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Namco custom Chips

Originali e sistemi Arcade (Naomi, SEGA Model, Triforce, Atomiswave, MVS, ecc.)
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pieroandreini
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Messaggi: 559
Iscritto il: 09/03/2013, 22:22
Città: Sarteano
Località: Toscana

Namco custom Chips

Messaggio da pieroandreini »

Andando a testare la mia board di Metro Cross ho trovato il custom Chip in posizione 3A guasto (mi sono quasi ustionato quando l'ho toccato).
La scheda è una SIPEM, non riesco a capire il numero del chip custom (41 oppure 85) e nello schema è illeggibile. Ho tentato di leggere il sorgente del mame ma si apre una pagina bianca! http://mamedev.org/source/src/mame/driv ... and.c.html

Qualcuno sa per caso darmi una mano?

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Lutorkhan
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Messaggi: 256
Iscritto il: 27/07/2005, 19:21
Città: Cabiate

Re: Namco custom Chips

Messaggio da Lutorkhan »

pieroandreini ha scritto: La scheda è una SIPEM, non riesco a capire il numero del chip custom (41 oppure 85) e nello schema è illeggibile.
Visto che il CUS85 non esiste direi che si tratta di un CUS41, qui http://www.multigame.com/NAMCO.html trovi la lista dei custom namco
Gameroom: asteroids (cabaret), asterock, canyon bomber, cascade, condor, circus, crash, defender, dribbling, galaga (cabaret) invasion, missile command (cabaret), pole position II (cockpit), rally, rally X, zun zun block (upright/cocktail), space invaders II (cocktail), star trek 25th anniversary (pinball)
Looking for: robotron, zookeeper
Zabanitu

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Re: Namco custom Chips

Messaggio da Zabanitu »

Ottimo intuito Lutorkhan <-lol->

comunque questo è il driver mame che conferma il custom 41:

Codice: Seleziona tutto

/***************************************************************************

Baraduke    (c) 1985 Namco
Metro-Cross (c) 1985 Namco

Driver by Manuel Abadia <manu@teleline.es>

The sprite and tilemap generator ICs are the same as in Namco System 86, but
System 86 has two tilemap generators instead of one.

Custom ICs:
----------
98XX     lamp/coin output
99XX     sound volume
CUS27    clock divider
CUS30    sound control
CUS31
CUS39    sprite generator
CUS41    address decoder
CUS42    dual scrolling tilemap address generator
CUS43    dual tilemap generator
CUS48    sprite address generator
CUS60    MCU (63701) aka 60A1


Baraduke
Namco, 1985

PCB Layout
----------

 2248961100
(2248963100)
|---------------------------------------------------|
|           BD1_8.4P                6116            |
|       43                                          |
|PR1.1N     BD1_7.4N       42       BD1_12.8N  2148 |
|                                                   |
|  PR2.2M   BD1_6.4M                BD1_11.8M  2148 |
|                                                   |
|                                   BD1_10.8L  2148 |
|2  DSWA DSWB                                       |
|2  31                    27        BD1_9.8K   39   |
|W      BD1_5.3J   49.152MHz                        |
|A                        6116                      |
|Y                                                  |
|       2148                                   48   |
|       2148     30                6116             |
|                                  6116             |
|                                  6116             |
|       6116                       6116   BD1_3.9C  |
|                                                   |
|       BD1_4B.3B                         BD1_2.9B  |
|                                                   |
|LA4460     60A1         41        6809   BD1_1.9A  |
|---------------------------------------------------|
Notes:
      Clocks:
      6809 clock : 1.536MHz (49.152 / 32)
      63701 clock: 1.536MHz (49.152 / 32)
      VSync      : 60.606060Hz

      RAMs:
      6116: 2K x8 SRAM
      2148: 1K x4 SRAM

      Namco Customs:
      27   : DIP40, manufactured by Fujitsu)
      30   : (SDIP64)
      31   : (DIP48, also written on chip is '218' and '5201')
      39   : (DIP42, manufactured by Fujitsu)
      41   : (DIP40, also written on chip is '8512MAD' and 'PHILIPPINES')
      42   : (QFP80, the only chip on the PCB that is surface-mounted)
      60A1 : (DIP40, known 63701 MCU)
      43   : (SDIP64)
      48   : (SDIP64)

      ROMs:
      PR1.1N is a PROM type MB7138E
      PR2.2M is a PROM type MB7128E
      BD1_3.9C & BD1_5.3J are 2764 EPROMs. All other ROMs are 27128 EPROMs.



Notes:
-----
- in floor 6 of baraduke, there are gaps in the big boss when the player moves.
  This is the correct behaviour, verified on the real board.

TODO:
----
- The two unknown writes for the MCU are probably watchdog reset and irq acknowledge,
  but they don't seem to work as expected. During the first few frames they are
  written out of order and hooking them up in the usual way causes the MCU to
  stop receiving interrupts.

