📄 thepit.c
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PORT_DIPSETTING( 0x00, "Free Play" )
/* Since the real inputs are multiplexed, we used this fake port
to read the 2nd player controls when the screen is flipped */
PORT_START /* IN2 */
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 | IPF_COCKTAIL )
PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN )
INPUT_PORTS_END
INPUT_PORTS_START( portman_input_ports )
PORT_START /* IN1 */
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT | IPF_8WAY )
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT | IPF_8WAY )
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN | IPF_8WAY )
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP | IPF_8WAY )
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 )
PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* unused? */
PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* unused? */
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* unused? */
PORT_START /* IN2 */
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_COIN1 )
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_COIN2 )
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_START1 )
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_START2 )
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_START /* DSW0 */
PORT_DIPNAME( 0x03, 0x01, "Coinage", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "2 Coins/1 Credit" )
PORT_DIPSETTING( 0x01, "1 Coin/1 Credit" )
PORT_DIPSETTING( 0x02, "1 Coin/2 Credits" )
PORT_DIPSETTING( 0x03, "1 Coin/3 Credits" )
PORT_DIPNAME( 0x0c, 0x04, "Lives", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "2" )
PORT_DIPSETTING( 0x04, "3" )
PORT_DIPSETTING( 0x08, "4" )
PORT_DIPSETTING( 0x0c, "5" )
PORT_DIPNAME( 0x10, 0x00, "Bonus Life", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "100000" )
PORT_DIPSETTING( 0x10, "300000" )
PORT_DIPNAME( 0x20, 0x00, "Cabinet", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "Upright" )
PORT_DIPSETTING( 0x20, "Cocktail" )
PORT_DIPNAME( 0x40, 0x00, "Unknown", IP_KEY_NONE ) /* not used? */
PORT_DIPSETTING( 0x00, "Off" )
PORT_DIPSETTING( 0x40, "On" )
PORT_DIPNAME( 0x80, 0x00, "Unknown", IP_KEY_NONE ) /* not used? */
PORT_DIPSETTING( 0x00, "Off" )
PORT_DIPSETTING( 0x80, "On" )
/* Since the real inputs are multiplexed, we used this fake port
to read the 2nd player controls when the screen is flipped */
PORT_START /* IN2 */
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 | IPF_COCKTAIL)
PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN )
INPUT_PORTS_END
INPUT_PORTS_START( suprmous_input_ports )
PORT_START /* IN1 */
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT | IPF_8WAY )
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT | IPF_8WAY )
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN | IPF_8WAY )
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP | IPF_8WAY )
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 )
PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_START /* IN2 */
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_COIN1 )
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_START1 )
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_START2 )
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_START /* DSW0 */
PORT_DIPNAME( 0x07, 0x01, "Coinage", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "2 Coins/1 Credit" )
