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Diffstat (limited to 'src/mame/drivers/psychic5.c')
-rw-r--r-- | src/mame/drivers/psychic5.c | 622 |
1 files changed, 622 insertions, 0 deletions
diff --git a/src/mame/drivers/psychic5.c b/src/mame/drivers/psychic5.c new file mode 100644 index 00000000000..aef6af609aa --- /dev/null +++ b/src/mame/drivers/psychic5.c @@ -0,0 +1,622 @@ +/************************** + *** PSYCHIC 5 hardware *** (by Roberto Ventura) + ************************** + + +Psychic 5 (c) JALECO (early 1987) + +driver by Jarek Parchanski + + +0) GENERAL. + +The game has two Z80s. +The second CPU controls the two YM2203 sound chips. +Screen resolution is 224x256 (vertical CRT). +768 colors on screen. +96 sprites (16x16 or 32x32). + +Some hardware features description is arbitrary since I +guessed their hardware implementation trusting what +I can recall of the 'real' arcade game. + + +1) ROM CONTENTS. + +P5A 256 Kbit Sound program ROM +P5B 512 Kbit Sprites data ROM 0 +P5C 512 Kbit Sprites data ROM 1 +P5D 256 Kbit Main CPU program ROM +P5E 512 Kbit Banked CPU data ROM (banks 0,1,2 and 3) +P5F 256 Kbit Foreground data ROM +P5G 512 Kbit Background data ROM 0 +P5H 512 Kbit Background data ROM 1 + +ROM banks 2 and 3 contain the eight level maps only. + +Graphics format is pretty simple,each nibble contains information +for one pixel (4 planes packed). + +All graphics is made of 8x8 tiles (32 consecutive bytes),16x16 tiles +are composed of 4 consecutive 8x8 tiles,while 32x32 sprites can be +considered as four 16x16 tiles assembled in the same way 8x8 tiles produce +one 16x16 tile. +Tile composition follows this scheme: + +These are 4 consecutive tiles as stored in ROM - increasing memory +(the symbol ">" means the tiles are rotated 270 degrees): + +A>;B>;C>;D> + +This is the composite tile. + +A> C> +B> D> + +This is the way tile looks on the effective CRT after 90 deg rotation. + +C^ D^ +A^ B^ + + +2) CPU. + +The board mounts two crystals, 12.000 MHz and 5.000 MHz. +The possible effective main CPU clock may be 6 MHz (12/2). + +The main Z80 runs in Interrupt mode 0 (IM0),the game program expects +execution of two different restart (RST) instructions. +RST 10,the main IRQ,is to be triggered each time the screen is refreshed. +RST 08 must be triggered in order to make the game work properly +(e.g. demo game),I guess sound has something to do with this IRQ,but I +don't know whether it is sinchronized with video beam neither I know whether +it can be disabled. + +Sound CPU runs in IM1. + +The main CPU lies idle waiting the external IRQ occurrence executing code +from 012d to 0140. + +Game data is paged,level maps and other data fit in ROM space +8000-bfff. + +Video RAM is also banked at locations from c000 to dfff. + + + +3) MAIN CPU MEMORY MAP. + +0000-7fff ROM +8000-bfff paged ROM +c000-dfff paged RAM (RAM/VRAM/IO) +f000-f1ff I/O +f200-f7ff Sprites registers (misc RAM) +f800-ffff Work RAM + +-paged RAM memory map + +Bank 0 + +c000-cfff Background tile buffer +e000-dfff RAM (dummy background image for software collisions) + +Bank 1 + +c000-c3ff I/O +c400-cbff Palette RAM +d000-d800 Foreground tile buffer + + +4) I/O + +-VRAM bank 1 + +c000 COIN SLOTS and START BUTTONS + + 76543210 + || || + || |^-- coin 1 + || ^--- coin 2 + || + |^-------- start 1 + ^--------- start 2 + + +c001 PLAYER 1 CONTROLS +c002 PLAYER 2 CONTROLS + + 76543210 + |||||| + |||||^-- right + ||||^--- left + |||^---- down + ||^----- up + |^------ fire 0 + ^------- fire 1 + + +c003 DIPSWITCH 0 + + 76543210 + || + ^^-------- number of player's espers + + +c004 DIPSWITCH 1 + + 76543210 + ||| | + ||| ^-- player's immortality + ^^^------- coin/credit configurations + +c308 BACKGROUND SCROLL Y least significant 8 bits + +c309 BACKGROUND SCROLL Y most significant 2 bits + + 76543210 + || + |^-- Y scroll bit 8 + ^--- Y scroll bit 9 + +c30A BACKGROUND SCROLL X least significant 8 bits + +c30B BACKGROUND SCROLL X MSB + + 76543210 + |||||||| + |||||||^-- X scroll bit 8 + ||||||^--- Unknown (title screen) + ^^^^^^---- Unknown (title screen: 0xff) + +c30C SCREEN MODE + + 76543210 + || + |^-- background enable bit (0 means black BG) + ^--- grey background enable bit + +c5fe BACKGROUND PALETTE INTENSITY (red and green) + + 76543210 + |||||||| + ||||^^^^-- green intensity + ^^^^------ red intensity + +c5ff BACKGROUND PALETTE INTENSITY (blue) + + 76543210 + |||||||| + ||||^^^^-- unknown (?) + ^^^^------ blue intensity + +-RAM f000-f1ff + +f000 SOUND COMMAND (?) + +f001 UNKNOWN + maybe some external HW like a flashing light + when a coin falls in slot (?) + +f002 ROM PAGE SELECTOR + select four (0-3) ROM pages at 8000-bfff. + +f003 VRAM PAGE SELECTOR + selects two (0-1) VRAM pages at c000-dfff. + +f004 UNKNOWN + +f005 UNKNOWN + + +5) COLOR RAM + +The palette system is dynamic,the game can show up to 768 different +colors on screen. + +Each color component (RGB) depth is 4 bits,two consecutive bytes are used +for each color code (12 bits). + +format: RRRRGGGGBBBB0000 + +Colors are organized in palettes,since graphics is 4 bits (16 colors) +each palette takes 32 bytes;the three different layers (background,sprites +and foreground) don't share any color,each has its own 256 color space,hence +the 768 colors on screen. + +c400-c5ff Sprites palettes +c800-c9ff Background palettes +ca00-cbff Foreground palettes + +The last palette colors for sprites and foreground are transparent +colors,these colors aren't displayed on screen so the actual maximum +color output is 736 colors. + +Some additional palette effects are provided for background. +Sprite palette 15's transparent color (c5fe-c5ff) is the global +background intensity. +Background Intensity is encoded in the same way