text: /****************************************************************************
  
  Sega "Space Tactics" Driver
  
  Frank Palazzolo (palazzol@home.com)
  
  Master processor - Intel 8080A
  
  Memory Map:
  
  0000-2fff ROM                       R
  4000-47ff RAM                       R/W
  5000-5fff switches/status           R
  6000-6fff dips sw                   R
  6000-600f Coin rjct/palette select  W
  6010-601f sound triggers            W
  6020-602f lamp latch                W
  6030-603f speed latch               W
  6040-605f shot related              W
  6060-606f score display             W
  60a0-60e0 sound triggers2           W
  7000-7fff RNG/swit                  R     LS Nibble are a VBlank counter
                                            used as a RNG
  8000-8fff swit/stat                 R
  8000-8fff offset RAM                W
  9000-9fff V pos reg.                R     Reads counter from an encoder wheel
  a000-afff H pos reg.                R     Reads counter from an encoder wheel
  b000-bfff VRAM B                    R/W   alphanumerics, bases, barrier,
                                            enemy bombs
  d000-dfff VRAM D                    R/W   furthest aliens (scrolling)
  e000-efff VRAM E                    R/W   middle aliens (scrolling)
  f000-ffff VRAM F                    R/W   closest aliens (scrolling)
  
  --------------------------------------------------------------------
  
  At this time, emulation is missing:
  
  Lamps (Credit, Barrier, and 5 lamps for firing from the bases)
  Sound (all discrete and a 76477)
  Verify Color PROM resistor values (Last 8 colors)
  Verify Bar graph displays
  
  ****************************************************************************/
  
  #include "driver.h"
  
  /* Defined in machine/stactics.c */
  READ8_HANDLER( stactics_port_0_r );
  READ8_HANDLER( stactics_port_2_r );
  READ8_HANDLER( stactics_port_3_r );
  READ8_HANDLER( stactics_vert_pos_r );
  READ8_HANDLER( stactics_horiz_pos_r );
  INTERRUPT_GEN( stactics_interrupt );
  WRITE8_HANDLER( stactics_coin_lockout_w );
  extern UINT8 *stactics_motor_on;
  
  /* Defined in video/stactics.c */
  VIDEO_START( stactics );
  VIDEO_UPDATE( stactics );
  extern UINT8 *stactics_scroll_ram;
  extern UINT8 *stactics_videoram_b;
  extern UINT8 *stactics_chardata_b;
  extern UINT8 *stactics_videoram_d;
  extern UINT8 *stactics_chardata_d;
  extern UINT8 *stactics_videoram_e;
  extern UINT8 *stactics_chardata_e;
  extern UINT8 *stactics_videoram_f;
  extern UINT8 *stactics_chardata_f;
  extern UINT8 *stactics_display_buffer;
  
  PALETTE_INIT( stactics );
  
  WRITE8_HANDLER( stactics_palette_w );
  WRITE8_HANDLER( stactics_scroll_ram_w );
  WRITE8_HANDLER( stactics_speed_latch_w );
  WRITE8_HANDLER( stactics_shot_trigger_w );
  WRITE8_HANDLER( stactics_shot_flag_clear_w );
  
  WRITE8_HANDLER( stactics_videoram_b_w );
  WRITE8_HANDLER( stactics_chardata_b_w );
  WRITE8_HANDLER( stactics_videoram_d_w );
  WRITE8_HANDLER( stactics_chardata_d_w );
  WRITE8_HANDLER( stactics_videoram_e_w );
  WRITE8_HANDLER( stactics_chardata_e_w );
  WRITE8_HANDLER( stactics_videoram_f_w );
  WRITE8_HANDLER( stactics_chardata_f_w );
  
