News...

NEWS...


Hi!... My name is Roberto Fresca, and I'm part of the MAME Dev Team since 1998. Here you can find some technical things about rare hardware. This site is intended to avoid duplicated efforts. This page is *always* in construction... :-)




--- 2014/04/3 23:58 ---

Assorted Stuff...

Just some work on Double Crown. Added MAX693 watchdog reset, coin in/out counters, fixed some inputs, and finally added button-lamps support. As always, I tried to do the most realistic layout allowed by our limited internal artwork system. Here some shots...

Double Crown button-lamps. Double Crown button-lamps. Double Crown button-lamps.


In other news, David Haywood hooked a second VRAM on Cuatro en Linea. Now we can see the 'interlaced' graphics. Respect to the rest, not much more improvements... Seems that *every* (data/address/switches/coins/etc) is passing through the big FPGA (ES2 9046). Also each time I try to disassemble the (bad called) audio CPU program, I end the attempt totally stressed. A lot of non-sense routines, checksuming empty offsets segments among other obfuscated things. The good thing is that thanks to Rockman from AUMAP, we're documenting the custom IC's and their peripheral circuitry.

Well... Here the (even/odd) fixed interleaved graphics.

Cuatro en Linea (preliminary, gfx ok). Cuatro en Linea (preliminary, gfx ok). Cuatro en Linea (preliminary, gfx ok).





--- 2014/03/27 16:20 ---

Cuatro en Linea...

Thanks to the AUMAP people (who contributed with a lot of spanish sets before), we have a new game dumped... This is 'Cuatro en Linea', and it's running in a very rare and complex platform with 2x Z80 (one for audio), 1x AY-3-8910 for sound, 1x UM487F (HCGA controller), and 3 unknown custom ICs...

Cuatro en Linea PCB

These custom ICs are:

1x ES2 CM3080 (unknown DIP-18 IC)
1x ES2 9046 (unknown PLCC-84 IC)
1x 8952 CM 32 (unknown DIP-40 IC)

We're trying to reverse them. If someone knows something about, please contact me through the contact page, or just post on Mameworld Forums.

Graphics are using a bitmap mode that seems way complex. Some days ago, David Haywood sent a preliminary driver, and I joined to see if we can improve the emulation. The system is using a HCGA controller (UM487F) that has a UM6845R embedded. So I reversed the code to see how this monster is set. There is not much, but we passed from this...

Cuatro en Linea (preliminary, before).

To this...

Cuatro en Linea (preliminary, after).

'Und seines Bellens lauter Schall... Beweist nur, daß wir reiten'. :-)



**** EDIT ****

Playing with the UM487F status register, got an overflow, that allow me to know our hero... (or our H.E.R.O.?) ;-)

Cuatro en Linea (preliminary, hero).

More to come...





--- 2014/03/18 15:50 ---

Amusco, take II...

Nice hardware mess... This is a 8-bit game running in an hybrid 16-bit platform (i8086 based) with some 8-bit devices. All in this hardware seems way complex.

Just team'ed with Angelo Salese and got some improvements. At least the game starts to show something. Unfortunately, the complexity of interrupts device + driver + timer devices intertwining with the CPU prevents us to get more improvements for now. Here a couple of snaps...

American Music Poker (preliminary).

After a reset...

American Music Poker (preliminary).





--- 2014/03/14 22:30 ---

Amusco...

Here is another rare hardware manufactured by 'Amusco' in earlies 80's. The PCB has an empty socket for the missing CPU. Since there are 1x AMD D8284A (Clock Generator and Driver for 8086/8088 Processors) and 1x NEC D8259AC (Programmable Interrupt Controller), we can assume that the missing CPU is a 8085/8086/8088 type.

American Music Poker PCB

The game is 'American Music Poker', and also has a MOS 6845 as CRT Controller, two P8255 (Programmable Peripheral Interface) for I/O, and a SN76489 (Digital Complex Sound Generator) obviously for sound.

I started a new driver for this rarity. Graphics are properly decoded (strange 8*10 tiles, also x-flipped). Now need to guess the correct CPU. For now, I can't find what fits there... The code lacks of sense. See some decoded tiles...

American Music Poker (cards deck tiles). American Music Poker (joker tiles).





--- 2014/03/12 18:30 ---

The original hack...