- remove the sound kludge in Baraduke. This might actually be a feature of the
  CUS30 chip.


DIP locations verified for:
--------------------------
- baraduke (manual JP)
- metrocrs (manual US, JP)

***************************************************************************/

#include "emu.h"
#include "cpu/m6809/m6809.h"
#include "cpu/m6800/m6800.h"
#include "sound/namco.h"
#include "includes/baraduke.h"


WRITE8_MEMBER(baraduke_state::inputport_select_w)
{
	if ((data & 0xe0) == 0x60)
		m_inputport_selected = data & 0x07;
	else if ((data & 0xe0) == 0xc0)
	{
		coin_lockout_global_w(machine(), ~data & 1);
		coin_counter_w(machine(), 0,data & 2);
		coin_counter_w(machine(), 1,data & 4);
	}
}

READ8_MEMBER(baraduke_state::inputport_r)
{
	switch (m_inputport_selected)
	{
		case 0x00:  /* DSW A (bits 0-4) */
			return (ioport("DSWA")->read() & 0xf8) >> 3;
		case 0x01:  /* DSW A (bits 5-7), DSW B (bits 0-1) */
			return ((ioport("DSWA")->read() & 0x07) << 2) | ((ioport("DSWB")->read() & 0xc0) >> 6);
		case 0x02:  /* DSW B (bits 2-6) */
			return (ioport("DSWB")->read() & 0x3e) >> 1;
		case 0x03:  /* DSW B (bit 7), DSW C (bits 0-3) */
			return ((ioport("DSWB")->read() & 0x01) << 4) | (ioport("EDGE")->read() & 0x0f);
		case 0x04:  /* coins, start */
			return ioport("IN0")->read();
		case 0x05:  /* 2P controls */
			return ioport("IN2")->read();
		case 0x06:  /* 1P controls */
			return ioport("IN1")->read();
		default:
			return 0xff;
	}
}

WRITE8_MEMBER(baraduke_state::baraduke_lamps_w)
{
	set_led_status(machine(), 0,data & 0x08);
	set_led_status(machine(), 1,data & 0x10);
}

WRITE8_MEMBER(baraduke_state::baraduke_irq_ack_w)
{
	machine().device("maincpu")->execute().set_input_line(0, CLEAR_LINE);
}



static ADDRESS_MAP_START( baraduke_map, AS_PROGRAM, 8, baraduke_state )
	AM_RANGE(0x0000, 0x1fff) AM_READWRITE(baraduke_spriteram_r,baraduke_spriteram_w) AM_SHARE("spriteram")  /* Sprite RAM */
	AM_RANGE(0x2000, 0x3fff) AM_READWRITE(baraduke_videoram_r,baraduke_videoram_w) AM_SHARE("videoram") /* Video RAM */
	AM_RANGE(0x4000, 0x43ff) AM_DEVREADWRITE_LEGACY("namco", namcos1_cus30_r,namcos1_cus30_w)       /* PSG device, shared RAM */
	AM_RANGE(0x4800, 0x4fff) AM_READWRITE(baraduke_textram_r,baraduke_textram_w) AM_SHARE("textram")/* video RAM (text layer) */
	AM_RANGE(0x8000, 0x8000) AM_WRITE(watchdog_reset_w)         /* watchdog reset */
	AM_RANGE(0x8800, 0x8800) AM_WRITE(baraduke_irq_ack_w)       /* irq acknowledge */
	AM_RANGE(0xb000, 0xb002) AM_WRITE(baraduke_scroll0_w)       /* scroll (layer 0) */
	AM_RANGE(0xb004, 0xb006) AM_WRITE(baraduke_scroll1_w)       /* scroll (layer 1) */
	AM_RANGE(0x6000, 0xffff) AM_ROM                             /* ROM */
ADDRESS_MAP_END

READ8_MEMBER(baraduke_state::soundkludge_r)
{
	return ((m_counter++) >> 4) & 0xff;
}

static ADDRESS_MAP_START( mcu_map, AS_PROGRAM, 8, baraduke_state )
	AM_RANGE(0x0000, 0x001f) AM_READWRITE_LEGACY(m6801_io_r,m6801_io_w)/* internal registers */
	AM_RANGE(0x0080, 0x00ff) AM_RAM                             /* built in RAM */
	AM_RANGE(0x1105, 0x1105) AM_READ(soundkludge_r)             /* cures speech */
	AM_RANGE(0x1000, 0x13ff) AM_DEVREADWRITE_LEGACY("namco", namcos1_cus30_r, namcos1_cus30_w) /* PSG device, shared RAM */
	AM_RANGE(0x8000, 0xbfff) AM_ROM                             /* MCU external ROM */
	AM_RANGE(0x8000, 0x8000) AM_WRITENOP                        /* watchdog reset? */
	AM_RANGE(0x8800, 0x8800) AM_WRITENOP                        /* irq acknoledge? */
	AM_RANGE(0xc000, 0xc7ff) AM_RAM                             /* RAM */
	AM_RANGE(0xf000, 0xffff) AM_ROM                             /* MCU internal ROM */
ADDRESS_MAP_END