  static ADDRESS_MAP_START( readmem, ADDRESS_SPACE_PROGRAM, 8 )
      AM_RANGE(0x0000, 0x2fff) AM_READ(MRA8_ROM)
      AM_RANGE(0x4000, 0x47ff) AM_READ(MRA8_RAM)
      AM_RANGE(0x5000, 0x5fff) AM_READ(input_port_0_r)
      AM_RANGE(0x6000, 0x6fff) AM_READ(input_port_1_r)
      AM_RANGE(0x7000, 0x7fff) AM_READ(stactics_port_2_r)
      AM_RANGE(0x8000, 0x8fff) AM_READ(stactics_port_3_r)
      AM_RANGE(0x9000, 0x9fff) AM_READ(stactics_vert_pos_r)
      AM_RANGE(0xa000, 0xafff) AM_READ(stactics_horiz_pos_r)
  
      AM_RANGE(0xb000, 0xb3ff) AM_READ(MRA8_RAM)
      AM_RANGE(0xb800, 0xbfff) AM_READ(MRA8_RAM)
  
      AM_RANGE(0xd000, 0xd3ff) AM_READ(MRA8_RAM)
      AM_RANGE(0xd600, 0xd7ff) AM_READ(MRA8_RAM)   /* Used as scratch RAM, high scores, etc. */
      AM_RANGE(0xd800, 0xdfff) AM_READ(MRA8_RAM)
  
      AM_RANGE(0xe000, 0xe3ff) AM_READ(MRA8_RAM)
      AM_RANGE(0xe600, 0xe7ff) AM_READ(MRA8_RAM)   /* Used as scratch RAM, high scores, etc. */
      AM_RANGE(0xe800, 0xefff) AM_READ(MRA8_RAM)
  
      AM_RANGE(0xf000, 0xf3ff) AM_READ(MRA8_RAM)
      AM_RANGE(0xf600, 0xf7ff) AM_READ(MRA8_RAM)   /* Used as scratch RAM, high scores, etc. */
      AM_RANGE(0xf800, 0xffff) AM_READ(MRA8_RAM)
  
  ADDRESS_MAP_END
  
  static ADDRESS_MAP_START( writemem, ADDRESS_SPACE_PROGRAM, 8 )
      AM_RANGE(0x4000, 0x47ff) AM_WRITE(MWA8_RAM)
      AM_RANGE(0x6000, 0x6001) AM_WRITE(stactics_coin_lockout_w)
      AM_RANGE(0x6006, 0x6007) AM_WRITE(stactics_palette_w)
      /* AM_RANGE(0x6010, 0x601f) AM_WRITE(stactics_sound_w) */
      AM_RANGE(0x6016, 0x6016) AM_WRITE(MWA8_RAM) AM_BASE(&stactics_motor_on)  /* Note: This overlaps rocket sound */
      /* AM_RANGE(0x6020, 0x602f) AM_WRITE(stactics_lamp_latch_w) */
      AM_RANGE(0x6030, 0x603f) AM_WRITE(stactics_speed_latch_w)
      AM_RANGE(0x6040, 0x604f) AM_WRITE(stactics_shot_trigger_w)
      AM_RANGE(0x6050, 0x605f) AM_WRITE(stactics_shot_flag_clear_w)
      AM_RANGE(0x6060, 0x606f) AM_WRITE(MWA8_RAM) AM_BASE(&stactics_display_buffer)
      /* AM_RANGE(0x60a0, 0x60ef) AM_WRITE(stactics_sound2_w) */
  
      AM_RANGE(0x8000, 0x8fff) AM_WRITE(stactics_scroll_ram_w) AM_BASE(&stactics_scroll_ram)
  
      AM_RANGE(0xb000, 0xb3ff) AM_WRITE(stactics_videoram_b_w) AM_BASE(&stactics_videoram_b) AM_SIZE(&videoram_size)
      AM_RANGE(0xb400, 0xb7ff) AM_WRITE(MWA8_RAM)   /* Unused, but initialized */
      AM_RANGE(0xb800, 0xbfff) AM_WRITE(stactics_chardata_b_w) AM_BASE(&stactics_chardata_b)
  
