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/***************************************************************************

  Super Shanghai Dragon's Eye             (c) 1992 Hot-B

  PCB is manufactured by either Hot-B or Taito, but uses Data East custom
  chips.

  HB-PCB-A4
  M6100691A (distributed by Taito)

  CPU  : 68000
  Sound: Z80B YM2203 Y3014 M6295
  OSC  : 28.0000MHz 16.0000MHz

  The original uses a protection chip which isn't fully worked out yet.
  Sound doesn't work for the original set, probably the sound ports are inside
  the protection area.

  Emulation by Bryan McPhail, mish@tendril.co.uk

  ToDo:

  Palette handling is somewhat hacked, see paletteram16_xbgr_word_be_sprites_w

  ----

Stephh's notes (based on the games M68000 code and some tests) :

0) all games

  - There is no confirmation yet that the "Demo Sounds" Dip Switch does
    something as I don't see where bit 0 of 0xfec04a is tested 8(

  - The First "Unused" Dip Switch is probably used in other (older ?) versions
    to act as a "Debug Mode" Dip Switch. When it's ON, you have these features :

      * there is an extended "test mode" that also allows you to test the
        BG and Object ROMS via a menu.
      * You can end a level by pressing BUTTON3 from player 2 8)

  - The "Adult Mode" Dip Switch determines if "Shanghai Paradise" is available.
  - The "Quest Mode" Dip Switch determines if "Shanghai Quest" is available.
  - The "Use Mahjong Tiles" Dip Switch only has an effect when playing
    "Shanghai Advanced".

***************************************************************************/

#include "emu.h"
#include "cpu/z80/z80.h"
#include "cpu/m68000/m68000.h"
#include "sound/2203intf.h"
#include "sound/okim6295.h"
#include "includes/sshangha.h"
#include "video/decospr.h"

#define SSHANGHA_HACK	0



/******************************************************************************/

static WRITE16_HANDLER( sshangha_protection16_w )
{
	sshangha_state *state = space->machine->driver_data<sshangha_state>();
	COMBINE_DATA(&state->prot_data[offset]);

	logerror("CPU #0 PC %06x: warning - write unmapped control address %06x %04x\n",cpu_get_pc(space->cpu),offset<<1,data);
}

/* Protection/IO chip 146 */
static READ16_HANDLER( sshangha_protection16_r )
{
	sshangha_state *state = space->machine->driver_data<sshangha_state>();
	switch (offset)
	{
		case 0x050 >> 1:
			return input_port_read(space->machine, "INPUTS");
		case 0x76a >> 1:
			return input_port_read(space->machine, "SYSTEM");
		case 0x0ac >> 1:
			return input_port_read(space->machine, "DSW");

		// Protection TODO
	}

	logerror("CPU #0 PC %06x: warning - read unmapped control address %06x\n",cpu_get_pc(space->cpu),offset<<1);
	return state->prot_data[offset];
}

static READ16_HANDLER( sshanghb_protection16_r )
{
	sshangha_state *state = space->machine->driver_data<sshangha_state>();
	switch (offset)
	{
		case 0x050 >> 1:
			return input_port_read(space->machine, "INPUTS");
		case 0x76a >> 1:
			return input_port_read(space->machine, "SYSTEM");
		case 0x0ac >> 1:
			return input_port_read(space->machine, "DSW");
	}

	return state->prot_data[offset];
}

/* Probably returns 0xffff when sprite DMA is complete, the game waits on it */
static READ16_HANDLER( deco_71_r )
{
	return 0xffff;
}

/******************************************************************************/

static MACHINE_RESET( sshangha )
{
	address_space *space = cputag_get_address_space(machine, "maincpu", ADDRESS_SPACE_PROGRAM);
	/* Such thing is needed as there is no code to turn the screen
       to normal orientation when the game is reset.
       I'm using the value that forces the screen to be in normal
         orientation when entering the "test mode"
         (check the game code from 0x0006b8 to 0x0006f0).
       I can't tell however if this is accurate or not. */
	sshangha_control_0_w(space, 0, 0x10, 0x00ff);
}