PORT_DIPSETTING( 0x01, "1 Coin/1 Credit" )
PORT_DIPSETTING( 0x02, "1 Coin/2 Credits" )
PORT_DIPSETTING( 0x03, "1 Coin/3 Credits" )
PORT_DIPSETTING( 0x04, "1 Coin/4 Credits" )
PORT_DIPSETTING( 0x05, "1 Coin/5 Credits" )
PORT_DIPSETTING( 0x06, "1 Coin/6 Credits" )
PORT_DIPSETTING( 0x07, "1 Coin/7 Credits" )
PORT_DIPNAME( 0x18, 0x00, "Lives", IP_KEY_NONE ) /* The game reads these together */
PORT_DIPSETTING( 0x00, "3" )
PORT_DIPSETTING( 0x08, "5" )
PORT_DIPNAME( 0x20, 0x00, "Bonus Life", IP_KEY_NONE )
PORT_DIPSETTING( 0x10, "5,000" )
PORT_DIPSETTING( 0x00, "10,000" )
PORT_DIPNAME( 0x40, 0x00, "Cabinet", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "Upright" )
PORT_DIPSETTING( 0x40, "Cocktail" )
PORT_BITX( 0x80, 0x00, IPT_DIPSWITCH_NAME | IPF_CHEAT, "Invulnerability", IP_KEY_NONE, IP_JOY_NONE, 0 )
PORT_DIPSETTING( 0x00, "Off" )
PORT_DIPSETTING( 0x80, "On" )
/* Since the real inputs are multiplexed, we used this fake port
to read the 2nd player controls when the screen is flipped */
PORT_START /* IN2 */
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT | IPF_8WAY | IPF_COCKTAIL)
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 | IPF_COCKTAIL )
PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN )
INPUT_PORTS_END
static struct GfxLayout charlayout =
{
8,8, /* 8*8 characters */
256, /* 256 characters */
2, /* 2 bits per pixel */
{ 0x1000*8, 0 }, /* the two bitplanes are separated */
{ 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 /* every char takes 8 consecutive bytes */
};
static struct GfxLayout spritelayout =
{
16,16, /* 16*16 sprites */
64, /* 64 sprites */
2, /* 2 bits per pixel */
{ 0x1000*8, 0 }, /* the two bitplanes are separated */
{ 0, 1, 2, 3, 4, 5, 6, 7,
8*8+0, 8*8+1, 8*8+2, 8*8+3, 8*8+4, 8*8+5, 8*8+6, 8*8+7 },
{ 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8,
16*8, 17*8, 18*8, 19*8, 20*8, 21*8, 22*8, 23*8 },
32*8 /* every sprite takes 32 consecutive bytes */
};
static struct GfxLayout suprmous_charlayout =
{
8,8, /* 8*8 characters */
256, /* 256 characters */
3, /* 3 bits per pixel */
{ 0x2000*8, 0x1000*8, 0 }, /* the three bitplanes for 4 pixels are separated */
{ 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 /* every char takes 8 consecutive bytes */
};
static struct GfxLayout suprmous_spritelayout =
{
16,16, /* 16*16 sprites */
64, /* 64 sprites */
3, /* 3 bits per pixel */
{ 0x2000*8, 0x1000*8, 0 }, /* the bitplanes are separated */
{ 0, 1, 2, 3, 4, 5, 6, 7,
8*8+0, 8*8+1, 8*8+2, 8*8+3, 8*8+4, 8*8+5, 8*8+6, 8*8+7 },
{ 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8,
16*8, 17*8, 18*8, 19*8, 20*8, 21*8, 22*8, 23*8 },
32*8 /* every sprite takes 32 consecutive bytes */
};
static struct GfxDecodeInfo thepit_gfxdecodeinfo[] =
{
{ 1, 0x0000, &charlayout, 0, 8 },
{ 1, 0x0000, &spritelayout, 0, 8 },
{ -1 } /* end of array */
};
static struct GfxDecodeInfo intrepid_gfxdecodeinfo[] =
{
{ 1, 0x0000, &charlayout, 0, 8 },
{ 1, 0x0000, &spritelayout, 0, 8 },
{ 1, 0x0800, &charlayout, 0, 8 },
{ 1, 0x0800, &spritelayout, 0, 8 },
{ -1 } /* end of array */
};
static struct GfxDecodeInfo suprmous_gfxdecodeinfo[] =
{
{ 1, 0x0000, &suprmous_charlayout, 0, 8 },
{ 1, 0x0800, &suprmous_spritelayout, 0, 8 },
{ -1 } /* end of array */
};
static struct AY8910interface ay8910_interface =
{
2, /* 1 or 2 chips */
18432000/12, /* 1.536Mhz */
{ 255, 255 },
{ soundlatch_r, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 }