      AM_RANGE(0xc000, 0xcfff) AM_WRITE(MWA8_NOP) /* according to the schematics, nothing is mapped here */
                                   /* but, the game still tries to clear this out         */
  
      AM_RANGE(0xd000, 0xd3ff) AM_WRITE(stactics_videoram_d_w) AM_BASE(&stactics_videoram_d)
      AM_RANGE(0xd400, 0xd7ff) AM_WRITE(MWA8_RAM)   /* Used as scratch RAM, high scores, etc. */
      AM_RANGE(0xd800, 0xdfff) AM_WRITE(stactics_chardata_d_w) AM_BASE(&stactics_chardata_d)
  
      AM_RANGE(0xe000, 0xe3ff) AM_WRITE(stactics_videoram_e_w) AM_BASE(&stactics_videoram_e)
      AM_RANGE(0xe400, 0xe7ff) AM_WRITE(MWA8_RAM)   /* Used as scratch RAM, high scores, etc. */
      AM_RANGE(0xe800, 0xefff) AM_WRITE(stactics_chardata_e_w) AM_BASE(&stactics_chardata_e)
  
      AM_RANGE(0xf000, 0xf3ff) AM_WRITE(stactics_videoram_f_w) AM_BASE(&stactics_videoram_f)
      AM_RANGE(0xf400, 0xf7ff) AM_WRITE(MWA8_RAM)   /* Used as scratch RAM, high scores, etc. */
      AM_RANGE(0xf800, 0xffff) AM_WRITE(stactics_chardata_f_w) AM_BASE(&stactics_chardata_f)
  
  ADDRESS_MAP_END
  
  INPUT_PORTS_START( stactics )
  
      PORT_START  /*  IN0 */
      /*PORT_BIT (0x80, IP_ACTIVE_HIGH, IPT_UNUSED ) Motor status. see stactics_port_0_r */
      PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_BUTTON2 )
      PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_START1 )
      PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON3 )
      PORT_BIT (0x08, IP_ACTIVE_LOW, IPT_BUTTON4 )
      PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON5 )
      PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON6 )
      PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON7 )
  
      PORT_START  /* IN1 */
      PORT_DIPNAME( 0x07, 0x07, DEF_STR( Coin_B ) )
      PORT_DIPSETTING(    0x01, DEF_STR( 4C_1C ) )
      PORT_DIPSETTING(    0x05, DEF_STR( 2C_1C ) )
      PORT_DIPSETTING(    0x07, DEF_STR( 1C_1C ) )
      PORT_DIPSETTING(    0x06, DEF_STR( 1C_2C ) )
      PORT_DIPSETTING(    0x04, DEF_STR( 1C_3C ) )
      PORT_DIPSETTING(    0x02, DEF_STR( 1C_4C ) )
      PORT_DIPSETTING(    0x00, DEF_STR( 1C_5C ) )
      PORT_DIPSETTING(    0x03, DEF_STR( 1C_6C ) )
      PORT_DIPNAME( 0x38, 0x38, DEF_STR( Coin_A ) )
      PORT_DIPSETTING(    0x08, DEF_STR( 4C_1C ) )
      PORT_DIPSETTING(    0x28, DEF_STR( 2C_1C ) )
      PORT_DIPSETTING(    0x38, DEF_STR( 1C_1C ) )
      PORT_DIPSETTING(    0x30, DEF_STR( 1C_2C ) )
      PORT_DIPSETTING(    0x20, DEF_STR( 1C_3C ) )
      PORT_DIPSETTING(    0x10, DEF_STR( 1C_4C ) )
      PORT_DIPSETTING(    0x00, DEF_STR( 1C_5C ) )
      PORT_DIPSETTING(    0x18, DEF_STR( 1C_6C ) )
      PORT_DIPNAME( 0x40, 0x00, "High Score Initial Entry" )
      PORT_DIPSETTING(    0x40, DEF_STR( Off ) )
      PORT_DIPSETTING(    0x00, DEF_STR( On ) )
      PORT_DIPNAME( 0x80, 0x00, DEF_STR( Demo_Sounds ) )
      PORT_DIPSETTING(    0x80, DEF_STR( Off ) )
      PORT_DIPSETTING(    0x00, DEF_STR( On ) )
  
