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/**********************************************************************************************************************
 Championship VBall
 Driver by Paul "TBBle" Hampson

 TODO:
 Needs to be tilemapped. The background layer and sprite layer are identical to spdodgeb, except for the
  back-switched graphics roms and the size of the pallete banks.
 Someone needs to look at Naz's board, and see what PCM sound chips are present.
 And get whatever's in the dip package on Naz's board. (BG/FG Roms, I hope)
 I'd also love to know whether Naz's is a bootleg or is missing the story for a different reason (US release?)

 03/28/03 - Additions by Steve Ellenoff
 ---------------------------------------

 -Corrected background tiles (tiles are really 512x512 not 256x256 as previously setup)
 -Converted rendering to tilemap system
 -Implemented Scroll Y registers
 -Implemented X Line Scrolling (only seems to be used for displaying Hawaii and Airfield Map Screen)
 -Adjusted visible screen size to match more closely the real game
 -Added support for cocktail mode/flip screen
 -Adjusted Difficulty Dip settings based on some game testing I did
 -Confirmed the US version uses the oki6295 and does not display the story in attract mode like the JP version
 -Confirmed the Background graphics are contained in that unusual looking dip package on the US board,
  (need help figuring out the pinout so I can try and dump it)


 Remaining Issues:
 -1) IRQ & NMI code is totally guessed, and needs to be solved properly

Measurements from Guru (someone needs to rewrite INTERRUPT_GEN() in video/vball.c):
6502 /IRQ = 1.720kHz
6202 /NMI = 58 Hz
VBlank = 58Hz


 -2) X Line Scrolling doesn't work 100% when Flip Screen Dip is set
 -3) 2 Player Version - Dips for difficulty don't seem to work or just need more testing

 -4) 2 Player Version - sound ROM is different and the adpmc chip is addressed differently
                        Changed it to use a rom that was dumped from original PCB (readme below),
                        this makes the non-working ROM not used - i don't know where it come from.



  U.S. Championship V'Ball (Japan)
  Technos, 1988

  PCB Layout
  ----------


  TA-0025-P1-02 (M6100357A BEACH VOLLEY 880050B04)
  |---------------------------------------------------------------------|
  |          YM3014  M6295             25J1-0.47   YM2151   3.579545MHz |
  |                1.056MHz  25J0-0.78   Z80       6116                 |
  |                                                                     |
  |                                                                     |
  |                                                                     |
  |                                                                     |
  |    6502 25J2-2-5.124 6116                                           |
  |                                                                     |
  |                    2016                                     12MHz   |
  |J                                                                    |
  |A                                             2016  2016             |
  |M                                                                    |
  |M                                                                    |
  |A                                                                    |
  |  DSW1                              6264     25J4-0.35  25J3-0.5     |
  |  DSW2                                                               |
  |       25J6-0.144                                                    |
  |       25J5-0.143 2016                                               |
  |                       -------------------                           |
  |25J7-0.160             |                 |                           |
  |                       | TOSHIBA  0615   |                           |
  |                  2016 |                 |                           |
  |                       | T5324   TRJ-101 |                           |
  |                       |                 |                           |
  |-----------------------|-----------------|---------------------------|


  Notes:
        6502 clock: 2.000MHz
         Z80 clock: 3.579545MHz
      YM2151 clock: 3.579545MHz
       M6295 clock: 1.056MHz, sample rate = 8kHz (i.e. 1056000/132)


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

#include "driver.h"
#include "deprecat.h"
#include "cpu/m6502/m6502.h"
#include "cpu/z80/z80.h"
#include "sound/2151intf.h"
#include "sound/okim6295.h"
#include "includes/vball.h"

#define MAIN_CLOCK		XTAL_12MHz
#define CPU_CLOCK			MAIN_CLOCK / 6
#define PIXEL_CLOCK		MAIN_CLOCK / 2

/* Based on ddragon driver */
INLINE int scanline_to_vcount(int scanline)
{
	int vcount = scanline + 8;
	if (vcount < 0x100)
		return vcount;
	else
		return (vcount - 0x18) | 0x100;
}

static TIMER_DEVICE_CALLBACK( vball_scanline )
{
	int scanline = param;
	int screen_height = video_screen_get_height(timer->machine->primary_screen);
	int vcount_old = scanline_to_vcount((scanline == 0) ? screen_height - 1 : scanline - 1);
	int vcount = scanline_to_vcount(scanline);