of colors,and +affects the intensity of each color component (BGR). +The least significant nibble of c5ff is unknown,it assumes value +0xf occasionaly when the other nibbles are changed.The only +value which is not 0 neither 0xf is 2 and it is assumed by this nibble +during the ride on the witches' broom. + +When bit 1 of c30c (VRAM bank 1) is set background screen turns +grey.Notice the output of this function is passed to the palette +intensity process. +When you hit the witch the screen gets purple,this is done via +setting grey screen and scaling color components. +(BTW,I haven't seen a Psychic5 machine for about 10 years but +I think the resulting purple tonality in my emulator is way off...) + +Palette intensity acts badly during title screen,when the game +scenario rapidly shows up under the golden logo;the problem is value +0xffff causes the background to be displayed as black. + + +6) TILE-BASED LAYERS + +The tile format for background and foreground is the same,the +only difference is that background tiles are 16x16 pixels while foreground +tiles are only 8x8. + +Background virtual screen is 1024 pixels tall and 512 pixel wide. + +Two consecutive bytes identify one tile. + + O7 O6 O5 O4 O3 O2 O1 O0 gfx Offset + O9 O8 FX FY C3 C2 C1 C0 Attibute + + O= GFX offset (1024 tiles) + F= Flip X and Y + C= Color palette selector + +Tile layers are to be displayed 'bottom-up' (eg. c000-c040 +is row 63 of background screen) + +Both background and foreground playfields can scroll; background tiles +are arranged in a rotational (wrap-around) buffer; window can be scrolled +vertically by an eight pixel offset (i.e. enough to scroll a single tile +smoothly),the game has to copy in new tiles every time a row is scrolled +(this feature is only used in the credits section at the end of the game). +I haven't provided the address for this feature, since I don't +know where it is mapped. + + +7) SPRITES + +Five bytes identify each sprite,but the registers actually used +are placed at intervals of 16. +The remaining bytes are used as backup sprite coordinates and +attributes,not real sprites. +Sprites are provided in 2 different sizes,16x16 and 32x32. +Larger sprites are addressed as 16x16 sprites,but they are all +aligned by 4. + +The first sprite data is located at f20b,then f21b and so on. + +0b X7 X6 X5 X4 X3 X2 X1 X0 X coord (on screen) +0c Y7 Y6 Y5 Y5 Y3 Y2 Y1 Y0 X coord (on screen) +0d O9 O8 FX FY SZ X8 -- Y8 hi gfx - FLIP - hi X - hi Y +0e O7 O6 O5 O4 O3 O2 O1 O0 gfx - offset +0f -- -- -- -- C3 C2 C1 C0 color + + Y= Y coordinate (two's complemented) (Y8 is used to clip sprite on top border) + X= X coordinate (X8 is used to clip 32x32 sprites on left border) + O= Gfx offset (1024 sprites) + F= Flip + SZ=Size 0=16x16 sprite,1=32x32 sprite + C= Color palette selector +*/ + +#include "driver.h" +#include "sound/2203intf.h" + + +extern