New working machine added

-----------
U.S. Games Super Sports-4 [hap, Sean Riddle]
master
hap 2016-06-01 00:34:25 +02:00
parent 1c6b2232ef
commit 74f2352fba
5 changed files with 227 additions and 152 deletions

View File

@ -11,8 +11,7 @@
<publisher>Fidelity Electronics</publisher>
<part name="cart" interface="fidel_scc">
<dataarea name="rom" size="0x2000">
<!-- ROM taken from Super Sensory 9, should be same -->
<rom name="cb9.bin" size="0x2000" status="baddump" crc="421147e8" sha1="ccf62f6f218e8992baf30973fe41b35e14a1cc1a" offset="0x0000" />
<rom name="cb9.bin" size="0x2000" crc="421147e8" sha1="ccf62f6f218e8992baf30973fe41b35e14a1cc1a" offset="0x0000" />
</dataarea>
</part>
</software>

View File

@ -1000,8 +1000,7 @@ MACHINE_CONFIG_END
Milton Bradley Electronic Battleship (1982 version)
* COP420 MCU label COP420-JWE/N
This is a simplified hardware revision to the 1977/1979 version. The game
board looks almost identical.
see hh_tms1k.cpp bship driver for more information
***************************************************************************/

View File

@ -34,7 +34,7 @@
@MP1204 TMS1100 1980, Entex Baseball 3 (6007)
@MP1211 TMS1100 1980, Entex Space Invader
@MP1218 TMS1100 1980, Entex Basketball 2 (6010)
@MP1219 TMS1100 1980, U.S. Games Super Sports 4
@MP1219 TMS1100 1980, U.S. Games Super Sports-4
@MP1221 TMS1100 1980, Entex Raise The Devil
*MP1296 TMS1100? 1982, Entex Black Knight
@MP1312 TMS1100 1983, Gakken FX-Micom R-165/Tandy Radio Shack Science Fair Microcomputer Trainer
@ -1226,8 +1226,7 @@ MACHINE_CONFIG_END
This is a head to head electronic tabletop LED-display sports console.
One cartridge(Football) was included with the console, the other three were
sold in a pack. Gameplay has emphasis on strategy, read the official manual
on how to play. Remember that you can rotate the view in MAME: rotate left
for Home(P1) orientation, rotate right for Visitor(P2) orientation.
on how to play. MAME external artwork is needed for the switchable overlays.
Cartridge socket:
1 N/C
@ -1267,11 +1266,9 @@ public:
void tc4_state::prepare_display()
{
// R5,R7-R9 are 7segs
for (int y = 5; y < 10; y++)
if (y != 6)
m_display_segmask[y] = 0x7f;
set_display_segmask(0x3a0, 0x7f);
// update current state (note: R6 as extra column!)
// note: R6 is an extra column
display_matrix(9, 10, (m_o | (m_r << 2 & 0x100)), m_r);
}
@ -1634,7 +1631,7 @@ MACHINE_CONFIG_END
* 2 7seg LEDs, 30 other LEDs, 1-bit sound
known releases:
- USA: Electronic Soccer, 2 versions (green bezel, transparent bezel)
- USA: Electronic Soccer, 2 versions (leds on green bezel, or leds under bezel)
- Germany: Fussball, with skill switch
***************************************************************************/
@ -1657,7 +1654,7 @@ public:
void esoccer_state::prepare_display()
{
// R8,R9 are 7segs
m_display_segmask[8] = m_display_segmask[9] = 0x7f;
set_display_segmask(0x300, 0x7f);
display_matrix(7, 10, m_o, m_r);
}
@ -1781,8 +1778,7 @@ public:
void ebball_state::prepare_display()
{
// R8 is a 7seg
m_display_segmask[8] = 0x7f;
set_display_segmask(0x100, 0x7f);
display_matrix(7, 9, ~m_o, m_r);
}
@ -1912,9 +1908,7 @@ public:
void ebball2_state::prepare_display()
{
// R0-R2 are 7segs
for (int y = 0; y < 3; y++)
m_display_segmask[y] = 0x7f;
set_display_segmask(7, 0x7f);
display_matrix(8, 10, ~m_o, m_r ^ 0x7f);
}
@ -2052,7 +2046,7 @@ void ebball3_state::prepare_display()
m_display_state[y] = (m_r >> y & 1) ? m_o : 0;
// R0,R1 are normal 7segs
m_display_segmask[0] = m_display_segmask[1] = 0x7f;
set_display_segmask(3, 0x7f);
// R4,R7 contain segments(only F and B) for the two other digits
m_display_state[10] = (m_display_state[4] & 0x20) | (m_display_state[7] & 0x02);
@ -2210,9 +2204,7 @@ protected:
void einvader_state::prepare_display()
{
// R7-R9 are 7segs
for (int y = 7; y < 10; y++)
m_display_segmask[y] = 0x7f;
set_display_segmask(0x380, 0x7f);
display_matrix(8, 10, m_o, m_r);
}
@ -2313,9 +2305,7 @@ public:
void efootb4_state::prepare_display()
{
// R10-R15 are 7segs
for (int y = 10; y < 16; y++)
m_display_segmask[y] = 0x7f;
set_display_segmask(0xfc00, 0x7f);
display_matrix(7, 16, m_o, m_r);
}
@ -2442,9 +2432,7 @@ public:
void ebaskb2_state::prepare_display()
{
// R0-R3 are 7segs
for (int y = 0; y < 4; y++)
m_display_segmask[y] = 0x7f;
set_display_segmask(0xf, 0x7f);
display_matrix(7, 10, m_o, m_r);
}
@ -2572,9 +2560,7 @@ protected:
void raisedvl_state::prepare_display()
{
// R0-R2 are 7segs
for (int y = 0; y < 3; y++)
m_display_segmask[y] = 0x7f;
set_display_segmask(7, 0x7f);
display_matrix(7, 10, m_o, m_r);
}
@ -3223,7 +3209,7 @@ public:
void starwbc_state::prepare_display()
{
// R6,R8 are 7segs
m_display_segmask[6] = m_display_segmask[8] = 0x7f;
set_display_segmask(0x140, 0x7f);
display_matrix(8, 10, m_o, m_r);
}
@ -3728,7 +3714,7 @@ MACHINE_CONFIG_END
/***************************************************************************
Milton Bradley Electronic Battleship (1977/1979 version)
Milton Bradley Electronic Battleship (1977 version)
* PCB label MB 4750B
* TMS1000NLL MP3208 (die label 1000C, MP3208)
* SN75494N (acting as inverters), SN76477 sound
@ -3739,9 +3725,9 @@ MACHINE_CONFIG_END
It went through 3 hardware revisions:
1977: model 4750A or B, see notes above
1980: model 4750C: cost-reduced single chip design, lesser quality game board.
1979: model 4750C: cost-reduced single chip design, lesser quality game board.
The chip is assumed to be custom, no MCU: 28-pin DIP, label 4750, SCUS 0462
1982: back to MCU, COP420 instead of choosing TI, see hh_cop400.cpp
1982: back to MCU, COP420 instead of choosing TI, emulated in hh_cop400.cpp
***************************************************************************/
@ -5770,9 +5756,14 @@ MACHINE_CONFIG_END
/***************************************************************************
U.S. Games Super Sports 4
U.S. Games Super Sports-4
* TMS1100 MP1219 (no decap)
* x
* 9-digit 7seg LEDs(not fully used), 47 more LEDs, 1-bit sound
This handheld includes 4 games: Basketball, Football, Soccer, Hockey.
MAME external artwork is needed for the switchable overlays.
The later Coleco Total Control 4 is clearly based on this.
***************************************************************************/
@ -5793,33 +5784,89 @@ public:
void ssports4_state::prepare_display()
{