	/* Update to the current point */
	if (scanline > 0)
	{
		video_screen_update_partial(timer->machine->primary_screen, scanline - 1);
	}

	/* IRQ fires every on every 8th scanline */
	if (!(vcount_old & 8) && (vcount & 8))
	{
		cpu_set_input_line(timer->machine->cpu[0], M6502_IRQ_LINE, ASSERT_LINE);
	}

	/* NMI fires on scanline 248 (VBL) and is latched */
	if (vcount == 0xf8)
	{
		cpu_set_input_line(timer->machine->cpu[0], INPUT_LINE_NMI, ASSERT_LINE);
	}

	/* Save the scroll x register value */
	if (scanline < 256)
	{
		vb_scrollx[255 - scanline] = (vb_scrollx_hi + vb_scrollx_lo+4);
	}
}

static WRITE8_HANDLER( vball_irq_ack_w )
{
	if (offset == 0)
		cpu_set_input_line(space->machine->cpu[0], INPUT_LINE_NMI, CLEAR_LINE);

	else
		cpu_set_input_line(space->machine->cpu[0], M6502_IRQ_LINE, CLEAR_LINE);
}


/* bit 0 = bank switch
   bit 1 = ?
   bit 2 = ?
   bit 3 = ?
   bit 4 = ?
   bit 5 = graphics tile offset
   bit 6 = scroll y hi
   bit 7 = ?
*/
static WRITE8_HANDLER( vb_bankswitch_w )
{
	UINT8 *RAM = memory_region(space->machine, "maincpu");
	memory_set_bankptr(space->machine,  1,&RAM[ 0x10000 + ( 0x4000 * ( data & 1 ) ) ] );

	if (vball_gfxset != ((data  & 0x20) ^ 0x20)) {
		vball_gfxset = (data  & 0x20) ^ 0x20;
			vb_mark_all_dirty();
	}
	vb_scrolly_hi = (data & 0x40)<<2;
}

/* The sound system comes all but verbatim from Double Dragon */
static WRITE8_HANDLER( cpu_sound_command_w ) {
	soundlatch_w( space, offset, data );
	cpu_set_input_line(space->machine->cpu[1], INPUT_LINE_NMI, PULSE_LINE );
}


/* bit 0 = flip screen
   bit 1 = scrollx hi
   bit 2 = bg prom bank
   bit 3 = bg prom bank
   bit 4 = bg prom bank
   bit 5 = sp prom bank
   bit 6 = sp prom bank
   bit 7 = sp prom bank
*/
static WRITE8_HANDLER( vb_scrollx_hi_w )
{
	flip_screen_set(space->machine, ~data&1);
	vb_scrollx_hi = (data & 0x02) << 7;
	vb_bgprombank_w(space->machine, (data >> 2)&0x07);
	vb_spprombank_w(space->machine, (data >> 5)&0x07);
	//logerror("%04x: vb_scrollx_hi = %d\n",cpu_get_previouspc(space->cpu), vb_scrollx_hi);
}

static WRITE8_HANDLER(vb_scrollx_lo_w)
{
	vb_scrollx_lo = data;
	//logerror("%04x: vb_scrollx_lo =%d\n",cpu_get_previouspc(space->cpu), vb_scrollx_lo);
}


static ADDRESS_MAP_START( readmem, ADDRESS_SPACE_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x0fff) AM_READ(SMH_RAM)
	AM_RANGE(0x1000, 0x1000) AM_READ_PORT("P1")
	AM_RANGE(0x1001, 0x1001) AM_READ_PORT("P2")
	AM_RANGE(0x1002, 0x1002) AM_READ_PORT("SYSTEM")
	AM_RANGE(0x1003, 0x1003) AM_READ_PORT("DSW1")
	AM_RANGE(0x1004, 0x1004) AM_READ_PORT("DSW2")
	AM_RANGE(0x1005, 0x1005) AM_READ_PORT("P3")
	AM_RANGE(0x1006, 0x1006) AM_READ_PORT("P4")
	AM_RANGE(0x4000, 0x7fff) AM_READ(SMH_BANK1)
	AM_RANGE(0x8000, 0xffff) AM_READ(SMH_ROM)
ADDRESS_MAP_END

