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path: root/src/mame/drivers/fcombat.c
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/* Field Combat (c)1985 Jaleco

    TS 2004.10.22. analog[at]op.pl
    - fixed sprite issues
    - added backgrounds and terrain info (external roms)

    (press buttons 1+2 at the same time, to release 'army' ;)

    todo:
        - fix colours (sprites , bg)
*/

/*

Field Combat (c)1985 Jaleco

From a working board.

CPU: Z80 (running at 3.332 MHz measured at pin 6)
Sound: Z80 (running at 3.332 MHz measured at pin 6), YM2149 (x3)
Other: Unmarked 24 pin near ROMs 2 & 3

RAM: 6116 (x3)

X-TAL: 20 MHz

inputs + notes by stephh

*/

#include "driver.h"
#include "sound/ay8910.h"


/* this is compied from Exerion, but it should be correct */
#define FCOMBAT_MASTER_CLOCK	(20000000)
#define FCOMBAT_CPU_CLOCK		(FCOMBAT_MASTER_CLOCK / 6)
#define FCOMBAT_AY8910_CLOCK	(FCOMBAT_CPU_CLOCK / 2)
#define FCOMBAT_PIXEL_CLOCK		(FCOMBAT_MASTER_CLOCK / 3)
#define FCOMBAT_HCOUNT_START	(0x58)
#define FCOMBAT_HTOTAL			(512-FCOMBAT_HCOUNT_START)
#define FCOMBAT_HBEND			(12*8)	/* ?? */
#define FCOMBAT_HBSTART			(52*8)	/* ?? */
#define FCOMBAT_VTOTAL			(256)
#define FCOMBAT_VBEND			(16)
#define FCOMBAT_VBSTART			(240)


PALETTE_INIT( fcombat );
VIDEO_START( fcombat );
VIDEO_UPDATE( fcombat );

WRITE8_HANDLER( fcombat_videoreg_w );

extern UINT8 fcombat_cocktail_flip;
extern int fcombat_sh;
extern int fcombat_sv;


static INPUT_CHANGED( coin_inserted )
{
	/* coin insertion causes an NMI */
	cpu_set_input_line(field->port->machine->cpu[0], INPUT_LINE_NMI, newval ? CLEAR_LINE : ASSERT_LINE);
}


static INPUT_PORTS_START( fcombat )
	PORT_START("IN0")      /* player 1 inputs (muxed on 0xe000) */
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(1)
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(1)
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(1)
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(1)
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(1)
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(1)
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_START1 )
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_START2 )

	PORT_START("IN1")      /* player 2 inputs (muxed on 0xe000) */
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(2)
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(2)
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(2)
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(2)
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(2)
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(2)
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_START1 )
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_START2 )

	PORT_START("DSW0")      /* dip switches (0xe100) */
	PORT_DIPNAME( 0x07, 0x02, DEF_STR( Lives ) )
	PORT_DIPSETTING(    0x00, "1" )
	PORT_DIPSETTING(    0x01, "2" )
	PORT_DIPSETTING(    0x02, "3" )
	PORT_DIPSETTING(    0x03, "4" )
	PORT_DIPSETTING(    0x04, "5" )
	PORT_DIPSETTING(    0x07, "Infinite (Cheat)")
	PORT_DIPNAME( 0x18, 0x00, DEF_STR( Bonus_Life ) )
	PORT_DIPSETTING(    0x00, "10000" )
	PORT_DIPSETTING(    0x08, "20000" )
	PORT_DIPSETTING(    0x10, "30000" )
	PORT_DIPSETTING(    0x18, "40000" )
	PORT_DIPNAME( 0x20, 0x20, DEF_STR( Unused ) )
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x20, DEF_STR( On ) )
	PORT_DIPNAME( 0x40, 0x00, DEF_STR( Unused ) )
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x40, DEF_STR( On ) )
	PORT_DIPNAME( 0x80, 0x00, DEF_STR( Cabinet ) )
	PORT_DIPSETTING(    0x00, DEF_STR( Upright ) )
	PORT_DIPSETTING(    0x80, DEF_STR( Cocktail ) )