      PORT_START  /* IN2 */
      /* This is accessed by stactics_port_2_r() */
      /*PORT_BIT (0x0f, IP_ACTIVE_HIGH, IPT_UNUSED ) Random number generator */
      PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_COIN1 )
      PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_COIN2 )
      PORT_DIPNAME( 0x40, 0x40, DEF_STR( Free_Play ) )
      PORT_DIPSETTING( 0x40, DEF_STR( Off ) )
      PORT_DIPSETTING( 0x00, DEF_STR( On ) )
  	PORT_SERVICE( 0x80, IP_ACTIVE_LOW )
  
      PORT_START  /* IN3 */
      /* This is accessed by stactics_port_3_r() */
      PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON1 )
      /* PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_UNUSED ) */
      PORT_DIPNAME( 0x04, 0x04, "Number of Barriers" )
      PORT_DIPSETTING(    0x04, "4" )
      PORT_DIPSETTING(    0x00, "6" )
      PORT_DIPNAME( 0x08, 0x08, "Bonus Barriers" )
      PORT_DIPSETTING(    0x08, "1" )
      PORT_DIPSETTING(    0x00, "2" )
      PORT_DIPNAME( 0x10, 0x00, "Extended Play" )
      PORT_DIPSETTING(    0x10, DEF_STR( Off ) )
      PORT_DIPSETTING(    0x00, DEF_STR( On ) )
      PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY
      PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY
      /* PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNUSED ) */
  
  	PORT_START	/* FAKE */
      PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY
      PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY
  INPUT_PORTS_END
  
  /* For the character graphics */
  
  static const gfx_layout gfxlayout =
  {
      8,8,
      256,
      1,     /* 1 bit per pixel */
      { 0 },
      { 0, 1, 2, 3, 4, 5, 6, 7 },
      { 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8 },
      8*8
  };
  
  /* For the LED Fire Beam (made up) */
  
  static const gfx_layout firelayout =
  {
      16,9,
      256,
      1,     /* 1 bit per pixel */
      { 0 },
      { 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7 },
      { 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8, 8*8 },
      8*9
  };
  
  static const gfx_decode gfxdecodeinfo[] =
  {
      { 0, 0, &gfxlayout,  0,      64*4 },    /* Dynamically decoded from RAM */
      { 0, 0, &gfxlayout,  1*2*16, 64*4 },    /* Dynamically decoded from RAM */
      { 0, 0, &gfxlayout,  2*2*16, 64*4 },    /* Dynamically decoded from RAM */
      { 0, 0, &gfxlayout,  3*2*16, 64*4 },    /* Dynamically decoded from RAM */
      { 0, 0, &firelayout, 0, 64*4 },         /* LED Fire beam (synthesized gfx) */
      { 0, 0, &gfxlayout,  0, 64*4 },         /* LED and Misc. Display characters */
      { -1 }
  };
  
  static MACHINE_DRIVER_START( stactics )
  
  	/* basic machine hardware */
  	MDRV_CPU_ADD(8080, 1933560)
  	MDRV_CPU_PROGRAM_MAP(readmem,writemem)
  	MDRV_CPU_VBLANK_INT(stactics_interrupt,1)
  
  	MDRV_SCREEN_REFRESH_RATE(60)
  	MDRV_SCREEN_VBLANK_TIME(DEFAULT_60HZ_VBLANK_DURATION)
  