I was digging into the Golden Star hardware and found a lot of things... Some years ago when I was starting to work in this hardware just suspected that Golden Star is a hack from another game. Now, after a lot of reverse engineering, I can say for sure that the IGS crew heavily hacked another game to bring Golden Star to the life.

All is pointing that the big hack was made to lower the hardware costs, since the PCB lacks of the 3x PPI 8255 devices originally meant for I/O. All inputs are driven through PPI programming mode, and also there are some init sequences inside the code. Briefly, the game code handles the inputs like they are tied to physical PPI 8255's when they aren't present. Also outputs have a lot of leftovers from another hardware, like the lamps support. All lamps are driven in a strange way through port F900h, but whilst some lamps are turning on (like stop lamps) the code try to write to the inexistent port F850h (from Cherry Bonus III hardware) trying to lite them through another format (like Cherry Bonus III hardware does).

So sad, that the classic from IGS (and header of the driver) is just a complex hack to drive most of the functions/tasks from the big CPLD present in the board. Well... Once reversed the port, figured out how the lamps are meant in the control panel. Also adjusted the inputs accordingly. Here the results...

Golden Star lamps. Golden Star lamps. Golden Star lamps. Golden Star lamps. Golden Star lamps.

Note the Ace present in the bonus screen above. It has the 'D' from Dyna logo... ;-)





--- 2014/03/10 15:00 ---

Cherry Bonus III lamps...

I found the output ports related to lamps. Cherry Bonus III (and clones) have two controls set. These could be switched in game (like Mahjong games). One control set looks normal, and the second one seems to be meant for non-stop reels. Ports F850h and F860h drive the lamps for both controls set respectively.

Now I added lamps support, and created a realistic control panel layout with 3D button-lamps. Here a couple of snaps...

Cherry Bonus III lamps. Cherry Bonus III lamps.

See the details...

Cherry Bonus III lamps (detail).





--- 2014/03/09 21:30 ---

Royal Card (French) + Cherry Bonus...

More news... I got running a Royal Card set that is totaly in French instead of the normal Austrian language, dumped by f205v.

Royal Card (French) PCB

Here some snaps...

Royal Card (French). Royal Card (French). Royal Card (French). Royal Card (French). Royal Card (French). Royal Card (French). Royal Card (French). Royal Card (French).

In other news, we got perfect graphics decrypt/decode for the Cherry Bonus III (the one with a big CPLD for the encryption). With this work, the game is now working properly and was officially promoted to working state. Here some snaps...

Cherry Bonus III (set 4, encrypted). Cherry Bonus III (set 4, encrypted). Cherry Bonus III (set 4, encrypted). Cherry Bonus III (set 4, encrypted).





--- 2014/03/04 15:45 ---

On fire IV...

More dumps from ANY... Sometimes I think he owns the Felix Magic Bag of tricks...

ANY and his magic bag of tricks

(thanks Anna for the cute Felix art. Seems ANY bringing me more troubles work) ;-)

Two different sets of Italian Jolly Card (with different colors and different cards deck graphics), One Royal Card, and finally a new Cherry Bonus III highly encrypted. Here some snaps:

Italian Jolly Card with different colors Italian Jolly Card with different colors Italian Jolly Card with different colors Italian Jolly Card with different colors Italian Jolly Card with different colors Italian Jolly Card with different colors Italian Jolly Card with different colors Italian Jolly Card with different colors Italian Jolly Card with different colors Italian Jolly Card with different colors Italian Jolly Card with different colors Italian Jolly Card with different colors


Here the set with also different colors, and diferent cards deck graphics...

Italian Jolly Card with different colors and cards deck gfx Italian Jolly Card with different colors and cards deck gfx Italian Jolly Card with different colors and cards deck gfx Italian Jolly Card with different colors and cards deck gfx Italian Jolly Card with different colors and cards deck gfx Italian Jolly Card with different colors and cards deck gfx Italian Jolly Card with different colors and cards deck gfx Italian Jolly Card with different colors and cards deck gfx

Some commercial spam in the graphics... Not shown in the game.

Italian Jolly Card with different colors and cards deck gfx with spam Italian Jolly Card with different colors and cards deck gfx with spam


Now a new set of Royal Card. Also with different text color..