READ8_MEMBER(baraduke_state::readFF)
{
	return 0xff;
}

static ADDRESS_MAP_START( mcu_port_map, AS_IO, 8, baraduke_state )
	AM_RANGE(M6801_PORT1, M6801_PORT1) AM_READ(inputport_r)         /* input ports read */
	AM_RANGE(M6801_PORT1, M6801_PORT1) AM_WRITE(inputport_select_w) /* input port select */
	AM_RANGE(M6801_PORT2, M6801_PORT2) AM_READ(readFF)  /* leds won't work otherwise */
	AM_RANGE(M6801_PORT2, M6801_PORT2) AM_WRITE(baraduke_lamps_w)       /* lamps */
ADDRESS_MAP_END



static INPUT_PORTS_START( baraduke )
	PORT_START("DSWA")
	PORT_SERVICE_DIPLOC(0x80, IP_ACTIVE_LOW, "SWA:1" )
	PORT_DIPNAME( 0x60, 0x60, DEF_STR( Lives ) )        PORT_DIPLOCATION("SWA:2,3")
	PORT_DIPSETTING(    0x40, "2" )
	PORT_DIPSETTING(    0x60, "3" )
	PORT_DIPSETTING(    0x20, "4" )
	PORT_DIPSETTING(    0x00, "5" )
	PORT_DIPNAME( 0x18, 0x18, DEF_STR( Coin_A ) )       PORT_DIPLOCATION("SWA:4,5")
	PORT_DIPSETTING(    0x00, DEF_STR( 3C_1C ) )
	PORT_DIPSETTING(    0x08, DEF_STR( 2C_1C ) )
	PORT_DIPSETTING(    0x18, DEF_STR( 1C_1C ) )
	PORT_DIPSETTING(    0x10, DEF_STR( 1C_2C ) )
	PORT_DIPNAME( 0x04, 0x04, DEF_STR( Demo_Sounds ) )  PORT_DIPLOCATION("SWA:6")
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x04, DEF_STR( On ) )
	PORT_DIPNAME( 0x03, 0x03, DEF_STR( Coin_B ) )       PORT_DIPLOCATION("SWA:7,8")
	PORT_DIPSETTING(    0x00, DEF_STR( 3C_1C ) )
	PORT_DIPSETTING(    0x01, DEF_STR( 2C_1C ) )
	PORT_DIPSETTING(    0x03, DEF_STR( 1C_1C ) )
	PORT_DIPSETTING(    0x02, DEF_STR( 1C_2C ) )

	PORT_START("DSWB")
	PORT_DIPNAME( 0xc0, 0xc0, DEF_STR( Bonus_Life ) )   PORT_DIPLOCATION("SWB:1,2")
	PORT_DIPSETTING(    0x80, "Every 10k" )             // "B"
	PORT_DIPSETTING(    0xc0, "10k And Every 20k" )     // "A" (default)
	PORT_DIPSETTING(    0x40, "Every 20k" )             // "C"
	PORT_DIPSETTING(    0x00, DEF_STR( None ) )         // "D"
	PORT_DIPNAME( 0x30, 0x30, DEF_STR( Difficulty ) )   PORT_DIPLOCATION("SWB:3,4")
	PORT_DIPSETTING(    0x20, DEF_STR( Easy ) )         // "B"
	PORT_DIPSETTING(    0x30, DEF_STR( Normal ) )       // "A" (default)
	PORT_DIPSETTING(    0x10, DEF_STR( Hard ) )         // "C"
	PORT_DIPSETTING(    0x00, DEF_STR( Very_Hard ) )    // "D"
	/*  To advance rounds: set SWB:5 to ON, coin up game and push 1P start.
	    Use joystick to select round 1 - 48. Set SWB:5 to OFF to play selected round. */
	PORT_DIPNAME( 0x08, 0x08, "Round Select" )          PORT_DIPLOCATION("SWB:5")
	PORT_DIPSETTING(    0x08, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x04, 0x04, "Freeze" )                PORT_DIPLOCATION("SWB:6")
	PORT_DIPSETTING(    0x04, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x02, 0x02, "Allow Continue From Last Level" ) PORT_DIPLOCATION("SWB:7")
	PORT_DIPSETTING(    0x02, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPUNUSED_DIPLOC( 0x01, 0x01, "SWB:8" )        /* Listed as "Unused" */

