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]

This commit is contained in:
Brian Troha 2013-08-14 15:51:59 +00:00
parent 2580a682f1
commit 28a8f442db

View file

@ -3047,7 +3047,7 @@ ROM_START( ashurau )
ROM_LOAD( "c43-01", 0x00000, 0x80000, CRC(db953f37) SHA1(252591b676366d4828acb20c77aa9960ad9b367e) )
ROM_END
ROM_START( tetrist )
ROM_START( tetrist ) // Rastan conversion with graphics and sound ROMs left in place
ROM_REGION( 0x80000, "maincpu", 0 ) /* 512k for 68000 code */
ROM_LOAD16_BYTE( "c12-03.bin", 0x000000, 0x020000, CRC(38f1ed41) SHA1(d11194dd6686e6eba8c481bb0f9662041ca396ed) )
ROM_LOAD16_BYTE( "c12-02.bin", 0x000001, 0x020000, CRC(ed9530bc) SHA1(84c324e4ef0c5c3af04ea000ad3e9c319bd9f2a2) )
@ -3059,16 +3059,25 @@ ROM_START( tetrist )
ROM_CONTINUE( 0x10000, 0xc000 ) /* banked stuff */
ROM_REGION( 0x100000, "gfx1", ROMREGION_ERASE00 )
/* empty (uses only pixel layer) */
ROM_REGION( 0x80000, "ymsnd", ROMREGION_ERASE00 ) /* ADPCM samples */
/* empty */
ROM_REGION( 0x100000, "gfx2", 0 )
/* b81-03.14 & b81-04.15 are present on the original board and are actually from Rastan
the game doesn't use any tiles from here but the roms must be present on the board to avoid
tile 0 being solid and obscuring the bitmap (however if we load them in the correct region
unwanted tiles from here are shown after gameover which is wrong) - There is an undumped PAL
C12-01 that controls this effect.
*/
ROM_LOAD( "b81-03.14", 0x000000, 0x080000, CRC(551b75e6) SHA1(5b8388ee2c6262f359c9e6d04c951ea8dc3901c9) )
ROM_LOAD( "b81-04.15", 0x080000, 0x080000, CRC(cf734e12) SHA1(4201a74468058761454515738fbf3a7b22a66e00) )
ROM_REGION( 0x80000, "ymsnd.deltat", ROMREGION_ERASE00 ) /* DELTA-T samples */
/* empty */
ROM_REGION( 0x80000, "ymsnd", 0 )
ROM_LOAD( "b81-02.2", 0x00000, 0x80000, CRC(20ec3b86) SHA1(fcdcc7f0a09feb824d8d73b1af0aae7ec30fd1ed) )
ROM_REGION( 0x80000, "ymsnd.deltat", 0 )
ROM_LOAD( "b81-01.1", 0x00000, 0x80000, CRC(b33f796b) SHA1(6cdb32f56283acdf20eb46a1e658e3bd7c97978c) )
ROM_END
ROM_START( tetrista ) // Master of Weapon conversion
ROM_START( tetrista ) // Master of Weapon conversion with graphics ROMs left in place
ROM_REGION( 0x80000, "maincpu", 0 ) /* 512k for 68000 code */
ROM_LOAD16_BYTE( "c35-04.33", 0x000000, 0x020000, CRC(fa6e42ff) SHA1(1c586243aaf57b46338f22ae0fcdba2897ccb98a) )
ROM_LOAD16_BYTE( "c35-03.24", 0x000001, 0x020000, CRC(aebd8539) SHA1(5230c0513581513ba971da55c04da8ba451a16e2) )
@ -3080,13 +3089,13 @@ ROM_START( tetrista ) // Master of Weapon conversion
ROM_CONTINUE( 0x10000, 0xc000 ) /* banked stuff */
ROM_REGION( 0x100000, "gfx1", ROMREGION_ERASE00 )
ROM_REGION( 0x100000, "gfx2", 0 )
/* these roms (present on the original board) are actually from Master of Weapon (Japan)
b72-01.rom mow-m01.rom IDENTICAL
b72-02.rom mow-m02.rom IDENTICAL
/* b72-01.5 & b72-02.6 are present on the original board and are actually from Master of Weapon
the game doesn't use any tiles from here but the roms must be present on the board to avoid
tile 0 being solid and obscuring the bitmap (however if we load them in the correct region
unwanted tiles from here are shown after gameover which is wrong)
unwanted tiles from here are shown after gameover which is wrong) - There is an undumped PAL
C35-06 that controls this effect.
*/
ROM_LOAD( "b72-02.6", 0x000000, 0x080000, CRC(843444eb) SHA1(2b466045f882996c80e0090009ee957e11d32825) )
ROM_LOAD( "b72-01.5", 0x080000, 0x080000, CRC(a24ac26e) SHA1(895715a2bb0cb15334cba2283bd228b4fc08cd0c) )