// R0,R1 and R8,R9 are 7segs
set_display_segmask(0x303, 0x7f);
// note: R2 is an extra column
display_matrix(9, 10, m_o | (m_r << 6 & 0x100), m_r);
}
WRITE16_MEMBER(ssports4_state::write_r)
{
// R10: speaker out
m_speaker->level_w(data >> 10 & 1);
// R0-R9: led select/data
m_r = data;
prepare_display();
}
WRITE16_MEMBER(ssports4_state::write_o)
{
// O0-O7: led data
m_o = data;
prepare_display();
}
READ8_MEMBER(ssports4_state::read_k)
{
return 0;
// input mux is from R0,1,5,8,9 and O7
m_inp_mux = (m_r & 3) | (m_r >> 3 & 4) | (m_r >> 5 & 0x18) | (m_o >> 2 & 0x20);
return read_inputs(6);
}
// config
static INPUT_PORTS_START( ssports4 )
PORT_START("IN.0") // R0
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP ) PORT_16WAY
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN ) PORT_16WAY
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_16WAY
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_16WAY
PORT_START("IN.1") // R1
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN ) PORT_COCKTAIL PORT_16WAY
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP ) PORT_COCKTAIL PORT_16WAY
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_COCKTAIL PORT_16WAY
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_COCKTAIL PORT_16WAY
PORT_START("IN.2") // R5
PORT_BIT( 0x03, IP_ACTIVE_HIGH, IPT_UNUSED )
PORT_CONFNAME( 0x04, 0x00, "Speed" )
PORT_CONFSETTING( 0x00, "Low" )
PORT_CONFSETTING( 0x04, "High" )
PORT_CONFNAME( 0x08, 0x08, "Players" )
PORT_CONFSETTING( 0x08, "1" )
PORT_CONFSETTING( 0x00, "2" )
PORT_START("IN.3") // R8
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_16WAY PORT_NAME("P1 Kick") // or diagonal up-left
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_BUTTON2 ) PORT_16WAY PORT_NAME("P1 Info") // or diagonal up-right
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_BUTTON3 ) PORT_16WAY PORT_NAME("P1 Pass")
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_BUTTON4 ) PORT_16WAY PORT_NAME("P1 O.P.") // offensive player (modifier button)
PORT_START("IN.4") // R9
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_COCKTAIL PORT_16WAY PORT_NAME("P2 Kick")
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_BUTTON2 ) PORT_COCKTAIL PORT_16WAY PORT_NAME("P2 Info")
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_BUTTON3 ) PORT_COCKTAIL PORT_16WAY PORT_NAME("P2 Pass")
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_BUTTON4 ) PORT_COCKTAIL PORT_16WAY PORT_NAME("P2 O.P.")
PORT_START("IN.5") // O7
PORT_CONFNAME( 0x03, 0x00, "Game Select" )
PORT_CONFSETTING( 0x02, "Basketball" )
PORT_CONFSETTING( 0x00, "Football" )
PORT_CONFSETTING( 0x01, "Soccer" )
PORT_CONFSETTING( 0x03, "Hockey" )
PORT_BIT( 0x0c, IP_ACTIVE_HIGH, IPT_UNUSED )
INPUT_PORTS_END
// output PLA is not decapped, dumped electronically
static const UINT16 ssports4_output_pla[0x20] =
{
0x3f, 0x06, 0x5b, 0x4f, 0x66, 0x6d, 0x7d, 0x07, 0x7f, 0x6f, 0x00, 0x40, 0x40, 0x40, 0x40, 0x40,
0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x3f, 0x06, 0x5b, 0x4f, 0x66, 0x6d, 0x7d, 0x07, 0x7f, 0x6f, 0x00, 0x40, 0x40, 0x40, 0x40, 0x40
};
static MACHINE_CONFIG_START( ssports4, ssports4_state )