static ADDRESS_MAP_START( vball2pj_readmem, ADDRESS_SPACE_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x0fff) AM_READ(SMH_RAM)
	AM_RANGE(0x1000, 0x1000) AM_READ_PORT("P1")
	AM_RANGE(0x1001, 0x1001) AM_READ_PORT("P2")
	AM_RANGE(0x1002, 0x1002) AM_READ_PORT("SYSTEM")
	AM_RANGE(0x1003, 0x1003) AM_READ_PORT("DSW1")
	AM_RANGE(0x1004, 0x1004) AM_READ_PORT("DSW2")
	AM_RANGE(0x1005, 0x1005) AM_READ(SMH_RAM)		//Strange, that these are read!
	AM_RANGE(0x1006, 0x1006) AM_READ(SMH_RAM)		//Strange, that these are read!
	AM_RANGE(0x4000, 0x7fff) AM_READ(SMH_BANK1)
	AM_RANGE(0x8000, 0xffff) AM_READ(SMH_ROM)
ADDRESS_MAP_END

//Cheaters note: Scores are stored in ram @ 0x57-0x58 (though the space is used for other things between matches)
static ADDRESS_MAP_START( writemem, ADDRESS_SPACE_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x07ff) AM_WRITE(SMH_RAM)
	AM_RANGE(0x0800, 0x08ff) AM_WRITE(SMH_RAM) AM_BASE(&spriteram) AM_SIZE(&spriteram_size)
	AM_RANGE(0x1008, 0x1008) AM_WRITE(vb_scrollx_hi_w)
	AM_RANGE(0x1009, 0x1009) AM_WRITE(vb_bankswitch_w)
	AM_RANGE(0x100a, 0x100b) AM_WRITE(vball_irq_ack_w)	/* is there a scanline counter here? */
	AM_RANGE(0x100c, 0x100c) AM_WRITE(vb_scrollx_lo_w)
	AM_RANGE(0x100d, 0x100d) AM_WRITE(cpu_sound_command_w)
	AM_RANGE(0x100e, 0x100e) AM_WRITE(SMH_RAM) AM_BASE(&vb_scrolly_lo)
	AM_RANGE(0x2000, 0x2fff) AM_WRITE(vb_videoram_w) AM_BASE(&vb_videoram)
	AM_RANGE(0x3000, 0x3fff) AM_WRITE(vb_attrib_w) AM_BASE(&vb_attribram)
	AM_RANGE(0x4000, 0xffff) AM_WRITE(SMH_ROM)
ADDRESS_MAP_END

static ADDRESS_MAP_START( sound_readmem, ADDRESS_SPACE_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x7fff) AM_READ(SMH_ROM)
	AM_RANGE(0x8000, 0x87ff) AM_READ(SMH_RAM)
	AM_RANGE(0x8800, 0x8801) AM_DEVREAD(SOUND, "ym", ym2151_r)
	AM_RANGE(0x9800, 0x9800) AM_DEVREAD(SOUND, "oki", okim6295_r)
	AM_RANGE(0xA000, 0xA000) AM_READ(soundlatch_r)
ADDRESS_MAP_END

static ADDRESS_MAP_START( sound_writemem, ADDRESS_SPACE_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x7fff) AM_WRITE(SMH_ROM)
	AM_RANGE(0x8000, 0x87ff) AM_WRITE(SMH_RAM)
	AM_RANGE(0x8800, 0x8801) AM_DEVWRITE(SOUND, "ym", ym2151_w)
	AM_RANGE(0x9800, 0x9803) AM_DEVWRITE(SOUND, "oki", okim6295_w)
ADDRESS_MAP_END


static INPUT_PORTS_START( common )
	PORT_START("P1")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(1)
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(1)
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(1)
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(1)
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(1)
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(1)
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_START1 )

	PORT_START("P2")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(2)
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(2)
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(2)
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(2)
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(2)
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(2)
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_START2 )

	PORT_START("SYSTEM")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_COIN1 )
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_COIN2 )
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_SERVICE1 )
	PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_VBLANK )
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_UNUSED )
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNUSED )
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNUSED )
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNUSED )

	PORT_START("DSW2")
	PORT_DIPNAME( 0x07, 0x07, DEF_STR( Coin_A ) )
	PORT_DIPSETTING(    0x00, DEF_STR( 4C_1C ) )
	PORT_DIPSETTING(    0x01, DEF_STR( 3C_1C ) )
	PORT_DIPSETTING(    0x02, DEF_STR( 2C_1C ) )
	PORT_DIPSETTING(    0x07, DEF_STR( 1C_1C ) )
	PORT_DIPSETTING(    0x06, DEF_STR( 1C_2C ) )
	PORT_DIPSETTING(    0x05, DEF_STR( 1C_3C ) )
	PORT_DIPSETTING(    0x04, DEF_STR( 1C_4C ) )
	PORT_DIPSETTING(    0x03, DEF_STR( 1C_5C ) )
	PORT_DIPNAME( 0x38, 0x38, DEF_STR( Coin_B ) )
	PORT_DIPSETTING(    0x00, DEF_STR( 4C_1C ) )
	PORT_DIPSETTING(    0x08, DEF_STR( 3C_1C ) )
	PORT_DIPSETTING(    0x10, DEF_STR( 2C_1C ) )
	PORT_DIPSETTING(    0x38, DEF_STR( 1C_1C ) )
	PORT_DIPSETTING(    0x30, DEF_STR( 1C_2C ) )
	PORT_DIPSETTING(    0x28, DEF_STR( 1C_3C ) )
	PORT_DIPSETTING(    0x20, DEF_STR( 1C_4C ) )
	PORT_DIPSETTING(    0x18, DEF_STR( 1C_5C ) )
	PORT_DIPNAME( 0x40, 0x00, DEF_STR( Flip_Screen ) )
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x40, DEF_STR( On ) )
	PORT_DIPNAME( 0x80, 0x80, DEF_STR( Demo_Sounds ) )
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x80, DEF_STR( On ) )
INPUT_PORTS_END

static INPUT_PORTS_START( vball )
	PORT_INCLUDE( common )

	/* The dipswitch instructions in naz's dump (vball) don't quite sync here) */
	/* Looks like the pins from the dips to the board were mixed up a little. */

	PORT_START("DSW1")
	PORT_DIPNAME( 0x03, 0x03, DEF_STR( Difficulty ) )
// I've adjusted these to what I think is correct from gameplay testing - SJE - 03/28/03
	PORT_DIPSETTING(    0x02, DEF_STR( Easy ) )
	PORT_DIPSETTING(    0x03, DEF_STR( Medium ) )
	PORT_DIPSETTING(    0x01, DEF_STR( Hard ) )
	PORT_DIPSETTING(    0x00, DEF_STR( Very_Hard ) )
	PORT_DIPNAME( 0x0c, 0x00, "Single Player Game Time")
	PORT_DIPSETTING(    0x00, "1:15")
	PORT_DIPSETTING(    0x04, "1:30")
	PORT_DIPSETTING(    0x0c, "1:45")
	PORT_DIPSETTING(    0x08, "2:00")
	PORT_DIPNAME( 0x30, 0x00, "Start Buttons (4-player)")
	PORT_DIPSETTING(    0x00, DEF_STR( Normal ) )
	PORT_DIPSETTING(    0x20, "Button A")
	PORT_DIPSETTING(    0x10, "Button B")
	PORT_DIPSETTING(    0x30, DEF_STR( Normal ) )
	PORT_DIPNAME( 0x40, 0x40, "PL 1&4 (4-player)")
	PORT_DIPSETTING(    0x40, DEF_STR( Normal ) )
	PORT_DIPSETTING(    0x00, "Rot 90")
	PORT_DIPNAME( 0x80, 0x00, "Player Mode")
	PORT_DIPSETTING(    0x80, "2")
	PORT_DIPSETTING(    0x00, "4")

	PORT_START("P3")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(3)
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(3)
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(3)
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(3)
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(3)
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(3)
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_START3 )

	PORT_START("P4")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(4)
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(4)
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(4)
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(4)
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(4)
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(4)
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_START4 )
INPUT_PORTS_END

static INPUT_PORTS_START (vball2pj)
	PORT_INCLUDE( common )

	/* The 2-player roms have the game-time in the difficulty spot, and
       I've assumed vice-versa. (VS the instructions scanned in Naz's dump) */

	PORT_START("DSW1")
	PORT_DIPNAME( 0x03, 0x00, "Single Player Game Time")
	PORT_DIPSETTING(    0x00, "1:30")
	PORT_DIPSETTING(    0x01, "1:45")
	PORT_DIPSETTING(    0x03, "2:00")
	PORT_DIPSETTING(    0x02, "2:15")
	PORT_DIPNAME( 0x0c, 0x0c, DEF_STR( Difficulty ) )
	// This ordering is assumed. Someone has to play it a lot and find out.
	PORT_DIPSETTING(    0x04, DEF_STR( Easy ) )
	PORT_DIPSETTING(    0x00, DEF_STR( Medium ) )
	PORT_DIPSETTING(    0x08, DEF_STR( Hard ) )
	PORT_DIPSETTING(    0x0c, DEF_STR( Very_Hard ) )
INPUT_PORTS_END


