDITION("DSW", 0x0010, NOTEQUALS, 0x0010) //Mode 2 PORT_DIPSETTING( 0x0003, DEF_STR( 1C_1C ) ) PORT_CONDITION("DSW", 0x0010, NOTEQUALS, 0x0010) //Mode 2 PORT_DIPSETTING( 0x0001, DEF_STR( 1C_4C ) ) PORT_CONDITION("DSW", 0x0010, NOTEQUALS, 0x0010) //Mode 2 PORT_DIPNAME( 0xc000, 0xc000, DEF_STR( Difficulty ) ) PORT_DIPLOCATION("SW2:1,2") PORT_DIPSETTING( 0x4000, DEF_STR( Easy ) ) PORT_DIPSETTING( 0xc000, DEF_STR( Normal ) ) PORT_DIPSETTING( 0x8000, DEF_STR( Hard ) ) PORT_DIPSETTING( 0x0000, DEF_STR( Hardest ) ) #if SSHANGHA_HACK PORT_DIPNAME( 0x2000, 0x2000, "Debug Mode" ) PORT_DIPLOCATION("SW2:3") PORT_DIPSETTING( 0x2000, DEF_STR( Off ) ) PORT_DIPSETTING( 0x0000, DEF_STR( On ) ) #else PORT_DIPUNUSED_DIPLOC( 0x2000, 0x2000, "SW2:3" ) /* Listed as "Unused" - However see notes */ #endif PORT_DIPUNUSED_DIPLOC( 0x1000, 0x1000, "SW2:4" ) /* Listed as "Unused" */ PORT_DIPNAME( 0x0800, 0x0800, "Tile Animation" ) PORT_DIPLOCATION("SW2:5") PORT_DIPSETTING( 0x0000, DEF_STR( No ) ) PORT_DIPSETTING( 0x0800, DEF_STR( Yes ) ) PORT_DIPNAME( 0x0400, 0x0400, "Use Mahjong Tiles" ) PORT_DIPLOCATION("SW2:6") PORT_DIPSETTING( 0x0000, DEF_STR( No ) ) PORT_DIPSETTING( 0x0400, DEF_STR( Yes ) ) PORT_DIPNAME( 0x0200, 0x0200, "Paradise (Adult) Course" ) PORT_DIPLOCATION("SW2:7") PORT_DIPSETTING( 0x0000, DEF_STR( No ) ) PORT_DIPSETTING( 0x0200, DEF_STR( Yes ) ) PORT_DIPNAME( 0x0100, 0x0100, "Quest Course" ) PORT_DIPLOCATION("SW2:8") PORT_DIPSETTING( 0x0000, DEF_STR( No ) ) PORT_DIPSETTING( 0x0100, DEF_STR( Yes ) ) INPUT_PORTS_END /******************************************************************************/ static const gfx_layout charlayout = { 8,8, /* 8*8 chars */ 4096, 4, /* 4 bits per pixel */ { 8, 0, 0x100000*8+8,0x100000*8+0 }, { 0, 1, 2, 3, 4, 5, 6, 7 }, { 0*16, 1*16, 2*16, 3*16, 4*16, 5*16, 6*16, 7*16 }, 16*8 }; static const gfx_layout tilelayout = { 16,16, RGN_FRAC(1,2), 4, { 8, 0, 0x100000*8+8, 0x100000*8+0 }, { 32*8+0, 32*8+1, 32*8+2, 32*8+3, 32*8+4, 32*8+5, 32*8+6, 32*8+7, 0, 1, 2, 3, 4, 5, 6, 7 }, { 0*16, 1*16, 2*16, 3*16, 4*16, 5*16, 6*16, 7*16, 8*16, 9*16, 10*16, 11*16, 12*16, 13*16, 14*16, 15*16 }, 64*8 }; static GFXDECODE_START( gfx_sshangha ) GFXDECODE_ENTRY( "gfx1", 0, charlayout, 0x000, 64 ) /* Characters 8x8 */ GFXDECODE_ENTRY( "gfx1", 0, tilelayout, 0x000, 64 ) /* Tiles 16x16 */ GFXDECODE_ENTRY( "gfx2", 0, tilelayout, 0x000, 64 ) /* Sprites 16x16 */ GFXDECODE_ENTRY( "gfx3", 0, tilelayout, 0x000, 64 ) /* Sprites 16x16 */ GFXDECODE_END /******************************************************************************/ DECO16IC_BANK_CB_MEMBER(sshangha_state::bank_callback) { return (bank >> 4) * 0x1000; } void sshangha_state::sshangha(machine_config &config) { /* basic machine hardware */ M68000(config, m_maincpu, 16_MHz_XTAL); /* CPU marked as 16MHz part */ m_maincpu->set_addrmap(AS_PROGRAM, &sshangha_state::sshangha_map); m_maincpu->set_vblank_int("screen", FUNC(sshangha_state::irq6_line_hold)); Z80(config, m_audiocpu, 16_MHz_XTAL / 4); m_audiocpu->set_addrmap(AS_PROGRAM, &sshangha_state::sound_map); config.m_minimum_quantum = attotime::from_hz(6000); screen_device& screen(SCREEN(config, "screen", SCREEN_TYPE_RASTER)); screen.set_refresh_hz(60); screen.set_vblank_time(ATTOSECONDS_IN_USEC(529)); screen.set_size(40*8, 32*8); screen.set_visarea(0*8, 40*8-1, 1*8, 31*8-1); screen.set_screen_update(FUNC(sshangha_state::screen_update)); GFXDECODE(config, "gfxdecode", m_palette, gfx_sshangha); PALETTE(config, m_palette).set_format(palette_device::xBGR_888, 0x4000); DECO16IC(config, m_tilegen, 0); m_tilegen->set_pf1_size(DECO_64x32); m_tilegen->set_pf2_size(DECO_64x32); m_tilegen->set_pf1_trans_mask(0x0f); m_tilegen->set_pf2_trans_mask(0x0f); m_tilegen->set_pf1_col_bank(0x30); m_tilegen->set_pf2_col_bank(0x20); m_tilegen->set_pf1_col_mask(0x0f); m_tilegen->set_pf2_col_mask(0x0f); m_tilegen->set_bank1_callback(FUNC(sshangha_state::bank_callback), this); m_tilegen->set_bank2_callback(FUNC(sshangha_state::bank_callback), this); m_tilegen->set_pf12_8x8_bank(0); m_tilegen->set_pf12_16x16_bank(1); m_tilegen->set_gfxdecode_tag("gfxdecode"); DECO_SPRITE(config, m_sprgen1, 0); m_sprgen1->set_gfx_region(2); m_sprgen1->set_gfxdecode_tag("gfxdecode"); DECO_SPRITE(config, m_sprgen2, 0); m_sprgen2->set_gfx_region(3); m_sprgen2->set_gfxdecode_tag("gfxdecode"); DECO146PROT(config, m_deco146, 0); m_deco146->port_a_cb().set_ioport("INPUTS"); m_deco146->port_b_cb().set_ioport("SYSTEM"); m_deco146->port_c_cb().set_ioport("DSW"); /* sound hardware */ SPEAKER(config, "lspeaker").front_left(); // sure it's stereo? SPEAKER(config, "rspeaker").front_right(); ym2203_device &ymsnd(YM2203(config, "ymsnd", 16_MHz_XTAL / 4)); ymsnd.irq_handler().set_inputline(m_audiocpu, 0); ymsnd.add_route(ALL_OUTPUTS, "lspeaker", 0.33); ymsnd.add_route(ALL_OUTPUTS, "rspeaker", 0.33); okim6295_device &oki(OKIM6295(config, "oki", 16_MHz_XTAL / 