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r22838 Wednesday 15th May, 2013 at 19:37:43 UTC by James Wallace
New clone:
Indiana Jones (JPM) (IMPACT, German set 2) [mathijs/MPU Mecca]

out of whatsnew: This has been part of an attempt to move some of the documentation that used to be in the AGEMAME repository out into a more useful location.
[src/mame]mame.lst
[src/mame/drivers]jpmimpctsw.c jpmmps.c jpms80.c jpmsru.c mpu3.c mpu4hw.c mpu4vid.c pluto5.c

trunk/src/mame/drivers/jpmimpctsw.c
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34623462
34633463
34643464
3465ROM_START( j6indyge )
3466   ROM_REGION( PRGSIZE_REGULAR, "maincpu", 0 )
3467   ROM_LOAD16_BYTE( "indy04040.p1", 0x00000, 0x10000, CRC(e80066ce) SHA1(6b6fcd1e1d307469031acd83a9acb7488536dccc) )
3468   ROM_LOAD16_BYTE( "indy04040.p2", 0x00001, 0x10000, CRC(ddf59c2c) SHA1(bbe523f11db98c6141d7a43beee98e4ec8af7408) )
34653469
3470   ROM_REGION( 0x80000, "upd", 0 )
3471   ROM_LOAD( "indy04020.snd", 0x00000, 0x080000, CRC(0266d48e) SHA1(c16ebdc6f73a6c832f765b909ca5511eaf728897) )
3472ROM_END
34663473
3467ROM_START( j6indyge )
3474
3475ROM_START( j6indyge2 )
34683476   ROM_REGION( PRGSIZE_REGULAR, "maincpu", 0 )
34693477   ROM_LOAD16_BYTE( "indy04020.p1", 0x00000, 0x10000, CRC(52ca267c) SHA1(7cd90b536d974afd504620f12868c5efe83ef9dd) )
34703478   ROM_LOAD16_BYTE( "indy04020.p2", 0x00001, 0x10000, CRC(d96e3937) SHA1(902bb6021f5e1fa7471bce9de207e4df5f071fc4) )
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83658373GAME( 199?, j6indyi     , j6indy    , impctawp, tbirds, driver_device, 0, ROT0, "JPM", "Indiana Jones (JPM) (IMPACT) (set 10)", GAME_FLAGS )
83668374GAME( 199?, j6indyj     , j6indy    , impctawp, tbirds, driver_device, 0, ROT0, "JPM", "Indiana Jones (JPM) (IMPACT) (set 11)", GAME_FLAGS )
83678375GAME( 199?, j6indyk     , j6indy    , impctawp, tbirds, driver_device, 0, ROT0, "JPM", "Indiana Jones (JPM) (IMPACT) (set 12)", GAME_FLAGS )
8368GAME( 199?, j6indyge    , j6indy    , impctawp, tbirds, driver_device, 0, ROT0, "JPM", "Indiana Jones (JPM) (IMPACT, German)", GAME_FLAGS ) // was marked as Sys5 'Indy 500' but is clearly IMPACT and has Indiana Jones / Holy Grail strings (might be a different game to the english set)
8376GAME( 199?, j6indyge    , j6indy    , impctawp, tbirds, driver_device, 0, ROT0, "JPM", "Indiana Jones (JPM) (IMPACT, German set 1)", GAME_FLAGS ) // was marked as Sys5 'Indy 500' but is clearly IMPACT and has Indiana Jones / Holy Grail strings (might be a different game to the english set)
8377GAME( 199?, j6indyge2   , j6indyge  , impctawp, tbirds, driver_device, 0, ROT0, "JPM", "Indiana Jones (JPM) (IMPACT, German set 2)", GAME_FLAGS )
83698378
83708379GAME( 199?, j6showtm    , 0         , impctawp, tbirds, driver_device, 0, ROT0, "JPM", "It's Showtime (JPM) (IMPACT) (set 1)", GAME_FLAGS )
83718380GAME( 199?, j6showtma   , j6showtm  , impctawp, tbirds, driver_device, 0, ROT0, "JPM", "It's Showtime (JPM) (IMPACT) (set 2)", GAME_FLAGS )
trunk/src/mame/drivers/pluto5.c
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77    THIS SYSTEM IS NOT EMULATED!!!
88
99    68340 based system like MPU5/SC4?
10    used by JPM? + Others? Manufactuered by Heber Ltd.
10    used by JPM (Post SEGA buyouT)? + Others? Manufactured by Heber Ltd.
1111
1212    this seems very close to astrafr.c
1313    (although these contain more text)
trunk/src/mame/drivers/jpmmps.c
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1717
1818/*
1919  Notes:
20   this should be pretty easy to get going, my only concern is patches other drivers have to work around
21   what appear to be i8255 issues?
20  MPS1- The hardware still uses TMS CPUs, but now with matrix driven lamps amongst other things. Later games used AY8910 as a sound chip instead of the SN76489.
21
22  MPS2- Basically MPS1 manufactured on a more compact board, replacing discrete logic with 'custom cells' - which are rebaged 8255 PPIs. This is the better
23  target to emulate, but some BwBs may struggle with the timing.
24
25  this should be pretty easy to get going, my only concern is patches other drivers have to work around
26  what appear to be i8255 issues?
2227*/
2328
2429
trunk/src/mame/drivers/jpms80.c
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1313
1414 ---
1515
16 there are also older platforms also using the TMS CPU, we load some of those roms here too