/******************************************************************************/

/*-------------------------------------------------
    set_color_8888 - set a 8-8-8 RGB color using
    the 32-bit data provided and the specified
    shift values
-------------------------------------------------*/




INLINE void set_color_888(running_machine *machine, pen_t color, int rshift, int gshift, int bshift, UINT32 data)
{
	palette_set_color_rgb(machine, color, (data >> rshift) & 0xff, (data >> gshift) & 0xff, (data >> bshift) & 0xff);
}


WRITE16_HANDLER( paletteram16_xbgr_word_be_sprites2_w )
{
	sshangha_state *state = space->machine->driver_data<sshangha_state>();
	COMBINE_DATA(&state->sprite_paletteram2[offset]);
	set_color_888(space->machine, (offset/2)+0x100, 0, 8, 16, state->sprite_paletteram2[(offset) | 1] | (state->sprite_paletteram2[(offset) & ~1] << 16) );
}

WRITE16_HANDLER( paletteram16_xbgr_word_be_sprites_w )
{
	// hack??? we have to call this otherwise the sprite colours for some selected tiles are wrong (most noticable on the 2nd level of quest mode)
	// however if we simply mirror the memory both ways the how to play screen ends up with bad colours
	// we use the 2nd copy of palette ram for low priority tiles only..
	// is this related to the bootleg only, or does the original have this issue too?
	// maybe related to sprite DMA on the original, or the apparent lack of a 2nd sprite controller on the bootleg.
	paletteram16_xbgr_word_be_sprites2_w(space,offset,data,mem_mask);
	
	sshangha_state *state = space->machine->driver_data<sshangha_state>();
	COMBINE_DATA(&state->sprite_paletteram[offset]);
	set_color_888(space->machine, (offset/2)+0x000, 0, 8, 16, state->sprite_paletteram[(offset) | 1] | (state->sprite_paletteram[(offset) & ~1] << 16) );
}

WRITE16_HANDLER( paletteram16_xbgr_word_be_tilelow_w )
{
	sshangha_state *state = space->machine->driver_data<sshangha_state>();
	COMBINE_DATA(&state->tile_paletteram1[offset]);
	set_color_888(space->machine, (offset/2)+0x200, 0, 8, 16, state->tile_paletteram1[(offset) | 1] | (state->tile_paletteram1[(offset) & ~1] << 16) );
}

WRITE16_HANDLER( paletteram16_xbgr_word_be_tilehigh_w )
{
	sshangha_state *state = space->machine->driver_data<sshangha_state>();
	COMBINE_DATA(&state->tile_paletteram2[offset]);
	set_color_888(space->machine, (offset/2)+0x300, 0, 8, 16, state->tile_paletteram2[(offset) | 1] | (state->tile_paletteram2[(offset) & ~1] << 16) );
}

static ADDRESS_MAP_START( sshangha_map, ADDRESS_SPACE_PROGRAM, 16 )
	AM_RANGE(0x000000, 0x03ffff) AM_ROM
	AM_RANGE(0x100000, 0x10000f) AM_RAM AM_BASE_MEMBER(sshangha_state, sound_shared_ram)

	AM_RANGE(0x200000, 0x201fff) AM_RAM_WRITE(sshangha_pf1_data_w) AM_BASE_MEMBER(sshangha_state, pf1_data)
	AM_RANGE(0x202000, 0x203fff) AM_RAM_WRITE(sshangha_pf2_data_w) AM_BASE_MEMBER(sshangha_state, pf2_data)
	AM_RANGE(0x204000, 0x2047ff) AM_RAM AM_BASE_MEMBER(sshangha_state, pf1_rowscroll)
	AM_RANGE(0x206000, 0x2067ff) AM_RAM AM_BASE_MEMBER(sshangha_state, pf2_rowscroll)
	AM_RANGE(0x206800, 0x207fff) AM_RAM
	AM_RANGE(0x300000, 0x30000f) AM_WRITE(sshangha_control_0_w)
	AM_RANGE(0x320000, 0x320001) AM_WRITE(sshangha_video_w)
	AM_RANGE(0x320002, 0x320005) AM_WRITENOP
	AM_RANGE(0x320006, 0x320007) AM_READNOP //irq ack

