text: /***************************************************************************
  
       TEMPEST
       -------
       HEX        R/W   D7 D6 D5 D4 D3 D2 D2 D0  function
       0000-07FF  R/W   D  D  D  D  D  D  D  D   program ram (2K)
       0800-080F   W                D  D  D  D   Colour ram
  
       0C00        R                         D   Right coin sw
       0C00        R                      D      Center coin sw
       0C00        R                   D         Left coin sw
       0C00        R                D            Slam sw
       0C00        R             D               Self test sw
       0C00        R          D                  Diagnostic step sw
       0C00        R       D                     Halt
       0C00        R    D                        3khz ??
       0D00        R    D  D  D  D  D  D  D  D   option switches
       0E00        R    D  D  D  D  D  D  D  D   option switches
  
       2000-2FFF  R/W   D  D  D  D  D  D  D  D   Vector Ram (4K)
       3000-3FFF   R    D  D  D  D  D  D  D  D   Vector Rom (4K)
  
       4000        W                         D   Right coin counter
       4000        W                      D      left  coin counter
       4000        W                D            Video invert - x
       4000        W             D               Video invert - y
       4800        W                             Vector generator GO
  
       5000        W                             WD clear
       5800        W                             Vect gen reset
  
       6000-603F   W    D  D  D  D  D  D  D  D   EAROM write
       6040        W    D  D  D  D  D  D  D  D   EAROM control
       6040        R    D                        Mathbox status
       6050        R    D  D  D  D  D  D  D  D   EAROM read
  
       6060        R    D  D  D  D  D  D  D  D   Mathbox read
       6070        R    D  D  D  D  D  D  D  D   Mathbox read
       6080-609F   W    D  D  D  D  D  D  D  D   Mathbox start
  
       60C0-60CF  R/W   D  D  D  D  D  D  D  D   Custom audio chip 1
       60D0-60DF  R/W   D  D  D  D  D  D  D  D   Custom audio chip 2
  
       60E0        R                         D   one player start LED
       60E0        R                      D      two player start LED
       60E0        R                   D         FLIP
  
       9000-DFFF  R     D  D  D  D  D  D  D  D   Program ROM (20K)
  
       notes: program ram decode may be incorrect, but it appears like
       this on the schematics, and the troubleshooting guide.
  
       ZAP1,FIRE1,FIRE2,ZAP2 go to pokey2 , bits 3,and 4
       (depending on state of FLIP)
       player1 start, player2 start are pokey2 , bits 5 and 6
  
       encoder wheel goes to pokey1 bits 0-3
       pokey1, bit4 is cocktail detect
  
  
  TEMPEST SWITCH SETTINGS (Atari, 1980)
  -------------------------------------
  
  
  GAME OPTIONS:
  (8-position switch at L12 on Analog Vector-Generator PCB)
  
  1   2   3   4   5   6   7   8   Meaning
  -------------------------------------------------------------------------
  Off Off                         2 lives per game
  On  On                          3 lives per game
  On  Off                         4 lives per game
  Off On                          5 lives per game
          On  On  Off             Bonus life every 10000 pts
          On  On  On              Bonus life every 20000 pts
          On  Off On              Bonus life every 30000 pts
          On  Off Off             Bonus life every 40000 pts
          Off On  On              Bonus life every 50000 pts
          Off On  Off             Bonus life every 60000 pts
          Off Off On              Bonus life every 70000 pts
          Off Off Off             No bonus lives
                      On  On      English
                      On  Off     French
                      Off On      German
                      Off Off     Spanish
                              On  1-credit minimum
                              Off 2-credit minimum
  
  
  GAME OPTIONS:
  (4-position switch at D/E2 on Math Box PCB)
  
  1   2   3   4                   Meaning
  -------------------------------------------------------------------------
      Off                         Minimum rating range: 1, 3, 5, 7, 9
      On                          Minimum rating range tied to high score
          Off Off                 Medium difficulty (see notes)
          Off On                  Easy difficulty (see notes)
          On  Off                 Hard difficulty (see notes)
          On  On                  Medium difficulty (see notes)
  
  
  PRICING OPTIONS:
  (8-position switch at N13 on Analog Vector-Generator PCB)
  
