/************************** *** 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 )