	AM_RANGE(0x340000, 0x340fff) AM_RAM AM_BASE_GENERIC(spriteram)
	AM_RANGE(0x350000, 0x350001) AM_READ(deco_71_r)
	AM_RANGE(0x350000, 0x350007) AM_WRITENOP
	AM_RANGE(0x360000, 0x360fff) AM_RAM AM_BASE_GENERIC(spriteram2)
	AM_RANGE(0x370000, 0x370001) AM_READ(deco_71_r)
	AM_RANGE(0x370000, 0x370007) AM_WRITENOP

	AM_RANGE(0x380000, 0x3803ff) AM_RAM_WRITE(paletteram16_xbgr_word_be_sprites_w) AM_BASE_MEMBER(sshangha_state, sprite_paletteram)
	AM_RANGE(0x380400, 0x3807ff) AM_RAM_WRITE(paletteram16_xbgr_word_be_tilehigh_w) AM_BASE_MEMBER(sshangha_state, tile_paletteram2)
	AM_RANGE(0x380800, 0x380bff) AM_RAM_WRITE(paletteram16_xbgr_word_be_sprites2_w) AM_BASE_MEMBER(sshangha_state, sprite_paletteram2)
	AM_RANGE(0x380c00, 0x380fff) AM_RAM_WRITE(paletteram16_xbgr_word_be_tilelow_w) AM_BASE_MEMBER(sshangha_state, tile_paletteram1)
	AM_RANGE(0x381000, 0x383fff) AM_RAM // unused palette area

	AM_RANGE(0xfec000, 0xff3fff) AM_RAM
	AM_RANGE(0xff4000, 0xff47ff) AM_READWRITE(sshangha_protection16_r,sshangha_protection16_w) AM_BASE_MEMBER(sshangha_state, prot_data)
ADDRESS_MAP_END

static ADDRESS_MAP_START( sshanghb_map, ADDRESS_SPACE_PROGRAM, 16 )
	AM_RANGE(0x000000, 0x03ffff) AM_ROM
	AM_RANGE(0x084000, 0x0847ff) AM_READ(sshanghb_protection16_r)
	AM_RANGE(0x101000, 0x10100f) AM_RAM AM_BASE_MEMBER(sshangha_state, sound_shared_ram) /* the bootleg writes here */

	AM_RANGE(0x200000, 0x201fff) AM_RAM_WRITE(sshangha_pf1_data_w) AM_BASE_MEMBER(sshangha_state, pf1_data)
	AM_RANGE(0x202000, 0x203fff) AM_RAM_WRITE(sshangha_pf2_data_w) AM_BASE_MEMBER(sshangha_state, pf2_data)
	AM_RANGE(0x204000, 0x2047ff) AM_RAM AM_BASE_MEMBER(sshangha_state, pf1_rowscroll)
	AM_RANGE(0x206000, 0x2067ff) AM_RAM AM_BASE_MEMBER(sshangha_state, pf2_rowscroll)
	AM_RANGE(0x206800, 0x207fff) AM_RAM
	AM_RANGE(0x300000, 0x30000f) AM_WRITE(sshangha_control_0_w)
	AM_RANGE(0x320000, 0x320001) AM_WRITE(sshangha_video_w)
	AM_RANGE(0x320002, 0x320005) AM_WRITENOP
	AM_RANGE(0x320006, 0x320007) AM_READNOP //irq ack

	AM_RANGE(0x340000, 0x340fff) AM_RAM // original spriteram

	AM_RANGE(0x380000, 0x3803ff) AM_RAM_WRITE(paletteram16_xbgr_word_be_sprites_w) AM_BASE_MEMBER(sshangha_state, sprite_paletteram)
	AM_RANGE(0x380400, 0x3807ff) AM_RAM_WRITE(paletteram16_xbgr_word_be_tilehigh_w) AM_BASE_MEMBER(sshangha_state, tile_paletteram2)
	AM_RANGE(0x380800, 0x380bff) AM_RAM_WRITE(paletteram16_xbgr_word_be_sprites2_w) AM_BASE_MEMBER(sshangha_state, sprite_paletteram2)
	AM_RANGE(0x380c00, 0x380fff) AM_RAM_WRITE(paletteram16_xbgr_word_be_tilelow_w) AM_BASE_MEMBER(sshangha_state, tile_paletteram1)
	AM_RANGE(0x381000, 0x383fff) AM_RAM // unused palette area