	PORT_START("EDGE")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_SERVICE )        /* service switch from the edge connector */
	PORT_DIPNAME( 0x02, 0x02, DEF_STR( Cabinet ) )      PORT_DIPLOCATION("EDGE21:1") /* edge connector Pin 21 */
	PORT_DIPSETTING(    0x02, DEF_STR( Upright ) )
	PORT_DIPSETTING(    0x00, DEF_STR( Cocktail ) )
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0xf0, IP_ACTIVE_LOW, IPT_UNUSED )

	PORT_START("IN0")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_SERVICE1 )
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_COIN1 )
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_COIN2 )
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_START1 )
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_START2 )
	PORT_BIT( 0xe0, IP_ACTIVE_LOW, IPT_UNUSED )

	PORT_START("IN1")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(1)
	PORT_BIT( 0xe0, IP_ACTIVE_LOW, IPT_UNUSED )

	PORT_START("IN2")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(2)
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(2)
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(2)
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(2)
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(2)
	PORT_BIT( 0xe0, IP_ACTIVE_LOW, IPT_UNUSED )
INPUT_PORTS_END

static INPUT_PORTS_START( metrocrs )
	PORT_INCLUDE( baraduke )

	PORT_MODIFY("DSWA")
	PORT_DIPNAME( 0x60, 0x60, DEF_STR( Coin_A ) )       PORT_DIPLOCATION("SWA:2,3")
	PORT_DIPSETTING(    0x00, DEF_STR( 3C_1C ) )
	PORT_DIPSETTING(    0x20, DEF_STR( 2C_1C ) )
	PORT_DIPSETTING(    0x60, DEF_STR( 1C_1C ) )
	PORT_DIPSETTING(    0x40, DEF_STR( 1C_2C ) )
	PORT_DIPNAME( 0x18, 0x18, DEF_STR( Difficulty ) )   PORT_DIPLOCATION("SWA:4,5")
	PORT_DIPSETTING(    0x10, DEF_STR( Easy ) )         // "B"
	PORT_DIPSETTING(    0x18, DEF_STR( Normal ) )       // "A" (default)
	PORT_DIPSETTING(    0x08, DEF_STR( Hard ) )         // "C"
	PORT_DIPSETTING(    0x00, DEF_STR( Very_Hard ) )    // "D"
	PORT_DIPNAME( 0x04, 0x04, DEF_STR( Allow_Continue ) ) PORT_DIPLOCATION("SWA:6") // metrocrs: after round 8, metrocrsa: after round 4
	PORT_DIPSETTING(    0x00, DEF_STR( No ) )
	PORT_DIPSETTING(    0x04, DEF_STR( Yes ) )

	PORT_MODIFY("DSWB")
	PORT_DIPNAME( 0x80, 0x80, DEF_STR( Demo_Sounds ) )  PORT_DIPLOCATION("SWB:1")
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x80, DEF_STR( On ) )
	/*  To advance rounds: set SWB:2 to ON, coin up game and push 1P start.
	    Use joystick to select round 1 - 32. Set SWB:2 to OFF to play selected round. */
	PORT_DIPNAME( 0x40, 0x40, "Round Select" )          PORT_DIPLOCATION("SWB:2")
	PORT_DIPSETTING(    0x40, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x20, 0x20, "Freeze" )                PORT_DIPLOCATION("SWB:3")
	PORT_DIPSETTING(    0x20, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPUNUSED_DIPLOC( 0x10, 0x10, "SWB:4" )        /* Listed as "Unused" */
	PORT_DIPUNUSED_DIPLOC( 0x08, 0x08, "SWB:5" )        /* Listed as "Unused" */
	PORT_DIPUNUSED_DIPLOC( 0x04, 0x04, "SWB:6" )        /* Listed as "Unused" */
	PORT_DIPUNUSED_DIPLOC( 0x02, 0x02, "SWB:7" )        /* Listed as "Unused" */
INPUT_PORTS_END


static const gfx_layout text_layout =
{
	8,8,
	RGN_FRAC(1,1),
	2,
	{ 0, 4 },
	{ 8*8, 8*8+1, 8*8+2, 8*8+3, 0, 1, 2, 3 },
	{ 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8 },
	16*8
};

static const gfx_layout tile_layout =
{
	8,8,
	1024,
	3,
	{ 0x8000*8, 0, 4 },
	{ 0, 1, 2, 3, 8+0, 8+1, 8+2, 8+3 },
	{ 0*8, 2*8, 4*8, 6*8, 8*8, 10*8, 12*8, 14*8 },
	16*8
};

static const gfx_layout spritelayout =
{
	16,16,
	RGN_FRAC(1,1),
	4,
	{ 0, 1, 2, 3 },
	{ 0*4, 1*4, 2*4, 3*4, 4*4, 5*4, 6*4, 7*4,
		8*4, 9*4, 10*4, 11*4, 12*4, 13*4, 14*4, 15*4 },
	{ 8*8*0, 8*8*1, 8*8*2, 8*8*3, 8*8*4, 8*8*5, 8*8*6, 8*8*7,
	8*8*8, 8*8*9, 8*8*10, 8*8*11, 8*8*12, 8*8*13, 8*8*14, 8*8*15 },
	128*8
};

