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

Bomb Jack

driver by Mirko Buffoni

bombjac2 has YOU ARE LUCY instead of LUCKY, so it's probably an older version


MAIN BOARD:

0000-1fff ROM 0
2000-3fff ROM 1
4000-5fff ROM 2
6000-7fff ROM 3
8000-83ff RAM 0
8400-87ff RAM 1
8800-8bff RAM 2
8c00-8fff RAM 3
9000-93ff Video RAM (RAM 4)
9400-97ff Color RAM (RAM 4)
9c00-9cff Palette RAM
c000-dfff ROM 4

memory mapped ports:
read:
b000      IN0
b001      IN1
b002      IN2
b003      watchdog reset?
b004      DSW1
b005      DSW2

write:
9820-987f sprites
9a00      ? number of small sprites for video controller
9e00      background image selector
b000      interrupt enable
b004      flip screen
b800      command to soundboard & trigger NMI on sound board



SOUND BOARD:
0x0000 0x1fff ROM
0x2000 0x43ff RAM

memory mapped ports:
read:
0x6000 command from soundboard
write :
none

IO ports:
write:
0x00 AY#1 control
0x01 AY#1 write
0x10 AY#2 control
0x11 AY#2 write
0x80 AY#3 control
0x81 AY#3 write

interrupts:
NMI triggered by the commands sent by MAIN BOARD (?)
NMI interrupts for music timing

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

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



WRITE_HANDLER( bombjack_background_w );
WRITE_HANDLER( bombjack_flipscreen_w );
VIDEO_UPDATE( bombjack );
VIDEO_START( bombjack );



static int latch;

static void soundlatch_callback(int param)
{
	latch = param;
}

WRITE_HANDLER( bombjack_soundlatch_w )
{
	/* make all the CPUs synchronize, and only AFTER that write the new command to the latch */
	timer_set(TIME_NOW,data,soundlatch_callback);
}

READ_HANDLER( bombjack_soundlatch_r )
{
	int res;


	res = latch;
	latch = 0;
	return res;
}



static MEMORY_READ_START( readmem )
	{ 0x0000, 0x7fff, MRA_ROM },
	{ 0x8000, 0x97ff, MRA_RAM },	/* including video and color RAM */
	{ 0xb000, 0xb000, input_port_0_r },	/* player 1 input */
	{ 0xb001, 0xb001, input_port_1_r },	/* player 2 input */
	{ 0xb002, 0xb002, input_port_2_r },	/* coin */
	{ 0xb003, 0xb003, MRA_NOP },	/* watchdog reset? */
	{ 0xb004, 0xb004, input_port_3_r },	/* DSW1 */
	{ 0xb005, 0xb005, input_port_4_r },	/* DSW2 */
	{ 0xc000, 0xdfff, MRA_ROM },
MEMORY_END

static MEMORY_WRITE_START( writemem )
	{ 0x0000, 0x7fff, MWA_ROM },
	{ 0x8000, 0x8fff, MWA_RAM },
	{ 0x9000, 0x93ff, videoram_w, &videoram, &videoram_size },
	{ 0x9400, 0x97ff, colorram_w, &colorram },
	{ 0x9820, 0x987f, MWA_RAM, &spriteram, &spriteram_size },
	{ 0x9a00, 0x9a00, MWA_NOP },
	{ 0x9c00, 0x9cff, paletteram_xxxxBBBBGGGGRRRR_w, &paletteram },
	{ 0x9e00, 0x9e00, bombjack_background_w },
	{ 0xb000, 0xb000, interrupt_enable_w },
	{ 0xb004, 0xb004, bombjack_flipscreen_w },
	{ 0xb800, 0xb800, bombjack_soundlatch_w },
	{ 0xc000, 0xdfff, MWA_ROM },
MEMORY_END

static MEMORY_READ_START( bombjack_sound_readmem )
	{ 0x0000, 0x1fff, MRA_ROM },
	{ 0x4000, 0x43ff, MRA_RAM },
	{ 0x6000, 0x6000, bombjack_soundlatch_r },
MEMORY_END

static MEMORY_WRITE_START( bombjack_sound_writemem )
	{ 0x0000, 0x1fff, MWA_ROM },
	{ 0x4000, 0x43ff, MWA_RAM },
MEMORY_END


static PORT_WRITE_START( bombjack_sound_writeport )
	{ 0x00, 0x00, AY8910_control_port_0_w },
	{ 0x01, 0x01, AY8910_write_port_0_w },
	{ 0x10, 0x10, AY8910_control_port_1_w },
	{ 0x11, 0x11, AY8910_write_port_1_w },
	{ 0x80, 0x80, AY8910_control_port_2_w },
	{ 0x81, 0x81, AY8910_write_port_2_w },
PORT_END