	AM_RANGE(0x3c0000, 0x3c0fff) AM_RAM AM_BASE_GENERIC(spriteram) // bootleg spriteram
	AM_RANGE(0xfec000, 0xff3fff) AM_RAM
	AM_RANGE(0xff4000, 0xff47ff) AM_RAM
ADDRESS_MAP_END

/******************************************************************************/

/* 8 "sound latches" shared between main and sound cpus. */

static READ8_HANDLER(sshangha_sound_shared_r)
{
	sshangha_state *state = space->machine->driver_data<sshangha_state>();
	return state->sound_shared_ram[offset] & 0xff;
}

static WRITE8_HANDLER(sshangha_sound_shared_w)
{
	sshangha_state *state = space->machine->driver_data<sshangha_state>();
	state->sound_shared_ram[offset] = data & 0xff;
}

/* Note: there's rom data after 0x8000 but the game never seem to call a rom bank, left-over? */
static ADDRESS_MAP_START( sshangha_sound_map, ADDRESS_SPACE_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x7fff) AM_ROM
	AM_RANGE(0xc000, 0xc001) AM_DEVREADWRITE("ymsnd", ym2203_r,ym2203_w)
	AM_RANGE(0xc200, 0xc201) AM_DEVREADWRITE_MODERN("oki", okim6295_device, read, write)
	AM_RANGE(0xf800, 0xf807) AM_READWRITE(sshangha_sound_shared_r,sshangha_sound_shared_w)
	AM_RANGE(0xf808, 0xffff) AM_RAM
ADDRESS_MAP_END

/******************************************************************************/

static INPUT_PORTS_START( sshangha )
	PORT_START("INPUTS")	/* 0xfec046.b - 0xfec047.b */
	PORT_BIT( 0x0001, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(1)
	PORT_BIT( 0x0002, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(1)
	PORT_BIT( 0x0004, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(1)
	PORT_BIT( 0x0008, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(1)
	PORT_BIT( 0x0010, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(1) PORT_NAME("P1 Pick Tile")
	PORT_BIT( 0x0020, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(1) PORT_NAME("P1 Cancel")
	PORT_BIT( 0x0040, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(1) PORT_NAME("P1 Help")
	PORT_BIT( 0x0080, IP_ACTIVE_LOW, IPT_START1 )
	PORT_BIT( 0x0100, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(2)
	PORT_BIT( 0x0200, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(2)
	PORT_BIT( 0x0400, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(2)
	PORT_BIT( 0x0800, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(2)
	PORT_BIT( 0x1000, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(2) PORT_NAME("P2 Pick Tile")
	PORT_BIT( 0x2000, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(2) PORT_NAME("P2 Cancel")
	PORT_BIT( 0x4000, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(2) PORT_NAME("P2 Help")
	PORT_BIT( 0x8000, IP_ACTIVE_LOW, IPT_START2 )

	PORT_START("SYSTEM")
	PORT_BIT( 0x0001, IP_ACTIVE_LOW, IPT_COIN1 )
	PORT_BIT( 0x0002, IP_ACTIVE_LOW, IPT_COIN2 )
	PORT_BIT( 0x0004, IP_ACTIVE_LOW, IPT_SERVICE1 )
	PORT_BIT( 0x0008, IP_ACTIVE_HIGH, IPT_VBLANK )
	PORT_BIT( 0x0010, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x0020, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x0040, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x0080, IP_ACTIVE_LOW, IPT_UNKNOWN )