WRITE8_HANDLER( psychic5_paged_ram_w ); +extern WRITE8_HANDLER( psychic5_vram_page_select_w ); +extern WRITE8_HANDLER( psychic5_title_screen_w ); + +extern READ8_HANDLER( psychic5_paged_ram_r ); +extern READ8_HANDLER( psychic5_vram_page_select_r ); + +extern MACHINE_RESET( psychic5 ); + +extern VIDEO_START( psychic5 ); +extern VIDEO_UPDATE( psychic5 ); + +static int psychic5_bank_latch = 0x0; + + +static READ8_HANDLER( psychic5_bankselect_r ) +{ + return psychic5_bank_latch; +} + +static WRITE8_HANDLER( psychic5_bankselect_w ) +{ + UINT8 *RAM = memory_region(REGION_CPU1); + int bankaddress; + + if (data != psychic5_bank_latch) + { + psychic5_bank_latch = data; + bankaddress = 0x10000 + ((data & 3) * 0x4000); + memory_set_bankptr(1,&RAM[bankaddress]); /* Select 4 banks of 16k */ + } +} + +static WRITE8_HANDLER( psychic5_coin_counter_w ) +{ + coin_counter_w(0, data & 0x01); + coin_counter_w(1, data & 0x02); + + // bit 7 toggles flip screen + if (data & 0x80) + { + flip_screen_set(!flip_screen); + } +} + +static INTERRUPT_GEN( psychic5_interrupt ) +{ + if (cpu_getiloops() == 0) + cpunum_set_input_line_and_vector(0, 0, HOLD_LINE, 0xd7); /* RST 10h */ + else + cpunum_set_input_line_and_vector(0, 0, HOLD_LINE, 0xcf); /* RST 08h */ +} + + +static ADDRESS_MAP_START( readmem, ADDRESS_SPACE_PROGRAM, 8 ) + AM_RANGE(0x0000, 0x7fff) AM_READ(MRA8_ROM) + AM_RANGE(0x8000, 0xbfff) AM_READ(MRA8_BANK1) + AM_RANGE(0xc000, 0xdfff) AM_READ(psychic5_paged_ram_r) + AM_RANGE(0xe000, 0xefff) AM_READ(MRA8_RAM) + AM_RANGE(0xf000, 0xf000) AM_READ(MRA8_RAM) + AM_RANGE(0xf001, 0xf001) AM_READ(MRA8_NOP) // ??? + AM_RANGE(0xf002, 0xf002) AM_READ(psychic5_bankselect_r) + AM_RANGE(0xf003, 0xf003) AM_READ(psychic5_vram_page_select_r) + AM_RANGE(0xf004, 0xf004) AM_READ(MRA8_NOP) // ??? + AM_RANGE(0xf005, 0xf005) AM_READ(MRA8_NOP) // ??? + AM_RANGE(0xf006, 0xf1ff) AM_READ(MRA8_NOP) + AM_RANGE(0xf200, 0xf7ff) AM_READ(MRA8_RAM) + AM_RANGE(0xf800, 0xffff) AM_READ(MRA8_RAM) +ADDRESS_MAP_END + +static ADDRESS_MAP_START( writemem, ADDRESS_SPACE_PROGRAM, 8 ) + AM_RANGE(0x0000, 0x7fff) AM_WRITE(MWA8_ROM) + AM_RANGE(0x8000, 0xbfff) AM_WRITE(MWA8_BANK1) + AM_RANGE(0xc000, 0xdfff) AM_WRITE(psychic5_paged_ram_w) + AM_RANGE(0xe000, 0xefff) AM_WRITE(MWA8_RAM) + AM_RANGE(0xf000, 0xf000) AM_WRITE(soundlatch_w) + AM_RANGE(0xf001, 0xf001) AM_WRITE(psychic5_coin_counter_w) + AM_RANGE(0xf002, 0xf002) AM_WRITE(psychic5_bankselect_w) + AM_RANGE(0xf003, 0xf003) AM_WRITE(psychic5_vram_page_select_w) + AM_RANGE(0xf004, 0xf004) AM_WRITE(MWA8_NOP) // ??? + AM_RANGE(0xf005, 0xf005) AM_WRITE(psychic5_title_screen_w) + AM_RANGE(0xf006, 0xf1ff) AM_WRITE(MWA8_NOP) + AM_RANGE(0xf200, 0xf7ff) AM_WRITE(MWA8_RAM) AM_BASE(&spriteram) AM_SIZE(&spriteram_size) + AM_RANGE(0xf800, 0xffff) AM_WRITE(MWA8_RAM) +ADDRESS_MAP_END + +static ADDRESS_MAP_START( sound_readmem, ADDRESS_SPACE_PROGRAM, 