/***************************************************************************


***************************************************************************/

#include "driver.h"
#include "vidhrdw/generic.h"


extern data8_t *citycon_videoram;
extern data8_t *citycon_scroll;
extern data8_t *citycon_linecolor;
WRITE_HANDLER( citycon_videoram_w );
WRITE_HANDLER( citycon_linecolor_w );
WRITE_HANDLER( citycon_background_w );

VIDEO_UPDATE( citycon );
VIDEO_START( citycon );


READ_HANDLER( citycon_in_r )
{
	return readinputport(flip_screen ? 1 : 0);
}



static MEMORY_READ_START( readmem )
	{ 0x0000, 0x1fff, MRA_RAM },
	{ 0x3000, 0x3000, citycon_in_r },	/* player 1 & 2 inputs multiplexed */
	{ 0x3001, 0x3001, input_port_2_r },
	{ 0x3002, 0x3002, input_port_3_r },
	{ 0x3007, 0x3007, watchdog_reset_r },	/* ? */
	{ 0x4000, 0xffff, MRA_ROM },
MEMORY_END

static MEMORY_WRITE_START( writemem )
	{ 0x0000, 0x0fff, MWA_RAM },
	{ 0x1000, 0x1fff, citycon_videoram_w, &citycon_videoram },
	{ 0x2000, 0x20ff, citycon_linecolor_w, &citycon_linecolor },
	{ 0x2800, 0x28ff, MWA_RAM, &spriteram, &spriteram_size },
	{ 0x3000, 0x3000, citycon_background_w },
	{ 0x3001, 0x3001, soundlatch_w },
	{ 0x3002, 0x3002, soundlatch2_w },
	{ 0x3004, 0x3005, MWA_RAM, &citycon_scroll },
	{ 0x3800, 0x3cff, paletteram_RRRRGGGGBBBBxxxx_swap_w, &paletteram },
	{ 0x4000, 0xffff, MWA_ROM },
MEMORY_END

static MEMORY_READ_START( readmem_sound )
	{ 0x0000, 0x0fff, MRA_RAM },
//	{ 0x4002, 0x4002, AY8910_read_port_0_r },	/* ?? */
	{ 0x6001, 0x6001, YM2203_read_port_0_r },
	{ 0x8000, 0xffff, MRA_ROM },
MEMORY_END

static MEMORY_WRITE_START( writemem_sound )
	{ 0x0000, 0x0fff, MWA_RAM },
	{ 0x4000, 0x4000, AY8910_control_port_0_w },
	{ 0x4001, 0x4001, AY8910_write_port_0_w },
	{ 0x6000, 0x6000, YM2203_control_port_0_w },
	{ 0x6001, 0x6001, YM2203_write_port_0_w },
	{ 0x8000, 0xffff, MWA_ROM },
MEMORY_END



INPUT_PORTS_START( citycon )
	PORT_START	/* IN0 */
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP    | IPF_8WAY )
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN  | IPF_8WAY )
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_8WAY )
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT  | IPF_8WAY )
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 )
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON2 )
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_START1 )
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_START2 )

	PORT_START
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP    | IPF_8WAY | IPF_COCKTAIL )
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN  | IPF_8WAY | IPF_COCKTAIL )
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_8WAY | IPF_COCKTAIL )
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT  | IPF_8WAY | IPF_COCKTAIL )
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_COCKTAIL )
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_COCKTAIL )
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNUSED )
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNUSED )

	PORT_START
	PORT_DIPNAME( 0x03, 0x00, DEF_STR( Lives ) )
	PORT_DIPSETTING(    0x00, "3" )
	PORT_DIPSETTING(    0x01, "4" )
	PORT_DIPSETTING(    0x02, "5" )
	PORT_BITX( 0,       0x03, IPT_DIPSWITCH_SETTING | IPF_CHEAT, "Infinite", IP_KEY_NONE, IP_JOY_NONE )
	PORT_DIPNAME( 0x04, 0x00, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x04, DEF_STR( On ) )
	PORT_DIPNAME( 0x08, 0x00, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x08, DEF_STR( On ) )
	PORT_DIPNAME( 0x10, 0x00, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x10, DEF_STR( On ) )
	PORT_DIPNAME( 0x20, 0x00, DEF_STR( Demo_Sounds ) )
	PORT_DIPSETTING(    0x20, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x40, 0x00, DEF_STR( Cabinet ) )
	PORT_DIPSETTING(    0x00, DEF_STR( Upright ) )
	PORT_DIPSETTING(    0x40, DEF_STR( Cocktail ) )
	/* the coin input must stay low for exactly 2 frames to be consistently recognized. */
	PORT_BIT_IMPULSE( 0x80, IP_ACTIVE_LOW, IPT_COIN1, 2 )