	/* Dips seem inverted with respect to other Deco games */
	PORT_START("DSW")	/* 0xfec04b.b - 0xfec04a.b, inverted bits order */
	PORT_DIPNAME( 0x0080, 0x0080, DEF_STR( Demo_Sounds ) )	// To be confirmed
	PORT_DIPSETTING(      0x0000, DEF_STR( Off ) )
	PORT_DIPSETTING(      0x0080, DEF_STR( On ) )
	PORT_DIPNAME( 0x0040, 0x0040, DEF_STR( Flip_Screen ) )
	PORT_DIPSETTING(      0x0040, DEF_STR( Off ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( On ) )
	PORT_SERVICE( 0x0020, IP_ACTIVE_LOW )
	PORT_DIPNAME( 0x0010, 0x0010, "Coin Mode" )			// Check code at 0x000010f2
	PORT_DIPSETTING(      0x0010, "Mode 1" )
	PORT_DIPSETTING(      0x0000, "Mode 2" )
	PORT_DIPNAME( 0x000c, 0x000c, DEF_STR( Coin_A ) )
	PORT_DIPSETTING(      0x0008, DEF_STR( 2C_1C ) ) PORT_CONDITION("DSW", 0x0010, PORTCOND_EQUALS, 0x0010) //Mode 1
	PORT_DIPSETTING(      0x000c, DEF_STR( 1C_1C ) ) PORT_CONDITION("DSW", 0x0010, PORTCOND_EQUALS, 0x0010) //Mode 1
	PORT_DIPSETTING(      0x0000, DEF_STR( 2C_3C ) ) PORT_CONDITION("DSW", 0x0010, PORTCOND_EQUALS, 0x0010) //Mode 1
	PORT_DIPSETTING(      0x0004, DEF_STR( 1C_2C ) ) PORT_CONDITION("DSW", 0x0010, PORTCOND_EQUALS, 0x0010) //Mode 1
	PORT_DIPSETTING(      0x0000, DEF_STR( 4C_1C ) ) PORT_CONDITION("DSW", 0x0010, PORTCOND_NOTEQUALS, 0x0010) //Mode 2
	PORT_DIPSETTING(      0x0008, DEF_STR( 3C_1C ) ) PORT_CONDITION("DSW", 0x0010, PORTCOND_NOTEQUALS, 0x0010) //Mode 2
	PORT_DIPSETTING(      0x000c, DEF_STR( 1C_1C ) ) PORT_CONDITION("DSW", 0x0010, PORTCOND_NOTEQUALS, 0x0010) //Mode 2
	PORT_DIPSETTING(      0x0004, DEF_STR( 1C_4C ) ) PORT_CONDITION("DSW", 0x0010, PORTCOND_NOTEQUALS, 0x0010) //Mode 2
	PORT_DIPNAME( 0x0003, 0x0003, DEF_STR( Coin_B ) )
	PORT_DIPSETTING(      0x0002, DEF_STR( 2C_1C ) ) PORT_CONDITION("DSW", 0x0010, PORTCOND_EQUALS, 0x0010) //Mode 1
	PORT_DIPSETTING(      0x0003, DEF_STR( 1C_1C ) ) PORT_CONDITION("DSW", 0x0010, PORTCOND_EQUALS, 0x0010) //Mode 1
	PORT_DIPSETTING(      0x0000, DEF_STR( 2C_3C ) ) PORT_CONDITION("DSW", 0x0010, PORTCOND_EQUALS, 0x0010) //Mode 1
	PORT_DIPSETTING(      0x0001, DEF_STR( 1C_2C ) ) PORT_CONDITION("DSW", 0x0010, PORTCOND_EQUALS, 0x0010) //Mode 1
	PORT_DIPSETTING(      0x0000, DEF_STR( 4C_1C ) ) PORT_CONDITION("DSW", 0x0010, PORTCOND_NOTEQUALS, 0x0010) //Mode 2
	PORT_DIPSETTING(      0x0002, DEF_STR( 3C_1C ) ) PORT_CONDITION("DSW", 0x0010, PORTCOND_NOTEQUALS, 0x0010) //Mode 2
	PORT_DIPSETTING(      0x0003, DEF_STR( 1C_1C ) ) PORT_CONDITION("DSW", 0x0010, PORTCOND_NOTEQUALS, 0x0010) //Mode 2
	PORT_DIPSETTING(      0x0001, DEF_STR( 1C_4C ) ) PORT_CONDITION("DSW", 0x0010, PORTCOND_NOTEQUALS, 0x0010) //Mode 2
	PORT_DIPNAME( 0xc000, 0xc000, DEF_STR( Difficulty ) )
	PORT_DIPSETTING(      0x4000, DEF_STR( Easy ) )
	PORT_DIPSETTING(      0xc000, DEF_STR( Normal ) )
	PORT_DIPSETTING(      0x8000, DEF_STR( Hard ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( Hardest ) )
#if SSHANGHA_HACK
	PORT_DIPNAME( 0x2000, 0x2000, "Debug Mode" )
	PORT_DIPSETTING(      0x2000, DEF_STR( Off ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( On ) )
#else
	PORT_DIPUNUSED( 0x2000, IP_ACTIVE_LOW )                   // See notes
#endif
	PORT_DIPUNUSED( 0x1000, IP_ACTIVE_LOW )
	PORT_DIPNAME( 0x0800, 0x0800, "Tile Animation" )
	PORT_DIPSETTING(      0x0000, DEF_STR( No ) )
	PORT_DIPSETTING(      0x0800, DEF_STR( Yes ) )
	PORT_DIPNAME( 0x0400, 0x0400, "Use Mahjong Tiles" )
	PORT_DIPSETTING(      0x0000, DEF_STR( No ) )
	PORT_DIPSETTING(      0x0400, DEF_STR( Yes ) )
	PORT_DIPNAME( 0x0200, 0x0200, "Adult Mode" )
	PORT_DIPSETTING(      0x0000, DEF_STR( No ) )
	PORT_DIPSETTING(      0x0200, DEF_STR( Yes ) )
	PORT_DIPNAME( 0x0100, 0x0100, "Quest Mode" )
	PORT_DIPSETTING(      0x0000, DEF_STR( No ) )
	PORT_DIPSETTING(      0x0100, DEF_STR( Yes ) )
INPUT_PORTS_END

