📄 gundealr.c
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/***************************************************************************
Gun Dealer memory map (preliminary)
0000-bfff ROM
c400-c7ff Palette RAM
d000-d1ff foreground (scrollable) video RAM. It might actually be larger than
this, however the game leaves the area d200-dfff empty so I have no
way to figure out how it should be displayed.
c800-cfff background video RAM
d000-dfff RAM
e000-ffff RAM
read:
c000 DSW0
c001 DSW1
c004 COIN
c005 IN1
c006 IN0
write:
c014 flip screen ??
c020-c021 foreground scroll x
c022-c023 foreground scroll y
I/O:
read:
01 YM2203 read
write:
00 YM2203 control
01 YM2203 write
Interrupts:
Runs in interrupt mode 0, the interrupt vectors are 0xcf (RST 08h) and
0xd7 (RST 10h)
***************************************************************************/
#include "driver.h"
#include "vidhrdw/generic.h"
extern unsigned char *gundealr_bsvideoram;
extern unsigned char *gundealr_bigspriteram;
void gundealr_paletteram_w(int offset,int data);
void gundealr_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh);
static int gundealr_interrupt(void)
{
if (cpu_getiloops() == 0) return 0xd7; /* vblank */
if ((cpu_getiloops() & 1) == 1) return 0xcf; /* sound (hand tuned) */
else return ignore_interrupt();
}
static struct MemoryReadAddress readmem[] =
{
{ 0x0000, 0xbfff, MRA_ROM },
{ 0xc000, 0xc000, input_port_0_r }, /* DSW0 */
{ 0xc001, 0xc001, input_port_1_r }, /* DSW1 */
{ 0xc004, 0xc004, input_port_2_r }, /* COIN */
{ 0xc005, 0xc005, input_port_3_r }, /* IN1 */
{ 0xc006, 0xc006, input_port_4_r }, /* IN0 */
{ 0xe000, 0xffff, MRA_RAM },
{ -1 } /* end of table */
};
static struct MemoryWriteAddress writemem[] =
{
{ 0x0000, 0xbfff, MWA_ROM },
{ 0xc020, 0xc023, MWA_RAM, &gundealr_bigspriteram },
{ 0xd000, 0xd1ff, MWA_RAM, &gundealr_bsvideoram },
{ 0xc400, 0xc7ff, gundealr_paletteram_w, &paletteram },
{ 0xc800, 0xcfff, videoram_w, &videoram, &videoram_size },
{ 0xe000, 0xffff, MWA_RAM },
{ -1 } /* end of table */
};
static struct IOReadPort readport[] =
{
{ 0x01, 0x01, YM2203_read_port_0_r },
{ -1 } /* end of table */
};
static struct IOWritePort writeport[] =
{
{ 0x00, 0x00, YM2203_control_port_0_w },
{ 0x01, 0x01, YM2203_write_port_0_w },
{ -1 } /* end of table */
};
INPUT_PORTS_START( input_ports )
PORT_START /* DSW0 */
PORT_DIPNAME( 0x01, 0x01, "Unknown", IP_KEY_NONE )
PORT_DIPSETTING( 0x01, "Off" )
PORT_DIPSETTING( 0x00, "On" )
PORT_DIPNAME( 0x02, 0x02, "Unknown", IP_KEY_NONE )
PORT_DIPSETTING( 0x02, "Off" )
PORT_DIPSETTING( 0x00, "On" )
PORT_DIPNAME( 0x0c, 0x0c, "Difficulty", IP_KEY_NONE )
PORT_DIPSETTING( 0x0c, "Easy" )
PORT_DIPSETTING( 0x08, "Medium" )
PORT_DIPSETTING( 0x04, "Hard" )
PORT_DIPSETTING( 0x00, "Hardest" )
PORT_DIPNAME( 0x10, 0x10, "Demo Sounds", IP_KEY_NONE )
PORT_DIPSETTING( 0x10, "Off" )
PORT_DIPSETTING( 0x00, "On" )
PORT_DIPNAME( 0x20, 0x20, "Unknown", IP_KEY_NONE )
PORT_DIPSETTING( 0x20, "Off" )
PORT_DIPSETTING( 0x00, "On" )