  1   2   3   4   5   6   7   8   Meaning
  -------------------------------------------------------------------------
  On  On  On                      No bonus coins
  On  On  Off                     For every 2 coins, game adds 1 more coin
  On  Off On                      For every 4 coins, game adds 1 more coin
  On  Off Off                     For every 4 coins, game adds 2 more coins
  Off On  On                      For every 5 coins, game adds 1 more coin
  Off On  Off                     For every 3 coins, game adds 1 more coin
  On  Off                 Off On  Demonstration Mode (see notes)
  Off Off                 Off On  Demonstration-Freeze Mode (see notes)
              On                  Left coin mech * 1
              Off                 Left coin mech * 2
                  On  On          Right coin mech * 1
                  On  Off         Right coin mech * 4
                  Off On          Right coin mech * 5
                  Off Off         Right coin mech * 6
                          Off On  Free Play
                          Off Off 1 coin 2 plays
                          On  On  1 coin 1 play
                          On  Off 2 coins 1 play
  
  
  GAME SETTING NOTES:
  -------------------
  
  Demonstration Mode:
  - Plays a normal game of Tempest, but pressing SUPERZAP sends you
    directly to the next level.
  
  Demonstration-Freeze Mode:
  - Just like Demonstration Mode, but with frozen screen action.
  
  Both Demonstration Modes:
  - Pressing RESET in either mode will cause the game to lock up.
    To recover, set switch 1 to On.
  - You can start at any level from 1..81, so it's an easy way of
    seeing what the game can throw at you
  - The score is zeroed at the end of the game, so you also don't
    have to worry about artificially high scores disrupting your
    scoring records as stored in the game's EAROM.
  
  Easy Difficulty:
  - Enemies move more slowly
  - One less enemy shot on the screen at any given time
  
  Hard Difficulty:
  - Enemies move more quickly
  - 1-4 more enemy shots on the screen at any given time
  - One more enemy may be on the screen at any given time
  
  High Scores:
  - Changing toggles 1-5 at L12 (more/fewer lives, bonus ship levels)
    will erase the high score table.
  - You should also wait 8-10 seconds after a game has been played
    before entering self-test mode or powering down; otherwise, you
    might erase or corrupt the high score table.
  
  ***************************************************************************/
  
  #include "driver.h"
  #include "vidhrdw/generic.h"
  #include "machine/mathbox.h"
  #include "vidhrdw/avgdvg.h"
  #include "vidhrdw/vector.h"
  #include "machine/atari_vg.h"
  
  
  static READ_HANDLER( tempest_IN0_r )
  {
  	int res;
  
  	res = readinputport(0);
  
  	if (avgdvg_done())
  		res|=0x40;
  
  	/* Emulate the 3Khz source on bit 7 (divide 1.5Mhz by 512) */
  	if (cpu_gettotalcycles() & 0x100)
  		res |=0x80;
  
  	return res;
  }
  
  static WRITE_HANDLER( tempest_led_w )
  {
  	osd_led_w (0, ~(data >> 1));
  	osd_led_w (1, ~data);
  	/* FLIP is bit 0x04 */
  }
  
  static WRITE_HANDLER( tempest_coin_w )
  {
  	static int lastval;
  
  	if (lastval == data) return;
  	coin_counter_w (0, (data & 0x01));
  	coin_counter_w (1, (data & 0x02));
  	coin_counter_w (2, (data & 0x04));
  	lastval = data;
  }
  
  static struct MemoryReadAddress readmem[] =
  {
  	{ 0x0000, 0x07ff, MRA_RAM },
  	{ 0x0c00, 0x0c00, tempest_IN0_r },	/* IN0 */
  	{ 0x0d00, 0x0d00, input_port_3_r },	/* DSW1 */
  	{ 0x0e00, 0x0e00, input_port_4_r },	/* DSW2 */
  	{ 0x2000, 0x2fff, MRA_RAM },
  	{ 0x3000, 0x3fff, MRA_ROM },
  	{ 0x6040, 0x6040, mb_status_r },
  	{ 0x6050, 0x6050, atari_vg_earom_r },
  	{ 0x6060, 0x6060, mb_lo_r },
  	{ 0x6070, 0x6070, mb_hi_r },
  	{ 0x60c0, 0x60cf, pokey1_r },
  	{ 0x60d0, 0x60df, pokey2_r },
  	{ 0x9000, 0xdfff, MRA_ROM },
  	{ 0xf000, 0xffff, MRA_ROM },	/* for the reset / interrupt vectors */
  	{ -1 }	/* end of table */
  };
  