@ -6360,7 +6407,7 @@ COMP( 1979, zodiac, 0, 0, zodiac, zodiac, driver_device, 0, "Col
CONS( 1978, cqback, 0, 0, cqback, cqback, driver_device, 0, "Coleco", "Electronic Quarterback", MACHINE_SUPPORTS_SAVE )
CONS( 1980, h2hfootb, 0, 0, h2hfootb, h2hfootb, driver_device, 0, "Coleco", "Head to Head Football", MACHINE_SUPPORTS_SAVE )
CONS( 1980, h2hbaseb, 0, 0, h2hbaseb, h2hbaseb, driver_device, 0, "Coleco", "Head to Head Baseball", MACHINE_SUPPORTS_SAVE )
CONS( 1981, tc4, 0, 0, tc4, tc4, driver_device, 0, "Coleco", "Total Control 4", MACHINE_SUPPORTS_SAVE )
CONS( 1981, tc4, 0, 0, tc4, tc4, driver_device, 0, "Coleco", "Total Control 4", MACHINE_SUPPORTS_SAVE | MACHINE_REQUIRES_ARTWORK )
CONS( 1979, cnfball, 0, 0, cnfball, cnfball, driver_device, 0, "Conic", "Electronic Football (Conic, TMS1000 version)", MACHINE_SUPPORTS_SAVE )
CONS( 1979, cnfball2, 0, 0, cnfball2, cnfball2, driver_device, 0, "Conic", "Electronic Football II (Conic)", MACHINE_SUPPORTS_SAVE )
@ -6388,7 +6435,7 @@ COMP( 1979, astro, 0, 0, astro, astro, driver_device, 0, "Kos
CONS( 1980, mdndclab, 0, 0, mdndclab, mdndclab, driver_device, 0, "Mattel", "Dungeons & Dragons - Computer Labyrinth Game", MACHINE_SUPPORTS_SAVE | MACHINE_CLICKABLE_ARTWORK ) // ***
CONS( 1977, comp4, 0, 0, comp4, comp4, driver_device, 0, "Milton Bradley", "Comp IV", MACHINE_SUPPORTS_SAVE | MACHINE_CLICKABLE_ARTWORK | MACHINE_NO_SOUND_HW )
CONS( 1977, bship, 0, 0, bship, bship, driver_device, 0, "Milton Bradley", "Electronic Battleship (1977/1979 version)", MACHINE_SUPPORTS_SAVE | MACHINE_CLICKABLE_ARTWORK | MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING ) // ***
CONS( 1977, bship, 0, 0, bship, bship, driver_device, 0, "Milton Bradley", "Electronic Battleship (1977 version)", MACHINE_SUPPORTS_SAVE | MACHINE_CLICKABLE_ARTWORK | MACHINE_IMPERFECT_SOUND | MACHINE_NOT_WORKING ) // ***
CONS( 1978, simon, 0, 0, simon, simon, driver_device, 0, "Milton Bradley", "Simon (Rev. A)", MACHINE_SUPPORTS_SAVE | MACHINE_CLICKABLE_ARTWORK )
CONS( 1979, ssimon, 0, 0, ssimon, ssimon, driver_device, 0, "Milton Bradley", "Super Simon", MACHINE_SUPPORTS_SAVE | MACHINE_CLICKABLE_ARTWORK )
CONS( 1979, bigtrak, 0, 0, bigtrak, bigtrak, driver_device, 0, "Milton Bradley", "Big Trak", MACHINE_SUPPORTS_SAVE | MACHINE_MECHANICAL ) // ***
@ -6410,7 +6457,7 @@ CONS( 1989, copycatm2, copycat, 0, copycatm2, copycatm2, driver_device, 0, "Tig
CONS( 1979, tbreakup, 0, 0, tbreakup, tbreakup, driver_device, 0, "Tomy", "Break Up (Tomy)", MACHINE_SUPPORTS_SAVE )
CONS( 1980, phpball, 0, 0, phpball, phpball, driver_device, 0, "Tomy", "Power House Pinball", MACHINE_SUPPORTS_SAVE | MACHINE_REQUIRES_ARTWORK )
CONS( 1980, ssports4, 0, 0, ssports4, ssports4, driver_device, 0, "U.S. Games", "Super Sports 4", MACHINE_SUPPORTS_SAVE | MACHINE_REQUIRES_ARTWORK )
CONS( 1980, ssports4, 0, 0, ssports4, ssports4, driver_device, 0, "U.S. Games", "Super Sports-4", MACHINE_SUPPORTS_SAVE | MACHINE_REQUIRES_ARTWORK )
// ***: As far as MAME is concerned, the game is emulated fine. But for it to be playable, it requires interaction
// with other, unemulatable, things eg. game board/pieces, playing cards, pen & paper, etc.