	PORT_START("DSW1")      /* dip switches/VBLANK (0xe200) */
	PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_VBLANK )
	PORT_DIPNAME( 0x02, 0x00, DEF_STR( Unknown ) )		// related to vblank
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x02, DEF_STR( On ) )
	PORT_DIPNAME( 0x0c, 0x00, DEF_STR( Coinage ) )
	PORT_DIPSETTING(    0x00, DEF_STR( 1C_1C ) )
	PORT_DIPSETTING(    0x04, DEF_STR( 1C_2C ) )
	PORT_DIPSETTING(    0x08, DEF_STR( 1C_3C ) )
	PORT_DIPSETTING(    0x0c, DEF_STR( 1C_4C ) )
	PORT_BIT( 0xf0, IP_ACTIVE_LOW, IPT_UNUSED )

	PORT_START("COIN")
	PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_COIN1 ) PORT_CHANGED(coin_inserted, 0)
INPUT_PORTS_END



/* is it protection? */

static READ8_HANDLER( fcombat_protection_r )
{
	/* Must match ONE of these values after a "and  $3E" intruction :

        76F0: 1E 04 2E 26 34 32 3A 16 3E 36

       Check code at 0x76c8 for more infos.
    */
	return 0xff;	// seems enough
}


/* same as exerion again */

static READ8_HANDLER( fcombat_port01_r )
{
	/* the cocktail flip bit muxes between ports 0 and 1 */
	return fcombat_cocktail_flip ? input_port_read(space->machine, "IN1") : input_port_read(space->machine, "IN0");
}


//bg scrolls

static WRITE8_HANDLER(e900_w)
{
	fcombat_sh=data;
}

static WRITE8_HANDLER(ea00_w)
{
	fcombat_sv=(fcombat_sv&0xff00)|data;
}

static WRITE8_HANDLER(eb00_w)
{
		fcombat_sv=(fcombat_sv&0xff)|(data<<8);
}


// terrain info (ec00=x, ed00=y, return val in e300

static int tx=0,ty=0;

static WRITE8_HANDLER(ec00_w)
{
	tx=data;
}

static WRITE8_HANDLER(ed00_w)
{
	ty=data;
}

static READ8_HANDLER(e300_r)
{
	int wx=(tx+fcombat_sh)/16;
	int wy=(ty*2+fcombat_sv)/16;

	return memory_region(space->machine, "user2")[wx*32*16+wy];
}

static WRITE8_HANDLER(ee00_w)
{

}

static ADDRESS_MAP_START( main_map, ADDRESS_SPACE_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x7fff) AM_ROM
	AM_RANGE(0xc000, 0xc7ff) AM_RAM
	AM_RANGE(0xd000, 0xd7ff) AM_RAM AM_BASE(&videoram) AM_SIZE(&videoram_size)
	AM_RANGE(0xd800, 0xd8ff) AM_RAM AM_BASE(&spriteram) AM_SIZE(&spriteram_size)
	AM_RANGE(0xe000, 0xe000) AM_READ(fcombat_port01_r)
	AM_RANGE(0xe100, 0xe100) AM_READ_PORT("DSW0")
	AM_RANGE(0xe200, 0xe200) AM_READ_PORT("DSW1")
	AM_RANGE(0xe300, 0xe300) AM_READ(e300_r)
	AM_RANGE(0xe400, 0xe400) AM_READ(fcombat_protection_r) // protection?
	AM_RANGE(0xe800, 0xe800) AM_WRITE(fcombat_videoreg_w)	// at least bit 0 for flip screen and joystick input multiplexor
	AM_RANGE(0xe900, 0xe900) AM_WRITE(e900_w)
	AM_RANGE(0xea00, 0xea00) AM_WRITE(ea00_w)
	AM_RANGE(0xeb00, 0xeb00) AM_WRITE(eb00_w)
	AM_RANGE(0xec00, 0xec00) AM_WRITE(ec00_w)
	AM_RANGE(0xed00, 0xed00) AM_WRITE(ed00_w)
	AM_RANGE(0xee00, 0xee00) AM_WRITE(ee00_w)	// related to protection ? - doesn't seem to have any effect
	AM_RANGE(0xef00, 0xef00) AM_WRITE(soundlatch_w)
ADDRESS_MAP_END