INPUT_PORTS_START( bombjack )
	PORT_START	/* IN0 */
	PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT | IPF_8WAY )
	PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT | IPF_8WAY )
	PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP | IPF_8WAY )
	PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN | IPF_8WAY )
	PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 )
	PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNKNOWN )	/* probably unused */
	PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN )	/* probably unused */
	PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN )	/* probably unused */

	PORT_START	/* IN1 */
	PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT | IPF_8WAY | IPF_COCKTAIL )
	PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT | IPF_8WAY | IPF_COCKTAIL )
	PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP | IPF_8WAY | IPF_COCKTAIL )
	PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN | IPF_8WAY | IPF_COCKTAIL )
	PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 | IPF_COCKTAIL )
	PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNKNOWN )	/* probably unused */
	PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN )	/* probably unused */
	PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN )	/* probably unused */

	PORT_START	/* IN2 */
	PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_COIN1 )
	PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_COIN2 )
	PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_START1 )
	PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_START2 )
	PORT_BIT( 0xf0, IP_ACTIVE_LOW, IPT_UNKNOWN )	/* probably unused */

	PORT_START	/* DSW0 */
	PORT_DIPNAME( 0x03, 0x00, DEF_STR( Coin_A ) )
	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_6C ) )
	PORT_DIPNAME( 0x0c, 0x00, DEF_STR( Coin_B ) )
	PORT_DIPSETTING(    0x04, DEF_STR( 2C_1C ) )
	PORT_DIPSETTING(    0x00, DEF_STR( 1C_1C ) )
	PORT_DIPSETTING(    0x08, DEF_STR( 1C_2C ) )
	PORT_DIPSETTING(    0x0c, DEF_STR( 1C_3C ) )
	PORT_DIPNAME( 0x30, 0x00, DEF_STR( Lives ) )
	PORT_DIPSETTING(    0x30, "2" )
	PORT_DIPSETTING(    0x00, "3" )
	PORT_DIPSETTING(    0x10, "4" )
	PORT_DIPSETTING(    0x20, "5" )
	PORT_DIPNAME( 0x40, 0x40, DEF_STR( Cabinet ) )
	PORT_DIPSETTING(    0x40, DEF_STR( Upright ) )
	PORT_DIPSETTING(    0x00, DEF_STR( Cocktail ) )
	PORT_DIPNAME( 0x80, 0x80, DEF_STR( Demo_Sounds ) )
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x80, DEF_STR( On ) )

	PORT_START	/* DSW1 */
	PORT_DIPNAME( 0x07, 0x00, "Initial High Score?" )
	PORT_DIPSETTING(    0x00, "10000" )
	PORT_DIPSETTING(    0x01, "100000" )
	PORT_DIPSETTING(    0x02, "30000" )
	PORT_DIPSETTING(    0x03, "50000" )
	PORT_DIPSETTING(    0x04, "100000" )
	PORT_DIPSETTING(    0x05, "50000" )
	PORT_DIPSETTING(    0x06, "100000" )
	PORT_DIPSETTING(    0x07, "50000" )
	PORT_DIPNAME( 0x18, 0x00, "Bird Speed" )
	PORT_DIPSETTING(    0x00, "Easy" )
	PORT_DIPSETTING(    0x08, "Medium" )
	PORT_DIPSETTING(    0x10, "Hard" )
	PORT_DIPSETTING(    0x18, "Hardest" )
	PORT_DIPNAME( 0x60, 0x00, "Enemies Number & Speed" )
	PORT_DIPSETTING(    0x20, "Easy" )
	PORT_DIPSETTING(    0x00, "Medium" )
	PORT_DIPSETTING(    0x40, "Hard" )
	PORT_DIPSETTING(    0x60, "Hardest" )
	PORT_DIPNAME( 0x80, 0x00, "Special Coin" )
	PORT_DIPSETTING(    0x00, "Easy" )
	PORT_DIPSETTING(    0x80, "Hard" )
INPUT_PORTS_END



static struct GfxLayout charlayout1 =
{
	8,8,	/* 8*8 characters */
	512,	/* 512 characters */
	3,	/* 3 bits per pixel */
	{ 0, 512*8*8, 2*512*8*8 },	/* the bitplanes are separated */
	{ 0, 1, 2, 3, 4, 5, 6, 7 },	/* pretty straightforward layout */
	{ 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 charlayout2 =
{
	16,16,	/* 16*16 characters */
	256,	/* 256 characters */
	3,	/* 3 bits per pixel */
	{ 0, 1024*8*8, 2*1024*8*8 },	/* the bitplanes are separated */
	{ 0, 1, 2, 3, 4, 5, 6, 7,	/* pretty straightforward layout */
			8*8+0, 8*8+1, 8*8+2, 8*8+3, 8*8+4, 8*8+5, 8*8+6, 8*8+7 },
	{ 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8,
			16*8, 17*8, 18*8, 19*8, 20*8, 21*8, 22*8, 23*8 },
	32*8	/* every character takes 32 consecutive bytes */
};