  	/* video hardware */
  	MDRV_VIDEO_ATTRIBUTES(VIDEO_TYPE_RASTER)
  	MDRV_SCREEN_FORMAT(BITMAP_FORMAT_INDEXED16)
  	MDRV_SCREEN_SIZE(32*8, 32*8)
  	MDRV_SCREEN_VISIBLE_AREA(0*8, 32*8-1, 0*8, 32*8-1)
  	MDRV_GFXDECODE(gfxdecodeinfo)
  	MDRV_PALETTE_LENGTH(16)
  	MDRV_COLORTABLE_LENGTH(16*4*4*2)
  
  	MDRV_PALETTE_INIT(stactics)
  	MDRV_VIDEO_START(stactics)
  	MDRV_VIDEO_UPDATE(stactics)
  
  	/* sound hardware */
  MACHINE_DRIVER_END
  
  
  
  /***************************************************************************
  
    Game driver(s)
  
  ***************************************************************************/
  
  ROM_START( stactics )
  	ROM_REGION( 0x10000, REGION_CPU1, 0 )
  	ROM_LOAD( "epr-218x",     0x0000, 0x0800, CRC(b1186ad2) SHA1(88929a183ac0499619b3e07241f3b5a0c89bdab1) )
  	ROM_LOAD( "epr-219x",     0x0800, 0x0800, CRC(3b86036d) SHA1(6ad5e14dcfdbc6d2a0a32ae7f18ce41ab4b51eec) )
  	ROM_LOAD( "epr-220x",     0x1000, 0x0800, CRC(c58702da) SHA1(93936c46810722d435f9ddb0641defb741743dee) )
  	ROM_LOAD( "epr-221x",     0x1800, 0x0800, CRC(e327639e) SHA1(024929b65c71eaeb6d234a14d7535a7d5b98b8d3) )
  	ROM_LOAD( "epr-222y",     0x2000, 0x0800, CRC(24dd2bcc) SHA1(f77c59beccc1a77e3bfc2928ff532d6e221ff42d) )
  	ROM_LOAD( "epr-223x",     0x2800, 0x0800, CRC(7fef0940) SHA1(5b2af55f75ef0130f9202b6a916a96dbd601fcfa) )
  
  	ROM_REGION( 0x1060, REGION_GFX1, ROMREGION_DISPOSE )	/* gfx decoded in vh_start */
  	ROM_LOAD( "epr-217",      0x0000, 0x0800, CRC(38259f5f) SHA1(1f4182ffc2d78fca22711526bb2ae2cfe040173c) )      /* LED fire beam data      */
  	ROM_LOAD( "pr55",         0x0800, 0x0800, CRC(f162673b) SHA1(83743780b6c1f8014df24fa0650000b7cb137d92) )      /* timing PROM (unused)    */
  	ROM_LOAD( "pr65",         0x1000, 0x0020, CRC(a1506b9d) SHA1(037c3db2ea40eca459e8acba9d1506dd28d72d10) )      /* timing PROM (unused)    */
  	ROM_LOAD( "pr66",         0x1020, 0x0020, CRC(78dcf300) SHA1(37034cc0cfa4a8ec47937a2a34b77ec56b387a9b) )      /* timing PROM (unused)    */
  	ROM_LOAD( "pr67",         0x1040, 0x0020, CRC(b27874e7) SHA1(c24bc78c4b2ae01aaed5d994ce2e7c5e0f2eece8) )      /* LED timing ROM (unused) */
  
  	ROM_REGION( 0x0800, REGION_PROMS, 0 )
  	ROM_LOAD( "pr54",         0x0000, 0x0800, CRC(9640bd6e) SHA1(dd12952a6591f2056ac1b5688dca0a3a2ef69f2d) )         /* color/priority prom */
  ROM_END
  
  
  
  GAME( 1981, stactics, 0, stactics, stactics, 0, ROT0, "Sega", "Space Tactics", GAME_NO_SOUND )
  
  