View File

@ -3,18 +3,94 @@
<!-- define elements -->
<element name="static_white"><rect><color red="0.7" green="0.7" blue="0.7" /></rect></element>
<element name="digit" defstate="0">
<led7seg><color red="1.0" green="0.25" blue="0.28" /></led7seg>
</element>
<element name="led" defstate="0">
<disk state="0"><color red="0.2" green="0.04" blue="0.046" /></disk>
<disk state="1"><color red="1.0" green="0.2" blue="0.23" /></disk>
<text string=""></text>
<disk state="0">
<color red="0.1" green="0.025" blue="0.028" />
<bounds x="0.25" y="0.25" width="0.5" height="0.5" />
</disk>
<disk state="1">
<color red="1.0" green="0.25" blue="0.28" />
<bounds x="0.25" y="0.25" width="0.5" height="0.5" />
</disk>
</element>
<!-- build screen -->
<view name="Internal Layout">
<bounds left="0" right="100" top="0" bottom="100" />
<bounds left="1.5" right="11" top="0" bottom="11" />
<bezel element="static_white"><bounds x="4" y="-0.5" width="0.1" height="12" /></bezel>
<bezel name="0.0" element="led"><bounds x="1" y="1" width="1" height="1" /></bezel>
<!-- score panel leds -->
<bezel name="0.8" element="led"><bounds x="2.5" y="9" width="1" height="1" /></bezel>
<bezel name="1.8" element="led"><bounds x="2.5" y="1" width="1" height="1" /></bezel>
<bezel name="digit9" element="digit"><bounds x="2" y="7" width="1.5" height="1" /><orientation rotate="270" /></bezel>
<bezel name="digit8" element="digit"><bounds x="2" y="6" width="1.5" height="1" /><orientation rotate="270" /></bezel>
<bezel name="digit1" element="digit"><bounds x="2" y="4" width="1.5" height="1" /><orientation rotate="270" /></bezel>
<bezel name="digit0" element="digit"><bounds x="2" y="3" width="1.5" height="1" /><orientation rotate="270" /></bezel>
<!-- playfield leds -->
<bezel name="7.0" element="led"><bounds x="5" y="9" width="1" height="1" /></bezel>
<bezel name="7.1" element="led"><bounds x="5" y="8" width="1" height="1" /></bezel>
<bezel name="7.2" element="led"><bounds x="5" y="7" width="1" height="1" /></bezel>
<bezel name="7.3" element="led"><bounds x="5" y="6" width="1" height="1" /></bezel>
<bezel name="7.4" element="led"><bounds x="5" y="5" width="1" height="1" /></bezel>
<bezel name="7.5" element="led"><bounds x="5" y="4" width="1" height="1" /></bezel>
<bezel name="7.6" element="led"><bounds x="5" y="3" width="1" height="1" /></bezel>
<bezel name="7.7" element="led"><bounds x="5" y="2" width="1" height="1" /></bezel>
<bezel name="7.8" element="led"><bounds x="5" y="1" width="1" height="1" /></bezel>
<bezel name="6.0" element="led"><bounds x="6" y="9" width="1" height="1" /></bezel>
<bezel name="6.1" element="led"><bounds x="6" y="8" width="1" height="1" /></bezel>
<bezel name="6.2" element="led"><bounds x="6" y="7" width="1" height="1" /></bezel>
<bezel name="6.3" element="led"><bounds x="6" y="6" width="1" height="1" /></bezel>
<bezel name="6.4" element="led"><bounds x="6" y="5" width="1" height="1" /></bezel>
<bezel name="6.5" element="led"><bounds x="6" y="4" width="1" height="1" /></bezel>
<bezel name="6.6" element="led"><bounds x="6" y="3" width="1" height="1" /></bezel>
<bezel name="6.7" element="led"><bounds x="6" y="2" width="1" height="1" /></bezel>
<bezel name="6.8" element="led"><bounds x="6" y="1" width="1" height="1" /></bezel>
<bezel name="9.8" element="led"><bounds x="7" y="10" width="1" height="1" /></bezel>
<bezel name="5.0" element="led"><bounds x="7" y="9" width="1" height="1" /></bezel>
<bezel name="5.1" element="led"><bounds x="7" y="8" width="1" height="1" /></bezel>
<bezel name="5.2" element="led"><bounds x="7" y="7" width="1" height="1" /></bezel>
<bezel name="5.3" element="led"><bounds x="7" y="6" width="1" height="1" /></bezel>
<bezel name="5.4" element="led"><bounds x="7" y="5" width="1" height="1" /></bezel>
<bezel name="5.5" element="led"><bounds x="7" y="4" width="1" height="1" /></bezel>
<bezel name="5.6" element="led"><bounds x="7" y="3" width="1" height="1" /></bezel>
<bezel name="5.7" element="led"><bounds x="7" y="2" width="1" height="1" /></bezel>
<bezel name="5.8" element="led"><bounds x="7" y="1" width="1" height="1" /></bezel>
<bezel name="8.8" element="led"><bounds x="7" y="0" width="1" height="1" /></bezel>
<bezel name="4.0" element="led"><bounds x="8" y="9" width="1" height="1" /></bezel>
<bezel name="4.1" element="led"><bounds x="8" y="8" width="1" height="1" /></bezel>
<bezel name="4.2" element="led"><bounds x="8" y="7" width="1" height="1" /></bezel>
<bezel name="4.3" element="led"><bounds x="8" y="6" width="1" height="1" /></bezel>
<bezel name="4.4" element="led"><bounds x="8" y="5" width="1" height="1" /></bezel>
<bezel name="4.5" element="led"><bounds x="8" y="4" width="1" height="1" /></bezel>
<bezel name="4.6" element="led"><bounds x="8" y="3" width="1" height="1" /></bezel>
<bezel name="4.7" element="led"><bounds x="8" y="2" width="1" height="1" /></bezel>
<bezel name="4.8" element="led"><bounds x="8" y="1" width="1" height="1" /></bezel>
<bezel name="3.0" element="led"><bounds x="9" y="9" width="1" height="1" /></bezel>
<bezel name="3.1" element="led"><bounds x="9" y="8" width="1" height="1" /></bezel>
<bezel name="3.2" element="led"><bounds x="9" y="7" width="1" height="1" /></bezel>
<bezel name="3.3" element="led"><bounds x="9" y="6" width="1" height="1" /></bezel>
<bezel name="3.4" element="led"><bounds x="9" y="5" width="1" height="1" /></bezel>
<bezel name="3.5" element="led"><bounds x="9" y="4" width="1" height="1" /></bezel>
<bezel name="3.6" element="led"><bounds x="9" y="3" width="1" height="1" /></bezel>
<bezel name="3.7" element="led"><bounds x="9" y="2" width="1" height="1" /></bezel>
<bezel name="3.8" element="led"><bounds x="9" y="1" width="1" height="1" /></bezel>
</view>
</mamelayout>

