// license:BSD-3-Clause
// copyright-holders:Roberto Fresca
/******************************************************************************
Good Luck II
Yung Yu / CYE, 1992.
Driver by Roberto Fresca.
Hardware based on Golden Poker / Cal Omega, but with a lot of improvements...
*******************************************************************************
*** Hardware notes ***
- CPU: 1x 6502 (U8). Empty socket.
- CRTC: 1x HD6845SP (U13)
- RAM: 2x 6116. 2K*8 SRAM. (U6, U17). Empty sockets.
- ROMs: 1x ST27C512 (U7)
3x M27C256 (U31, U32, U33)
- PROMs: 3x Bipolar PROMs (U25, U26, U27)
- CLK: 1x crystal @ 10.000 MHz. (for CPU clock)
1x crystal @ 3.5795 MHz. (for sound circuitry)
- SOUND: 1x AY-3-8910 (U38)
1x UM3567 (clone of Yamaha YM2413) (U36)
1x 2904D JRC (Dual Operational Amplifier) (U40)
Other components:
- 1x battery (not present)
- 1x switch (S1)
- 3x 8 DIP switches banks (DIP1, DIP2, DIP3)
- 1x 10x2 edge connector.
- 1x 22x2 edge connector.
PCB silkscreened: "YUNGYU" "920210" "Made in Taiwan"
also has a chinese copyright string silkscreened backwards...
Original stickers from CYE (Chang Yu Electronic Company) in PCB and ROMs.
PCB Layout:
.----------------------------------------------------------------------------------------------.
| U12 U8 U2 BT1 |
| .-------------------------. .-------------------------. .----------. .-------. |
| | | | | | ???? | | | |
| | HD6845SP | | 6502 (empty socket) | '----------' |BATTERY| .---'
| | | | | X1 | | |
| '-------------------------' '-------------------------'.------. '-------' |
| U18 U14 U7 |10MHz.| .-----. |
| .------------. .----------. .------------------. '------' | | |
| | 74LS245B | |HD74LS157P| |4CYE | | SW1 ===O '---.
| '------------' '----------' | ST27C512 | | | ---|
| U17 | | '-----' ---|
| .----------------. '------------------' ---|
| | 6116 | U15 U6 U3 ---|
! | (empty socket) | .----------. .----------------. .----------. ---|
| | | |HD74LS157P| | 6116 | | 74HC04AP | ---|
| '----------------' '----------' | (empty socket) | '----------' ---|
| U16 | | U46 ---|
| .----------. '----------------' .----------. ---|
| |HD74LS157P| | 74LS08? | .---'
| '----------' '----------' |
| U21 U9 U5 U45 |
| .------------. .----------. .----------------. .----------. |
| | SN74S86N | |HD74LS08P | | GAL22V16? | |SN74LS273N| |
| '------------' '----------' '----------------' '----------' |
| U20 U10 U4 U44 |
| .------------. .----------. .--------------. .----------. '---.
| | ??? | |HD74LS32P | | ???? | |HD74LS244P| ---|
| '------------' '----------' '--------------' '----------' ---|
| U1 U22 U11 U43 ---|
| .------------. .----------. .------------. .----------. ---|
| | ??? | |HD74LS04P | | BU74HC00 | |T74LS245B1| ---|
| '------------' '----------' '------------' '----------' ---|
| U24 U47 U35 U42 ---|
| .------------. .----------. .------------. .----------. ---|
| | GD74LS174 | | HD74LS02 | | GD74LS174 | |T74LS245B1| ---|
| '------------' '----------' '------------' '----------' ---|
| U12 U25 U34 U41 ---|
| .------------. .----------. .------------. .----------. ---|
| | SN74LS273N | | BP? | | GD74LS174 | |T74LS245B1| ---|
| '------------' '----------' '------------' '----------' ---|
| U26 U36 ---|
| .----------. .---------------. ---|
| U33 | BP? | | UM3567 | ---|
| .----------------. '----------' | | ---|
| |3 | U27 | (YM2413) | ---|
| | M27256 | .----------. '---------------' ---|
| | | | BP? | U37 X2 ---|
| '----------------' '----------' .----------. .------. .---'
| U32 U30 |T74LS245B1| |3.5795| |
| .----------------. .----------. '----------' | MHz. | U40 |
| |2 | |GD74LS166 | '------' .-----. |
| | M27256 | '----------' U38 |2904D| |
| | | U29 .-------------------------. | JRC | '---.