static GFXDECODE_START( baraduke )
	GFXDECODE_ENTRY( "gfx1", 0,      text_layout,  0, 512 )
	GFXDECODE_ENTRY( "gfx2", 0x0000, tile_layout,  0, 256 )
	GFXDECODE_ENTRY( "gfx2", 0x4000, tile_layout,  0, 256 )
	GFXDECODE_ENTRY( "gfx3", 0,      spritelayout, 0, 128 )
GFXDECODE_END



static const namco_interface namco_config =
{
	8,                  /* number of voices */
	0                   /* stereo */
};



static MACHINE_CONFIG_START( baraduke, baraduke_state )

	/* basic machine hardware */
	MCFG_CPU_ADD("maincpu", M6809,49152000/32)
	MCFG_CPU_PROGRAM_MAP(baraduke_map)
	MCFG_CPU_VBLANK_INT_DRIVER("screen", baraduke_state,  irq0_line_assert)

	MCFG_CPU_ADD("mcu", HD63701,49152000/8)
	MCFG_CPU_PROGRAM_MAP(mcu_map)
	MCFG_CPU_IO_MAP(mcu_port_map)
	MCFG_CPU_VBLANK_INT_DRIVER("screen", baraduke_state,  irq0_line_hold)

	MCFG_QUANTUM_TIME(attotime::from_hz(6000))      /* we need heavy synch */

	/* video hardware */
	MCFG_SCREEN_ADD("screen", RASTER)
	MCFG_SCREEN_REFRESH_RATE(60.606060)
	MCFG_SCREEN_VBLANK_TIME(ATTOSECONDS_IN_USEC(0))
	MCFG_SCREEN_SIZE(64*8, 32*8)
	MCFG_SCREEN_VISIBLE_AREA(0*8, 36*8-1, 2*8, 30*8-1)
	MCFG_SCREEN_UPDATE_DRIVER(baraduke_state, screen_update_baraduke)
	MCFG_SCREEN_VBLANK_DRIVER(baraduke_state, screen_eof_baraduke)

	MCFG_GFXDECODE(baraduke)
	MCFG_PALETTE_LENGTH(2048)


	/* sound hardware */
	MCFG_SPEAKER_STANDARD_MONO("mono")

	MCFG_SOUND_ADD("namco", NAMCO_CUS30, 49152000/2048)
	MCFG_SOUND_CONFIG(namco_config)
	MCFG_SOUND_ROUTE(ALL_OUTPUTS, "mono", 1.0)
MACHINE_CONFIG_END



ROM_START( aliensec )
	ROM_REGION( 0x10000, "maincpu", 0 ) /* 6809 code */
	ROM_LOAD( "bd1_3.9c", 0x6000, 0x02000, CRC(ea2ea790) SHA1(ab6f523803b2b0ea04b78f2f252de6c2d344a26c) )
	ROM_LOAD( "bd2_1.9a", 0x8000, 0x04000, CRC(9a0a9a87) SHA1(6d88fb5b443c822ede4884d4452e333834b16aca) )
	ROM_LOAD( "bd2_2.9b", 0xc000, 0x04000, CRC(383e5458) SHA1(091f25e287f0a81649c9a4fa196ebe4112a82295) )

	ROM_REGION(  0x10000 , "mcu", 0 ) /* MCU code */
	ROM_LOAD( "bd1_4.3b",       0x8000, 0x4000, CRC(abda0fe7) SHA1(f7edcb5f9fa47bb38a8207af5678cf4ccc243547) )  /* subprogram for the MCU */
	ROM_LOAD( "cus60-60a1.mcu", 0xf000, 0x1000, CRC(076ea82a) SHA1(22b5e62e26390d7d5cacc0503c7aa5ed524204df) )  /* MCU internal code */

	ROM_REGION( 0x02000, "gfx1", 0 )
	ROM_LOAD( "bd1_5.3j", 0x00000, 0x2000, CRC(706b7fee) SHA1(e5694289bd4346c1a3a004feaa940710cea755c6) )   /* characters */

	ROM_REGION( 0x10000, "gfx2", 0 )
	ROM_LOAD( "bd2_8.4p", 0x00000, 0x4000, CRC(432bd7d9) SHA1(876e071b514864d434ab49002c5432f9c88665c1) )   /* tiles */
	ROM_LOAD( "bd1_7.4n", 0x04000, 0x4000, CRC(0d7ebec9) SHA1(6b86b476db61f5760bc8610b51adc1115cfdad96) )
	ROM_LOAD( "bd2_6.4m", 0x08000, 0x4000, CRC(f4c1df60) SHA1(8a3a6682884b227fe4293adb09624a4389ee660d) )
	/* 0xc000-0xffff  will be unpacked from 0x8000-0xbfff */