static const gfx_layout charlayout =
{
	8,8,
	RGN_FRAC(1,1),
	4,
	{ 0, 2, 4, 6 },
	{ 0*8*8+1, 0*8*8+0, 1*8*8+1, 1*8*8+0, 2*8*8+1, 2*8*8+0, 3*8*8+1, 3*8*8+0 },
	{ 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8 },
	32*8
};

static const gfx_layout spritelayout =
{
	16,16,
	RGN_FRAC(1,2),
	4,
	{ RGN_FRAC(1,2)+0, RGN_FRAC(1,2)+4, 0, 4 },
	{ 3, 2, 1, 0, 16*8+3, 16*8+2, 16*8+1, 16*8+0,
		  32*8+3, 32*8+2, 32*8+1, 32*8+0, 48*8+3, 48*8+2, 48*8+1, 48*8+0 },
	{ 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8,
		  8*8, 9*8, 10*8, 11*8, 12*8, 13*8, 14*8, 15*8 },
	64*8
};


static GFXDECODE_START( vb )
	GFXDECODE_ENTRY( "gfx1", 0, charlayout,     0, 8 )	/* 8x8 chars */
	GFXDECODE_ENTRY( "gfx2", 0, spritelayout, 128, 8 )	/* 16x16 sprites */
GFXDECODE_END


static void vball_irq_handler(const device_config *device, int irq)
{
	cpu_set_input_line(device->machine->cpu[1], 0 , irq ? ASSERT_LINE : CLEAR_LINE );
}

static const ym2151_interface ym2151_config =
{
	vball_irq_handler
};


static MACHINE_DRIVER_START( vball )

	/* basic machine hardware */
 	MDRV_CPU_ADD("maincpu", M6502, CPU_CLOCK)	/* 2 MHz - measured by guru but it makes the game far far too slow ?! */
	MDRV_CPU_PROGRAM_MAP(readmem,writemem)
	MDRV_TIMER_ADD_SCANLINE("scantimer", vball_scanline, "screen", 0, 1)

	MDRV_CPU_ADD("audiocpu", Z80, 3579545)	/* 3.579545 MHz */
	MDRV_CPU_PROGRAM_MAP(sound_readmem,sound_writemem)

	/* video hardware */
	MDRV_SCREEN_ADD("screen", RASTER)
	MDRV_SCREEN_FORMAT(BITMAP_FORMAT_INDEXED16)
	MDRV_SCREEN_SIZE(32*8, 32*8)
	MDRV_SCREEN_RAW_PARAMS(PIXEL_CLOCK, 384, 0, 256, 272, 8, 248)	/* based on ddragon driver */

	MDRV_GFXDECODE(vb)
	MDRV_PALETTE_LENGTH(256)

	MDRV_VIDEO_START(vb)
	MDRV_VIDEO_UPDATE(vb)

	/* sound hardware */
	MDRV_SPEAKER_STANDARD_STEREO("lspeaker", "rspeaker")

	MDRV_SOUND_ADD("ym", YM2151, 3579545)
	MDRV_SOUND_CONFIG(ym2151_config)
	MDRV_SOUND_ROUTE(0, "lspeaker", 0.60)
	MDRV_SOUND_ROUTE(1, "rspeaker", 0.60)

	MDRV_SOUND_ADD("oki", OKIM6295, 1056000)
	MDRV_SOUND_CONFIG(okim6295_interface_pin7high)
	MDRV_SOUND_ROUTE(ALL_OUTPUTS, "lspeaker", 1.0)
	MDRV_SOUND_ROUTE(ALL_OUTPUTS, "rspeaker", 1.0)
MACHINE_DRIVER_END

static MACHINE_DRIVER_START( vball2pj )
	MDRV_IMPORT_FROM(vball)

	MDRV_CPU_MODIFY("maincpu")
	MDRV_CPU_PROGRAM_MAP(vball2pj_readmem,writemem)
MACHINE_DRIVER_END


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

  Game driver(s)

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

ROM_START( vball ) /* US version */
	ROM_REGION( 0x18000, "maincpu", 0 ) /* Main CPU */
	ROM_LOAD( "25a2-4.124",   0x10000, 0x08000, CRC(06d0c013) SHA1(e818ae0ffb32bcf97da2651a9b8efbd4859b2f4c) )/* Bankswitched */
	ROM_CONTINUE(		  0x08000, 0x08000 ) /* Static code  */