| '----------------' .----------. | | '-----' |
| U31 |GD74LS166 | | AY-3-8910 (empty socket)| |
| .----------------. '----------' | | |
| |1 | U28 '-------------------------' |
| | M27256 | .----------. DIP3 DIP2 DIP1 |
| | | | ??? | .--------. .--------. .--------. .-||||||||-. |
| '----------------' '----------' |oooooooo| |oooooooo| |oooooooo| .---. | NEC | |
| '--------' '--------' '--------' |VR1| | | |
| '---' '----------' |
'----------------------------------------------------------------------------------------------'
Need ID:
U2 - U4 - U5 - U20 - U25 - U26 - U27 - U28 - U43 - U46 - NEC (bottom right)
*******************************************************************************
Memory Map
----------
$0000 - $00FF RAM ; Zero page (pointers and registers) (NVRAM).
$0100 - $01FF RAM ; 6502 Stack Pointer.
$0200 - $07FF RAM ; General purpose RAM.
$0800 - $0801 MC6845 ; MC6845 use $0800 for register addressing and $0801 for register values.
$0844 - $0847 PIA leftover. ; Code access these offsets like if a PIA 6821 exist there...
$0848 - $084B PIA leftover. ; Code access these offsets like if a PIA 6821 exist there...
$1000 - $13FF Video RAM.
$1800 - $1BFF Color RAM.
$2000 - $2000 DIP switches bank #1.
$2D00 - $2D00 YM2413 Address.
$2D01 - $2D01 YM2413 Register.
$3400 - $3400 Input Port #1. \
$3500 - $3500 Input Port #2. | General input system.
$3600 - $3600 Input Port #3. /
$3700 - $3700 Output Port #1 (coin/note counters).
$3D00 - $3D00 AY-3-8910 Address.
$3D01 - $3D01 AY-3-8910 Register.
$3D01 - $3D01 AY-3-8910 Read (Ports A & B for DIP switches banks #2 & #3).
$4000 - $FFFF ROM space. ; Program ROMs.
*******************************************************************************
Technical Notes...
The graphics system is composed of 8 graphics banks of 256 tiles each.
Tiles are 3bpp, and the color information is given by 3 bipolar PROMs
(one for each RGB channel).
There is a AY-3-8910, but only for input port purposes (ports A & B for
DIP switches banks #3 and #2). Is not used as sound device, at least for
Good Luck II.
There are pieces of code that initialize 2x PIA 6821, that are not included
in the PCB. Seems a leftover. Also the program try to handle a suppossed lamps
system through these 'phantom' PIAs...
The sound system is through a YM2413, and sound a lot nicer than the former
games from these series, improving the ingame sounds with cool nice short tunes.
*******************************************************************************
TODO:
- Figure out the remaining DIP switches.
- Nothing at all... :)
*******************************************************************************/
#include "emu.h"
#include "cpu/m6502/m6502.h"
#include "machine/nvram.h"
#include "sound/ay8910.h"
#include "sound/ym2413.h"
#include "video/mc6845.h"
#include "emupal.h"
#include "screen.h"
#include "speaker.h"
#define MASTER_CLOCK XTAL(10'000'000)
#define SND_CLOCK XTAL(3'579'545)
class gluck2_state : public driver_device
{
public:
gluck2_state(const machine_config &mconfig, device_type type, const char *tag)
: driver_device(mconfig, type, tag) ,
m_maincpu(*this, "maincpu"),
m_gfxdecode(*this, "gfxdecode"),
m_videoram(*this, "videoram"),
m_colorram(*this, "colorram") { }
void gluck2(machine_config &config);
private:
required_device<cpu_device> m_maincpu;
required_device<gfxdecode_device> m_gfxdecode;
required_shared_ptr<uint8_t> m_videoram;
required_shared_ptr<uint8_t> m_colorram;
tilemap_t *m_bg_tilemap;
DECLARE_WRITE8_MEMBER(videoram_w);
DECLARE_WRITE8_MEMBER(colorram_w);
DECLARE_WRITE8_MEMBER(counters_w);
TILE_GET_INFO_MEMBER(get_tile_info);
virtual void video_start() override;
uint32_t screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect);
void gluck2_map(address_map &map);
};
/*********************************************
* Video Hardware *
*********************************************/
WRITE8_MEMBER(gluck2_state::videoram_w)
{
m_videoram[offset] = data;
m_bg_tilemap->mark_tile_dirty(offset);
}
WRITE8_MEMBER(gluck2_state::colorram_w)
{
m_colorram[offset] = data;
m_bg_tilemap->mark_tile_dirty(offset);
}
TILE_GET_INFO_MEMBER(gluck2_state::get_tile_info)
{
/* - bits -
7654 3210
--xx xx-- tiles color.
xx-- --x- tiles bank.
