Moon Patrol Hardware Info


0010p SCROLL0Scroll ?? Not used
0011pSCROLL1Scroll ?? Not used
0012pSCROLL2Scroll ?? Not used
0013pSCROLL3Scroll ?? Not used
0014pSCROLL4Scroll ?? Not used
0015pSCROLL5Scroll ?? Not used
0016pSCROLL6Scroll ?? Not used
0017pSCROLL7Scroll ?? Not used
0018pSCROLL8Scroll ?? Not used
0019pSCROLL9Scroll ?? Not used
001ApSCROLLAScroll ?? Not used
001BpSCROLLBScroll ?? Not used
0040pBKG1XBackground 1 X position (hills/city)
0060pBKG1YBackground 1 Y position (hills/city)
0080pBKG2XBackground 2 X position (distant mountains)
00A0pBKG2YBackground 2 Y position (distant mountains)
00C0pBKGCtrlBackground control (see below)


   A=1 disable backgrounds, A=0 enable backgrounds
   m=1 don't draw mountains, m=0 draw mountains
   c=1 don't draw city, c=0 draw city
   h=1 don't draw hills, c=0 draw hills

8800rPROTECTReturns a mangled version of last value written to BG1X (port 40)

D000r IN0****XsBA X=coin1, x=service credit, B=start2, A=start1
D001rIN1f**j**lr f=fire, b=jump, lr=left/right
D002rIN2f**jX*lr (cocktail) a=fire, b=jump, X=coin1, lr=left/right
D003rDSW1See below
D004rDSW2See below

DSW1: ddcceell ll=patrol cars 00=1, 01=2, 10=3, 11=5, ee=extend points 00=NO, 01=10, 10=20_40_60 ,11=10_30_50 (Thousand)

The value of ddcc depends on "coin mode" bit in DSW2. If the switch is closed (value 0) then there are two slots with different coin mappings. Otherwise there is just one slot mapping.

Coin mode A: (one currency)
  ddcc= 15:1C-1P, 14:2C-1P, 13:3C-1P, 12:4C-1P, 11:5C-1P, 10:6C-1P, 9:NA, 8:NA, 
        7:1C-2P, 6:1C-3P, 5:1C-4P, 4:1C-5P, 3:1C-6P, 2:NA, 1:NA, 0:FREE

  Even though the service mode doesn't show it, the game treats:
         9 is 7C-1P, 8 is 1C-1P, 2 is 1C-7P, 1 is 1C-8P

Coin mode B (two different currencies)
   Coin A: cc = 3:FREE,  2:3C-1P, 1:2C-1P, 0:1C-1P
   Coin B: dd = 3:1C-6P, 2:1C-5P, 1:1C-3P, 0:1C-2P


D004w SND_CMDSound command (bit 7 is the latch)
D001wFLIP**B* xyAF A=counterA B=counterB F=Flip?? y=CFlip2?? x=CFlipB??

Lots of good information in Mame Source: mame/drivers/m52.c

Memory Map:
   0000-3FFF ROM
   8000-83FF Video RAM
   8400-87FF Color RAM
   8800-DFFF Hardware (see below)
   E000-E7FF RAM

The video refresh runs at 56.74Hz. An IRQ is generated at every VBLANK.

The background video RAM is tile based. Memory is reserved for 32x32 tiles, but the first row is not visible. The first and last columns are not visible. Thus there are 30x31 tiles on the screen. The first visible tile number for the upper left corner is 8021. The bottom right corner is 83FE.

The memory at 8400 sets the color for each tile in the same memory layout ... one byte per tile. The upper bit of the this value is the upper bit of the tile selection. Set to 1 for tiles 256..511.

All inputs are active low (0=on, 1=off)

DIP switch up is closed (grounded). Down is open. In TTL that means up is 0 and down is 1. The service-mode shows these bits reversed: up is 1 and down is 0.

Bits are organized LSB on the left numbered as switch number 1. Thus bit 0 is on the far left numbered "1". Down is 1 and up is 0 when read but displayed on the service screen as Down is 0 and up is 1.

  C800-C8FF 64 Sprites (4 bytes each)
     00 Y coord. 0 is bottom of the screen (all showing). EB is top of screen all showing. EC-FF clips off top of sprite.
     01 yx_cccccc    x=flipX, y=flipY, c=color set
     02 tile number (see GFX2)
     03 X coord. 0 is left of the screen half clipped. F0 is right of the screen half clipped. F1-FF clips off right of sprite.

The ISR copies E100-E1BF (48 sprites) into sprite memory during each vertical blank.

TODO show how the sprites are copied and which are for what

These bit values are shown complimented on the service mode screens and the bits are shown LSB first (as switch number 1).