/************************************************************************* 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 );