static ADDRESS_MAP_START( audio_map, ADDRESS_SPACE_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x3fff) AM_ROM
	AM_RANGE(0x4000, 0x47ff) AM_RAM
	AM_RANGE(0x6000, 0x6000) AM_READ(soundlatch_r)
	AM_RANGE(0x8001, 0x8001) AM_READ(ay8910_read_port_0_r)
	AM_RANGE(0x8002, 0x8002) AM_WRITE(ay8910_write_port_0_w)
	AM_RANGE(0x8003, 0x8003) AM_WRITE(ay8910_control_port_0_w)
	AM_RANGE(0xa001, 0xa001) AM_READ(ay8910_read_port_1_r)
	AM_RANGE(0xa002, 0xa002) AM_WRITE(ay8910_write_port_1_w)
	AM_RANGE(0xa003, 0xa003) AM_WRITE(ay8910_control_port_1_w)
	AM_RANGE(0xc001, 0xc001) AM_READ(ay8910_read_port_2_r)
	AM_RANGE(0xc002, 0xc002) AM_WRITE(ay8910_write_port_2_w)
	AM_RANGE(0xc003, 0xc003) AM_WRITE(ay8910_control_port_2_w)
ADDRESS_MAP_END



/*************************************
 *
 *  Graphics layouts
 *
 *************************************/

static const gfx_layout charlayout =
{
	8,8,
	RGN_FRAC(1,1),
	2,
	{ 0, 4 },
	{ 3, 2, 1, 0, 8+3, 8+2, 8+1, 8+0 },
	{ 16*0, 16*1, 16*2, 16*3, 16*4, 16*5, 16*6, 16*7 },
	16*8
};


/* 16 x 16 sprites -- requires reorganizing characters in init_exerion() */
static const gfx_layout spritelayout =
{
	16,16,
	RGN_FRAC(1,1),
	2,
	{ 0, 4 },
	{  3, 2, 1, 0, 8+3, 8+2, 8+1, 8+0,
			16+3, 16+2, 16+1, 16+0, 24+3, 24+2, 24+1, 24+0 },
	{ 32*0, 32*1, 32*2, 32*3, 32*4, 32*5, 32*6, 32*7,
			32*8, 32*9, 32*10, 32*11, 32*12, 32*13, 32*14, 32*15 },
	64*8
};


static GFXDECODE_START( fcombat )
	GFXDECODE_ENTRY( "gfx1", 0, charlayout,         0, 64 )
	GFXDECODE_ENTRY( "gfx2", 0, spritelayout,     256, 64 )
	GFXDECODE_ENTRY( "gfx3", 0, spritelayout,     512, 64 )
GFXDECODE_END



/*************************************
 *
 *  Machine drivers
 *
 *************************************/

static MACHINE_DRIVER_START( fcombat )

	MDRV_CPU_ADD("main", Z80, 10000000/3)
	MDRV_CPU_PROGRAM_MAP(main_map,0)

	MDRV_CPU_ADD("audio", Z80, 10000000/3)
	MDRV_CPU_PROGRAM_MAP(audio_map,0)

	/* video hardware */
	MDRV_SCREEN_ADD("main", RASTER)
	MDRV_SCREEN_FORMAT(BITMAP_FORMAT_INDEXED16)
	MDRV_SCREEN_RAW_PARAMS(FCOMBAT_PIXEL_CLOCK, FCOMBAT_HTOTAL, FCOMBAT_HBEND, FCOMBAT_HBSTART, FCOMBAT_VTOTAL, FCOMBAT_VBEND, FCOMBAT_VBSTART)

	MDRV_GFXDECODE(fcombat)
	MDRV_PALETTE_LENGTH(256*3)

	MDRV_PALETTE_INIT(fcombat)
	MDRV_VIDEO_START(fcombat)
	MDRV_VIDEO_UPDATE(fcombat)

	/* audio hardware */
	MDRV_SPEAKER_STANDARD_MONO("mono")

	MDRV_SOUND_ADD("ay1", AY8910, 1500000)
	MDRV_SOUND_ROUTE(ALL_OUTPUTS, "mono", 0.12)