	PORT_START
	PORT_DIPNAME( 0x07, 0x00, DEF_STR( Coinage ) )
	PORT_DIPSETTING(    0x07, DEF_STR( 5C_1C ) )
	PORT_DIPSETTING(    0x06, DEF_STR( 4C_1C ) )
	PORT_DIPSETTING(    0x05, DEF_STR( 3C_1C ) )
	PORT_DIPSETTING(    0x04, DEF_STR( 2C_1C ) )
	PORT_DIPSETTING(    0x00, DEF_STR( 1C_1C ) )
	PORT_DIPSETTING(    0x01, DEF_STR( 1C_2C ) )
	PORT_DIPSETTING(    0x02, DEF_STR( 1C_3C ) )
	PORT_DIPSETTING(    0x03, DEF_STR( 1C_4C ) )
	PORT_DIPNAME( 0x08, 0x00, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x08, DEF_STR( On ) )
	PORT_DIPNAME( 0x10, 0x00, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x10, DEF_STR( On ) )
	PORT_DIPNAME( 0x20, 0x00, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x20, DEF_STR( On ) )
	PORT_DIPNAME( 0x40, 0x00, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x40, DEF_STR( On ) )
	PORT_DIPNAME( 0x80, 0x80, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x80, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
INPUT_PORTS_END



static struct GfxLayout charlayout =
{
	8,8,
	RGN_FRAC(1,2),
	5,
	{ 16, 12, 8, 4, 0 },
	{ 0, 1, 2, 3, RGN_FRAC(1,2)+0, RGN_FRAC(1,2)+1, RGN_FRAC(1,2)+2, RGN_FRAC(1,2)+3 },
	{ 0*24, 1*24, 2*24, 3*24, 4*24, 5*24, 6*24, 7*24 },
	24*8
};

static struct GfxLayout tilelayout =
{
	8,8,	/* 8*8 characters */
	256,	/* 256 characters */
	4,	/* 4 bits per pixel */
	{ 4, 0, 0xc000*8+4, 0xc000*8+0 },
	{ 0, 1, 2, 3, 256*8*8+0, 256*8*8+1, 256*8*8+2, 256*8*8+3 },
	{ 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8 },
	8*8	/* every char takes 8 consecutive bytes */
};

static struct GfxLayout spritelayout =
{
	8,16,	/* 8*16 sprites */
	128,	/* 128 sprites */
	4,	/* 4 bits per pixel */
	{ 4, 0, 0x2000*8+4, 0x2000*8+0 },
	{ 0, 1, 2, 3, 128*16*8+0, 128*16*8+1, 128*16*8+2, 128*16*8+3 },
	{ 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8,
            8*8, 9*8, 10*8, 11*8, 12*8, 13*8, 14*8, 15*8 },
	16*8	/* every sprite takes 16 consecutive bytes */
};


static struct GfxDecodeInfo gfxdecodeinfo[] =
{
//	{ REGION_GFX1, 0x00000, &charlayout, 512, 32 },	/* colors 512-639 */
	{ REGION_GFX1, 0x00000, &charlayout, 640, 32 },	/* colors 512-639 */
	{ REGION_GFX2, 0x00000, &spritelayout, 0, 16 },	/* colors 0-255 */
	{ REGION_GFX2, 0x01000, &spritelayout, 0, 16 },
	{ REGION_GFX3, 0x00000, &tilelayout, 256, 16 },	/* colors 256-511 */
	{ REGION_GFX3, 0x01000, &tilelayout, 256, 16 },
	{ REGION_GFX3, 0x02000, &tilelayout, 256, 16 },
	{ REGION_GFX3, 0x03000, &tilelayout, 256, 16 },
	{ REGION_GFX3, 0x04000, &tilelayout, 256, 16 },
	{ REGION_GFX3, 0x05000, &tilelayout, 256, 16 },
	{ REGION_GFX3, 0x06000, &tilelayout, 256, 16 },
	{ REGION_GFX3, 0x07000, &tilelayout, 256, 16 },
	{ REGION_GFX3, 0x08000, &tilelayout, 256, 16 },
	{ REGION_GFX3, 0x09000, &tilelayout, 256, 16 },
	{ REGION_GFX3, 0x0a000, &tilelayout, 256, 16 },
	{ REGION_GFX3, 0x0b000, &tilelayout, 256, 16 },
	{ -1 } /* end of array */
};



static struct AY8910interface ay8910_interface =
{
	1,			/* 1 chip */
	1250000,	/* 1.25 MHz */
	{ MIXERG(20,MIXER_GAIN_2x,MIXER_PAN_CENTER) },
	{ 0 },
	{ 0 },
	{ 0 },
	{ 0 }
};

static struct YM2203interface ym2203_interface =
{
	1,			/* 1 chip */
	1250000,	/* 1.25 MHz */
	{ YM2203_VOL(20,MIXERG(20,MIXER_GAIN_2x,MIXER_PAN_CENTER)) },
	{ soundlatch_r },
	{ soundlatch2_r },
	{ 0 },
	{ 0 }
};



static MACHINE_DRIVER_START( citycon )