static struct GfxLayout spritelayout1 =
{
	16,16,	/* 16*16 sprites */
	128,	/* 128 sprites */
	3,	/* 3 bits per pixel */
	{ 0, 1024*8*8, 2*1024*8*8 },	/* the bitplanes are separated */
	{ 0, 1, 2, 3, 4, 5, 6, 7,
			8*8+0, 8*8+1, 8*8+2, 8*8+3, 8*8+4, 8*8+5, 8*8+6, 8*8+7 },
	{ 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8,
			16*8, 17*8, 18*8, 19*8, 20*8, 21*8, 22*8, 23*8 },
	32*8	/* every sprite takes 32 consecutive bytes */
};

static struct GfxLayout spritelayout2 =
{
	32,32,	/* 32*32 sprites */
	32,	/* 32 sprites */
	3,	/* 3 bits per pixel */
	{ 0, 1024*8*8, 2*1024*8*8 },	/* the bitplanes are separated */
	{ 0, 1, 2, 3, 4, 5, 6, 7,
			8*8+0, 8*8+1, 8*8+2, 8*8+3, 8*8+4, 8*8+5, 8*8+6, 8*8+7,
			32*8+0, 32*8+1, 32*8+2, 32*8+3, 32*8+4, 32*8+5, 32*8+6, 32*8+7,
			40*8+0, 40*8+1, 40*8+2, 40*8+3, 40*8+4, 40*8+5, 40*8+6, 40*8+7 },
	{ 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8,
			16*8, 17*8, 18*8, 19*8, 20*8, 21*8, 22*8, 23*8,
			64*8, 65*8, 66*8, 67*8, 68*8, 69*8, 70*8, 71*8,
			80*8, 81*8, 82*8, 83*8, 84*8, 85*8, 86*8, 87*8 },
	128*8	/* every sprite takes 128 consecutive bytes */
};

static struct GfxDecodeInfo gfxdecodeinfo[] =
{
	{ REGION_GFX1, 0x0000, &charlayout1,      0, 16 },	/* characters */
	{ REGION_GFX2, 0x0000, &charlayout2,      0, 16 },	/* background tiles */
	{ REGION_GFX3, 0x0000, &spritelayout1,    0, 16 },	/* normal sprites */
	{ REGION_GFX3, 0x1000, &spritelayout2,    0, 16 },	/* large sprites */
	{ -1 } /* end of array */
};



static struct AY8910interface ay8910_interface =
{
	3,	/* 3 chips */
	1500000,	/* 1.5 MHz?????? */
	{ 13, 13, 13 },
	{ 0 },
	{ 0 },
	{ 0 },
	{ 0 }
};



static MACHINE_DRIVER_START( bombjack )

	/* basic machine hardware */
	MDRV_CPU_ADD(Z80, 4000000)	/* 4 MHz */
	MDRV_CPU_MEMORY(readmem,writemem)
	MDRV_CPU_VBLANK_INT(nmi_line_pulse,1)

	MDRV_CPU_ADD(Z80, 3072000)
	MDRV_CPU_FLAGS(CPU_AUDIO_CPU)	/* 3.072 MHz????? */
	MDRV_CPU_MEMORY(bombjack_sound_readmem,bombjack_sound_writemem)
	MDRV_CPU_PORTS(0,bombjack_sound_writeport)
	MDRV_CPU_VBLANK_INT(nmi_line_pulse,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(0*8, 32*8-1, 2*8, 30*8-1)
	MDRV_GFXDECODE(gfxdecodeinfo)
	MDRV_PALETTE_LENGTH(128)

	MDRV_VIDEO_START(bombjack)
	MDRV_VIDEO_UPDATE(bombjack)

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



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

  Game driver(s)

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

ROM_START( bombjack )
	ROM_REGION( 0x10000, REGION_CPU1, 0 )	/* 64k for code */
	ROM_LOAD( "09_j01b.bin",  0x0000, 0x2000, 0xc668dc30 )
	ROM_LOAD( "10_l01b.bin",  0x2000, 0x2000, 0x52a1e5fb )
	ROM_LOAD( "11_m01b.bin",  0x4000, 0x2000, 0xb68a062a )
	ROM_LOAD( "12_n01b.bin",  0x6000, 0x2000, 0x1d3ecee5 )
	ROM_LOAD( "13.1r",        0xc000, 0x2000, 0x70e0244d )