8, okim6295_device::PIN7_LOW)); // clock frequency & pin 7 not verified oki.add_route(ALL_OUTPUTS, "lspeaker", 0.27); oki.add_route(ALL_OUTPUTS, "rspeaker", 0.27); } void sshangha_state::sshanghab(machine_config &config) { sshangha(config); m_maincpu->set_addrmap(AS_PROGRAM, &sshangha_state::sshanghab_map); config.device_remove("ioprot"); } /******************************************************************************/ ROM_START( sshangha ) ROM_REGION( 0x40000, "maincpu", 0 ) /* 68000 code */ ROM_LOAD16_BYTE( "ss007e.u28", 0x00000, 0x20000, CRC(5f275f6e) SHA1(ca7790d2401c95aff48098800f0da9590a0d88a2) ) ROM_LOAD16_BYTE( "ss006e.u27", 0x00001, 0x20000, CRC(111327fe) SHA1(60f9e839a027eab5ef019dcb27cac2f0f9bf04d8) ) ROM_REGION( 0x10000, "audiocpu", 0 ) /* Sound CPU */ ROM_LOAD( "ss008-1.u82", 0x000000, 0x010000, CRC(ff128b54) SHA1(2cdae94000c695417ebfe302999baa8e8cec09bf) ) ROM_REGION( 0x200000, "gfx1", 0 ) ROM_LOAD( "ss001.u8", 0x000000, 0x100000, CRC(ebeca5b7) SHA1(1746e757ad9bbef2aa9028c54f25d4aa4dedf79e) ) ROM_LOAD( "ss002.u7", 0x100000, 0x100000, CRC(67659f29) SHA1(50944877665b7b848b3f7063892bd39a96a847cf) ) ROM_REGION( 0x200000, "gfx2", 0 ) ROM_LOAD( "ss003.u39", 0x000000, 0x100000, CRC(fbecde72) SHA1(2fe32b28e77ec390c534d276261eefac3fbe21fd) ) ROM_LOAD( "ss004.u37", 0x100000, 0x100000, CRC(98b82c5e) SHA1(af1b52d4b36b1776c148478b5a5581e6a57256b8) ) ROM_REGION( 0x200000, "gfx3", 0 ) // 2 sprite chips, 2 copies of sprite ROMs on PCB ROM_LOAD( "ss003.u47", 0x000000, 0x100000, CRC(fbecde72) SHA1(2fe32b28e77ec390c534d276261eefac3fbe21fd) ) ROM_LOAD( "ss004.u46", 0x100000, 0x100000, CRC(98b82c5e) SHA1(af1b52d4b36b1776c148478b5a5581e6a57256b8) ) ROM_REGION( 0x40000, "oki", 0 ) /* ADPCM samples */ ROM_LOAD( "ss005.u86", 0x000000, 0x040000, CRC(c53a82ad) SHA1(756e453c8b5ce8e47f93fbda3a9e48bb73e93e2e) ) ROM_END ROM_START( sshanghaj ) ROM_REGION( 0x40000, "maincpu", 0 ) /* 68000 code */ ROM_LOAD16_BYTE( "ss007-1.u28", 0x00000, 0x20000, CRC(bc466edf) SHA1(b96525b2c879d15b46a7753fa6ebf12a851cd019) ) ROM_LOAD16_BYTE( "ss006-1.u27", 0x00001, 0x20000, CRC(872a2a2d) SHA1(42d7a01465d5c403354aaf0f2dab8adb9afe61b0) ) ROM_REGION( 0x10000, "audiocpu", 0 ) /* Sound CPU */ ROM_LOAD( "ss008.u82", 0x000000, 0x010000, CRC(04dc3647) SHA1(c06a7e8932c03de5759a9b69da0d761006b49517) ) ROM_REGION( 0x200000, "gfx1", 0 ) ROM_LOAD( "ss001.u8", 0x000000, 0x100000, CRC(ebeca5b7) SHA1(1746e757ad9bbef2aa9028c54f25d4aa4dedf79e) ) ROM_LOAD( "ss002.u7", 