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+/**************************
+ *** 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 )