Beispiel #1
0
MACHINE_RESET_MEMBER(gb_state,gbpocket)
{
	gb_init();

	gb_init_regs();

	m_bios_disable = 1;

	/* Initialize the Sound registers */
	m_custom->sound_w(generic_space(), 0x16, 0x80);
	m_custom->sound_w(generic_space(), 0x15, 0xF3);
	m_custom->sound_w(generic_space(), 0x14, 0x77);

	m_divcount = 0xABC8;
}
Beispiel #2
0
void playch10_state::machine_reset()
{
	/* initialize latches and flip-flops */
	m_pc10_nmi_enable = m_pc10_dog_di = m_pc10_dispmask = m_pc10_sdcs = m_pc10_int_detect = 0;

	m_pc10_game_mode = m_pc10_dispmask_old = 0;

	m_cart_sel = 0;
	m_cntrl_mask = 1;

	m_input_latch[0] = m_input_latch[1] = 0;

	/* variables used only in MMC2 game (mapper 9)  */
	m_MMC2_bank[0] = m_MMC2_bank[1] = m_MMC2_bank[2] = m_MMC2_bank[3] = 0;
	m_MMC2_bank_latch[0] = m_MMC2_bank_latch[1] = 0xfe;

	/* reset the security chip */
	address_space &space = generic_space();
	m_rp5h01->enable_w(space, 0, 0);
	m_rp5h01->reset_w(space, 0, 0);
	m_rp5h01->reset_w(space, 0, 1);
	m_rp5h01->enable_w(space, 0, 1);

	pc10_set_mirroring(m_mirroring);
}
Beispiel #3
0
void aim65_state::dl1416_update(dl1416_device *device, int index)
{
	device->ce_w(m_pia_a & (0x04 << index));
	device->wr_w(BIT(m_pia_a, 7));
	device->cu_w(BIT(m_pia_b, 7));
	device->data_w(generic_space(), m_pia_a & 0x03, m_pia_b & 0x7f);
}
Beispiel #4
0
UINT32 dreambal_state::screen_update_dreambal(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
	address_space &space = generic_space();
	UINT16 flip = m_deco_tilegen1->pf_control_r(space, 0, 0xffff);

	flip_screen_set(BIT(flip, 7));
	m_deco_tilegen1->pf_update(NULL, NULL);

	bitmap.fill(0, cliprect); /* not Confirmed */
	screen.priority().fill(0);

	m_deco_tilegen1->tilemap_2_draw(screen, bitmap, cliprect, 0, 2);
	m_deco_tilegen1->tilemap_1_draw(screen, bitmap, cliprect, 0, 4);
	return 0;
}
Beispiel #5
0
UINT32 dblewing_state::screen_update_dblewing(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
	address_space &space = generic_space();
	UINT16 flip = m_deco_tilegen1->pf_control_r(space, 0, 0xffff);

	flip_screen_set(BIT(flip, 7));
	m_deco_tilegen1->pf_update(m_pf1_rowscroll, m_pf2_rowscroll);

	bitmap.fill(0, cliprect); /* not Confirmed */
	screen.priority().fill(0);

	m_deco_tilegen1->tilemap_2_draw(screen, bitmap, cliprect, 0, 2);
	m_deco_tilegen1->tilemap_1_draw(screen, bitmap, cliprect, 0, 4);
	m_sprgen->draw_sprites(bitmap, cliprect, m_spriteram, 0x400);
	return 0;
}
Beispiel #6
0
UINT32 dblewing_state::screen_update_dblewing(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
	address_space &space = generic_space();
	UINT16 flip = deco16ic_pf_control_r(m_deco_tilegen1, space, 0, 0xffff);

	flip_screen_set(BIT(flip, 7));
	deco16ic_pf_update(m_deco_tilegen1, m_pf1_rowscroll, m_pf2_rowscroll);

	bitmap.fill(0, cliprect); /* not Confirmed */
	machine().priority_bitmap.fill(0);

	deco16ic_tilemap_2_draw(m_deco_tilegen1, bitmap, cliprect, 0, 2);
	deco16ic_tilemap_1_draw(m_deco_tilegen1, bitmap, cliprect, 0, 4);
	machine().device<decospr_device>("spritegen")->draw_sprites(bitmap, cliprect, m_spriteram, 0x400);
	return 0;
}