	/* basic machine hardware */
	MDRV_CPU_ADD(M6809, 2048000)        /* 2.048 MHz ??? */
	MDRV_CPU_MEMORY(readmem,writemem)
	MDRV_CPU_VBLANK_INT(irq0_line_hold,1)

	MDRV_CPU_ADD(M6809, 640000)
	MDRV_CPU_FLAGS(CPU_AUDIO_CPU)        /* 0.640 MHz ??? */
	MDRV_CPU_MEMORY(readmem_sound,writemem_sound)
	MDRV_CPU_VBLANK_INT(irq0_line_hold,1)

	MDRV_FRAMES_PER_SECOND(60)
	MDRV_VBLANK_DURATION(DEFAULT_60HZ_VBLANK_DURATION)

	/* video hardware */
	MDRV_VIDEO_ATTRIBUTES(VIDEO_TYPE_RASTER)
	MDRV_SCREEN_SIZE(32*8, 32*8)
	MDRV_VISIBLE_AREA(1*8, 31*8-1, 2*8, 30*8-1)
	MDRV_GFXDECODE(gfxdecodeinfo)
	MDRV_PALETTE_LENGTH(640+1024)	/* 640 real palette + 1024 virtual palette */

	MDRV_VIDEO_START(citycon)
	MDRV_VIDEO_UPDATE(citycon)

	/* sound hardware */
	MDRV_SOUND_ADD(AY8910, ay8910_interface)
	MDRV_SOUND_ADD(YM2203, ym2203_interface)
MACHINE_DRIVER_END



/***************************************************************************

  Game driver(s)

***************************************************************************/

ROM_START( citycon )
	ROM_REGION( 0x10000, REGION_CPU1, 0 )     /* 64k for code */
	ROM_LOAD( "c10",          0x4000, 0x4000, 0xae88b53c )
	ROM_LOAD( "c11",          0x8000, 0x8000, 0x139eb1aa )

	ROM_REGION( 0x10000, REGION_CPU2, 0 )	/* 64k for the audio CPU */
	ROM_LOAD( "c1",           0x8000, 0x8000, 0x1fad7589 )

	ROM_REGION( 0x03000, REGION_GFX1, ROMREGION_DISPOSE )
	ROM_LOAD( "c4",           0x00000, 0x2000, 0xa6b32fc6 )	/* Characters */

	ROM_REGION( 0x04000, REGION_GFX2, ROMREGION_DISPOSE )
	ROM_LOAD( "c12",          0x00000, 0x2000, 0x08eaaccd )	/* Sprites    */
	ROM_LOAD( "c13",          0x02000, 0x2000, 0x1819aafb )

	ROM_REGION( 0x18000, REGION_GFX3, ROMREGION_DISPOSE )
	ROM_LOAD( "c9",           0x00000, 0x8000, 0x8aeb47e6 )	/* Background tiles */
	ROM_LOAD( "c8",           0x08000, 0x4000, 0x0d7a1eeb )
	ROM_LOAD( "c6",           0x0c000, 0x8000, 0x2246fe9d )
	ROM_LOAD( "c7",           0x14000, 0x4000, 0xe8b97de9 )

	ROM_REGION( 0xe000, REGION_GFX4, 0 )	/* background tilemaps */
	ROM_LOAD( "c2",           0x0000, 0x8000, 0xf2da4f23 )	/* background maps */
	ROM_LOAD( "c3",           0x8000, 0x4000, 0x7ef3ac1b )
	ROM_LOAD( "c5",           0xc000, 0x2000, 0xc03d8b1b )	/* color codes for the background */
ROM_END

ROM_START( citycona )
	ROM_REGION( 0x10000, REGION_CPU1, 0 )     /* 64k for code */
	ROM_LOAD( "c10",          0x4000, 0x4000, 0xae88b53c )
	ROM_LOAD( "c11b",         0x8000, 0x8000, 0xd64af468 )

	ROM_REGION( 0x10000, REGION_CPU2, 0 )	/* 64k for the audio CPU */
	ROM_LOAD( "c1",           0x8000, 0x8000, 0x1fad7589 )