0x100000, 0x100000, CRC(67659f29) SHA1(50944877665b7b848b3f7063892bd39a96a847cf) ) ROM_REGION( 0x200000, "gfx2", 0 ) ROM_LOAD( "ss003.u39", 0x000000, 0x100000, CRC(fbecde72) SHA1(2fe32b28e77ec390c534d276261eefac3fbe21fd) ) ROM_LOAD( "ss004.u37", 0x100000, 0x100000, CRC(98b82c5e) SHA1(af1b52d4b36b1776c148478b5a5581e6a57256b8) ) ROM_REGION( 0x200000, "gfx3", 0 ) // 2 sprite chips, 2 copies of sprite ROMs on PCB ROM_LOAD( "ss003.u47", 0x000000, 0x100000, CRC(fbecde72) SHA1(2fe32b28e77ec390c534d276261eefac3fbe21fd) ) ROM_LOAD( "ss004.u46", 0x100000, 0x100000, CRC(98b82c5e) SHA1(af1b52d4b36b1776c148478b5a5581e6a57256b8) ) ROM_REGION( 0x40000, "oki", 0 ) /* ADPCM samples */ ROM_LOAD( "ss005.u86", 0x000000, 0x040000, CRC(c53a82ad) SHA1(756e453c8b5ce8e47f93fbda3a9e48bb73e93e2e) ) ROM_END ROM_START( sshanghak ) /* Korean censored version - No girls in Paradise games */ ROM_REGION( 0x40000, "maincpu", 0 ) /* 68000 code */ ROM_LOAD16_BYTE( "ss007k.u28", 0x00000, 0x20000, CRC(90dbf11c) SHA1(60ab0f3d3f43939e719196ff1775a3cd1c8c9aa0) ) ROM_LOAD16_BYTE( "ss006k.u27", 0x00001, 0x20000, CRC(07d94579) SHA1(25e4fb1669e12c7329e45a8ac0d52ac157a83d46) ) ROM_REGION( 0x10000, "audiocpu", 0 ) /* Sound CPU */ ROM_LOAD( "ss008.u82", 0x000000, 0x010000, CRC(04dc3647) SHA1(c06a7e8932c03de5759a9b69da0d761006b49517) ) ROM_REGION( 0x200000, "gfx1", 0 ) ROM_LOAD( "ss001.u8", 0x000000, 0x100000, CRC(ebeca5b7) SHA1(1746e757ad9bbef2aa9028c54f25d4aa4dedf79e) ) ROM_LOAD( "ss002.u7", 0x100000, 0x100000, CRC(67659f29) SHA1(50944877665b7b848b3f7063892bd39a96a847cf) ) ROM_REGION( 0x200000, "gfx2", 0 ) ROM_LOAD( "ss003.u39", 0x000000, 0x100000, CRC(fbecde72) SHA1(2fe32b28e77ec390c534d276261eefac3fbe21fd) ) ROM_LOAD( "ss004.u37", 0x100000, 0x100000, CRC(98b82c5e) SHA1(af1b52d4b36b1776c148478b5a5581e6a57256b8) ) ROM_REGION( 0x200000, "gfx3", 0 ) // 2 sprite chips, 2 copies of sprite ROMs on PCB ROM_LOAD( "ss003.u47", 0x000000, 0x100000, CRC(fbecde72) SHA1(2fe32b28e77ec390c534d276261eefac3fbe21fd) ) ROM_LOAD( "ss004.u46", 0x100000, 0x100000, CRC(98b82c5e) SHA1(af1b52d4b36b1776c148478b5a5581e6a57256b8) ) ROM_REGION( 0x40000, "oki", 0 ) /* ADPCM samples */ ROM_LOAD( "ss005.u86", 0x000000, 0x040000, CRC(c53a82ad) SHA1(756e453c8b5ce8e47f93fbda3a9e48bb73e93e2e) ) ROM_END ROM_START( sshanghab ) ROM_REGION( 0x40000, "maincpu", 0 ) /* 68000 code */ ROM_LOAD16_BYTE( "sshanb_2.010", 0x00000, 