  static struct MemoryWriteAddress writemem[] =
  {
  	{ 0x0000, 0x07ff, MWA_RAM },
  	{ 0x0800, 0x080f, tempest_colorram_w },
  	{ 0x2000, 0x2fff, MWA_RAM, &vectorram, &vectorram_size },
  	{ 0x3000, 0x3fff, MWA_ROM },
  	{ 0x4000, 0x4000, tempest_coin_w },
  	{ 0x4800, 0x4800, avgdvg_go_w },
  	{ 0x5000, 0x5000, watchdog_reset_w },
  	{ 0x5800, 0x5800, avgdvg_reset_w },
  	{ 0x6000, 0x603f, atari_vg_earom_w },
  	{ 0x6040, 0x6040, atari_vg_earom_ctrl_w },
  	{ 0x6080, 0x609f, mb_go_w },
  	{ 0x60c0, 0x60cf, pokey1_w },
  	{ 0x60d0, 0x60df, pokey2_w },
  	{ 0x60e0, 0x60e0, tempest_led_w },
  	{ 0x9000, 0xdfff, MWA_ROM },
  	{ -1 }	/* end of table */
  };
  
  INPUT_PORTS_START( tempest )
  	PORT_START	/* IN0 */
  	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_COIN3 )
  	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_COIN2 )
  	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_COIN1 )
  	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_TILT )
  	PORT_SERVICE( 0x10, IP_ACTIVE_LOW )
  	PORT_BITX( 0x20, IP_ACTIVE_LOW, IPT_SERVICE, "Diagnostic Step", KEYCODE_F1, IP_JOY_NONE )
  	/* bit 6 is the VG HALT bit. We set it to "low" */
  	/* per default (busy vector processor). */
   	/* handled by tempest_IN0_r() */
  	PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN )
  	/* bit 7 is tied to a 3khz (?) clock */
   	/* handled by tempest_IN0_r() */
  	PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN )
  
  	PORT_START	/* IN1/DSW0 */
  	/* This is the Tempest spinner input. It only uses 4 bits. */
  	PORT_ANALOG( 0x0f, 0x00, IPT_DIAL, 25, 20, 0, 0)
  	/* The next one is reponsible for cocktail mode.
  	 * According to the documentation, this is not a switch, although
  	 * it may have been planned to put it on the Math Box PCB, D/E2 )
  	 */
  	PORT_DIPNAME( 0x10, 0x00, DEF_STR( Cabinet ) )
  	PORT_DIPSETTING(    0x00, DEF_STR( Upright ) )
  	PORT_DIPSETTING(    0x10, DEF_STR( Cocktail ) )
  	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN )
  	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )
  	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )
  
  	PORT_START	/* IN2 */
  	PORT_DIPNAME(  0x03, 0x03, DEF_STR( Difficulty ) )
  	PORT_DIPSETTING(     0x02, "Easy" )
  	PORT_DIPSETTING(     0x03, "Medium1" )
  	PORT_DIPSETTING(     0x00, "Medium2" )
  	PORT_DIPSETTING(     0x01, "Hard" )
  	PORT_DIPNAME(  0x04, 0x04, "Rating" )
  	PORT_DIPSETTING(     0x04, "1, 3, 5, 7, 9" )
  	PORT_DIPSETTING(     0x00, "tied to high score" )
  	PORT_BIT(0x08, IP_ACTIVE_LOW, IPT_BUTTON2 )
  	PORT_BIT(0x10, IP_ACTIVE_LOW, IPT_BUTTON1 )
  	PORT_BIT(0x20, IP_ACTIVE_LOW, IPT_START1 )
  	PORT_BIT(0x40, IP_ACTIVE_LOW, IPT_START2 )
  	PORT_BIT(0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )
  