/******************************************************************************/

static const gfx_layout charlayout =
{
	8,8,	/* 8*8 chars */
	4096,
	4,		/* 4 bits per pixel  */
	{ 8, 0, 0x100000*8+8,0x100000*8+0 },
	{ 0, 1, 2, 3, 4, 5, 6, 7 },
	{ 0*16, 1*16, 2*16, 3*16, 4*16, 5*16, 6*16, 7*16 },
	16*8
};

static const gfx_layout tilelayout =
{
	16,16,
	RGN_FRAC(1,2),
	4,
	{ 8, 0, 0x100000*8+8, 0x100000*8+0 },
	{ 32*8+0, 32*8+1, 32*8+2, 32*8+3, 32*8+4, 32*8+5, 32*8+6, 32*8+7,
		0, 1, 2, 3, 4, 5, 6, 7 },
	{ 0*16, 1*16, 2*16, 3*16, 4*16, 5*16, 6*16, 7*16,
			8*16, 9*16, 10*16, 11*16, 12*16, 13*16, 14*16, 15*16 },
	64*8
};

static GFXDECODE_START( sshangha )
	GFXDECODE_ENTRY( "gfx1", 0, charlayout,  0x200, 64 ) /* Characters 8x8 */
	GFXDECODE_ENTRY( "gfx1", 0, tilelayout,  0x200, 64 ) /* Tiles 16x16 */
	GFXDECODE_ENTRY( "gfx2", 0, tilelayout,    0, 64 ) /* Sprites 16x16 */
GFXDECODE_END

/******************************************************************************/

static void irqhandler(device_t *device, int state)
{
	cputag_set_input_line(device->machine, "audiocpu", 0, state);
}

static const ym2203_interface ym2203_config =
{
	{
		AY8910_LEGACY_OUTPUT,
		AY8910_DEFAULT_LOADS,
		DEVCB_NULL, DEVCB_NULL, DEVCB_NULL, DEVCB_NULL
	},
	irqhandler
};

static MACHINE_CONFIG_START( sshangha, sshangha_state )