---- ---x seems unused.
*/
int attr = m_colorram[tile_index];
int code = m_videoram[tile_index];
int bank = ((attr & 0xc0) >> 5 ) + ((attr & 0x02) >> 1 ); /* bits 1-6-7 handle the gfx banks */
int color = (attr & 0x3c) >> 2; /* bits 2-3-4-5 handle the color */
SET_TILE_INFO_MEMBER(bank, code, color, 0);
}
void gluck2_state::video_start()
{
m_bg_tilemap = &machine().tilemap().create(*m_gfxdecode, tilemap_get_info_delegate(FUNC(gluck2_state::get_tile_info),this), TILEMAP_SCAN_ROWS, 8, 8, 32, 32);
}
uint32_t gluck2_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
m_bg_tilemap->draw(screen, bitmap, cliprect, 0, 0);
return 0;
}
/**********************************************
* R/W Handlers *
**********************************************/
WRITE8_MEMBER(gluck2_state::counters_w)
{
/* - bits -
7654 3210
---- --x- notes.
---- -x-- payout.
---x ---- coins.
xxx- x--x seems unused...
*/
data = data ^ 0xff; // inverted
machine().bookkeeping().coin_counter_w(0, data & 0x10); /* coins */
machine().bookkeeping().coin_counter_w(1, data & 0x02); /* notes */
machine().bookkeeping().coin_counter_w(2, data & 0x04); /* payout */
}
/*********************************************
* Memory map information *
*********************************************/
void gluck2_state::gluck2_map(address_map &map)
{
map(0x0000, 0x07ff).ram().share("nvram");
map(0x0800, 0x0800).w("crtc", FUNC(mc6845_device::address_w));
map(0x0801, 0x0801).rw("crtc", FUNC(mc6845_device::register_r), FUNC(mc6845_device::register_w));
map(0x0844, 0x084b).noprw(); /* see below */
map(0x1000, 0x13ff).ram().w(FUNC(gluck2_state::videoram_w)).share("videoram"); /* 6116 #1 (2K x 8) RAM (only 1st half used) */
map(0x1800, 0x1bff).ram().w(FUNC(gluck2_state::colorram_w)).share("colorram"); /* 6116 #2 (2K x 8) RAM (only 1st half used) */
map(0x2000, 0x2000).portr("SW1");
map(0x2d00, 0x2d01).w("ymsnd", FUNC(ym2413_device::write));
map(0x3400, 0x3400).portr("IN0");
map(0x3500, 0x3500).portr("IN1");
map(0x3600, 0x3600).portr("IN2");
map(0x3700, 0x3700).w(FUNC(gluck2_state::counters_w));
map(0x3d00, 0x3d01).rw("ay8910", FUNC(ay8910_device::data_r), FUNC(ay8910_device::address_data_w));
map(0x4000, 0xffff).rom();
}
/*
0844-0847 PIA0 leftover???
0848-084b PIA1 leftover???
*/
/*********************************************
* Input ports *
*********************************************/
static INPUT_PORTS_START( gluck2 )
PORT_START("IN0")
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_GAMBLE_BET )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_GAMBLE_BOOK )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_GAMBLE_D_UP )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_GAMBLE_DEAL )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_POKER_CANCEL )
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_COIN2 ) PORT_NAME("Note In")
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_GAMBLE_KEYOUT )
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_COIN1 )
PORT_START("IN1")
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_GAMBLE_TAKE )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_GAMBLE_SERVICE ) PORT_NAME("Service")
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_START("IN2")
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_POKER_HOLD1 )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_POKER_HOLD2 )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_POKER_HOLD3 )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_POKER_HOLD4 )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_POKER_HOLD5 )