	ROM_REGION( 0x03000, REGION_GFX1, ROMREGION_DISPOSE )
	ROM_LOAD( "c4",           0x00000, 0x2000, 0xa6b32fc6 )	/* Characters */

	ROM_REGION( 0x04000, REGION_GFX2, ROMREGION_DISPOSE )
	ROM_LOAD( "c12",          0x00000, 0x2000, 0x08eaaccd )	/* Sprites    */
	ROM_LOAD( "c13",          0x02000, 0x2000, 0x1819aafb )

	ROM_REGION( 0x18000, REGION_GFX3, ROMREGION_DISPOSE )
	ROM_LOAD( "c9",           0x00000, 0x8000, 0x8aeb47e6 )	/* Background tiles */
	ROM_LOAD( "c8",           0x08000, 0x4000, 0x0d7a1eeb )
	ROM_LOAD( "c6",           0x0c000, 0x8000, 0x2246fe9d )
	ROM_LOAD( "c7",           0x14000, 0x4000, 0xe8b97de9 )

	ROM_REGION( 0xe000, REGION_GFX4, 0 )	/* background tilemaps */
	ROM_LOAD( "c2",           0x0000, 0x8000, 0xf2da4f23 )	/* background maps */
	ROM_LOAD( "c3",           0x8000, 0x4000, 0x7ef3ac1b )
	ROM_LOAD( "c5",           0xc000, 0x2000, 0xc03d8b1b )	/* color codes for the background */
ROM_END

ROM_START( cruisin )
	ROM_REGION( 0x10000, REGION_CPU1, 0 )     /* 64k for code */
	ROM_LOAD( "cr10",         0x4000, 0x4000, 0xcc7c52f3 )
	ROM_LOAD( "cr11",         0x8000, 0x8000, 0x5422f276 )

	ROM_REGION( 0x10000, REGION_CPU2, 0 )	/* 64k for the audio CPU */
	ROM_LOAD( "c1",           0x8000, 0x8000, 0x1fad7589 )

	ROM_REGION( 0x03000, REGION_GFX1, ROMREGION_DISPOSE )
	ROM_LOAD( "cr4",          0x00000, 0x2000, 0x8cd0308e )	/* Characters */

	ROM_REGION( 0x04000, REGION_GFX2, ROMREGION_DISPOSE )
	ROM_LOAD( "c12",          0x00000, 0x2000, 0x08eaaccd )	/* Sprites    */
	ROM_LOAD( "c13",          0x02000, 0x2000, 0x1819aafb )

	ROM_REGION( 0x18000, REGION_GFX3, ROMREGION_DISPOSE )
	ROM_LOAD( "c9",           0x00000, 0x8000, 0x8aeb47e6 )	/* Background tiles */
	ROM_LOAD( "c8",           0x08000, 0x4000, 0x0d7a1eeb )
	ROM_LOAD( "c6",           0x0c000, 0x8000, 0x2246fe9d )
	ROM_LOAD( "c7",           0x14000, 0x4000, 0xe8b97de9 )

	ROM_REGION( 0xe000, REGION_GFX4, 0 )	/* background tilemaps */
	ROM_LOAD( "c2",           0x0000, 0x8000, 0xf2da4f23 )	/* background maps */
	ROM_LOAD( "c3",           0x8000, 0x4000, 0x7ef3ac1b )
	ROM_LOAD( "c5",           0xc000, 0x2000, 0xc03d8b1b )	/* color codes for the background */
ROM_END



static DRIVER_INIT( citycon )
{
	UINT8 *rom = memory_region(REGION_GFX1);
	int i;


	/*
	  City Connection controls the text color code for each _scanline_, not
	  for each character as happens in most games. To handle that conveniently,
	  I convert the 2bpp char data into 5bpp, and create a virtual palette so
	  characters can still be drawn in one pass.
	  */
	for (i = 0x0fff;i >= 0;i--)
	{
		int mask;

		rom[3*i] = rom[i];
		rom[3*i+1] = 0;
		rom[3*i+2] = 0;
		mask = rom[i] | (rom[i] << 4) | (rom[i] >> 4);
		if (i & 0x01) rom[3*i+1] |= mask & 0xf0;
		if (i & 0x02) rom[3*i+1] |= mask & 0x0f;
		if (i & 0x04) rom[3*i+2] |= mask & 0xf0;
	}
}



GAME( 1985, citycon,  0,       citycon, citycon, citycon, ROT0, "Jaleco", "City Connection (set 1)" )
GAME( 1985, citycona, citycon, citycon, citycon, citycon, ROT0, "Jaleco", "City Connection (set 2)" )
GAME( 1985, cruisin,  citycon, citycon, citycon, citycon, ROT0, "Jaleco (Kitkorp license)", "Cruisin" )
