apple10: MAME ROM Information. History:
Apple 10 (c) 1998 Sandii'.
- SOURCES -
Game's ROM.
MAME Info:
0.124u4 [Roberto Fresca]
SETUP:
- To initialize NVRAM, keep pressed key '9' (ESTATISTICA) + key '0' (MANAGEMENT), then press RESET and finally release both keys.
WIP:
- 0.127u7: Improvements to Sandii' games [Roberto Fresca]: Reworked the button-lamps matrix system. Documented both output ports. Connected coin in, key in and payout counters. Improved the lamps layout to be more realistic. Updated technical notes.
- 0.125u5: Improvements to Sandii' games driver [Roberto Fresca]: Fixed the tilemap size. Fixed the screen size. Updated technical notes.
- 0.125u4: Sandii' games improvements [Roberto Fresca]: Switched the color system to RESNET calculations. Hooked the infamous bit7 of Input Port 0x3004 in parallel to dipswitch 1. This allow to use the PAYOUT button to trigger the Super Game instead of STOP 5. Demultiplexed lamps matrix. Added lamps support, but is still imperfect. Updated technical notes.
- 0.125u2: Some improvements to Sandii' games [Roberto Fresca, f205v]: Confirmed the CPU clock after some PCB measurements. Changed the SND clock to 1MHz to match the PCB measurement. Corrected the internal OKI6295 frequency turning the pin 7 state to HIGH. Inputs: Eliminated all pulse limitations. Affected buttons have a rattled sound in the real thing too. Updated technical notes. Changed OKI6295 clock speed to 1MHz.
- 0.124u5: Roberto Fresca fixed Apple 10 - Game now playable. Sandii' Games [Roberto Fresca]: Worked all the input ports from the scratch. Fixed the sound ROM_REGION. Added the OKI6295 emulation to all games. Hooked output ports. Documented and calculated all bits related to lamps. Adjusted palette length to 256 colors. Totally decrypted the Apple 10 color matrix. Now colors are perfect. Created a new machine driver for Apple 10 due to encryption. Reverse engineering the code to complete the dipswitches. Added DIP locations to dipswitches. Promoted Apple 10 to 'WORKING' state. Added game instructions & notes. Snooker 10 updates: [Roberto Fresca]: Decrypted the Apple 10 tile matrix. Partially decrypted the Apple 10 color codes. Added encryption notes. Updated technical notes. Added OKI6295 (1333333 Hz) sound. Changed region cpu2 to sound1. Changed palettesize to 256 colors. Added dipswitches 'Pool Value', 'Coinage', 'Super Game Settings', 'Super Game Payment Type' and 'Super Game'.
- 29th April 2008: Roberto Fresca - After playing for a couple of days with graphics bitplanes, boolean operations and bitswaps, I was able to fully decrypt the Apple 10 color codes. Here some shots... Apple 10 in game, plus stats, management, input test & programming modes. BTW, Hooked full sound emulation to all games. The sounds are 4 bit ADPCM and were ripped from the Gottlieb pinball 'Cue Ball Wizard'(1992)... Output ports were hooked and properly documented too. Also fixed the payout mode. If you have some points accumulated and need to grab the tokens/tickets, you must to play a bonus game called SUPER GAME to get the points out. To enter the bonus game, you must press STOP5 in the attract mode. The payout system is through this game. 5 themed items will be shown (apples, balls, etc... depending of the game). The joker will start to move from item to item quickly, but decreasing the speed gradually. To beat the game, you need to push the start button in the exact moment when the joker is located exactly in the center of the screen (item 3). Depending of the dipswitches settings, you can grab the prize manually pressing the SCARICA (payout) button, and then TICKET or HOPPER buttons. Press TICKET button to print a 100 points ticket. Press HOPPER button to get tokens x10 points. You have 1 attempt for each 100 earned points. If you lose the game, you lose the points. And since this feature is present in all the CMC italian games too, I made a lot of fixes to them to allow work the payout system properly.
- 26th April 2008: Roberto Fresca - After some work, I have Snooker 10, Ten Balls and Apple 10 working. The last one still need a big analysis to decrypt the palette properly.
- 0.124u4: Roberto Fresca added Apple 10 (Ver 1.21) (Sandii' 1998).
- 23rd April 2008: Robert Fresca - I was busy trying to decrypt/unscramble the tile matrix of Apple 10... Tiles are ok now. The next step is to tackle the color system... Most of colors are correct. Still need to analyze the few wrong color codes.