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_SERVICE ) PORT_CODE(KEYCODE_R) PORT_NAME("Reset")
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_START("SW1") // 2000
PORT_DIPNAME( 0x01, 0x01, "Paytable" ) PORT_DIPLOCATION("SW1:1")
PORT_DIPSETTING( 0x01, "Strings and Numbers" )
PORT_DIPSETTING( 0x00, "Only Numbers" )
PORT_DIPNAME( 0x02, 0x02, "SW1:2" ) PORT_DIPLOCATION("SW1:2")
PORT_DIPSETTING( 0x02, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x04, 0x04, "SW1:3" ) PORT_DIPLOCATION("SW1:3")
PORT_DIPSETTING( 0x04, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x08, 0x08, "SW1:4" ) PORT_DIPLOCATION("SW1:4")
PORT_DIPSETTING( 0x08, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x10, 0x10, "SW1:5" ) PORT_DIPLOCATION("SW1:5")
PORT_DIPSETTING( 0x10, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x20, 0x20, "SW1:6" ) PORT_DIPLOCATION("SW1:6")
PORT_DIPSETTING( 0x20, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x40, 0x40, "SW1:7" ) PORT_DIPLOCATION("SW1:7")
PORT_DIPSETTING( 0x40, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x80, 0x80, "SW1:8" ) PORT_DIPLOCATION("SW1:8")
PORT_DIPSETTING( 0x80, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_START("SW2") // 3D01: AY8910 port B
PORT_DIPNAME( 0x01, 0x01, "SW2:8" ) PORT_DIPLOCATION("SW2:8")
PORT_DIPSETTING( 0x01, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x06, 0x02, "Bet Max" ) PORT_DIPLOCATION("SW2:7, 6")
PORT_DIPSETTING( 0x00, "10" )
PORT_DIPSETTING( 0x02, "20" )
PORT_DIPSETTING( 0x04, "30" )
PORT_DIPSETTING( 0x06, "40" )
PORT_DIPNAME( 0x08, 0x08, "SW2:5" ) PORT_DIPLOCATION("SW2:5")
PORT_DIPSETTING( 0x08, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x10, 0x10, "SW2:4" ) PORT_DIPLOCATION("SW2:4")
PORT_DIPSETTING( 0x10, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x20, 0x20, "SW2:3" ) PORT_DIPLOCATION("SW2:3")
PORT_DIPSETTING( 0x20, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0xc0, 0xc0, "Note In" ) PORT_DIPLOCATION("SW2:2, 1")
PORT_DIPSETTING( 0x00, "10" )
PORT_DIPSETTING( 0x40, "20" )
PORT_DIPSETTING( 0x80, "50" )
PORT_DIPSETTING( 0xc0, "100" )
PORT_START("SW3") // 3D01: AY8910 port A
PORT_DIPNAME( 0x01, 0x01, "SW3:1" ) PORT_DIPLOCATION("SW3:1")
PORT_DIPSETTING( 0x01, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x02, 0x02, "SW3:8" ) PORT_DIPLOCATION("SW3:8")
PORT_DIPSETTING( 0x02, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x04, 0x04, "Graphics" ) PORT_DIPLOCATION("SW3:7")
PORT_DIPSETTING( 0x04, "Turtles" )
PORT_DIPSETTING( 0x00, "Cards" )
PORT_DIPNAME( 0x18, 0x18, "Coin In" ) PORT_DIPLOCATION("SW3:6, 5")
PORT_DIPSETTING( 0x00, "1" )
PORT_DIPSETTING( 0x08, "2" )
PORT_DIPSETTING( 0x10, "5" )
PORT_DIPSETTING( 0x18, "10" )
PORT_DIPNAME( 0x20, 0x20, "SW3:4" ) PORT_DIPLOCATION("SW3:4")
PORT_DIPSETTING( 0x20, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x40, 0x40, "SW3:3" ) PORT_DIPLOCATION("SW3:3")
PORT_DIPSETTING( 0x40, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x80, 0x80, "SW3:2" ) PORT_DIPLOCATION("SW3:2")
PORT_DIPSETTING( 0x80, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
INPUT_PORTS_END
/*********************************************
* Graphics Layouts *
*********************************************/
static const gfx_layout tilelayout =
{
8, 8,
256, // 0x100 tiles per bank.