16 There are also older platforms also using the TMS CPU, we load some of those roms here too, but many should go into the SRU folder.
1717
1818
19System80 is based on the SRU platform, but with more outputs and finally a separate CPU and sound board setup to permit easy repair.
20 
1921*/
2022
2123
trunk/src/mame/drivers/mpu4vid.c
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16651665In fact, the software seems deliberately designed to mislead, but is (fortunately for
16661666us) prone to similar weaknesses that allow a per game solution.
16671667
1668See MPU4.c for more info
1668See mpu4hw.c for more info
16691669
16701670As BwB games aren't yet booting on the 16-bit board, we're duplicating the 8-bit program
16711671Precedent suggests this is not that dangerous an assumption to make.
trunk/src/mame/drivers/jpmsru.c
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1010    the sound hardware seems to be a basic discrete circuit (complete
1111    with tone pot), and the hardware uses the older TMS9980A as a CPU.
1212
13    TODO: Everything!
13    TODO: Everything!, there are 10 different SRU subtypes, including
14   one purely for export, though this is a layout change rather than
15   anything significant.
1416
1517**********************************************************************/
1618
trunk/src/mame/drivers/mpu3.c
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7777??? B000-FFFF | R | D D D D D D D D | ROM
7878-----------+---+-----------------+--------------------------------------------------------------------------
7979
80NOTES:
81A number of different modifications exist to the main board, essentially all are compatible with one another aside from RAM sizes.
82
83MOD0- 3 - early boards with small RAM allocations
84MOD4- Some modifications on the PCB that didnt work, so field engineers reverted them to MOD3.
85MOD5- board revision with bigger RAM and reset sensitivity circuit added on the PCB.
86
87MOD6- adaption of the PCB to use small daughter card with 6116 RAM
88
89Collectors have gone further with zero power RAM and the like, but these are the ones out in the wild.
90
8091TODO: - Distinguish door switches using manual
8192      - Add discrete sound functionality (same as MPU4 alarm)
8293      - Is pulse timer ic11 right?
trunk/src/mame/drivers/mpu4hw.c
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228228 1000-FFFF | R | D D D D D D D D | ROM (can be bank switched by 0x850 in 8 banks of 64 k ) (NV)
229229-----------+---+-----------------+--------------------------------------------------------------------------
230230
231Additional Notes:
232
233Games from around the era of Road Hog and Chase Invaders had sufficient additional space to store three sets of reel
234start/stop sounds.
235
236To change between them, follow these instructions:
237
2381) Load the game.
2392) Open the cashbox door and insert the refill key.
2403) Use Hi/Lo to adjust volume
2414) Use Hold 1/2/3 to choose between "Default", "Standard" and "Alternative" sound sets
2425) Use Cancel/collect to test the sounds.
2436) To return to the game, remove the refill key and close the door
244
231245TODO: - Distinguish door switches using manual
232246      - Complete stubs for hoppers (needs slightly better 68681 emulation, and new 'hoppers' device emulation)
233247      - It seems that the MPU4 core program relies on some degree of persistence when switching strobes and handling
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20592073how this is generated, and currently trial and error is the only sensible method. It is noted that the default,
20602074of all 00, is sometimes the correct answer, particularly in non-Barcrest use of the CHR chip, though when used normally,
20612075there are again fixed call values.
2076
2077Apparently, just before the characteriser is checked bit 1 at 0x61DF is checked and if zero the characteriser
2078check is bypassed. This may be something to look at for prototype ROMs and hacks.
2079
20622080*/
20632081
20642082
trunk/src/mame/mame.lst
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1286912869j6indyj     //
1287012870j6indyk     //
1287112871j6indyge    //
12872j6indyge2    //
1287212873j6showtm    // It's Showtime (JPM)
1287312874j6showtma   //
1287412875j6showtmb   //

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