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Miscellaneous simple changes:
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* docs: Updated example layout links to latest tagged release (0.261).
* capcom/1943.cpp: Improved DIP switch setting labels (MT08797).
* sega/sms.cpp: Original Master System/Gam*Boy wasn't numbered (MT08754).
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cuavas committed Dec 2, 2023
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19 changes: 11 additions & 8 deletions docs/source/techspecs/layout_files.rst
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Expand Up @@ -1461,33 +1461,36 @@ Example layout files
These layout files demonstrate various artwork system features. They are all
internal layouts included in MAME.

`sstrangr.lay <https://git.redump.net/mame/tree/src/mame/layout/sstrangr.lay?h=mame0235>`_
`sstrangr.lay <https://git.redump.net/mame/tree/src/mame/layout/sstrangr.lay?h=mame0261>`_
A simple case of using translucent colour overlays to visually separate and
highlight elements on a black and white screen.
`seawolf.lay <https://git.redump.net/mame/tree/src/mame/layout/seawolf.lay?h=mame0235>`_
`seawolf.lay <https://git.redump.net/mame/tree/src/mame/layout/seawolf.lay?h=mame0261>`_
This system uses lamps for key gameplay elements. Blending modes are used
for the translucent colour overlay placed over the monitor, and the lamps
reflected in front of the monitor. Also uses collections to allow parts of
the layout to be disabled selectively.
`armora.lay <https://git.redump.net/mame/tree/src/mame/layout/armora.lay?h=mame0235>`_
`armora.lay <https://git.redump.net/mame/tree/src/mame/layout/armora.lay?h=mame0261>`_
This game’s monitor is viewed directly through a translucent colour overlay
rather than being reflected from inside the cabinet. This means the overlay
reflects ambient light as well as affecting the colour of the video image.
The shapes on the overlay are drawn using embedded SVG images.
`tranz330.lay <https://git.redump.net/mame/tree/src/mame/layout/tranz330.lay?h=mame0235>`_
`tranz330.lay <https://git.redump.net/mame/tree/src/mame/layout/tranz330.lay?h=mame0261>`_
A multi-segment alphanumeric display and keypad. The keys are clickable,
and provide visual feedback when pressed.
`esq2by16.lay <https://git.redump.net/mame/tree/src/mame/layout/esq2by16.lay?h=mame0235>`_
`esq2by16.lay <https://git.redump.net/mame/tree/src/mame/layout/esq2by16.lay?h=mame0261>`_
Builds up a multi-line dot matrix character display. Repeats are used to
avoid repetition for the rows in a character, characters in a line, and
lines in a page. Group colors allow a single element to be used for all
four display colours.
`cgang.lay <https://git.redump.net/mame/tree/src/mame/layout/cgang.lay?h=mame0235>`_
`cgang.lay <https://git.redump.net/mame/tree/src/mame/layout/cgang.lay?h=mame0261>`_
Animates the position of element items to simulate an electromechanical
shooting gallery game. Also demonstrates effective use of components to
build up complex graphics.
`unkeinv.lay <https://git.redump.net/mame/tree/src/mame/layout/unkeinv.lay?h=mame0235>`_
`minspace.lay <https://git.redump.net/mame/tree/src/mame/layout/minspace.lay?h=mame0261>`_
Shows the position of a slider control with LEDs on it.
`md6802.lay <https://git.redump.net/mame/tree/src/mame/layout/md6802.lay?h=mame0235>`_
`md6802.lay <https://git.redump.net/mame/tree/src/mame/layout/md6802.lay?h=mame0261>`_
Effectively using groups as a procedural programming language to build up an
image of a trainer board.
`beena.lay <https://git.redump.net/mame/tree/src/mame/layout/beena.lay?h=mame0261>`_
Using event-based scripting to dynamically position elements and draw elemnt
content programmatically.
6 changes: 3 additions & 3 deletions src/mame/capcom/1943.cpp
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Expand Up @@ -165,9 +165,9 @@ static INPUT_PORTS_START( 1943 )
PORT_DIPNAME( 0x10, 0x10, "2 Player Game" ) PORT_DIPLOCATION("SWA:4")
PORT_DIPSETTING( 0x00, "1 Credit/2 Players" )
PORT_DIPSETTING( 0x10, "2 Credits/2 Players" )
PORT_DIPNAME( 0x20, 0x20, DEF_STR( Cabinet ) ) PORT_DIPLOCATION("SWA:3")
PORT_DIPSETTING( 0x20, DEF_STR( Upright ))
PORT_DIPSETTING( 0x00, DEF_STR( Cocktail ))
PORT_DIPNAME( 0x20, 0x20, DEF_STR( Flip_Screen ) ) PORT_DIPLOCATION("SWA:3")
PORT_DIPSETTING( 0x20, DEF_STR( Off ))
PORT_DIPSETTING( 0x00, DEF_STR( On ))
PORT_DIPNAME( 0x40, 0x40, "Screen Stop" ) PORT_DIPLOCATION("SWA:2")
PORT_DIPSETTING( 0x40, DEF_STR( Off ))
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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12 changes: 6 additions & 6 deletions src/mame/sega/sms.cpp
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Expand Up @@ -1261,19 +1261,19 @@ ROM_END