3,
{ 0, RGN_FRAC(1,3), RGN_FRAC(2,3) },
{ 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
};
/**************************************************
* Graphics Decode Information *
**************************************************/
static GFXDECODE_START( gfx_gluck2 )
GFXDECODE_ENTRY( "gfx", 0x0000, tilelayout, 0, 16 )
GFXDECODE_ENTRY( "gfx", 0x0800, tilelayout, 0, 16 )
GFXDECODE_ENTRY( "gfx", 0x1000, tilelayout, 0, 16 )
GFXDECODE_ENTRY( "gfx", 0x1800, tilelayout, 0, 16 )
GFXDECODE_ENTRY( "gfx", 0x2000, tilelayout, 0, 16 )
GFXDECODE_ENTRY( "gfx", 0x2800, tilelayout, 0, 16 )
GFXDECODE_ENTRY( "gfx", 0x3000, tilelayout, 0, 16 )
GFXDECODE_ENTRY( "gfx", 0x3800, tilelayout, 0, 16 )
GFXDECODE_END
/*********************************************
* Machine Drivers *
*********************************************/
MACHINE_CONFIG_START(gluck2_state::gluck2)
/* basic machine hardware */
MCFG_DEVICE_ADD("maincpu", M6502, MASTER_CLOCK/16) /* guess */
MCFG_DEVICE_PROGRAM_MAP(gluck2_map)
NVRAM(config, "nvram", nvram_device::DEFAULT_ALL_0);
/* video hardware */
MCFG_SCREEN_ADD("screen", RASTER)
MCFG_SCREEN_REFRESH_RATE(60)
MCFG_SCREEN_VBLANK_TIME(ATTOSECONDS_IN_USEC(0))
/* CRTC Register: 00 01 02 03 04 05 06
CRTC Value : 0x27 0x20 0x23 0x03 0x26 0x00 0x20
*/
MCFG_SCREEN_SIZE((39+1)*8, (38+1)*8) /* from MC6845 init, registers 00 & 04. (value - 1) */
MCFG_SCREEN_VISIBLE_AREA(0*8, 32*8-1, 0*8, 32*8-1) /* from MC6845 init, registers 01 & 06. */
MCFG_SCREEN_UPDATE_DRIVER(gluck2_state, screen_update)
MCFG_SCREEN_PALETTE("palette")
MCFG_DEVICE_ADD("gfxdecode", GFXDECODE, "palette", gfx_gluck2)
MCFG_PALETTE_ADD_RRRRGGGGBBBB_PROMS("palette", "proms", 256)
mc6845_device &crtc(MC6845(config, "crtc", MASTER_CLOCK/16)); /* guess */
crtc.set_screen("screen");
crtc.set_show_border_area(false);
crtc.set_char_width(8);
crtc.out_vsync_callback().set_inputline(m_maincpu, INPUT_LINE_NMI);
/* sound hardware */
SPEAKER(config, "mono").front_center();
ay8910_device &ay8910(AY8910(config, "ay8910", MASTER_CLOCK/8)); /* guess */
ay8910.port_a_read_callback().set_ioport("SW3");
ay8910.port_b_read_callback().set_ioport("SW2");
/* Output ports have a minimal activity during init.
They seems unused (at least for Good Luck II)
*/
ay8910.add_route(ALL_OUTPUTS, "mono", 1.0);
MCFG_DEVICE_ADD("ymsnd", YM2413, SND_CLOCK)
MCFG_SOUND_ROUTE(ALL_OUTPUTS, "mono", 1.0)
MACHINE_CONFIG_END
/*********************************************
* Rom Load *
*********************************************/
ROM_START( gluck2 )
ROM_REGION( 0x10000, "maincpu", 0 )
ROM_LOAD( "4.u7", 0x00000, 0x10000, CRC(09e7a220) SHA1(1be7ba3eb864da097f9e45a80f2db61ff0e9bc0b) )
ROM_REGION( 0x18000, "gfx", 0 )
ROM_LOAD( "3.u33", 0x00000, 0x8000, CRC(f752f0b2) SHA1(7bec624282c74d6f88815cc28cf5a58f6e3ce2dd) )
ROM_LOAD( "2.u32", 0x08000, 0x8000, CRC(6a621a98) SHA1(9c83eab9f0858735e0176e5335651dd2dc620229) )
ROM_LOAD( "1.u31", 0x10000, 0x8000, CRC(ea33db1a) SHA1(69c67944f5e8bd060335b5e14628c0e0828271a4) )
ROM_REGION( 0x0300, "proms", 0 ) // RGB
ROM_LOAD( "v1.u27", 0x0000, 0x0100, CRC(1aa5479f) SHA1(246cc99e7b351d5546060807b8a0b8acfe2f8e39) )
ROM_LOAD( "v2.u26", 0x0100, 0x0100, CRC(8da53489) SHA1(b90f5dd4bc5b64009e8bfad8f79f23d4020e537b) )
ROM_LOAD( "v3.u25", 0x0200, 0x0100, CRC(a4d2c9c3) SHA1(a799875b8b92391696419081244da2e56216e024) )
ROM_END
/*********************************************
* Game Drivers *
*********************************************/
// YEAR NAME PARENT MACHINE INPUT STATE INIT ROT COMPANY FULLNAME FLAGS...
GAME( 1992, gluck2, 0, gluck2, gluck2, gluck2_state, empty_init, ROT0, "Yung Yu / CYE", "Good Luck II", MACHINE_SUPPORTS_SAVE )