	MDRV_SOUND_ADD("ay2", AY8910, 1500000)
	MDRV_SOUND_ROUTE(ALL_OUTPUTS, "mono", 0.12)

	MDRV_SOUND_ADD("ay3", AY8910, 1500000)
	MDRV_SOUND_ROUTE(ALL_OUTPUTS, "mono", 0.12)
MACHINE_DRIVER_END

/*************************************
 *
 *  Driver initialization
 *
 *************************************/

static DRIVER_INIT( fcombat )
{
	UINT32 oldaddr, newaddr, length;
	UINT8 *src, *dst, *temp;

	/* allocate some temporary space */
	temp = malloc_or_die(0x10000);

	/* make a temporary copy of the character data */
	src = temp;
	dst = memory_region(machine, "gfx1");
	length = memory_region_length(machine, "gfx1");
	memcpy(src, dst, length);

	/* decode the characters */
	/* the bits in the ROM are ordered: n8-n7 n6 n5 n4-v2 v1 v0 n3-n2 n1 n0 h2 */
	/* we want them ordered like this:  n8-n7 n6 n5 n4-n3 n2 n1 n0-v2 v1 v0 h2 */
	for (oldaddr = 0; oldaddr < length; oldaddr++)
	{
		newaddr = ((oldaddr     ) & 0x1f00) |       /* keep n8-n4 */
		          ((oldaddr << 3) & 0x00f0) |       /* move n3-n0 */
		          ((oldaddr >> 4) & 0x000e) |       /* move v2-v0 */
		          ((oldaddr     ) & 0x0001);        /* keep h2 */
		dst[newaddr] = src[oldaddr];
	}

	/* make a temporary copy of the sprite data */
	src = temp;
	dst = memory_region(machine, "gfx2");
	length = memory_region_length(machine, "gfx2");
	memcpy(src, dst, length);

	/* decode the sprites */
	/* the bits in the ROMs are ordered: n9 n8 n3 n7-n6 n5 n4 v3-v2 v1 v0 n2-n1 n0 h3 h2 */
	/* we want them ordered like this:   n9 n8 n7 n6-n5 n4 n3 n2-n1 n0 v3 v2-v1 v0 h3 h2 */

	for (oldaddr = 0; oldaddr < length; oldaddr++)
	{
		newaddr = ((oldaddr << 1) & 0x3c00) |       /* move n7-n4 */
		          ((oldaddr >> 4) & 0x0200) |       /* move n3 */
		          ((oldaddr << 4) & 0x01c0) |       /* move n2-n0 */
		          ((oldaddr >> 3) & 0x003c) |       /* move v3-v0 */
		          ((oldaddr     ) & 0xc003);        /* keep n9-n8 h3-h2 */

		dst[newaddr] = src[oldaddr];
	}

	/* make a temporary copy of the character data */
	src = temp;
	dst = memory_region(machine, "gfx3");
	length = memory_region_length(machine, "gfx3");
	memcpy(src, dst, length);

	/* decode the characters */
	/* the bits in the ROM are ordered: n8-n7 n6 n5 n4-v2 v1 v0 n3-n2 n1 n0 h2 */
	/* we want them ordered like this:  n8-n7 n6 n5 n4-n3 n2 n1 n0-v2 v1 v0 h2 */

	for (oldaddr = 0; oldaddr < length; oldaddr++)
	{
		newaddr = ((oldaddr << 1) & 0x3c00) |       /* move n7-n4 */
		          ((oldaddr >> 4) & 0x0200) |       /* move n3 */
		          ((oldaddr << 4) & 0x01c0) |       /* move n2-n0 */
		          ((oldaddr >> 3) & 0x003c) |       /* move v3-v0 */
		          ((oldaddr     ) & 0xc003);        /* keep n9-n8 h3-h2 */
		dst[newaddr] = src[oldaddr];
	}

	src = temp;
	dst = memory_region(machine, "user1");
	length = memory_region_length(machine, "user1");
	memcpy(src, dst, length);

	for (oldaddr = 0; oldaddr < 32; oldaddr++)
	{
		memcpy(&dst[oldaddr*32*8*2],&src[oldaddr*32*8],32*8);
		memcpy(&dst[oldaddr*32*8*2+32*8],&src[oldaddr*32*8+0x2000],32*8);
	}