/* YEAR NAME PARENT COMPAT MACHINE INPUT CLASS INIT COMPANY FULLNAME FLAGS */
CONS( 1985, sg1000m3, sms, 0, sg1000m3, sg1000m3, sg1000m3_state, empty_init, "Sega", "Mark III", MACHINE_SUPPORTS_SAVE )
CONS( 1986, sms1, sms, 0, sms1_ntsc, sms1, sms1_state, empty_init, "Sega", "Master System I", MACHINE_SUPPORTS_SAVE )
CONS( 1986, sms1pal, sms, 0, sms1_pal, sms1, sms1_state, empty_init, "Sega", "Master System I (PAL)" , MACHINE_SUPPORTS_SAVE )
CONS( 1986, sms1, sms, 0, sms1_ntsc, sms1, sms1_state, empty_init, "Sega", "Master System", MACHINE_SUPPORTS_SAVE )
CONS( 1986, sms1pal, sms, 0, sms1_pal, sms1, sms1_state, empty_init, "Sega", "Master System (PAL)" , MACHINE_SUPPORTS_SAVE )
CONS( 1986, smssdisp, sms, 0, sms_sdisp, smssdisp, smssdisp_state, empty_init, "Sega", "Master System Store Display Unit", MACHINE_SUPPORTS_SAVE )
CONS( 1987, smsj, sms, 0, smsj, smsj, sms1_state, empty_init, "Sega", "Master System (Japan)", MACHINE_SUPPORTS_SAVE )
CONS( 1990, sms, 0, 0, sms2_ntsc, sms, sms_state, empty_init, "Sega", "Master System II", MACHINE_SUPPORTS_SAVE )
CONS( 1990, smspal, sms, 0, sms2_pal, sms, sms_state, empty_init, "Sega", "Master System II (PAL)", MACHINE_SUPPORTS_SAVE )
CONS( 1989, sms1krfm, sms, 0, smsj, smsj, sms1_state, empty_init, "Samsung", "Gam*Boy I (Korea) (FM)", MACHINE_SUPPORTS_SAVE )
CONS( 19??, sms1kr, sms, 0, sms1_kr, smsj, sms1_state, empty_init, "Samsung", "Gam*Boy I (Korea)", MACHINE_SUPPORTS_SAVE )
CONS( 1989, sms1krfm, sms, 0, smsj, smsj, sms1_state, empty_init, "Samsung", "Gam*Boy (Korea) (FM)", MACHINE_SUPPORTS_SAVE )
CONS( 19??, sms1kr, sms, 0, sms1_kr, smsj, sms1_state, empty_init, "Samsung", "Gam*Boy (Korea)", MACHINE_SUPPORTS_SAVE )
CONS( 1991, smskr, sms, 0, sms2_kr, sms, sms_state, empty_init, "Samsung", "Gam*Boy II (Korea)", MACHINE_SUPPORTS_SAVE )
CONS( 1989, sms1br, sms, 0, sms1_br, sms1, sms1_state, empty_init, "Tec Toy", "Master System I (Brazil)", MACHINE_SUPPORTS_SAVE )
CONS( 1989, sms1br, sms, 0, sms1_br, sms1, sms1_state, empty_init, "Tec Toy", "Master System (Brazil)", MACHINE_SUPPORTS_SAVE )
CONS( 1991, sms2br, sms, 0, sms1_br, sms1, sms1_state, empty_init, "Tec Toy", "Master System II (Brazil)", MACHINE_SUPPORTS_SAVE )
CONS( 1992, smsbr, sms, 0, sms3_br, sms, sms_state, empty_init, "Tec Toy", "Master System III Compact (Brazil)", MACHINE_SUPPORTS_SAVE )
CONS( 19??, sms1paln, sms, 0, sms1_paln, sms1, sms1_state, empty_init, "Tec Toy", "Master System I (PAL-N)", MACHINE_SUPPORTS_SAVE )
CONS( 19??, sms1paln, sms, 0, sms1_paln, sms1, sms1_state, empty_init, "Tec Toy", "Master System (PAL-N)", MACHINE_SUPPORTS_SAVE )
CONS( 19??, sms2paln, sms, 0, sms1_paln, sms1, sms1_state, empty_init, "Tec Toy", "Master System II (PAL-N)", MACHINE_SUPPORTS_SAVE )
CONS( 19??, smspaln, sms, 0, sms3_paln, sms, sms_state, empty_init, "Tec Toy", "Master System III Compact (PAL-N)", MACHINE_SUPPORTS_SAVE )

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