	ROM_REGION( 0x10000, REGION_CPU2, 0 )	/* 64k for sound board */
	ROM_LOAD( "01_h03t.bin",  0x0000, 0x2000, 0x8407917d )

	ROM_REGION( 0x3000, REGION_GFX1, ROMREGION_DISPOSE )
	ROM_LOAD( "03_e08t.bin",  0x0000, 0x1000, 0x9f0470d5 )	/* chars */
	ROM_LOAD( "04_h08t.bin",  0x1000, 0x1000, 0x81ec12e6 )
	ROM_LOAD( "05_k08t.bin",  0x2000, 0x1000, 0xe87ec8b1 )

	ROM_REGION( 0x6000, REGION_GFX2, ROMREGION_DISPOSE )
	ROM_LOAD( "06_l08t.bin",  0x0000, 0x2000, 0x51eebd89 )	/* background tiles */
	ROM_LOAD( "07_n08t.bin",  0x2000, 0x2000, 0x9dd98e9d )
	ROM_LOAD( "08_r08t.bin",  0x4000, 0x2000, 0x3155ee7d )

	ROM_REGION( 0x6000, REGION_GFX3, ROMREGION_DISPOSE )
	ROM_LOAD( "16_m07b.bin",  0x0000, 0x2000, 0x94694097 )	/* sprites */
	ROM_LOAD( "15_l07b.bin",  0x2000, 0x2000, 0x013f58f2 )
	ROM_LOAD( "14_j07b.bin",  0x4000, 0x2000, 0x101c858d )

	ROM_REGION( 0x1000, REGION_GFX4, 0 )	/* background tilemaps */
	ROM_LOAD( "02_p04t.bin",  0x0000, 0x1000, 0x398d4a02 )
ROM_END

ROM_START( bombjac2 )
	ROM_REGION( 0x10000, REGION_CPU1, 0 )	/* 64k for code */
	ROM_LOAD( "09_j01b.bin",  0x0000, 0x2000, 0xc668dc30 )
	ROM_LOAD( "10_l01b.bin",  0x2000, 0x2000, 0x52a1e5fb )
	ROM_LOAD( "11_m01b.bin",  0x4000, 0x2000, 0xb68a062a )
	ROM_LOAD( "12_n01b.bin",  0x6000, 0x2000, 0x1d3ecee5 )
	ROM_LOAD( "13_r01b.bin",  0xc000, 0x2000, 0xbcafdd29 )

	ROM_REGION( 0x10000, REGION_CPU2, 0 )	/* 64k for sound board */
	ROM_LOAD( "01_h03t.bin",  0x0000, 0x2000, 0x8407917d )

	ROM_REGION( 0x3000, REGION_GFX1, ROMREGION_DISPOSE )
	ROM_LOAD( "03_e08t.bin",  0x0000, 0x1000, 0x9f0470d5 )	/* chars */
	ROM_LOAD( "04_h08t.bin",  0x1000, 0x1000, 0x81ec12e6 )
	ROM_LOAD( "05_k08t.bin",  0x2000, 0x1000, 0xe87ec8b1 )

	ROM_REGION( 0x6000, REGION_GFX2, ROMREGION_DISPOSE )
	ROM_LOAD( "06_l08t.bin",  0x0000, 0x2000, 0x51eebd89 )	/* background tiles */
	ROM_LOAD( "07_n08t.bin",  0x2000, 0x2000, 0x9dd98e9d )
	ROM_LOAD( "08_r08t.bin",  0x4000, 0x2000, 0x3155ee7d )

	ROM_REGION( 0x6000, REGION_GFX3, ROMREGION_DISPOSE )
	ROM_LOAD( "16_m07b.bin",  0x0000, 0x2000, 0x94694097 )	/* sprites */
	ROM_LOAD( "15_l07b.bin",  0x2000, 0x2000, 0x013f58f2 )
	ROM_LOAD( "14_j07b.bin",  0x4000, 0x2000, 0x101c858d )

	ROM_REGION( 0x1000, REGION_GFX4, 0 )	/* background tilemaps */
	ROM_LOAD( "02_p04t.bin",  0x0000, 0x1000, 0x398d4a02 )
ROM_END

static DRIVER_INIT( bombjack )
{
	state_save_register_int ("main", 0, "sound latch", &latch);
}


GAME( 1984, bombjack, 0,        bombjack, bombjack, bombjack, ROT90, "Tehkan", "Bomb Jack (set 1)" )
GAME( 1984, bombjac2, bombjack, bombjack, bombjack, bombjack, ROT90, "Tehkan", "Bomb Jack (set 2)" )