Royal Card with different text colors Royal Card with different text colors Royal Card with different text colors Royal Card with different text colors Royal Card with different text colors Royal Card with different text colors Royal Card with different text colors Royal Card with different text colors Royal Card with different text colors Royal Card with different text colors


And now, the Cherry Bonus III, with a big CPLD for the encryption...

Cherry Bonus III (set 4) PCB

And my best attempt to decrypt/decode the graphics. They are bitswapped, and need a special graphics decode. The game is working properly, so was tagged as 'imperfect graphics', at least for now...

Cherry Bonus III (set 4) Cherry Bonus III (set 4) Cherry Bonus III (set 4) Cherry Bonus III (set 4) Cherry Bonus III (set 4) Cherry Bonus III (set 4) Cherry Bonus III (set 4) Cherry Bonus III (set 4)



********** EDIT 2013/03/05 **********

Just fixed the colors of Cherry Bonus III (set 3) from Dyna. The bipolar PROMs that contain the color info are 4-bit devices, and the color data is 8-bit. So I took the 4-bit data from each PROM, and combinated them to get the proper 8-bit values, that match other games from the saga. Also added the missing PROM for the second bank of graphics. See the differences:

Before (as you can see in 0.152):

Cherry Bonus III (set 3) Cherry Bonus III (set 3) Cherry Bonus III (set 3) Cherry Bonus III (set 3)

After the changes:

Cherry Bonus III (set 3) fixed Colors Cherry Bonus III (set 3) fixed Colors Cherry Bonus III (set 3) fixed Colors Cherry Bonus III (set 3) fixed Colors Cherry Bonus III (set 3) fixed Colors Cherry Bonus III (set 3) fixed Colors





--- 2014/03/02 15:39 ---

Unknown Bordun, take II...

Well... I found that the game name is Super Star '97. Seems to be a classic asian gambling game. Here the PCB:

Super Star'97 PCB

And after some hard work decoding the graphics and other things, got it partially running. Colors and some graphics are wrong due to the lack of data (some ROMs are under/bad dumped). Here some snaps...

Super Star'97. Super Star'97. Super Star'97. Super Star'97. Super Star'97. Super Star'97.

See the wrong banking due to the lack of graphics...

Super Star'97. Super Star'97.

Unfortunatelly the PCB need to be redumped.



***** EDIT 2014/03/03 22:50 *****

See what we're missing due to the lack of palette and extra graphics...(click for full-size!)

Super Star'97 title + whore

Now I'm more convinced that we need another PCB to redump these underdumped ROMs... :-)





--- 2014/03/02 03:45 ---

Unknown Bordun...

This is a rare dump that was laying in my disk for ages. I never spent some spare time to even take a subtle look. This is a chinese game from Bordun International. After some hard work I got both graphics banks decoded, and started to show something. Here a couple of snaps...

unknown Bordun game. unknown Bordun game.

This is still preliminary, and the game needs a lot of work. BTW, if someone can translate the title and the settings, please contact me through the CONTACT link at the left panel. Thanks!...





--- 2014/03/01 15:15 ---

Off the Record...

A new dump thanks to ANY. This time is a NEC V30 based hardware, with a OKI MSM6376 for 4-bit ADPCM sound samples. The game name is 'Record'. Is an Italian gambling game where you can choose the items to play with (balls, chips, cans and numbers) for legal purposes (poker games were forbidden), and also has some protections at boot that were analyzed and worked out...

Record PCB

With this one too, at very begining I got constants resets due to the protection. Now is fully working. Still remains to check some weird service inputs. Here you can see some snaps...

Record Record Record Record Record Record Record Record Record

And here the settings...

Record Record Record Record Record Record Record





--- 2014/02/26 13:50 ---

Cherry Wheel, take II...

A lot of work on the MCU simulation. After exhaustive analysis, I found how is the MCU communication.

The program writes to the MCU different commands for different tasks, and get a response from it. Some commands have different parameters. Command 11h is for Idle, and is just one byte. Other commands take till 4-5 bytes long (command + data). In the case of reels controls / state, the command is 1Ah. Just writes to the MCU a 6-bits value (bits 0-1-2-3-4-5), and expects a 3-bit response (bits 0-1-4) from it to define a reel state/graphics to generate. Any different combination produces reset or corrupted graphics.