8 ) + AM_RANGE(0x0000, 0x7fff) AM_READ(MRA8_ROM) + AM_RANGE(0xc000, 0xc7ff) AM_READ(MRA8_RAM) + AM_RANGE(0xe000, 0xe000) AM_READ(soundlatch_r) +ADDRESS_MAP_END + +static ADDRESS_MAP_START( sound_writemem, ADDRESS_SPACE_PROGRAM, 8 ) + AM_RANGE(0x0000, 0x7fff) AM_WRITE(MWA8_ROM) + AM_RANGE(0xc000, 0xc7ff) AM_WRITE(MWA8_RAM) +ADDRESS_MAP_END + +static ADDRESS_MAP_START( sound_writeport, ADDRESS_SPACE_IO, 8 ) + ADDRESS_MAP_FLAGS( AMEF_ABITS(8) ) + AM_RANGE(0x00, 0x00) AM_WRITE(YM2203_control_port_0_w) + AM_RANGE(0x01, 0x01) AM_WRITE(YM2203_write_port_0_w) + AM_RANGE(0x80, 0x80) AM_WRITE(YM2203_control_port_1_w) + AM_RANGE(0x81, 0x81) AM_WRITE(YM2203_write_port_1_w) +ADDRESS_MAP_END + + +static INPUT_PORTS_START( psychic5 ) + PORT_START_TAG("IN0") + PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_START1 ) + PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_START2 ) + PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_UNKNOWN ) + PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN ) + PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_UNKNOWN ) + PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN ) + PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_COIN1 ) + PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_COIN2 ) + + PORT_START_TAG("IN1") /* player 1 controls */ + PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY + PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY + PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY + PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY + PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON2 ) + PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON1 ) + PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN ) + PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN ) + + PORT_START_TAG("IN2") /* player 2 controls */ + PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_COCKTAIL + PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_COCKTAIL + PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_COCKTAIL + PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_COCKTAIL + PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_COCKTAIL + PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_COCKTAIL + PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN ) + PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN ) + + PORT_START_TAG("DSW0") + PORT_DIPNAME( 0x01, 0x01, DEF_STR( Flip_Screen ) ) + PORT_DIPSETTING( 0x01, DEF_STR( Off ) ) + PORT_DIPSETTING( 0x00, DEF_STR( On ) ) + PORT_DIPNAME( 0x02, 0x02, DEF_STR( Unknown ) ) + PORT_DIPSETTING( 0x02, DEF_STR( Off ) ) + PORT_DIPSETTING( 0x00, DEF_STR( On ) ) + PORT_DIPNAME( 0x04, 0x04, DEF_STR( Unknown ) ) + PORT_DIPSETTING( 0x04, DEF_STR( Off ) ) + PORT_DIPSETTING( 0x00, DEF_STR( On ) ) + PORT_DIPNAME( 0x08, 0x08, DEF_STR( Difficulty ) ) + PORT_DIPSETTING( 