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|
// 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<cpu_device> m_maincpu;
required_device<via6522_device> m_via;
required_device<mm74c923_device> m_encoder;
required_device<pwm_display_device> m_display;
required_device<dac_bit_interface> m_dac;
required_shared_ptr<u8> m_vram;
required_device<gfxdecode_device> m_gfxdecode;
required_device<screen_device> m_screen;
required_device<palette_device> m_palette;
required_device<cassette_image_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 )
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