So, here my first attempt to simulate the MCU. Also you can see the button-lamps working... Here see some snaps:

Cherry Wheel Cherry Wheel Cherry Wheel Cherry Wheel Cherry Wheel

And the Mistery/Gyro/Roulette/Wheel bonus... :-)

Cherry Wheel Cherry Wheel Cherry Wheel

The game now seems to work more close to the real thing. I'll try to go further, and find the relation of the injected seeds with the MCU response.





--- 2014/02/23 23:55 ---

Cherry Wheel...

A new rarity thanks to ANY. The game is a mix of slots machine with a sort of roulette / fortune wheel. You can play the slots in different ways (credits or timed). When you reach a special symbol, you have a bonus with this sort of roulette called Gyro. This game is running in a M68000 hardware with a OKI 6295 for sounds, and a MCU (PIC16C65B) at location U60.

Cherry Wheel PCB

At very begining, I got constants resets due to unknown checks against NVRAM values. Fortunately, David Haywood told me that the problem is that program takes 2 values (from NVRAM) and ends up causing a divide by zero error (Thanks David!). And since the exception handler points to 0000, the game just resets.

So... I started to work in a default NVRAM with the minimal values to get the thing booting, and will allow me to improve the NVRAM values to get the game more functional.

Here you can see some snaps...

Cherry Wheel Cherry Wheel Cherry Wheel Cherry Wheel Cherry Wheel Cherry Wheel Cherry Wheel Cherry Wheel Cherry Wheel

And here the settings...

Cherry Wheel Cherry Wheel Cherry Wheel Cherry Wheel Cherry Wheel Cherry Wheel Cherry Wheel Cherry Wheel

Sadly, if you play the game you always win, getting only cherries constantly. I harassed the poor ANY to get some NVRAM dumps to see if some hardcoded value was involved, but after a lot of work, I noticed that the MCU (meant for touch screen purposes) also is involved in the reels control/states.

So... next step will be a complete analysis of this MCU, with the purpose of simulation. Also I'll work on button-lamps support. Wish me luck...





--- 2014/02/22 16:00 ---

On fire III...

More dumps from ANY. This time is a fruit game called 'Gold Fruit'. The graphics bank that contains the charset (among other graphics), looks corrupt. ANY also tagged the ROM as bad dump, since he got 2 fixed bits along the dump.

After some analysis, I noticed the graphics were decoded/packed in a different format. Fortunatelly these fixed bits are unused, so the whole graphics set is 100% OK. So... I created a new machine driver with a different decodegfx to support this one... Here a PCB picture and some in-game snaps:

Gold Fruit PCB

Gold Fruit Gold Fruit Gold Fruit Gold Fruit Gold Fruit Gold Fruit

Main rate is fixed to 40% (doesn't matter WTH you try to set through DIP switches). Also Coin A and B are fixed to 100 credits by pulse, thing that made me think if these weren't used as remote credits buttons...



In other news... Thanks to ANY, we have now a new set of Witch (this one is with ranking). Still need some work on the NVRAM system, but is playable. Here some snaps...

Witch (With ranking) Witch (With ranking) Witch (With ranking) Witch (With ranking) Witch (With ranking) Witch (With ranking)



And more... A new Videotron Poker with cards selector (see the little arrow)...

Videotron (With cards selector) Videotron (With cards selector) Videotron (With cards selector) Videotron (With cards selector) Videotron (With cards selector) Videotron (With cards selector)



And also more... Implemented the program banking in Mundial/Mondial (Italian/French). Now you can use the DIP switch to select program. Program 1 is in Italian, program 2 is in French. Ages in my todo list... :-)

Mundial/Mondial (Italian/French), switch to select Mundial/Mondial (Italian/French), switch to select Mundial/Mondial (Italian/French), switch to select





--- 2014/02/19 20:29 ---

On fire II...

And all the efforts and time spent finally paid!. I got the credits working... :-)

This vintage Jubilee Double-Up Poker, has the inputs multiplexed *and* encoded. That means the game has 8 lines for inputs (port C8h) that are routed to different set of inputs depending of 3 selectors (CC2h, CC4h, and CC6h) states. I got all the 8*3 inputs mapped, and the credits input wasn't found there... After a lot of reverse engineering, got the missing input: the first 2 lines were encoded *together*, but also need the CC4h state ON, and just for some milliseconds (has timeout) to trigger credits properly.

Here some pics for comparison...