0x08, DEF_STR( Normal ) ) + PORT_DIPSETTING( 0x00, DEF_STR( Hard ) ) + PORT_DIPNAME( 0x10, 0x00, DEF_STR( Cabinet ) ) + PORT_DIPSETTING( 0x00, DEF_STR( Upright ) ) + PORT_DIPSETTING( 0x10, DEF_STR( Cocktail ) ) + PORT_DIPNAME( 0x20, 0x20, DEF_STR( Demo_Sounds ) ) + PORT_DIPSETTING( 0x00, DEF_STR( Off ) ) + PORT_DIPSETTING( 0x20, DEF_STR( On ) ) + PORT_DIPNAME( 0xc0, 0xc0, DEF_STR( Lives ) ) + PORT_DIPSETTING( 0x80, "2" ) + PORT_DIPSETTING( 0xc0, "3" ) + PORT_DIPSETTING( 0x40, "4" ) + PORT_DIPSETTING( 0x00, "5" ) + + PORT_START_TAG("DSW1") + PORT_DIPNAME( 0x01, 0x01, "Invulnerability (Cheat)") + PORT_DIPSETTING( 0x01, DEF_STR( Off ) ) + PORT_DIPSETTING( 0x00, DEF_STR( On ) ) + PORT_DIPNAME( 0x02, 0x02, DEF_STR( Unknown ) ) + PORT_DIPSETTING( 0x02, DEF_STR( Off ) ) + PORT_DIPSETTING( 0x00, DEF_STR( On ) ) + PORT_DIPNAME( 0xe0, 0xe0, DEF_STR( Coin_A ) ) + PORT_DIPSETTING( 0x00, DEF_STR( 5C_1C ) ) + PORT_DIPSETTING( 0x20, DEF_STR( 4C_1C ) ) + PORT_DIPSETTING( 0x40, DEF_STR( 3C_1C ) ) + PORT_DIPSETTING( 0x60, DEF_STR( 2C_1C ) ) + PORT_DIPSETTING( 0xe0, DEF_STR( 1C_1C ) ) + PORT_DIPSETTING( 0xc0, DEF_STR( 1C_2C ) ) + PORT_DIPSETTING( 0xa0, DEF_STR( 1C_3C ) ) + PORT_DIPSETTING( 0x80, DEF_STR( 1C_4C ) ) + PORT_DIPNAME( 0x1c, 0x1c, DEF_STR( Coin_B ) ) + PORT_DIPSETTING( 0x00, DEF_STR( 5C_1C ) ) + PORT_DIPSETTING( 0x04, DEF_STR( 4C_1C ) ) + PORT_DIPSETTING( 0x08, DEF_STR( 3C_1C ) ) + PORT_DIPSETTING( 0x0c, DEF_STR( 2C_1C ) ) + PORT_DIPSETTING( 0x1c, DEF_STR( 1C_1C ) ) + PORT_DIPSETTING( 0x18, DEF_STR( 1C_2C ) ) + PORT_DIPSETTING( 0x14, DEF_STR( 1C_3C ) ) + PORT_DIPSETTING( 0x10, DEF_STR( 1C_4C ) ) +INPUT_PORTS_END + + + +static const gfx_layout charlayout = +{ + 8,8, /* 8x8 characters */ + 1024, /* 1024 characters */ + 4, /* 4 bits per pixel */ + { 0, 1, 2, 3 }, /* the four bitplanes for pixel are packed into one nibble */ + { 0, 4, 8, 12, 16, 20, 24, 28 }, + { 0*8, 4*8, 8*8, 12*8, 16*8, 20*8, 24*8, 28*8 }, + 32*8 /* every char takes 32 consecutive bytes */ +}; + +static const gfx_layout spritelayout = +{ + 16,16, /* 16x16 characters */ + 1024, /* 1024 characters */ + 4, /* 4 bits per pixel */ + { 0, 1, 2, 3 }, /* the four bitplanes for pixel are packed into one nibble */ + { 0, 4, 8, 12, 16, 20, 24, 28, 64*8, 64*8+4, 64*8+8, 64*8+12, 64*8+16, 64*8+20, 64*8+24, 64*8+28 }, + { 0*8, 4*8, 8*8, 12*8, 16*8, 20*8, 24*8, 28*8, 32*8, 36*8, 40*8, 44*8, 48*8, 52*8, 56*8, 60*8 }, + 128*8 /* every char takes 128 consecutive bytes */ +}; + +static GFXDECODE_START( psychic5 ) + GFXDECODE_ENTRY( REGION_GFX1, 0, spritelayout, 0*16, 16 ) + GFXDECODE_ENTRY( REGION_GFX2, 0, spritelayout, 16*16, 16 ) + GFXDECODE_ENTRY( REGION_GFX3, 0, charlayout, 32*16, 16 ) +GFXDECODE_END + + + +static void irqhandler(int irq) +{ + cpunum_set_input_line(1,0,irq ? ASSERT_LINE : CLEAR_LINE); +} + +static struct YM2203interface ym2203_interface = +{ + 0,0,0,0,irqhandler +}; + +static MACHINE_DRIVER_START( psychic5 ) + + /* basic machine hardware */ + MDRV_CPU_ADD(Z80, 6000000) + MDRV_CPU_PROGRAM_MAP(readmem,writemem) + MDRV_CPU_VBLANK_INT(psychic5_interrupt,2) + + MDRV_CPU_ADD(Z80, 6000000) + /* audio CPU */ + MDRV_CPU_PROGRAM_MAP(sound_readmem,sound_writemem) + MDRV_CPU_IO_MAP(0,sound_writeport) + + MDRV_SCREEN_REFRESH_RATE(53.8) + MDRV_SCREEN_VBLANK_TIME(DEFAULT_60HZ_VBLANK_DURATION) + /* frames per second hand tuned to match game and music speed */ + MDRV_INTERLEAVE(10) /* Allow time for 2nd cpu to interleave*/ + MDRV_MACHINE_RESET(psychic5) + + /* video hardware */ + MDRV_VIDEO_ATTRIBUTES(VIDEO_TYPE_RASTER ) + MDRV_SCREEN_FORMAT(BITMAP_FORMAT_RGB32) + MDRV_SCREEN_SIZE(32*8, 32*8) + MDRV_SCREEN_VISIBLE_AREA(0*8, 32*8-1, 2*8, 30*8-1) + MDRV_GFXDECODE(psychic5) + MDRV_PALETTE_LENGTH(768) + + MDRV_VIDEO_START(psychic5) + MDRV_VIDEO_UPDATE(psychic5) + + /* sound hardware */ + MDRV_SPEAKER_STANDARD_MONO("mono") + + MDRV_SOUND_ADD(YM2203, 6000000/4) + MDRV_SOUND_CONFIG(ym2203_interface) + MDRV_SOUND_ROUTE(0, "mono", 0.15) + MDRV_SOUND_ROUTE(1, "mono", 0.15) + MDRV_SOUND_ROUTE(2, "mono", 0.15) + MDRV_SOUND_ROUTE(3, "mono", 0.50) + + MDRV_SOUND_ADD(YM2203, 6000000/4) + MDRV_SOUND_ROUTE(0, "mono", 0.15) + MDRV_SOUND_ROUTE(1, "mono", 0.15) + MDRV_SOUND_ROUTE(2, "mono", 0.15) + MDRV_SOUND_ROUTE(3, "mono", 0.50) +MACHINE_DRIVER_END + + +/*************************************************************************** + + Game driver(s) + +***************************************************************************/ + +ROM_START( psychic5 ) + ROM_REGION( 0x20000, REGION_CPU1, 0 ) /* 2*64K for main CPU, Z80 */ + ROM_LOAD( "p5d", 0x00000, 0x08000, CRC(90259249) SHA1(ac2d8dd95f6c04b6ad726136931e37dcd537e977) ) + ROM_LOAD( "p5e", 0x10000, 0x10000, CRC(72298f34) SHA1(725be2fbf5f3622f646c0fb8e6677cbddf0b1fc2) ) + + ROM_REGION( 0x10000, REGION_CPU2, 0 ) /*64K for 2nd z80 CPU*/ + ROM_LOAD( "p5a", 0x00000, 0x08000, CRC(50060ecd) SHA1(e6051fb4a1fa9429cfb6084e8a5dfe994a08280b) ) + + ROM_REGION( 0x20000, REGION_GFX1, ROMREGION_DISPOSE ) + ROM_LOAD( "p5b", 0x00000, 0x10000, CRC(7e3f87d4) SHA1(b8e7fa3f96d2e3937e4cb530f105bb84d5743b43) ) /* sprite tiles */ + ROM_LOAD( "p5c", 0x10000, 0x10000, CRC(8710fedb) SHA1(c7e8dc6b733e4ecce37d56fc429c00ade8736ff3) ) + + ROM_REGION( 0x20000, REGION_GFX2, ROMREGION_DISPOSE ) + ROM_LOAD( "p5g", 0x00000, 0x10000, CRC(f9262f32) SHA1(bae2dc77be7024bd85f213e4da746c5903db6ea5) ) /* background tiles */ + ROM_LOAD( "p5h", 0x10000, 0x10000, CRC(c411171a) SHA1(d5893563715ba231e42b084b88f5176bb94a4da9) ) + + ROM_REGION( 0x08000, REGION_GFX3, ROMREGION_DISPOSE ) + ROM_LOAD( "p5f", 0x00000, 0x08000, CRC(04d7e21c) SHA1(6046c506bdedc233e3730f90c7897e847bec8758) ) /* foreground tiles */ +ROM_END + + + +GAME( 1987, psychic5, 0, psychic5, psychic5, 0, ROT270, "Jaleco", "Psychic 5", 0 ) |