	src = temp;
	dst = memory_region(machine, "user2");
	length = memory_region_length(machine, "user2");
	memcpy(src, dst, length);

	for (oldaddr = 0; oldaddr < 32; oldaddr++)
	{
		memcpy(&dst[oldaddr*32*8*2],&src[oldaddr*32*8],32*8);
		memcpy(&dst[oldaddr*32*8*2+32*8],&src[oldaddr*32*8+0x2000],32*8);
	}

	free(temp);
}

ROM_START( fcombat )
	ROM_REGION( 0x10000, "main", 0 )
	ROM_LOAD( "fcombat2.t9",  0x0000, 0x4000, CRC(30cb0c14) SHA1(8b5b6a4efaca2f138709184725e9e0e0b9cfc4c7) )
	ROM_LOAD( "fcombat3.10t", 0x4000, 0x4000, CRC(e8511da0) SHA1(bab5c9244c970b97c025381c37ad372aa3b5cddf) )

	ROM_REGION( 0x10000, "audio", 0 )     /* 64k for the second CPU */
	ROM_LOAD( "fcombat1.t5",  0x0000, 0x4000, CRC(a0cc1216) SHA1(3a8963ffde2ff4a3f428369133f94bb37717cae5) )

	ROM_REGION( 0x02000, "gfx1", ROMREGION_DISPOSE )
	ROM_LOAD( "fcombat7.l11", 0x00000, 0x2000, BAD_DUMP CRC(54e978ef) SHA1(834f428f8d3e6b2cd865db8d2a0e069484a98316) ) /* fg chars */

	ROM_REGION( 0x0c000, "gfx2", ROMREGION_DISPOSE )
	ROM_LOAD( "fcombat8.d10", 0x00000, 0x4000, CRC(e810941e) SHA1(19ae85af0bf245caf3afe10d65e618cfb47d33c2) ) /* sprites */
	ROM_LOAD( "fcombat9.d11", 0x04000, 0x4000, CRC(f95988e6) SHA1(25876652decca7ec1e9b37a16536c15ca2d1cb12) )
	ROM_LOAD( "fcomba10.d12", 0x08000, 0x4000, CRC(908f154c) SHA1(b3761ee60d4a5ea36376759875105d23c57b4bf2) )

	ROM_REGION( 0x04000, "gfx3", ROMREGION_DISPOSE )
	ROM_LOAD( "fcombat6.f3",  0x00000, 0x4000, CRC(97282729) SHA1(72db0593551c2d15631341bf621b96013b46ce72) )

	ROM_REGION( 0x04000, "user1", 0 )
	ROM_LOAD( "fcombat5.l3",  0x00000, 0x4000, CRC(96194ca7) SHA1(087d6ac8f93f087cb5e378dbe9a8cfcffa2cdddc) ) /* bg data */

	ROM_REGION( 0x04000, "user2", 0 )
	ROM_LOAD( "fcombat4.p3",  0x00000, 0x4000, CRC(efe098ab) SHA1(fe64a5e9170835d242368109b1b221b0f8090e7e) ) /* terrain info */

	ROM_REGION( 0x0420, "proms", 0 )
	ROM_LOAD( "fcprom_a.c2",  0x0000, 0x0020, CRC(7ac480f0) SHA1(f491fe4da19d8c037e3733a5836de35cc438907e) ) /* palette */
	ROM_LOAD( "fcprom_d.k12", 0x0020, 0x0100, CRC(9a348250) SHA1(faf8db4c42adee07795d06bea20704f8c51090ff) ) /* fg char lookup table */
	ROM_LOAD( "fcprom_b.c4",  0x0120, 0x0100, CRC(ac9049f6) SHA1(57aa5b5df3e181bad76149745a422c3dd1edad49) ) /* sprite lookup table */
	ROM_LOAD( "fcprom_c.a9",  0x0220, 0x0100, CRC(768ac120) SHA1(ceede1d6cbeae08da96ef52bdca2718a839d88ab) ) /* bg char mixer */
ROM_END

GAME( 1985, fcombat,  0,       fcombat, fcombat, fcombat,  ROT90, "Jaleco", "Field Combat", GAME_WRONG_COLORS )