PORT_DIPNAME( 0x40, 0x40, "Unknown", IP_KEY_NONE )
PORT_DIPSETTING( 0x40, "Off" )
PORT_DIPSETTING( 0x00, "On" )
PORT_DIPNAME( 0x80, 0x80, "Flip Screen?", IP_KEY_NONE )
PORT_DIPSETTING( 0x80, "Off" )
PORT_DIPSETTING( 0x00, "On" )
PORT_START /* DSW1 */
PORT_DIPNAME( 0x07, 0x07, "Coin A", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "5 Coins/1 Credit" )
PORT_DIPSETTING( 0x01, "4 Coins/1 Credit" )
PORT_DIPSETTING( 0x02, "3 Coins/1 Credit" )
PORT_DIPSETTING( 0x03, "2 Coins/1 Credit" )
PORT_DIPSETTING( 0x07, "1 Coin/1 Credit" )
PORT_DIPSETTING( 0x06, "1 Coin/2 Credits" )
PORT_DIPSETTING( 0x05, "1 Coin/3 Credits" )
PORT_DIPSETTING( 0x04, "1 Coin/4 Credits" )
PORT_DIPNAME( 0x38, 0x38, "Coin B", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "5 Coins/1 Credit" )
PORT_DIPSETTING( 0x08, "4 Coins/1 Credit" )
PORT_DIPSETTING( 0x10, "3 Coins/1 Credit" )
PORT_DIPSETTING( 0x18, "2 Coins/1 Credit" )
PORT_DIPSETTING( 0x38, "1 Coin/1 Credit" )
PORT_DIPSETTING( 0x30, "1 Coin/2 Credits" )
PORT_DIPSETTING( 0x28, "1 Coin/3 Credits" )
PORT_DIPSETTING( 0x20, "1 Coin/4 Credits" )
PORT_DIPNAME( 0xc0, 0xc0, "Unknown", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "0" )
PORT_DIPSETTING( 0x40, "1" )
PORT_DIPSETTING( 0x80, "2" )
PORT_DIPSETTING( 0xc0, "3" )
PORT_START /* COIN */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_COIN1 )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_COIN2 )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_COIN3 )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_START1 )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_START2 )
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_START /* IN1 */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_4WAY | IPF_PLAYER2 )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_4WAY | IPF_PLAYER2 )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_4WAY | IPF_PLAYER2 )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_4WAY | IPF_PLAYER2 )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_PLAYER2 )
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_PLAYER2 )
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN ) /* probably unused */
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN ) /* probably unused */
PORT_START /* IN0 */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_4WAY | IPF_PLAYER1 )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_4WAY | IPF_PLAYER1 )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_4WAY | IPF_PLAYER1 )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_4WAY | IPF_PLAYER1 )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_PLAYER1 )
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_PLAYER1 )
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN ) /* probably unused */
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN ) /* probably unused */
INPUT_PORTS_END
static struct GfxLayout charlayout =
{
8,8, /* 8*8 characters */
2048, /* 2048 characters */