	ROM_REGION( 0x10000, "gfx3", 0 )
	ROM_LOAD( "bd1_9.8k",  0x00000, 0x4000, CRC(87a29acc) SHA1(3aa00efc95d1da50f6e4637d101640328287dea1) )  /* sprites */
	ROM_LOAD( "bd1_10.8l", 0x04000, 0x4000, CRC(72b6d20c) SHA1(e40b48dacefce4fd62ab28d3e6ff3932d4ff005b) )
	ROM_LOAD( "bd1_11.8m", 0x08000, 0x4000, CRC(3076af9c) SHA1(57ce09b298fd0bae94e4d8c817a34ce812c3ddfc) )
	ROM_LOAD( "bd1_12.8n", 0x0c000, 0x4000, CRC(8b4c09a3) SHA1(46e0ef39cb313c6780f6137769153dc4a054c77f) )

	ROM_REGION( 0x1000, "proms", 0 )
	ROM_LOAD( "bd1-1.1n", 0x0000, 0x0800, CRC(0d78ebc6) SHA1(0a0c1e23eb4d1748c4e6c448284d785286c77911) )    /* Blue + Green palette (prom type mb7138e) */
	ROM_LOAD( "bd1-2.2m", 0x0800, 0x0800, CRC(03f7241f) SHA1(16ae059f084ba0ac4ddaa95dbeed113295f106ea) )    /* Red palette (prom type mb7128e) */
ROM_END

ROM_START( baraduke )
	ROM_REGION( 0x10000, "maincpu", 0 ) /* 6809 code */
	ROM_LOAD( "bd1_3.9c", 0x6000, 0x02000, CRC(ea2ea790) SHA1(ab6f523803b2b0ea04b78f2f252de6c2d344a26c) )
	ROM_LOAD( "bd1_1.9a", 0x8000, 0x04000, CRC(4e9f2bdc) SHA1(bc6e71d4d3b2064e662a105c1a77d2731070d58e) )
	ROM_LOAD( "bd1_2.9b", 0xc000, 0x04000, CRC(40617fcd) SHA1(51d17f3a2fc96e13c8ef5952efece526e0fb33f4) )

	ROM_REGION(  0x10000 , "mcu", 0 ) /* MCU code */
	ROM_LOAD( "bd1_4b.3b",      0x8000, 0x4000, CRC(a47ecd32) SHA1(a2a75e65deb28224a5729ed134ee4d5ea8c50706) )  /* subprogram for the MCU */
	ROM_LOAD( "cus60-60a1.mcu", 0xf000, 0x1000, CRC(076ea82a) SHA1(22b5e62e26390d7d5cacc0503c7aa5ed524204df) )  /* MCU internal code */

	ROM_REGION( 0x02000, "gfx1", 0 )
	ROM_LOAD( "bd1_5.3j", 0x00000, 0x2000, CRC(706b7fee) SHA1(e5694289bd4346c1a3a004feaa940710cea755c6) )   /* characters */

	ROM_REGION( 0x10000, "gfx2", 0 )
	ROM_LOAD( "bd1_8.4p", 0x00000, 0x4000, CRC(b0bb0710) SHA1(797832aea59bf80342fd2a3505645f2766bde65b) )   /* tiles */
	ROM_LOAD( "bd1_7.4n", 0x04000, 0x4000, CRC(0d7ebec9) SHA1(6b86b476db61f5760bc8610b51adc1115cfdad96) )
	ROM_LOAD( "bd1_6.4m", 0x08000, 0x4000, CRC(e5da0896) SHA1(abb8bf7e9dc1c60bc0a20a691109fb145bb1d8e0) )
	/* 0xc000-0xffff  will be unpacked from 0x8000-0xbfff */

	ROM_REGION( 0x10000, "gfx3", 0 )
	ROM_LOAD( "bd1_9.8k",  0x00000, 0x4000, CRC(87a29acc) SHA1(3aa00efc95d1da50f6e4637d101640328287dea1) )  /* sprites */
	ROM_LOAD( "bd1_10.8l", 0x04000, 0x4000, CRC(72b6d20c) SHA1(e40b48dacefce4fd62ab28d3e6ff3932d4ff005b) )
	ROM_LOAD( "bd1_11.8m", 0x08000, 0x4000, CRC(3076af9c) SHA1(57ce09b298fd0bae94e4d8c817a34ce812c3ddfc) )
	ROM_LOAD( "bd1_12.8n", 0x0c000, 0x4000, CRC(8b4c09a3) SHA1(46e0ef39cb313c6780f6137769153dc4a054c77f) )

	ROM_REGION( 0x1000, "proms", 0 )
	ROM_LOAD( "bd1-1.1n", 0x0000, 0x0800, CRC(0d78ebc6) SHA1(0a0c1e23eb4d1748c4e6c448284d785286c77911) )    /* Blue + Green palette (prom type mb7138e) */
	ROM_LOAD( "bd1-2.2m", 0x0800, 0x0800, CRC(03f7241f) SHA1(16ae059f084ba0ac4ddaa95dbeed113295f106ea) )    /* Red palette (prom type mb7128e) */
ROM_END