	/* basic machine hardware */
	MCFG_CPU_ADD("maincpu", M68000, 28000000/2)
	MCFG_CPU_PROGRAM_MAP(sshangha_map)
	MCFG_CPU_VBLANK_INT("screen", irq6_line_hold)

	MCFG_CPU_ADD("audiocpu", Z80, 16000000/4)
	MCFG_CPU_PROGRAM_MAP(sshangha_sound_map)

	MCFG_QUANTUM_TIME(attotime::from_hz(6000))

	MCFG_MACHINE_RESET(sshangha)	/* init machine */

	MCFG_SCREEN_ADD("screen", RASTER)
	MCFG_SCREEN_REFRESH_RATE(60)
	MCFG_SCREEN_VBLANK_TIME(ATTOSECONDS_IN_USEC(529))
	MCFG_SCREEN_FORMAT(BITMAP_FORMAT_RGB32)
	MCFG_SCREEN_SIZE(40*8, 32*8)
	MCFG_SCREEN_VISIBLE_AREA(0*8, 40*8-1, 1*8, 31*8-1)
	MCFG_SCREEN_UPDATE(sshangha)

	MCFG_GFXDECODE(sshangha)
	MCFG_PALETTE_LENGTH(0x4000)

	MCFG_DEVICE_ADD("spritegen1", decospr_, 0)
	decospr_device_config::set_gfx_region(device, 2);

	MCFG_DEVICE_ADD("spritegen2", decospr_, 0)
	decospr_device_config::set_gfx_region(device, 2);


	MCFG_VIDEO_START(sshangha)

	/* sound hardware */
	MCFG_SPEAKER_STANDARD_STEREO("lspeaker", "rspeaker") /* sure it's stereo? */

	MCFG_SOUND_ADD("ymsnd", YM2203, 16000000/4)
	MCFG_SOUND_CONFIG(ym2203_config)
	MCFG_SOUND_ROUTE(ALL_OUTPUTS, "lspeaker", 0.33)
	MCFG_SOUND_ROUTE(ALL_OUTPUTS, "rspeaker", 0.33)

	MCFG_OKIM6295_ADD("oki", 1023924, OKIM6295_PIN7_HIGH) // clock frequency & pin 7 not verified
	MCFG_SOUND_ROUTE(ALL_OUTPUTS, "lspeaker", 0.27)
	MCFG_SOUND_ROUTE(ALL_OUTPUTS, "rspeaker", 0.27)
MACHINE_CONFIG_END

static MACHINE_CONFIG_DERIVED( sshanghb, sshangha )

	MCFG_CPU_MODIFY("maincpu")
	MCFG_CPU_PROGRAM_MAP(sshanghb_map)
MACHINE_CONFIG_END

/******************************************************************************/

ROM_START( sshangha )
	ROM_REGION( 0x40000, "maincpu", 0 ) /* 68000 code */
	ROM_LOAD16_BYTE( "ss007-1.u28", 0x00000, 0x20000, CRC(bc466edf) SHA1(b96525b2c879d15b46a7753fa6ebf12a851cd019) )
	ROM_LOAD16_BYTE( "ss006-1.u27", 0x00001, 0x20000, CRC(872a2a2d) SHA1(42d7a01465d5c403354aaf0f2dab8adb9afe61b0) )

	ROM_REGION( 0x10000, "audiocpu", 0 )	/* Sound CPU */
	ROM_LOAD( "ss008.u82", 0x000000, 0x010000, CRC(04dc3647) SHA1(c06a7e8932c03de5759a9b69da0d761006b49517) )

	ROM_REGION( 0x200000, "gfx1", 0 )
	ROM_LOAD( "ss001.u8",  0x000000, 0x100000, CRC(ebeca5b7) SHA1(1746e757ad9bbef2aa9028c54f25d4aa4dedf79e) )
	ROM_LOAD( "ss002.u7",  0x100000, 0x100000, CRC(67659f29) SHA1(50944877665b7b848b3f7063892bd39a96a847cf) )