4, /* 4 bits per pixel */
{ 0, 1, 2, 3 },
{ 0*4, 1*4, 2*4, 3*4, 4*4, 5*4, 6*4, 7*4 },
{ 0*32, 1*32, 2*32, 3*32, 4*32, 5*32, 6*32, 7*32 },
32*8 /* every char takes 32 consecutive bytes */
};
static struct GfxLayout spritelayout =
{
16,16, /* 16*16 sprites */
1024, /* 1024 sprites */
4, /* 4 bits per pixel */
{ 0, 1, 2, 3 },
{ 0*4, 1*4, 2*4, 3*4, 4*4, 5*4, 6*4, 7*4,
16*32+0*4, 16*32+1*4, 16*32+2*4, 16*32+3*4, 16*32+4*4, 16*32+5*4, 16*32+6*4, 16*32+7*4 },
{ 0*32, 1*32, 2*32, 3*32, 4*32, 5*32, 6*32, 7*32,
8*32, 9*32, 10*32, 11*32, 12*32, 13*32, 14*32, 15*32 },
128*8 /* every sprite takes 128 consecutive bytes */
};
static struct GfxDecodeInfo gfxdecodeinfo[] =
{
{ 1, 0x00000, &charlayout, 0, 16 }, /* colors 0-255 */
{ 1, 0x10000, &spritelayout, 256, 16 }, /* colors 256-511 */
{ -1 } /* end of array */
};
static struct YM2203interface ym2203_interface =
{
1, /* 1 chip */
1500000, /* 1.5 MHz ?????? */
{ YM2203_VOL(255,255) },
{ 0 },
{ 0 },
{ 0 },
{ 0 }
};
static struct MachineDriver machine_driver =
{
/* basic machine hardware */
{
{
CPU_Z80,
8000000, /* 8 Mhz ??? */
0,
readmem,writemem,readport,writeport,
gundealr_interrupt,4 /* ? */
}
},
60, DEFAULT_60HZ_VBLANK_DURATION, /* frames per second, vblank duration */
1, /* single CPU, no need for interleaving */
0,
/* video hardware */
32*8, 32*8, { 0*8, 32*8-1, 2*8, 30*8-1 },
gfxdecodeinfo,
512, 512,
0,
VIDEO_TYPE_RASTER | VIDEO_SUPPORTS_DIRTY | VIDEO_MODIFIES_PALETTE,
0,
generic_vh_start,
generic_vh_stop,
gundealr_vh_screenrefresh,
/* sound hardware */
0,0,0,0,
{
{
SOUND_YM2203,
&ym2203_interface
}
}
};
/***************************************************************************
Game driver(s)
***************************************************************************/
ROM_START( gundealr_rom )
ROM_REGION(0x10000) /* 64k for code */
ROM_LOAD( "gundealr.1", 0x0000, 0x10000, 0x5797e830 )
ROM_REGION_DISPOSE(0x30000) /* temporary space for graphics (disposed after conversion) */
ROM_LOAD( "gundealr.3", 0x00000, 0x10000, 0x01f99de2 )
ROM_LOAD( "gundealr.2", 0x10000, 0x20000, 0x7874ec41 )
ROM_END
ROM_START( gundeala_rom )
ROM_REGION(0x10000) /* 64k for code */
ROM_LOAD( "gundeala.1", 0x0000, 0x10000, 0xd87e24f1 )
ROM_REGION_DISPOSE(0x30000) /* temporary space for graphics (disposed after conversion) */
ROM_LOAD( "gundeala.3", 0x00000, 0x10000, 0x836cf1a3 )
ROM_LOAD( "gundeala.2", 0x10000, 0x20000, 0x4b5fb53c )
ROM_END
struct GameDriver gundealr_driver =
{
__FILE__,
0,
"gundealr",
"Gun Dealer (set 1)",
"1990",
"Dooyong",
"Nicola Salmoria",
0,
&machine_driver,
0,
gundealr_rom,
0, 0,
0,
0, /* sound_prom */
input_ports,
0, 0, 0,
ORIENTATION_ROTATE_270,
0, 0
};
struct GameDriver gundeala_driver =
{
__FILE__,
&gundealr_driver,
"gundeala",
"Gun Dealer (set 2)",
"????",
"Dooyong",
"Nicola Salmoria",
0,
&machine_driver,
0,
gundeala_rom,
0, 0,
0,
0, /* sound_prom */
input_ports,
0, 0, 0,
ORIENTATION_ROTATE_270,
0, 0
};
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