ROM_START( metrocrs )
	ROM_REGION( 0x10000, "maincpu", 0 ) /* 6809 code */
	ROM_LOAD( "mc1-3.9c",   0x6000, 0x02000, CRC(3390b33c) SHA1(0733aece368acc913e2ff32e8817194cb4b630fb) )
	ROM_LOAD( "mc1-1.9a",   0x8000, 0x04000, CRC(10b0977e) SHA1(6266d173b55075da1f252092bf38185880bc4969) )
	ROM_LOAD( "mc1-2.9b",   0xc000, 0x04000, CRC(5c846f35) SHA1(3c98a0f1131f2e2477fc75a588123c57ff5350ad) )

	ROM_REGION(  0x10000 , "mcu", 0 ) /* MCU code */
	ROM_LOAD( "mc1-4.3b",       0x8000, 0x2000, CRC(9c88f898) SHA1(d6d0345002b70c5aca41c664f34181715cd87669) )  /* subprogram for the MCU */
	ROM_LOAD( "cus60-60a1.mcu", 0xf000, 0x1000, CRC(076ea82a) SHA1(22b5e62e26390d7d5cacc0503c7aa5ed524204df) )  /* MCU internal code */

	ROM_REGION( 0x02000, "gfx1", 0 )
	ROM_LOAD( "mc1-5.3j",   0x00000, 0x2000, CRC(9b5ea33a) SHA1(a8108e71e3440b645ebdb5cdbd87712151299789) ) /* characters */

	ROM_REGION( 0x10000, "gfx2", 0 )
	ROM_LOAD( "mc1-7.4p",   0x00000, 0x4000, CRC(c9dfa003) SHA1(86e8f9fc25de67691ce5385d93b723e7eb836b2b) ) /* tiles */
	ROM_LOAD( "mc1-6.4n",   0x04000, 0x4000, CRC(9686dc3c) SHA1(1caf712eedb1f70559169685e5421e11866e518c) )
	ROM_FILL(               0x08000, 0x4000, 0xff )
	/* 0xc000-0xffff  will be unpacked from 0x8000-0xbfff */

	ROM_REGION( 0x08000, "gfx3", 0 )
	ROM_LOAD( "mc1-8.8k",   0x00000, 0x4000, CRC(265b31fa) SHA1(d46e6db5d6f325954d2b6159157b11e10fe5838d) ) /* sprites */
	ROM_LOAD( "mc1-9.8l",   0x04000, 0x4000, CRC(541ec029) SHA1(a3096d8405b6bbc862b03773889f6cbd43739f5b) )

	ROM_REGION( 0x1000, "proms", 0 )
	ROM_LOAD( "mc1-1.1n",   0x0000, 0x0800, CRC(32a78a8b) SHA1(545a59bc3c5868ac1749d2947210110205fb3da2) )  /* Blue + Green palette */
	ROM_LOAD( "mc1-2.2m",   0x0800, 0x0800, CRC(6f4dca7b) SHA1(781134c02853aded2cba63719c0e4c78b227da1c) )  /* Red palette */
ROM_END

ROM_START( metrocrsa )
	ROM_REGION( 0x10000, "maincpu", 0 ) /* 6809 code */
	ROM_LOAD( "mc2-3.9b",   0x6000, 0x02000, CRC(ffe08075) SHA1(4e1341d5a9a58f171e1e6f9aa18092d5557a6947) )
	ROM_LOAD( "mc2-1.9a",   0x8000, 0x04000, CRC(05a239ea) SHA1(3e7c7d305d0f48e2431d60b176a0cb451ddc4637) )
	ROM_LOAD( "mc2-2.9a",   0xc000, 0x04000, CRC(db9b0e6d) SHA1(2772b59fe7dc0e78ee29dd001a6bba75b94e0334) )

	ROM_REGION(  0x10000 , "mcu", 0 ) /* MCU code */
	ROM_LOAD( "mc1-4.3b",       0x8000, 0x2000, CRC(9c88f898) SHA1(d6d0345002b70c5aca41c664f34181715cd87669) )  /* subprogram for the MCU */
	ROM_LOAD( "cus60-60a1.mcu", 0xf000, 0x1000, CRC(076ea82a) SHA1(22b5e62e26390d7d5cacc0503c7aa5ed524204df) )  /* MCU internal code */

	ROM_REGION( 0x02000, "gfx1", 0 )
	ROM_LOAD( "mc1-5.3j",   0x00000, 0x2000, CRC(9b5ea33a) SHA1(a8108e71e3440b645ebdb5cdbd87712151299789) ) /* characters */