	ROM_REGION( 0x200000, "gfx2", 0 )
	ROM_LOAD( "ss003.u39", 0x000000, 0x100000, CRC(fbecde72) SHA1(2fe32b28e77ec390c534d276261eefac3fbe21fd) ) /* Copy of rom at u47 */
	ROM_LOAD( "ss004.u37", 0x100000, 0x100000, CRC(98b82c5e) SHA1(af1b52d4b36b1776c148478b5a5581e6a57256b8) ) /* Copy of rom at u46 */

	ROM_REGION( 0x40000, "oki", 0 )	/* ADPCM samples */
	ROM_LOAD( "ss005.u86", 0x000000, 0x040000, CRC(c53a82ad) SHA1(756e453c8b5ce8e47f93fbda3a9e48bb73e93e2e) )
ROM_END

ROM_START( sshanghab )
	ROM_REGION( 0x40000, "maincpu", 0 ) /* 68000 code */
	ROM_LOAD16_BYTE( "sshanb_2.010", 0x00000, 0x20000, CRC(bc7ed254) SHA1(aeee4b8a8265902bb41575cc143738ecf3aff57d) )
	ROM_LOAD16_BYTE( "sshanb_1.010", 0x00001, 0x20000, CRC(7b049f49) SHA1(2570077c67dbd35053d475a18c3f10813bf914f7) )

	ROM_REGION( 0x10000, "audiocpu", 0 )	/* Sound CPU */
	ROM_LOAD( "ss008.u82", 0x000000, 0x010000, CRC(04dc3647) SHA1(c06a7e8932c03de5759a9b69da0d761006b49517) )

	ROM_REGION( 0x200000, "gfx1", 0 )
	ROM_LOAD( "ss001.u8",  0x000000, 0x100000, CRC(ebeca5b7) SHA1(1746e757ad9bbef2aa9028c54f25d4aa4dedf79e) )
	ROM_LOAD( "ss002.u7",  0x100000, 0x100000, CRC(67659f29) SHA1(50944877665b7b848b3f7063892bd39a96a847cf) )

	ROM_REGION( 0x200000, "gfx2", 0 )
	ROM_LOAD( "ss003.u39", 0x000000, 0x100000, CRC(fbecde72) SHA1(2fe32b28e77ec390c534d276261eefac3fbe21fd) ) /* Copy of rom at u47 */
	ROM_LOAD( "ss004.u37", 0x100000, 0x100000, CRC(98b82c5e) SHA1(af1b52d4b36b1776c148478b5a5581e6a57256b8) ) /* Copy of rom at u46 */

	ROM_REGION( 0x40000, "oki", 0 )	/* ADPCM samples */
	ROM_LOAD( "ss005.u86", 0x000000, 0x040000, CRC(c53a82ad) SHA1(756e453c8b5ce8e47f93fbda3a9e48bb73e93e2e) )
ROM_END


static DRIVER_INIT( sshangha )
{
#if SSHANGHA_HACK
	/* This is a hack to allow you to use the extra features
         of the first "Unused" Dip Switch (see notes above). */
	UINT16 *RAM = (UINT16 *)machine->region("maincpu")->base();
	RAM[0x000384/2] = 0x4e71;
	RAM[0x000386/2] = 0x4e71;
	RAM[0x000388/2] = 0x4e71;
	RAM[0x00038a/2] = 0x4e71;
	/* To avoid checksum error (only useful for 'sshangha') */
	RAM[0x000428/2] = 0x4e71;
	RAM[0x00042a/2] = 0x4e71;
#endif
}


GAME( 1992, sshangha, 0,        sshangha, sshangha, sshangha, ROT0, "Hot-B",   "Super Shanghai Dragon's Eye (Japan)", GAME_UNEMULATED_PROTECTION | GAME_NOT_WORKING )
GAME( 1992, sshanghab,sshangha, sshanghb, sshangha, sshangha, ROT0, "bootleg", "Super Shanghai Dragon's Eye (World, bootleg)", 0 )