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taito_b.c: Correct the Tetris C12 set and fill in missing Rastan roms needed for the conversion, correcting missing sound samples. Added a note the missing PALs for both Tetris B-System conversions. [Brian Troha]
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2580a682f1
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28a8f442db
1 changed files with 21 additions and 12 deletions
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@ -3047,7 +3047,7 @@ ROM_START( ashurau )
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ROM_LOAD( "c43-01", 0x00000, 0x80000, CRC(db953f37) SHA1(252591b676366d4828acb20c77aa9960ad9b367e) )
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ROM_END
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ROM_START( tetrist )
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ROM_START( tetrist ) // Rastan conversion with graphics and sound ROMs left in place
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ROM_REGION( 0x80000, "maincpu", 0 ) /* 512k for 68000 code */
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ROM_LOAD16_BYTE( "c12-03.bin", 0x000000, 0x020000, CRC(38f1ed41) SHA1(d11194dd6686e6eba8c481bb0f9662041ca396ed) )
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ROM_LOAD16_BYTE( "c12-02.bin", 0x000001, 0x020000, CRC(ed9530bc) SHA1(84c324e4ef0c5c3af04ea000ad3e9c319bd9f2a2) )
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@ -3059,16 +3059,25 @@ ROM_START( tetrist )
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ROM_CONTINUE( 0x10000, 0xc000 ) /* banked stuff */
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ROM_REGION( 0x100000, "gfx1", ROMREGION_ERASE00 )
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/* empty (uses only pixel layer) */
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ROM_REGION( 0x80000, "ymsnd", ROMREGION_ERASE00 ) /* ADPCM samples */
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/* empty */
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ROM_REGION( 0x100000, "gfx2", 0 )
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/* b81-03.14 & b81-04.15 are present on the original board and are actually from Rastan
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the game doesn't use any tiles from here but the roms must be present on the board to avoid
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tile 0 being solid and obscuring the bitmap (however if we load them in the correct region
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unwanted tiles from here are shown after gameover which is wrong) - There is an undumped PAL
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C12-01 that controls this effect.
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*/
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ROM_LOAD( "b81-03.14", 0x000000, 0x080000, CRC(551b75e6) SHA1(5b8388ee2c6262f359c9e6d04c951ea8dc3901c9) )
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ROM_LOAD( "b81-04.15", 0x080000, 0x080000, CRC(cf734e12) SHA1(4201a74468058761454515738fbf3a7b22a66e00) )
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ROM_REGION( 0x80000, "ymsnd.deltat", ROMREGION_ERASE00 ) /* DELTA-T samples */
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/* empty */
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ROM_REGION( 0x80000, "ymsnd", 0 )
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ROM_LOAD( "b81-02.2", 0x00000, 0x80000, CRC(20ec3b86) SHA1(fcdcc7f0a09feb824d8d73b1af0aae7ec30fd1ed) )
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ROM_REGION( 0x80000, "ymsnd.deltat", 0 )
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ROM_LOAD( "b81-01.1", 0x00000, 0x80000, CRC(b33f796b) SHA1(6cdb32f56283acdf20eb46a1e658e3bd7c97978c) )
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ROM_END
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ROM_START( tetrista ) // Master of Weapon conversion
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ROM_START( tetrista ) // Master of Weapon conversion with graphics ROMs left in place
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ROM_REGION( 0x80000, "maincpu", 0 ) /* 512k for 68000 code */
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ROM_LOAD16_BYTE( "c35-04.33", 0x000000, 0x020000, CRC(fa6e42ff) SHA1(1c586243aaf57b46338f22ae0fcdba2897ccb98a) )
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ROM_LOAD16_BYTE( "c35-03.24", 0x000001, 0x020000, CRC(aebd8539) SHA1(5230c0513581513ba971da55c04da8ba451a16e2) )
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@ -3077,16 +3086,16 @@ ROM_START( tetrista ) // Master of Weapon conversion
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ROM_REGION( 0x1c000, "audiocpu", 0 ) /* 64k for Z80 code */
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ROM_LOAD( "c35-05.30", 0x00000, 0x4000, CRC(785c63fb) SHA1(13db76d8ce52ff21bfda0866c9c6b52147c6fc9d) )
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ROM_CONTINUE( 0x10000, 0xc000 ) /* banked stuff */
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ROM_CONTINUE( 0x10000, 0xc000 ) /* banked stuff */
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ROM_REGION( 0x100000, "gfx1", ROMREGION_ERASE00 )
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ROM_REGION( 0x100000, "gfx2", 0 )
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/* these roms (present on the original board) are actually from Master of Weapon (Japan)
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b72-01.rom mow-m01.rom IDENTICAL
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b72-02.rom mow-m02.rom IDENTICAL
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/* b72-01.5 & b72-02.6 are present on the original board and are actually from Master of Weapon
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the game doesn't use any tiles from here but the roms must be present on the board to avoid
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tile 0 being solid and obscuring the bitmap (however if we load them in the correct region
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unwanted tiles from here are shown after gameover which is wrong)
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unwanted tiles from here are shown after gameover which is wrong) - There is an undumped PAL
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C35-06 that controls this effect.
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*/
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ROM_LOAD( "b72-02.6", 0x000000, 0x080000, CRC(843444eb) SHA1(2b466045f882996c80e0090009ee957e11d32825) )
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ROM_LOAD( "b72-01.5", 0x080000, 0x080000, CRC(a24ac26e) SHA1(895715a2bb0cb15334cba2283bd228b4fc08cd0c) )
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