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/*************************************************************************
Sega vector hardware
*************************************************************************/
#include "driver.h"
#include "segag80v.h"
#include "sound/samples.h"
/* History:
* 4/25/99 Tac-Scan now makes Credit Noises with $2c (Jim Hernandez)
* 4/9/99 Zektor Discrete Sound Support mixed with voice samples. (Jim Hernandez)
Zektor uses some Eliminator sounds.
* 2/5/99 Extra Life sound constant found $1C after fixing main driver. (Jim Hernandez)
* 1/29/99 Supports Tac Scan new 44.1 kHz sample set. (Jim Hernandez)
* -Stuff to do -
* Find hex bit for warp.wav sound calls.
*
* 2/05/98 now using the new sample_*() functions. BW
*
*/
/*
Tac/Scan sound constants
There are some sounds that are unknown:
$09 Tunnel Warp Sound?
$0a
$0b Formation Change
$0c
$0e
$0f
$1c 1up (Extra Life)
$2c Credit
$30 - $3f Hex numbers for ship position flight sounds
$41
Some sound samples are missing:
- I use the one bullet and one explosion sound for all 3 for example.
Star Trk Sounds (USB Loaded from 5400 in main EPROMs)
8 PHASER
a PHOTON
e TARGETING
10 DENY
12 SHEILD HIT
14 ENTERPRISE HIT
16 ENT EXPLOSION
1a KLINGON EXPLOSION
1c DOCK
1e STARBASE HIT
11 STARBASE RED
22 STARBASE EXPLOSION
24 SMALL BONUS
25 LARGE BONUS
26 STARBASE INTRO
27 KLINGON INTRO
28 ENTERPRISE INTRO
29 PLAYER CHANGE
2e KLINGON FIRE
4,5 IMPULSE
6,7 WARP
c,d RED ALERT
18,2f WARP SUCK
19,2f SAUCER EXIT
2c,21 NOMAD MOTION
2d,21 NOMAD STOPPED
2b COIN DROP MUSIC
2a HIGH SCORE MUSIC
Eliminator Sound Board (800-3174)
---------------------------------
inputs
0x3c-0x3f
d0 speech ready
outputs ( 0 = ON)
0x3e (076)
d7 torpedo 2
d6 torpedo 1
d5 bounce
d4 explosion 3
d3 explosion 2
d2 explosion 1
d1 fireball
d0 -
0x3f (077)
d7 background msb
d6 background lsb
d5 enemy ship
d4 skitter
d3 thrust msb
d2 thrust lsb
d1 thrust hi
d0 thrust lo
Space Fury Sound Board (800-0241)
---------------------------------
0x3e (076) (0 = ON)
d7 partial warship, low frequency oscillation
d6 star spin
d5 -
d4 -
d3 -
d2 thrust, low frequency noise
d1 fire, metalic buzz
d0 craft scale, rising tone
0x3f (077)
d7 -
d6 -
d5 docking bang
d4 large explosion
d3 small explosion, low frequency noise
d2 fireball
d1 shot
d0 crafts joining
*/
WRITE8_HANDLER( elim1_sh_w )
{
data ^= 0xff;
/* Play fireball sample */
if (data & 0x02)
sample_start (0, 0, 0);
/* Play explosion samples */
if (data & 0x04)
sample_start (1, 10, 0);
if (data & 0x08)
sample_start (1, 9, 0);
if (data & 0x10)
sample_start (1, 8, 0);
/* Play bounce sample */
if (data & 0x20)
{
if (sample_playing(2))
sample_stop (2);
sample_start (2, 1, 0);
}
/* Play lazer sample */
if (data & 0xc0)
{
if (sample_playing(3))
sample_stop (3);
sample_start (3, 5, 0);
}
}
WRITE8_HANDLER( elim2_sh_w )
{
data ^= 0xff;
/* Play thrust sample */
if (data & 0x0f)
sample_start (4, 6, 0);
else
sample_stop (4);
/* Play skitter sample */
if (data & 0x10)
sample_start (5, 2, 0);
/* Play eliminator sample */
if (data & 0x20)
sample_start (6, 3, 0);
/* Play electron samples */
if (data & 0x40)
sample_start (7, 7, 0);
if (data & 0x80)
sample_start (7, 4, 0);
}
WRITE8_HANDLER( zektor1_sh_w )
{
data ^= 0xff;
/* Play fireball sample */
if (data & 0x02)
sample_start (0, 0, 0);
/* Play explosion samples */
if (data & 0x04)
sample_start (1, 10, 0);
if (data & 0x08)
sample_start (1, 9, 0);
if (data & 0x10)
sample_start (1, 8, 0);
/* Play bounce sample */
if (data & 0x20)
{
if (sample_playing(2))
sample_stop (2);
sample_start (2, 1, 0);
}
/* Play lazer sample */
if (data & 0xc0)
{
if (sample_playing(3))
sample_stop (3);
sample_start (3, 5, 0);
}
}
WRITE8_HANDLER( zektor2_sh_w )
{
data ^= 0xff;
/* Play thrust sample */
if (data & 0x0f)
sample_start (4, 6, 0);
else
sample_stop (4);
/* Play skitter sample */
if (data & 0x10)
sample_start (5, 2, 0);
/* Play eliminator sample */
if (data & 0x20)
sample_start (6, 3, 0);
/* Play electron samples */
if (data & 0x40)
sample_start (7, 40, 0);
if (data & 0x80)
sample_start (7, 41, 0);
}
WRITE8_HANDLER( spacfury1_sh_w )
{
data ^= 0xff;
/* craft growing */
if (data & 0x01)
sample_start (1, 0, 0);
/* craft moving */
if (data & 0x02)
{
if (!sample_playing(2))
sample_start (2, 1, 1);
}
else
sample_stop (2);
/* Thrust */
if (data & 0x04)
{
if (!sample_playing(3))
sample_start (3, 4, 1);
}
else
sample_stop (3);
/* star spin */
if (data & 0x40)
sample_start (4, 8, 0);
/* partial warship? */
if (data & 0x80)
sample_start (4, 9, 0);
}
WRITE8_HANDLER( spacfury2_sh_w )
{
data ^= 0xff;
/* craft joining */
if (data & 0x01)
sample_start (5, 2, 0);
/* ship firing */
if (data & 0x02)
{
if (sample_playing(6))
sample_stop(6);
sample_start(6, 3, 0);
}
/* fireball */
if (data & 0x04)
sample_start (7, 6, 0);
/* small explosion */
if (data & 0x08)
sample_start (7, 6, 0);
/* large explosion */
if (data & 0x10)
sample_start (7, 5, 0);
/* docking bang */
if (data & 0x20)
sample_start (0, 7, 0);
}
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