  	PORT_START	/* DSW1 - (N13 on analog vector generator PCB */
  	PORT_DIPNAME( 0x03, 0x00, DEF_STR( Coinage ) )
  	PORT_DIPSETTING(    0x01, DEF_STR( 2C_1C ) )
  	PORT_DIPSETTING(    0x00, DEF_STR( 1C_1C ) )
  	PORT_DIPSETTING(    0x03, DEF_STR( 1C_2C ) )
  	PORT_DIPSETTING(    0x02, DEF_STR( Free_Play ) )
  	PORT_DIPNAME( 0x0c, 0x00, "Right Coin" )
  	PORT_DIPSETTING(    0x00, "*1" )
  	PORT_DIPSETTING(    0x04, "*4" )
  	PORT_DIPSETTING(    0x08, "*5" )
  	PORT_DIPSETTING(    0x0c, "*6" )
  	PORT_DIPNAME( 0x10, 0x00, "Left Coin" )
  	PORT_DIPSETTING(    0x00, "*1" )
  	PORT_DIPSETTING(    0x10, "*2" )
  	PORT_DIPNAME( 0xe0, 0x00, "Bonus Coins" )
  	PORT_DIPSETTING(    0x00, "None" )
  	PORT_DIPSETTING(    0x80, "1 each 5" )
  	PORT_DIPSETTING(    0x40, "1 each 4 (+Demo)" )
  	PORT_DIPSETTING(    0xa0, "1 each 3" )
  	PORT_DIPSETTING(    0x60, "2 each 4 (+Demo)" )
  	PORT_DIPSETTING(    0x20, "1 each 2" )
  	PORT_DIPSETTING(    0xc0, "Freeze Mode" )
  	PORT_DIPSETTING(    0xe0, "Freeze Mode" )
  
  	PORT_START	/* DSW2 - (L12 on analog vector generator PCB */
  	PORT_DIPNAME( 0x01, 0x00, "Minimum" )
  	PORT_DIPSETTING(    0x00, "1 Credit" )
  	PORT_DIPSETTING(    0x01, "2 Credit" )
  	PORT_DIPNAME( 0x06, 0x00, "Language" )
  	PORT_DIPSETTING(    0x00, "English" )
  	PORT_DIPSETTING(    0x02, "French" )
  	PORT_DIPSETTING(    0x04, "German" )
  	PORT_DIPSETTING(    0x06, "Spanish" )
  	PORT_DIPNAME( 0x38, 0x00, DEF_STR( Bonus_Life ) )
  	PORT_DIPSETTING(    0x08, "10000" )
  	PORT_DIPSETTING(    0x00, "20000" )
  	PORT_DIPSETTING(    0x10, "30000" )
  	PORT_DIPSETTING(    0x18, "40000" )
  	PORT_DIPSETTING(    0x20, "50000" )
  	PORT_DIPSETTING(    0x28, "60000" )
  	PORT_DIPSETTING(    0x30, "70000" )
  	PORT_DIPSETTING(    0x38, "None" )
  	PORT_DIPNAME( 0xc0, 0x00, DEF_STR( Lives ) )
  	PORT_DIPSETTING(    0xc0, "2" )
  	PORT_DIPSETTING(    0x00, "3" )
  	PORT_DIPSETTING(    0x40, "4" )
  	PORT_DIPSETTING(    0x80, "5" )
  INPUT_PORTS_END
  
  
  READ_HANDLER( input_port_1_bit_r ) { return (readinputport(1) & (1 << offset)) ? 0 : 228; }
  READ_HANDLER( input_port_2_bit_r ) { return (readinputport(2) & (1 << offset)) ? 0 : 228; }
  
  static struct POKEYinterface pokey_interface =
  {
  	2,	/* 2 chips */
  	12096000/8,	/* 1.512 MHz */
  	{ 50, 50 },
  	/* The 8 pot handlers */
  	{ input_port_1_bit_r, input_port_2_bit_r },
  	{ input_port_1_bit_r, input_port_2_bit_r },
  	{ input_port_1_bit_r, input_port_2_bit_r },
  	{ input_port_1_bit_r, input_port_2_bit_r },
  	{ input_port_1_bit_r, input_port_2_bit_r },
  	{ input_port_1_bit_r, input_port_2_bit_r },
  	{ input_port_1_bit_r, input_port_2_bit_r },
  	{ input_port_1_bit_r, input_port_2_bit_r },
  	/* The allpot handler */
  	{ 0, 0 },
  };
  