Jubilee Double-Up Poker (real screen)

Jubilee Double-Up Poker Jubilee Double-Up Poker Jubilee Double-Up Poker Jubilee Double-Up Poker Jubilee Double-Up Poker Jubilee Double-Up Poker Jubilee Double-Up Poker Jubilee Double-Up Poker Jubilee Double-Up Poker Jubilee Double-Up Poker Jubilee Double-Up Poker Jubilee Double-Up Poker

The game is working properly, but still without sound (looks like is discrete sound). Anyways, I'm proud of it, since this driver was made without any technical info, schematics or whatever. Just a lot of analysis and reverse-engineering.
Here some cab pics found on the net...

Jubilee Double-Up Poker cab Jubilee Double-Up Poker cab

Some paytable details...

Jubilee Double-Up Poker paytable

'ALL CREDITS REDEEMABLE IN LIQUOR ONLY. NO CASH PAYMENTS'. Nice one, BTW...

In other news, I have the Coinmaster Joker Poker sound working. :-)





--- 2014/02/17 00:27 ---

On fire...

During the last week, I was working in a lot of things for Jubilee Double-Up Poker. Now I have the graphics banking working properly. Also improved a lot of things. One of them was to find the input port, but is multiplexed in an extremely way. I started a workaround to demux the port, using what I interpreted as selectors (there are many CRU offsets involved). Just a few inputs work, but I think I'm in the correct way since these are consistent. Can't go further due to the lack of Coin In input (maybe interrupts are involved). So, for now, I got the following screens...

Jubilee Double-Up Poker Jubilee Double-Up Poker Jubilee Double-Up Poker

Just hacking the inputs, injecting random data got the following screens...

Jubilee Double-Up Poker Jubilee Double-Up Poker Jubilee Double-Up Poker

These were meant to confirm that my implementation of 4 graphics banks plus the attribute RAM is accurate. :-)





--- 2014/02/16 21:55 ---

Crystal downgrade...

Here one of the worst downgrades. Seems that JCD made a Crystal Colours version for CMC hardware. The game is far from the one running in Snooker10/Sandi' hardware. A new rarity thanks again to ANY. The game is working properly as you can see in the following snaps...

Crystal Colours (CMC hardware) Crystal Colours (CMC hardware)

Is this harlequin/jester Butthead?... And what year is this 'MCMICVIII'?... Seems that someone needs some Roman numerals lessons! :-P

Crystal Colours (CMC hardware) Crystal Colours (CMC hardware) Crystal Colours (CMC hardware) Crystal Colours (CMC hardware) Crystal Colours (CMC hardware) Crystal Colours (CMC hardware) Crystal Colours (CMC hardware) Crystal Colours (CMC hardware)

Too far from this one:

Crystal Colours (Snooker10 hardware) Crystal Colours (Snooker10 hardware)

...with better graphics and sounds.





--- 2014/02/16 15:26 ---

Luna Park...

I always thought that 'Bottle 10' and 'Kkot No Li' had the worst graphics for gambling games. but thanks again to ANY, we got another one with ugly and child'ish title graphics. It's Luna Park, and is running in a modified CMC hardware, with video RAM 4000-4FFF mirrored to 6000-6FFF and color RAM 5000-5FFF also mirrored to 7000-7FFF. The game writes into 'both' video RAMs, so, if you ever think to do a ROM swap and put the program in a regular CMC board, you'll get messy unplayable graphics.

Luna Park PCB

Also the program ROM contains two different programs (one in each half), and the highest address line is tied to DIP switch #1, so you can select through it which program to run.

Here some snaps of the game working (with proper program banking)...

Luna Park (set 1, dual program) Luna Park (set 1, dual program) Luna Park (set 1, dual program) Luna Park (set 1, dual program) Luna Park (set 1, dual program) Luna Park (set 1, dual program) Luna Park (set 1, dual program) Luna Park (set 1, dual program) Luna Park (set 1, dual program) Luna Park (set 1, dual program)

Some leftover to see more child'ish tiles inside...

Luna Park (tiles inside)





--- 2014/02/14 12:10 ---

Fleshing the Jubilee...

Some years ago, I started a preliminary driver for a very old Jubilee poker game called 'Double-Up Poker' (looks like they got the brains off thinking in the title)... The fact is that I was stuck due to three reasons: (A) I only got the ROMs and didn't knew anything about the hardware. (B) I wasn't soo skilled on the TSM9980 CPU to get the proper interrupts working, and (C) didn't get too much response from the preliminary attempt to emulate this machine.

