// license:BSD-3-Clause // copyright-holders:hap // thanks-to:Berger, Achim /****************************************************************************** SciSys Intelligent Chess The UK version wasn't widely released, perhaps it wasn't sold at all (can't find photos, just brochures and some magazine reviews). The German version was common. Development by Intelligent Games, the same group of people that worked on the Super System III and Mark V. The visual interface is an evolution of "Tolinka". Hardware notes: - Synertek 6502A @ ~1.1MHz - Synertek 6522 VIA - 2*4KB ROM(Synertek 2332), 2KB RAM(4*M5L2114LP) - 256 bytes PROM(MMI 6336-1J), 256x4 VRAM(2101-1), RF video - MM74C923N keyboard encoder, 20 buttons - cassette deck with microphone - 4-digit 7seg display TODO: - colors are estimated from photos (black and white are obvious, but the green and cyan are not standard 0x00ff00 / 0x00ffff) - video timing is unknown, sprite offsets are estimated from photos ******************************************************************************/ #include "emu.h" #include "cpu/m6502/m6502.h" #include "imagedev/cassette.h" #include "machine/6522via.h" #include "machine/mm74c922.h" #include "machine/timer.h" #include "sound/dac.h" #include "video/pwm.h" #include "emupal.h" #include "screen.h" #include "speaker.h" // internal artwork #include "saitek_intchess.lh" // clickable namespace { class intchess_state : public driver_device { public: intchess_state(const machine_config &mconfig, device_type type, const char *tag) : driver_device(mconfig, type, tag), m_maincpu(*this, "maincpu"), m_via(*this, "via"), m_encoder(*this, "encoder"), m_display(*this, "display"), m_dac(*this, "dac"), m_vram(*this, "vram"), m_gfxdecode(*this, "gfxdecode"), m_screen(*this, "screen"), m_palette(*this, "palette"), m_cass(*this, "cassette") { } DECLARE_INPUT_CHANGED_MEMBER(reset_button); void intchess(machine_config &config); protected: virtual void machine_start() override; private: // devices/pointers required_device m_maincpu; required_device m_via; required_device m_encoder; required_device m_display; required_device m_dac; required_shared_ptr m_vram; required_device m_gfxdecode; required_device m_screen; required_device m_palette; required_device m_cass; // address maps void main_map(address_map &map); // I/O handlers void update_display(); void seg_w(u8 data); void control_w(u8 data); u8 control_r(); void init_palette(palette_device &palette) const; u32 screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect); void vram_w(offs_t offset, u8 data); TIMER_DEVICE_CALLBACK_MEMBER(cass_input); u8 m_select = 0; u8 m_7seg_data = 0; }; void intchess_state::machine_start() { // register for savestates save_item(NAME(m_select)); save_item(NAME(m_7seg_data)); } INPUT_CHANGED_MEMBER(intchess_state::reset_button) { // assume that reset button is tied to 6502/6522 m_maincpu->set_input_line(INPUT_LINE_RESET, newval ? ASSERT_LINE : CLEAR_LINE); if (newval) m_via->reset(); } /****************************************************************************** Video ******************************************************************************/ void intchess_state::init_palette(palette_device &palette) const { palette.set_pen_color(0, 0xa0, 0xb0, 0xff); palette.set_pen_color(1, 0x00, 0x00, 0x00); palette.set_pen_color(2, 0x50, 0x80, 0x20); palette.set_pen_color(3, 0xff, 0xff, 0xff); } u32 intchess_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { // draw chessboard background for (int y = cliprect.top(); y <= cliprect.bottom(); y++) for (int x = cliprect.left(); x <= cliprect.right(); x++) bitmap.pix(y, x) = ((x / 20) ^ (y / 16)) << 1 & 2; // draw the sprites for (int i = 0; i < 64; i++) { int code = (m_vram[i] & 7) << 2; int color = m_vram[i] >> 3 & 1; int x = (i % 8) * 20 + 2; int y = (i / 8) * 16; m_gfxdecode->gfx(0)->transpen(bitmap, cliprect, code+0, color, 0, 0, x+8, y, 0); m_gfxdecode->gfx(0)->transpen(bitmap, cliprect, code+1, color, 0, 0, x+8, y+8, 0); m_gfxdecode->gfx(0)->transpen(bitmap, cliprect, code+2, color, 0, 0, x, y, 0); m_gfxdecode->gfx(0)->transpen(bitmap, cliprect, code+3, color, 0, 0, x, y+8, 0); } return 0; } void intchess_state::vram_w(offs_t offset, u8 data) { // d0-d2: sprite index // d3: color // d4-d7: N/C (4-bit RAM chip) m_vram[offset] = data & 0xf; } /****************************************************************************** I/O ******************************************************************************/ void intchess_state::update_display() { m_display->matrix(m_select, m_7seg_data); } void intchess_state::seg_w(u8 data) { // PA1-PA7: 7seg data // PA0: ? m_7seg_data = bitswap<8>(~data,0,1,2,3,4,5,6,7); update_display(); } void intchess_state::control_w(u8 data) { // PB0-PB3: digit select m_select = data & 0xf; update_display(); // PB5-PB7 to cassette deck // PB5: speaker m_dac->write(BIT(data, 5)); // PB6: ? // PB7: cassette output m_cass->output(BIT(data, 7) ? +1.0 : -1.0); } u8 intchess_state::control_r() { // PB4: 74C923 data available return m_encoder->da_r() ? 0x10 : 0x00; } TIMER_DEVICE_CALLBACK_MEMBER(intchess_state::cass_input) { // cassette input is tied to NMI bool state = ((m_cass->get_state() & CASSETTE_MASK_UISTATE) == CASSETTE_PLAY) && (m_cass->input() < -0.04); m_maincpu->set_input_line(INPUT_LINE_NMI, state ? ASSERT_LINE : CLEAR_LINE); } /****************************************************************************** Address Maps ******************************************************************************/ void intchess_state::main_map(address_map &map) { map(0x0000, 0x03ff).mirror(0x0400).ram(); map(0x0800, 0x0bff).mirror(0x0400).ram(); map(0x1000, 0x1000).r(m_encoder, FUNC(mm74c923_device::read)); map(0x1800, 0x18ff).ram().w(FUNC(intchess_state::vram_w)).share("vram"); map(0xa800, 0xa80f).m(m_via, FUNC(via6522_device::map)); map(0xc000, 0xdfff).mirror(0x2000).rom(); } /****************************************************************************** Input Ports ******************************************************************************/ static INPUT_PORTS_START( intchess ) PORT_START("X1") PORT_BIT(0x01, IP_ACTIVE_LOW, IPT_KEYPAD) PORT_CODE(KEYCODE_A) PORT_CODE(KEYCODE_1) PORT_CODE(KEYCODE_1_PAD) PORT_NAME("A 1 / Pawn") PORT_BIT(0x02, IP_ACTIVE_LOW, IPT_KEYPAD) PORT_CODE(KEYCODE_E) PORT_CODE(KEYCODE_5) PORT_CODE(KEYCODE_5_PAD) PORT_NAME("E 5 / Queen") PORT_BIT(0x04, IP_ACTIVE_LOW, IPT_KEYPAD) PORT_CODE(KEYCODE_L) PORT_NAME("Level / Clear Square") // Spielstärke / Feld Frei PORT_BIT(0x08, IP_ACTIVE_LOW, IPT_KEYPAD) PORT_CODE(KEYCODE_DEL) PORT_CODE(KEYCODE_BACKSPACE) PORT_NAME("Clear") // Löschen PORT_BIT(0x10, IP_ACTIVE_LOW, IPT_KEYPAD) PORT_CODE(KEYCODE_X) PORT_NAME("Flash") PORT_START("X2") PORT_BIT(0x01, IP_ACTIVE_LOW, IPT_KEYPAD) PORT_CODE(KEYCODE_B) PORT_CODE(KEYCODE_2) PORT_CODE(KEYCODE_2_PAD) PORT_NAME("B 2 / Knight") PORT_BIT(0x02, IP_ACTIVE_LOW, IPT_KEYPAD) PORT_CODE(KEYCODE_F) PORT_CODE(KEYCODE_6) PORT_CODE(KEYCODE_6_PAD) PORT_NAME("F 6 / King") PORT_BIT(0x04, IP_ACTIVE_LOW, IPT_KEYPAD) PORT_CODE(KEYCODE_N) PORT_NAME("New Game / Clear Board") // Neue Partie / Brett Frei PORT_BIT(0x08, IP_ACTIVE_LOW, IPT_KEYPAD) PORT_CODE(KEYCODE_ENTER) PORT_CODE(KEYCODE_ENTER_PAD) PORT_NAME("Enter") // Eingabe PORT_BIT(0x10, IP_ACTIVE_LOW, IPT_KEYPAD) PORT_CODE(KEYCODE_T) PORT_NAME("Take Back") // Zurück PORT_START("X3") PORT_BIT(0x01, IP_ACTIVE_LOW, IPT_KEYPAD) PORT_CODE(KEYCODE_C) PORT_CODE(KEYCODE_3) PORT_CODE(KEYCODE_3_PAD) PORT_NAME("C 3 / Bishop") PORT_BIT(0x02, IP_ACTIVE_LOW, IPT_KEYPAD) PORT_CODE(KEYCODE_G) PORT_CODE(KEYCODE_7) PORT_CODE(KEYCODE_7_PAD) PORT_NAME("G 7 / White") PORT_BIT(0x04, IP_ACTIVE_LOW, IPT_KEYPAD) PORT_CODE(KEYCODE_M) PORT_NAME("Mode") // Modus PORT_BIT(0x08, IP_ACTIVE_LOW, IPT_KEYPAD) PORT_CODE(KEYCODE_I) PORT_NAME("Find") // Check PORT_BIT(0x10, IP_ACTIVE_LOW, IPT_KEYPAD) PORT_CODE(KEYCODE_O) PORT_NAME("Next Best") // Altern PORT_START("X4") PORT_BIT(0x01, IP_ACTIVE_LOW, IPT_KEYPAD) PORT_CODE(KEYCODE_D) PORT_CODE(KEYCODE_4) PORT_CODE(KEYCODE_4_PAD) PORT_NAME("D 4 / Rook") PORT_BIT(0x02, IP_ACTIVE_LOW, IPT_KEYPAD) PORT_CODE(KEYCODE_H) PORT_CODE(KEYCODE_8) PORT_CODE(KEYCODE_8_PAD) PORT_NAME("H 8 / Black") PORT_BIT(0x04, IP_ACTIVE_LOW, IPT_KEYPAD) PORT_CODE(KEYCODE_Z) PORT_NAME("Record") // Speichern PORT_BIT(0x08, IP_ACTIVE_LOW, IPT_KEYPAD) PORT_CODE(KEYCODE_U) PORT_NAME("Place") // Setzen PORT_BIT(0x10, IP_ACTIVE_LOW, IPT_KEYPAD) PORT_CODE(KEYCODE_S) PORT_NAME("Step") // Vor PORT_START("RESET") PORT_BIT(0x01, IP_ACTIVE_HIGH, IPT_KEYPAD) PORT_CODE(KEYCODE_F1) PORT_CHANGED_MEMBER(DEVICE_SELF, intchess_state, reset_button, 0) PORT_NAME("Reset") // Start INPUT_PORTS_END /****************************************************************************** GFX Layouts ******************************************************************************/ static const gfx_layout layout_8x8 = { 8,8, RGN_FRAC(1,1), 1, { 0 }, { STEP8(0,1) }, { STEP8(0,8) }, 8*8 }; static GFXDECODE_START( gfx_intchess ) GFXDECODE_ENTRY( "gfx", 0, layout_8x8, 0, 2 ) GFXDECODE_END /****************************************************************************** Machine Configs ******************************************************************************/ void intchess_state::intchess(machine_config &config) { // basic machine hardware M6502(config, m_maincpu, 4.433619_MHz_XTAL / 4); m_maincpu->set_addrmap(AS_PROGRAM, &intchess_state::main_map); MOS6522(config, m_via, 4.433619_MHz_XTAL / 4); // DDRA = 0xff, DDRB = 0xef m_via->writepa_handler().set(FUNC(intchess_state::seg_w)); m_via->writepb_handler().set(FUNC(intchess_state::control_w)); m_via->readpb_handler().set(FUNC(intchess_state::control_r)); m_via->irq_handler().set_inputline(m_maincpu, M6502_IRQ_LINE); MM74C923(config, m_encoder, 0); // timing parameters unknown m_encoder->da_wr_callback().set(m_via, FUNC(via6522_device::write_ca2)); m_encoder->x1_rd_callback().set_ioport("X1"); m_encoder->x2_rd_callback().set_ioport("X2"); m_encoder->x3_rd_callback().set_ioport("X3"); m_encoder->x4_rd_callback().set_ioport("X4"); m_encoder->data_tri_callback().set(m_encoder, FUNC(mm74c923_device::read)); // video hardware SCREEN(config, m_screen, SCREEN_TYPE_RASTER); m_screen->set_refresh_hz(50); // PAL m_screen->set_size(8*20 + 32, 8*16 + 32); m_screen->set_visarea(0, 8*20-1, 0, 8*16-1); m_screen->set_screen_update(FUNC(intchess_state::screen_update)); m_screen->set_palette(m_palette); m_screen->screen_vblank().set(m_via, FUNC(via6522_device::write_cb2)); GFXDECODE(config, m_gfxdecode, m_palette, gfx_intchess); PALETTE(config, m_palette, FUNC(intchess_state::init_palette), 4); PWM_DISPLAY(config, m_display).set_size(4, 8); m_display->set_segmask(0xf, 0x7f); config.set_default_layout(layout_saitek_intchess); // sound hardware SPEAKER(config, "speaker").front_center(); DAC_1BIT(config, m_dac).add_route(ALL_OUTPUTS, "speaker", 0.25); // cassette CASSETTE(config, m_cass); m_cass->set_default_state(CASSETTE_STOPPED | CASSETTE_MOTOR_ENABLED | CASSETTE_SPEAKER_ENABLED); m_cass->add_route(ALL_OUTPUTS, "speaker", 0.05); TIMER(config, "cass_input").configure_periodic(FUNC(intchess_state::cass_input), attotime::from_usec(10)); } /****************************************************************************** ROM Definitions ******************************************************************************/ ROM_START( intchess ) ROM_REGION( 0x10000, "maincpu", 0 ) ROM_LOAD("c45015_ytv-lrom.u9", 0xc000, 0x1000, CRC(eef04467) SHA1(5bdcb8d596b91aa06c6ef1ed53ef14d0d13f4194) ) // 2332 ROM_LOAD("c45016_ytv-hrom.u8", 0xd000, 0x1000, CRC(7e6f85b4) SHA1(4cd15257eae04067160026f9a062a28581f46227) ) // " ROM_REGION( 0x100, "gfx", 0 ) ROM_LOAD("igp.u15", 0x000, 0x100, CRC(bf8358e0) SHA1(880e0d9bd8a75874ba9e51dfb5999b8fcd321a4f) ) // 6336-1 ROM_END } // anonymous namespace /****************************************************************************** Drivers ******************************************************************************/ // YEAR NAME PARENT CMP MACHINE INPUT STATE INIT COMPANY, FULLNAME, FLAGS CONS( 1980, intchess, 0, 0, intchess, intchess, intchess_state, empty_init, "SciSys / Intelligent Games", "Intelligent Chess", MACHINE_SUPPORTS_SAVE | MACHINE_CLICKABLE_ARTWORK | MACHINE_IMPERFECT_COLORS | MACHINE_IMPERFECT_GRAPHICS )