  
  
  static struct MachineDriver machine_driver_tempest =
  {
  	/* basic machine hardware */
  	{
  		{
  			CPU_M6502,
  			12096000/8,	/* 1.512 MHz */
  			readmem,writemem,0,0,
  			interrupt,4 /* 4.1ms */
  		}
  	},
  	60, 0,	/* frames per second, vblank duration (vector game, so no vblank) */
  	1,
  	0,
  
  	/* video hardware */
  	300, 400, { 0, 550, 0, 580 },
  	0,
  	256,0,
  	avg_init_palette_multi,
  
  	VIDEO_TYPE_VECTOR,
  	0,
  	avg_start_tempest,
  	avg_stop,
  	vector_vh_screenrefresh,
  
  	/* sound hardware */
  	0,0,0,0,
  	{
  		{
  			SOUND_POKEY,
  			&pokey_interface
  		}
  	},
  
  	atari_vg_earom_handler
  };
  
  
  /***************************************************************************
  
    Game driver(s)
  
  ***************************************************************************/
  
  /*
   * Tempest now uses the EAROM routines to load/save scores.
   * Just in case, here is a snippet of the old code:
   * if (memcmp(&RAM[0x0606],"\x07\x04\x01",3))
   *	osd_fread(f,&RAM[0x0600],0x200);
   */
  
  
  ROM_START( tempest ) /* rev 3 */
  	ROM_REGION( 0x10000, REGION_CPU1 )	/* 64k for code */
  	ROM_LOAD( "136002.113",   0x9000, 0x0800, 0x65d61fe7 )
  	ROM_LOAD( "136002.114",   0x9800, 0x0800, 0x11077375 )
  	ROM_LOAD( "136002.115",   0xa000, 0x0800, 0xf3e2827a )
  	ROM_LOAD( "136002.316",   0xa800, 0x0800, 0xaeb0f7e9 )
  	ROM_LOAD( "136002.217",   0xb000, 0x0800, 0xef2eb645 )
  	ROM_LOAD( "136002.118",   0xb800, 0x0800, 0xbeb352ab )
  	ROM_LOAD( "136002.119",   0xc000, 0x0800, 0xa4de050f )
  	ROM_LOAD( "136002.120",   0xc800, 0x0800, 0x35619648 )
  	ROM_LOAD( "136002.121",   0xd000, 0x0800, 0x73d38e47 )
  	ROM_LOAD( "136002.222",   0xd800, 0x0800, 0x707bd5c3 )
  	ROM_RELOAD(             0xf800, 0x0800 ) /* for reset/interrupt vectors */
  	/* Mathbox ROMs */
  	ROM_LOAD( "136002.123",   0x3000, 0x0800, 0x29f7e937 )
  	ROM_LOAD( "136002.124",   0x3800, 0x0800, 0xc16ec351 )
  ROM_END
  
  ROM_START( tempest1 ) /* rev 1 */
  	ROM_REGION( 0x10000, REGION_CPU1 )	/* 64k for code */
  	ROM_LOAD( "136002.113",   0x9000, 0x0800, 0x65d61fe7 )
  	ROM_LOAD( "136002.114",   0x9800, 0x0800, 0x11077375 )
  	ROM_LOAD( "136002.115",   0xa000, 0x0800, 0xf3e2827a )
  	ROM_LOAD( "136002.116",   0xa800, 0x0800, 0x7356896c )
  	ROM_LOAD( "136002.117",   0xb000, 0x0800, 0x55952119 )
  	ROM_LOAD( "136002.118",   0xb800, 0x0800, 0xbeb352ab )
  	ROM_LOAD( "136002.119",   0xc000, 0x0800, 0xa4de050f )
  	ROM_LOAD( "136002.120",   0xc800, 0x0800, 0x35619648 )
  	ROM_LOAD( "136002.121",   0xd000, 0x0800, 0x73d38e47 )
  	ROM_LOAD( "136002.122",   0xd800, 0x0800, 0x796a9918 )
  	ROM_RELOAD(             0xf800, 0x0800 ) /* for reset/interrupt vectors */
  	/* Mathbox ROMs */
  	ROM_LOAD( "136002.123",   0x3000, 0x0800, 0x29f7e937 )
  	ROM_LOAD( "136002.124",   0x3800, 0x0800, 0xc16ec351 )
  ROM_END
  
