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/*************************************************************************
various SNK triple Z80 games
*************************************************************************/
/*----------- defined in drivers/snk.c -----------*/
extern UINT8 *snk_rambase;
extern INTERRUPT_GEN( snk_irq_AB );
extern INTERRUPT_GEN( snk_irq_BA );
extern READ8_HANDLER ( snk_cpuA_nmi_trigger_r );
extern WRITE8_HANDLER( snk_cpuA_nmi_ack_w );
extern READ8_HANDLER ( snk_cpuB_nmi_trigger_r );
extern WRITE8_HANDLER( snk_cpuB_nmi_ack_w );
extern int snk_gamegroup;
extern int snk_sound_busy_bit;
extern int snk_irq_delay;
/*----------- defined in video/snk.c -----------*/
extern PALETTE_INIT( snk_3bpp_shadow );
extern PALETTE_INIT( snk_4bpp_shadow );
extern VIDEO_START( snk );
extern VIDEO_START( sgladiat );
extern VIDEO_UPDATE( tnk3 );
extern VIDEO_UPDATE( ikari );
extern VIDEO_UPDATE( tdfever );
extern VIDEO_UPDATE( gwar );
extern VIDEO_UPDATE( sgladiat );
void tnk3_draw_text( running_machine *machine, mame_bitmap *bitmap, const rectangle *cliprect, int bank, UINT8 *source );
void tnk3_draw_status( running_machine *machine, mame_bitmap *bitmap, const rectangle *cliprect, int bank, UINT8 *source );
// note: compare tdfever which does blinking in software with tdfeverj which does it in hardware
extern int snk_blink_parity;
/*----------- defined in drivers/hal21.c -----------*/
extern PALETTE_INIT( aso );
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