- 22nd April 2008: Robert Fresca - Another 2 italian games were dumped (thanks f205v!). I made a new driver for them. They are Apple 10 and Ten Balls. Both programs seems to be heavy hacks from funworld games. Obviously all hardware accesses were relocated to match the new hardware, that has two big high-density PLDs mainly for protection. Also moved Snooker 10 to this new driver. All games aren't working yet. Ten Balls are from an early revision board. In Apple 10 the Colors and tile matrix are encrypted/scrambled. Decryption is a real PITA... I think I'm on the right way, but still have no idea how to implement it.
- 18th April 2008: f205v dumped Apple 10 (Ver 1.21).
Romset: 384 kb / 5 files / 139.4 zip
MAME XML Output:
   | <game name="apple10" sourcefile="snookr10.c"> |
   |    | <description>Apple 10 (Ver 1.21)</description> |
   |    | <year>1998</year> |
   |    | <manufacturer>Sandii'</manufacturer> |
   |    | <rom name="1.u2" size="32768" crc="7d538566" sha1="2e805157010c366ab1f2313a2bedb071c1dde733" region="maincpu" offset="8000"/> |
   |    | <rom name="2.u22" size="32768" crc="42b016f4" sha1="59d1b77f8cb706a3878813111c6a71514c413784" region="gfx1" offset="0"/> |
   |    | <rom name="3.u25" size="32768" crc="afc535dc" sha1="ed2d65f3154c6d80b7b22bfef1f30232e4496128" region="gfx1" offset="8000"/> |
   |    | <rom name="4.u18" size="262144" crc="17090d56" sha1="3a4c247f96c80f8cf4c1389b273880c5ea6fc39d" region="oki" offset="0"/> |
   |    | <rom name="5.u27" size="32768" crc="3510d705" sha1="2190c8199d29bf89e3007eb771cc6b0e2b58f6cd" region="proms" offset="0"/> |
   |    | <chip type="cpu" tag="maincpu" name="M65SC02" clock="2000000"/> |
   |    | <chip type="audio" tag="mono" name="Speaker"/> |
   |    | <chip type="audio" tag="oki" name="OKI6295" clock="1000000"/> |
   |    | <display tag="screen" type="raster" rotate="0" width="384" height="240" refresh="60.000000" /> |
   |    | <sound channels="1"/> |
   |    | <input players="1" coins="2" service="yes"> |
   |    |    | <control type="gambling"/> |
   |    | </input> |
   |    | <dipswitch name="Pool Value" tag="SW1" mask="3"> |
   |    |    | <dipvalue name="100" value="3"/> |
   |    |    | <dipvalue name="200" value="2"/> |
   |    |    | <dipvalue name="500" value="1"/> |
   |    |    | <dipvalue name="1000" value="0" default="yes"/> |
   |    | </dipswitch> |
   |    | <dipswitch name="Coinage" tag="SW1" mask="12"> |
   |    |    | <dipvalue name="1 Coin/1 Credit" value="12"/> |
   |    |    | <dipvalue name="1 Coin/2 Credits" value="8"/> |
   |    |    | <dipvalue name="1 Coin/5 Credits" value="4"/> |
   |    |    | <dipvalue name="1 Coin / 10 Credits" value="0" default="yes"/> |
   |    | </dipswitch> |
   |    | <dipswitch name="Super Game Settings" tag="SW1" mask="16"> |
   |    |    | <dipvalue name="Play to Payout" value="16" default="yes"/> |
   |    |    | <dipvalue name="Direct Payout" value="0"/> |
   |    | </dipswitch> |
   |    | <dipswitch name="Super Game Payment Type" tag="SW1" mask="96"> |
   |    |    | <dipvalue name="Manual - Coins 1" value="0"/> |
   |    |    | <dipvalue name="Manual - Coins 2" value="32"/> |
   |    |    | <dipvalue name="Disable Payment/Game" value="64"/> |
   |    |    | <dipvalue name="Automatic" value="96" default="yes"/> |
   |    | </dipswitch> |
   |    | <dipswitch name="Super Game Button" tag="SW1" mask="128"> |
   |    |    | <dipvalue name="PAYOUT button" value="0"/> |
   |    |    | <dipvalue name="STOP 5 button" value="128" default="yes"/> |
   |    | </dipswitch> |
   |    | <driver status="good" emulation="good" color="good" sound="good" graphic="good" savestate="unsupported" palettesize="256"/> |
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