  ROM_START( tempest2 ) /* rev 2 */
  	ROM_REGION( 0x10000, REGION_CPU1 )	/* 64k for code */
  	ROM_LOAD( "136002.113",   0x9000, 0x0800, 0x65d61fe7 )
  	ROM_LOAD( "136002.114",   0x9800, 0x0800, 0x11077375 )
  	ROM_LOAD( "136002.115",   0xa000, 0x0800, 0xf3e2827a )
  	ROM_LOAD( "136002.116",   0xa800, 0x0800, 0x7356896c )
  	ROM_LOAD( "136002.217",   0xb000, 0x0800, 0xef2eb645 )
  	ROM_LOAD( "136002.118",   0xb800, 0x0800, 0xbeb352ab )
  	ROM_LOAD( "136002.119",   0xc000, 0x0800, 0xa4de050f )
  	ROM_LOAD( "136002.120",   0xc800, 0x0800, 0x35619648 )
  	ROM_LOAD( "136002.121",   0xd000, 0x0800, 0x73d38e47 )
  	ROM_LOAD( "136002.222",   0xd800, 0x0800, 0x707bd5c3 )
  	ROM_RELOAD(             0xf800, 0x0800 ) /* for reset/interrupt vectors */
  	/* Mathbox ROMs */
  	ROM_LOAD( "136002.123",   0x3000, 0x0800, 0x29f7e937 )
  	ROM_LOAD( "136002.124",   0x3800, 0x0800, 0xc16ec351 )
  ROM_END
  
  ROM_START( temptube )
  	ROM_REGION( 0x10000, REGION_CPU1 )	/* 64k for code */
  	ROM_LOAD( "136002.113",   0x9000, 0x0800, 0x65d61fe7 )
  	ROM_LOAD( "136002.114",   0x9800, 0x0800, 0x11077375 )
  	ROM_LOAD( "136002.115",   0xa000, 0x0800, 0xf3e2827a )
  	ROM_LOAD( "136002.316",   0xa800, 0x0800, 0xaeb0f7e9 )
  	ROM_LOAD( "136002.217",   0xb000, 0x0800, 0xef2eb645 )
  	ROM_LOAD( "tube.118",     0xb800, 0x0800, 0xcefb03f0 )
  	ROM_LOAD( "136002.119",   0xc000, 0x0800, 0xa4de050f )
  	ROM_LOAD( "136002.120",   0xc800, 0x0800, 0x35619648 )
  	ROM_LOAD( "136002.121",   0xd000, 0x0800, 0x73d38e47 )
  	ROM_LOAD( "136002.222",   0xd800, 0x0800, 0x707bd5c3 )
  	ROM_RELOAD(             0xf800, 0x0800 ) /* for reset/interrupt vectors */
  	/* Mathbox ROMs */
  	ROM_LOAD( "136002.123",   0x3000, 0x0800, 0x29f7e937 )
  	ROM_LOAD( "136002.124",   0x3800, 0x0800, 0xc16ec351 )
  ROM_END
  
  #if 0 /* identical to rom_tempest, only different rom sizes */
  ROM_START( tempest3 )
  	ROM_REGION( 0x10000, REGION_CPU1 )	/* 64k for code */
  	ROM_LOAD( "tempest.x",    0x9000, 0x1000, 0x0 )
  	ROM_LOAD( "tempest.1",    0xa000, 0x1000, 0x0 )
  	ROM_LOAD( "tempest.3",    0xb000, 0x1000, 0x0 )
  	ROM_LOAD( "tempest.5",    0xc000, 0x1000, 0x0 )
  	ROM_LOAD( "tempest.7",    0xd000, 0x1000, 0x0 )
  	ROM_RELOAD(            0xf000, 0x1000 )	/* for reset/interrupt vectors */
  	/* Mathbox ROMs */
  	ROM_LOAD( "tempest.np3",  0x3000, 0x1000, 0x0 )
  ROM_END
  #endif
  
  
  
  GAME( 1980, tempest,  0,       tempest, tempest, 0, ROT0, "Atari", "Tempest (rev 3)" )
  GAME( 1980, tempest1, tempest, tempest, tempest, 0, ROT0, "Atari", "Tempest (rev 1)" )
  GAME( 1980, tempest2, tempest, tempest, tempest, 0, ROT0, "Atari", "Tempest (rev 2)" )
  GAME( 1980, temptube, tempest, tempest, tempest, 0, ROT0, "hack", "Tempest Tubes" )
  