But since Michael Zapf modernised the TMS9980/95 (and hooked some interrupts stuff), I always thought that I can improve in some way this system. Fortunatelly a PCB board picture and a few specs appeared in an old forum. So... just started again to see if can do something.

Jubilee Double-Up Poker PCB

Not so much, but found what seems part of the video RAM. Here some snaps...

Jubilee Double-Up Poker Jubilee Double-Up Poker

Aren't the following snaps from cards drawn?...

Jubilee Double-Up Poker Jubilee Double-Up Poker

Looks more like the ATTR RAM instead of the principal video RAM. I'll try more harder...



**** EDIT ****

Figured out the video RAM and the color/attribute RAM.

Jubilee Double-Up Poker

A bit better, no?... Now need to work in graphics banking.





--- 2014/02/10 14:05 ---

China Town...

As I always said, I love the obscure and rare games. Thanks to ANY, we got another bizarre game preserved. It's China Town, and is running in the encrypted and evil Dino 4 hardware. The game also has some silly protections (among some video isuues) that were figured out.

China Town (Dino4 HW) PCB

China Town (Dino4 HW) Real Machine China Town (Dino4 HW) Real Machine

Here some snaps of the game working (with button-lamps and sound)...

China Town (Dino4 HW) China Town (Dino4 HW) China Town (Dino4 HW) China Town (Dino4 HW) China Town (Dino4 HW) China Town (Dino4 HW) China Town (Dino4 HW) China Town (Dino4 HW) China Town (Dino4 HW) China Town (Dino4 HW) China Town (Dino4 HW) China Town (Dino4 HW) China Town (Dino4 HW)





--- 2014/02/08 22:30 ---

More about Coinmaster...

After long hours of work, figured out a lot of things about Joker Poker... I got proper colors, and the game working properly. ANY kindly measured the PCB clocks and I made the rest. Still need to hook the sound (the offset where the AY8912 is mapped for address/data writes, do some interference with the DIP switches status (hooked in one AY8912 port), hanging the game in the "DIL 7 ON" screen. Anyway... Here some snaps of the game working (without sound) ;-)

Coinmaster Joker Poker Coinmaster Joker Poker Coinmaster Joker Poker Coinmaster Joker Poker Coinmaster Joker Poker Coinmaster Joker Poker Coinmaster Joker Poker Coinmaster Joker Poker Coinmaster Joker Poker Coinmaster Joker Poker Coinmaster Joker Poker Coinmaster Joker Poker Coinmaster Joker Poker Coinmaster Joker Poker Coinmaster Joker Poker Coinmaster Joker Poker Coinmaster Joker Poker Coinmaster Joker Poker Coinmaster Joker Poker Coinmaster Joker Poker





--- 2014/02/07 4:12 ---

Improving Magic Card II...

Not soo much, but override the hacky CRTC settings to get a decent visible area and get the game centered, through a dedicated interface config. See the snaps...

Magic Card II (centered) Magic Card II (centered) Magic Card II (centered) Magic Card II (centered)





--- 2014/02/06 2:43 ---

Something about Coinmaster...

ANY received a nice Coinmaster PCB. The game is in fact Joker Poker, manufactured by Coinmaster (Wales, UK) in late 80's.

Coinmaster Joker Poker PCB

The game runs in a Z80 platform with 3x PPI 8255 for I/O (what a mess of I/O), plus a AY-3-8912 for sounds and DIP switches port. I started something, and got a lot of troubles. The game is not working (yet), and got bad colors and no sound. I'll hang overnight working on it to see if something good comes...

Just a few snaps...

Coinmaster Joker Poker Coinmaster Joker Poker Coinmaster Joker Poker





--- 2014/02/05 22:05 ---

Royal Card (encrypted on Dino 4 hardware), take two...

After an exhaustive work, I was able to fully decrypt the graphics set. Here some decrypted tiles...

Royal Card (encrypted, Dino 4 hardware) decrypted tiles Royal Card (encrypted, Dino 4 hardware) decrypted tiles

About the program, It's a real mess... (AB)using the BIT instructions and some obscure things. Let me explain a bit...

The game vectors are $C122 (RESET) and $C20F (IRQ)

The code starts...