};
#define MACHINE_DRIVER(GAMENAME, COLORS) \
static struct MachineDriver GAMENAME##_machine_driver = \
{ \
/* basic machine hardware */ \
{ \
{ \
CPU_Z80, \
18432000/6, /* 3.072 Mhz */ \
0, \
GAMENAME##_readmem,GAMENAME##_writemem,0,0, \
nmi_interrupt,1 \
}, \
{ \
CPU_Z80 | CPU_AUDIO_CPU, \
10000000/4, /* 2.5 Mhz */ \
3, \
sound_readmem,sound_writemem, \
sound_readport,sound_writeport, \
interrupt,1 \
} \
}, \
60, DEFAULT_60HZ_VBLANK_DURATION, /* frames per second, vblank duration */ \
1, /* 1 CPU slice per frame - interleaving is forced when a sound command is written */ \
0, \
\
/* video hardware */ \
32*8, 32*8, { 0*8, 32*8-1, 2*8, 30*8-1 }, \
GAMENAME##_gfxdecodeinfo, \
COLORS+8, COLORS, \
thepit_vh_convert_color_prom, \
\
VIDEO_TYPE_RASTER, \
0, \
generic_vh_start, \
generic_vh_stop, \
thepit_vh_screenrefresh, \
\
/* sound hardware */ \
0,0,0,0, \
{ \
{ \
SOUND_AY8910, \
&ay8910_interface \
} \
} \
};
#define suprmous_readmem intrepid_readmem
#define suprmous_writemem intrepid_writemem
MACHINE_DRIVER(thepit, 4*8)
MACHINE_DRIVER(intrepid, 4*8)
MACHINE_DRIVER(suprmous, 8*8)
/***************************************************************************
Game driver(s)
***************************************************************************/
ROM_START( thepit_rom )
ROM_REGION(0x10000) /* 64k for main CPU */
ROM_LOAD( "p38b", 0x0000, 0x1000, 0x7315e1bc )
ROM_LOAD( "p39b", 0x1000, 0x1000, 0xc9cc30fe )
ROM_LOAD( "p40b", 0x2000, 0x1000, 0x986738b5 )
ROM_LOAD( "p41b", 0x3000, 0x1000, 0x31ceb0a1 )
ROM_LOAD( "p33b", 0x4000, 0x1000, 0x614ec454 )
ROM_REGION_DISPOSE(0x1800) /* temporary space for graphics (disposed after conversion) */
ROM_LOAD( "p9", 0x0000, 0x0800, 0x69502afc )
ROM_LOAD( "p8", 0x1000, 0x0800, 0x2ddd5045 )
ROM_REGION(0x0020) /* Color PROM */
ROM_LOAD( "pitclr.ic4", 0x0000, 0x0020, 0xa758b567 )
ROM_REGION(0x10000) /* 64k for audio CPU */
ROM_LOAD( "p30", 0x0000, 0x0800, 0x1b79dfb6 )
ROM_END
ROM_START( roundup_rom )
ROM_REGION(0x10000) /* 64k for main CPU */
ROM_LOAD( "roundup.u38", 0x0000, 0x1000, 0xd62c3b7a )
ROM_LOAD( "roundup.u39", 0x1000, 0x1000, 0x37bf554b )
ROM_LOAD( "roundup.u40", 0x2000, 0x1000, 0x5109d0c5 )
ROM_LOAD( "roundup.u41", 0x3000, 0x1000, 0x1c5ed660 )
ROM_LOAD( "roundup.u33", 0x4000, 0x1000, 0x2fa711f3 )
ROM_REGION_DISPOSE(0x1800) /* temporary space for graphics (disposed after conversion) */
ROM_LOAD( "roundup.u9", 0x0000, 0x0800, 0x394676a2 )
ROM_LOAD( "roundup.u10", 0x1000, 0x0800, 0xa38d708d )
ROM_REGION(0x0020) /* Color PROM */
ROM_LOAD( "roundup.clr", 0x0000, 0x0020, 0xa758b567 )
ROM_REGION(0x10000) /* 64k for audio CPU */
ROM_LOAD( "roundup.u30", 0x0000, 0x0800, 0x1b18faee )
ROM_LOAD( "roundup.u31", 0x0800, 0x0800, 0x76cf4394 )
ROM_END
ROM_START( intrepid_rom )
ROM_REGION(0x10000) /* 64k for main CPU */
ROM_LOAD( "ic19.1", 0x0000, 0x1000, 0x7d927b23 )
ROM_LOAD( "ic18.2", 0x1000, 0x1000, 0xdcc22542 )
ROM_LOAD( "ic17.3", 0x2000, 0x1000, 0xfd11081e )
ROM_LOAD( "ic16.4", 0x3000, 0x1000, 0x74a51841 )
ROM_LOAD( "ic15.5", 0x4000, 0x1000, 0x4fef643d )
ROM_REGION_DISPOSE(0x2000) /* temporary space for graphics (disposed after conversion) */
ROM_LOAD( "ic9.9", 0x0000, 0x1000, 0x8c70d18d )
ROM_LOAD( "ic8.8", 0x1000, 0x1000, 0x04d067d3 )
ROM_REGION(0x0020) /* Color PROM */
ROM_LOAD( "ic3.prm", 0x0000, 0x0020, 0x927ff40a )
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