View File

@ -3,28 +3,7 @@
<!-- define elements -->
<element name="static_black"><rect><color red="0" green="0" blue="0" /></rect></element>
<element name="static_white"><rect><color red="0.9" green="0.9" blue="0.9" /></rect></element>
<element name="text_1">
<text string="1"><color red="0.9" green="0.9" blue="0.9" /></text>
</element>
<element name="text_2">
<text string="2"><color red="0.9" green="0.9" blue="0.9" /></text>
</element>
<element name="text_3">
<text string="3"><color red="0.9" green="0.9" blue="0.9" /></text>
</element>
<element name="text_4">
<text string="4"><color red="0.9" green="0.9" blue="0.9" /></text>
</element>
<element name="text_home">
<text string="HOME"><color red="0.9" green="0.9" blue="0.9" /></text>
</element>
<element name="text_visitor">
<text string="VISITOR"><color red="0.9" green="0.9" blue="0.9" /></text>
</element>
<element name="static_white"><rect><color red="0.7" green="0.7" blue="0.7" /></rect></element>
<element name="digit" defstate="0">
<led7seg><color red="1.0" green="0.25" blue="0.28" /></led7seg>
@ -43,102 +22,77 @@
</element>
<!-- build screen -->
<view name="Internal Layout">
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<bezel element="static_black">
<bounds left="0" right="11" top="0" bottom="11" />
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<!-- score panel -->
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<!-- playfield leds -->
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</view>
</mamelayout>