C122: A2 FF      LDX #$FF    ; load 0xFF to reg X
C124: 9A         TXS         ; transfer to the stack
C125: 78         SEI         ; set interrupts
C126: D8         CLD         ; clear decimal
C127: 18         CLC         ; clear carry
C128: A9 4C      LDA #$4C    ;\
C12A: 8D 00 00   STA $0000   ; \
C12D: A9 10      LDA #$10    ;  \ set 4C 10 C2 (JMP $C210) into $0000
C12F: 8D 01 00   STA $0001   ;  /
C132: A9 C2      LDA #$C2    ; /
C134: 8D 02 00   STA $0002   ;/
C137: 4C DC 48   JMP $48DC   ; jump to $48DC...

48DC: 93         NOP         ;\
48DD: 00         BRK         ; \
48DE: B7 4B      SMB3 $4B    ;  \
48E0: 05 93      ORA $93     ;   > nothing has sense here...
48E2: 00         BRK         ;  /
48E3: B7 4D      SMB3 $4B    ; /
48E5: 05 B7      ORA $B7     ;/
48E7: 4C 05 76   JMP $7605   ; jump to $7605 (no code there)


And the IRQ vector pointed code... does nothing!

C20F: 40         RTI         ; return from interrupt


And the code pointed from $0000...

C210: 48         PHA         ; transfer accumulator to stack
C211: AD 01 0A   LDA $0A01   ; read the PIA #2 input
C214: 29 F7      AND #$F7    ; \ compare with 0xF7
C216: CD 01 0A   CMP $0A01   ; /
C219: D0 02      BNE $C21D   ; if not... jump to $C21D
C21B: 09 08      ORA #$08    ; \ clean the value
C21D: 8D 01 0A   STA $0A01   ; /
C220: 68         PLA         ; take out from the stack the previous accumulator value
C221: 40         RTI         ; return from interrupt

The board was later connected to a fluke, and the pieces of code dumped from the real hardware, match 100% the ones I decrypted here. Even with the game working properly in the real hardware. The only visible changes are in the NVRAM, where the $0000 offset hasn't the JMP $C210 instruction injected at the start...

Maybe some scrambled instructions on the fatidic 'mexican' Rockwell R65C02 (like Magic Card II)??... Maybe mnemonic 93 is AXA (ab),Y (93 ab) instead of NOP (as seen in some sources)??...

Tooo much obscure/darkness here...





--- 2014/02/04 16:10 ---

Bingo!...

This is a real vintage and rare game...

Bingo PCB

Bingo, was manufactured in 1983 by Game-A-Tron. The game runs in a Z80 platform with a PPI 8255 for I/O (both missing in the board), plus a SN76489N for sounds. The dump was laying under my nose for years, and I never seen it!. The game is working properly with full sound.

Here a video and some snaps...

Bingo (1983) Bingo (1983) Bingo (1983) Bingo (1983) Bingo (1983) Bingo (1983) Bingo (1983) Bingo (1983)

**** EDIT ****

Figured out the output and got the button-lamps working...

Bingo (1983) with lamps Bingo (1983) with lamps Bingo (1983) with lamps

Another jewel preserved... :)





--- 2014/01/23 19:52 ---

Royal Card (encrypted on Dino 4 hardware)...

Another rare game board from ANY, that kindly dumped it for the sake of preservation. This is Royal Card.
Ahhh... the TAB one... NO!. Nichibutsu?... NOPE! So??

This one is a different game, totally encrypted, running in a Dino 4 hardware *plus* an obscure daughterboard with CPU (the fatidic mexican Rockwell R65C02) and an unknown PLCC, for extra protection.

Royal Card (encrypted, Dino 4 hardware) PCB

And some details about the daughterboard. You can see how the data lines are going to the phantom PLCC device.

Royal Card (encrypted, Dino 4 hardware) daughterboard

Here a pic of the game running:

Royal Card (encrypted, Dino 4 hardware)

After long hours of work, I have the program decrypted, and the graphics partially decrypted. Here some tiles arranged:

Royal Card (encrypted, Dino 4 hardware) title tiles

Royal Card (encrypted, Dino 4 hardware) tiles

Royal Card (encrypted, Dino 4 hardware) tiles

Unfortunatelly the program starts and soon jumps to an offset where there is no valid code. Need more investigation...







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