	ROM_REGION( 0x10000, "gfx2", 0 )
	ROM_LOAD( "mc1-7.4p",   0x00000, 0x4000, CRC(c9dfa003) SHA1(86e8f9fc25de67691ce5385d93b723e7eb836b2b) ) /* tiles */
	ROM_LOAD( "mc1-6.4n",   0x04000, 0x4000, CRC(9686dc3c) SHA1(1caf712eedb1f70559169685e5421e11866e518c) )
	ROM_FILL(               0x08000, 0x4000, 0xff )
	/* 0xc000-0xffff  will be unpacked from 0x8000-0xbfff */

	ROM_REGION( 0x08000, "gfx3", 0 )
	ROM_LOAD( "mc1-8.8k",   0x00000, 0x4000, CRC(265b31fa) SHA1(d46e6db5d6f325954d2b6159157b11e10fe5838d) ) /* sprites */
	ROM_LOAD( "mc1-9.8l",   0x04000, 0x4000, CRC(541ec029) SHA1(a3096d8405b6bbc862b03773889f6cbd43739f5b) )

	ROM_REGION( 0x1000, "proms", 0 )
	ROM_LOAD( "mc1-1.1n",   0x0000, 0x0800, CRC(32a78a8b) SHA1(545a59bc3c5868ac1749d2947210110205fb3da2) )  /* Blue + Green palette */
	ROM_LOAD( "mc1-2.2m",   0x0800, 0x0800, CRC(6f4dca7b) SHA1(781134c02853aded2cba63719c0e4c78b227da1c) )  /* Red palette */
ROM_END


DRIVER_INIT_MEMBER(baraduke_state,baraduke)
{
	UINT8 *rom;
	int i;

	/* unpack the third tile ROM */
	rom = machine().root_device().memregion("gfx2")->base() + 0x8000;
	for (i = 0x2000;i < 0x4000;i++)
	{
		rom[i + 0x2000] = rom[i];
		rom[i + 0x4000] = rom[i] << 4;
	}
	for (i = 0;i < 0x2000;i++)
	{
		rom[i + 0x2000] = rom[i] << 4;
	}
}



GAME( 1985, metrocrs, 0,        baraduke, metrocrs, baraduke_state, baraduke, ROT0, "Namco", "Metro-Cross (set 1)", 0 )
GAME( 1985, metrocrsa,metrocrs, baraduke, metrocrs, baraduke_state, baraduke, ROT0, "Namco", "Metro-Cross (set 2)", 0 )
GAME( 1985, aliensec, 0,        baraduke, baraduke, baraduke_state, baraduke, ROT0, "Namco", "Alien Sector", 0 )
GAME( 1985, baraduke, aliensec, baraduke, baraduke, baraduke_state, baraduke, ROT0, "Namco", "Baraduke", 0 )

ciao !
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pieroandreini
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Iscritto il: 09/03/2013, 22:22
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Re: Namco custom Chips

Messaggio da pieroandreini »

Grazie mille!! Mi sa che al momento resterà guasta perché al momento nessuno sembra aver fatto il reverse engineering del 41...
Ultima modifica di pieroandreini il 04/05/2013, 13:41, modificato 1 volta in totale.
Zabanitu

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Re: Namco custom Chips

Messaggio da Zabanitu »

pieroandreini ha scritto:Grazie mille!! Mi sa che al momento resterà guasta perché al momento nessuno sembra aver farro il reverse engineering del 41...
puoi sempre farlo tu ! <-lol->
averne uno funzionante aiuterebbe
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pieroandreini
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Iscritto il: 09/03/2013, 22:22
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Re: Namco custom Chips

Messaggio da pieroandreini »

Magari fossi capace... Non sono a questi livelli purtroppo <-on_sad->
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ratmuskè
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Re: Namco custom Chips

Messaggio da ratmuskè »

pieroandreini ha scritto:Magari fossi capace... Non sono a questi livelli purtroppo <-on_sad->


http://members.iinet.net.au/~lantra9jp1 ... index.html
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pieroandreini
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Messaggi: 559
Iscritto il: 09/03/2013, 22:22
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Re: Namco custom Chips

Messaggio da pieroandreini »

Si conosco la tecnica, nei primi anni 90 la usavamo per altri processori. Se a qualcuno interessa ho ancora una boccia avanzata da 1lt di acido nitrico al 99%

Ho anche una ditta alla quale ho fatto fare alcuni lavoretti in passato che per cifre modeste sprotegge tutta una serie quasi infinita di processori e riesce a fare la copia ed il reverse engineering di pcb fino a 4 strati... http://www.break-ic.com/

Sono seri lavorano bene e velocemente

Mi sembra però che il Custom 41 della Namco non cia sia in questa lista del link a cui ti riferisci oppure non ho guardato bene?
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ratmuskè
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Re: Namco custom Chips

Messaggio da ratmuskè »

No infatti non c'è !
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