0x20000, CRC(bc7ed254) SHA1(aeee4b8a8265902bb41575cc143738ecf3aff57d) ) ROM_LOAD16_BYTE( "sshanb_1.010", 0x00001, 0x20000, CRC(7b049f49) SHA1(2570077c67dbd35053d475a18c3f10813bf914f7) ) // TODO: it's unlikely the bootleg used these exact ROMs, they were probably split, verify ROM_REGION( 0x10000, "audiocpu", 0 ) /* Sound CPU */ ROM_LOAD( "ss008.u82", 0x000000, 0x010000, CRC(04dc3647) SHA1(c06a7e8932c03de5759a9b69da0d761006b49517) ) ROM_REGION( 0x200000, "gfx1", 0 ) ROM_LOAD( "ss001.u8", 0x000000, 0x100000, CRC(ebeca5b7) SHA1(1746e757ad9bbef2aa9028c54f25d4aa4dedf79e) ) ROM_LOAD( "ss002.u7", 0x100000, 0x100000, CRC(67659f29) SHA1(50944877665b7b848b3f7063892bd39a96a847cf) ) ROM_REGION( 0x200000, "gfx2", 0 ) ROM_LOAD( "ss003.u39", 0x000000, 0x100000, CRC(fbecde72) SHA1(2fe32b28e77ec390c534d276261eefac3fbe21fd) ) ROM_LOAD( "ss004.u37", 0x100000, 0x100000, CRC(98b82c5e) SHA1(af1b52d4b36b1776c148478b5a5581e6a57256b8) ) ROM_REGION( 0x200000, "gfx3", 0 ) // 2 sprite chips, 2 copies of sprite ROMs on PCB ROM_LOAD( "ss003.u47", 0x000000, 0x100000, CRC(fbecde72) SHA1(2fe32b28e77ec390c534d276261eefac3fbe21fd) ) ROM_LOAD( "ss004.u46", 0x100000, 0x100000, CRC(98b82c5e) SHA1(af1b52d4b36b1776c148478b5a5581e6a57256b8) ) ROM_REGION( 0x40000, "oki", 0 ) /* ADPCM samples */ ROM_LOAD( "ss005.u86", 0x000000, 0x040000, CRC(c53a82ad) SHA1(756e453c8b5ce8e47f93fbda3a9e48bb73e93e2e) ) ROM_END void sshangha_state::init_sshangha() { #if SSHANGHA_HACK /* This is a hack to allow you to use the extra features of the first "Unused" Dip Switch (see notes above). */ uint16_t *RAM = (uint16_t *)memregion("maincpu")->base(); RAM[0x000384/2] = 0x4e71; RAM[0x000386/2] = 0x4e71; RAM[0x000388/2] = 0x4e71; RAM[0x00038a/2] = 0x4e71; /* To avoid checksum error (only useful for 'sshangha') */ RAM[0x000428/2] = 0x4e71; RAM[0x00042a/2] = 0x4e71; #endif } GAME( 1992, sshangha, 0, sshangha, sshangha, sshangha_state, init_sshangha, ROT0, "Hot-B", "Super Shanghai Dragon's Eye (World)", MACHINE_SUPPORTS_SAVE ) GAME( 1992, sshanghaj, sshangha, sshangha, sshangha, sshangha_state, init_sshangha, ROT0, "Hot-B", "Super Shanghai Dragon's Eye (Japan)", MACHINE_SUPPORTS_SAVE ) GAME( 1992, sshanghak, sshangha, sshangha, sshangha, sshangha_state, init_sshangha, ROT0, "Hot-B", "Super Shanghai Dragon's Eye (Korea)", MACHINE_SUPPORTS_SAVE ) GAME( 1992, sshanghab, sshangha, sshanghab, sshangha, sshangha_state, init_sshangha, ROT0, "bootleg", "Super Shanghai Dragon's Eye (World, bootleg)", MACHINE_SUPPORTS_SAVE )