	ROM_REGION( 0x10000, "audiocpu", 0 ) /* region#2: music CPU, 64kb */
	ROM_LOAD( "25j1-0.47",    0x00000, 0x8000,  CRC(10ca79ad) SHA1(aad4a09d6745ca0b5665cb00ff7a4e08ea434068) )

	/* the original has the image data stored in a special ceramic embedded package made by Toshiba
	with part number 'TOSHIBA TRJ-101' (which has been dumped using a custom made adapter)
	there are a few bytes different between the bootleg and the original (the original is correct though!) */
	ROM_REGION(0x80000, "gfx1", ROMREGION_DISPOSE ) /* fg tiles */
	ROM_LOAD( "trj-101.96",   0x00000, 0x80000, CRC(f343eee4) SHA1(1ce95285631f7ec91fe3f6c3d62b13f565d3816a) )

	ROM_REGION(0x40000, "gfx2", ROMREGION_DISPOSE ) /* sprites */
	ROM_LOAD( "25j4-0.35",    0x00000, 0x20000, CRC(877826d8) SHA1(fd77298f9343051f66259dad9127f40afb95f385) ) /* 0,1,2,3 */
	ROM_LOAD( "25j3-0.5",     0x20000, 0x20000, CRC(c6afb4fa) SHA1(6d7c966300ce5fb2094476b393434486965d62b4) ) /* 0,1,2,3 */

	ROM_REGION(0x20000, "oki", 0 ) /* Sound region#1: adpcm */
	ROM_LOAD( "25j0-0.78",    0x00000, 0x20000, CRC(8e04bdbf) SHA1(baafc5033c9442b83cb332c2c453c13117b31a3b) )

	ROM_REGION(0x1000, "proms", 0 )	/* color PROMs */
	ROM_LOAD_NIB_LOW ( "25j5-0.144",   0x0000,  0x00800, CRC(a317240f) SHA1(bd57ad516f7a8ff774276fd26b02dd34659d41ad) )
	ROM_LOAD_NIB_HIGH( "25j6-0.143",   0x0000,  0x00800, CRC(1ff70b4f) SHA1(a469baa0dda844ba307c09ddefb23f239cfe7b5f) )
	ROM_LOAD(          "25j7-0.160",   0x0800,  0x00800, CRC(2ffb68b3) SHA1(d560fdcd5e5c79d37e5b5bde22fbaf662fe89252) )
ROM_END

ROM_START( vball2pj ) /* Japan version */
	ROM_REGION( 0x18000, "maincpu", 0 ) /* Main CPU */
	ROM_LOAD( "25j2-2-5.124", 0x10000, 0x08000,  CRC(432509c4) SHA1(6de50e21d279f4ac9674bc91990ba9535e80908c) )/* Bankswitched */
	ROM_CONTINUE(		  0x08000, 0x08000 ) /* Static code  */

	ROM_REGION( 0x10000, "audiocpu", 0 ) /* region#2: music CPU, 64kb */
	ROM_LOAD( "25j1-0.47",    0x00000, 0x8000,  CRC(10ca79ad) SHA1(aad4a09d6745ca0b5665cb00ff7a4e08ea434068) )
//ROM_LOAD( "vball04.bin",        0x00000, 0x8000,  CRC(534dfbd9) SHA1(d0cb37caf94fa85da4ebdfe15e7a78109084bf91) )

	/* the original has the image data stored in a special ceramic embedded package made by Toshiba
	with part number 'TOSHIBA TRJ-101' (which has been dumped using a custom made adapter)
	there are a few bytes different between the bootleg and the original (the original is correct though!) */
	ROM_REGION(0x80000, "gfx1", ROMREGION_DISPOSE ) /* fg tiles */
	ROM_LOAD( "trj-101.96",   0x00000, 0x80000, CRC(f343eee4) SHA1(1ce95285631f7ec91fe3f6c3d62b13f565d3816a) )

	ROM_REGION(0x40000, "gfx2", ROMREGION_DISPOSE ) /* sprites */
	ROM_LOAD( "25j4-0.35",    0x00000, 0x20000, CRC(877826d8) SHA1(fd77298f9343051f66259dad9127f40afb95f385) ) /* 0,1,2,3 */
	ROM_LOAD( "25j3-0.5",     0x20000, 0x20000, CRC(c6afb4fa) SHA1(6d7c966300ce5fb2094476b393434486965d62b4) ) /* 0,1,2,3 */

	ROM_REGION(0x20000, "oki", 0 ) /* Sound region#1: adpcm */
	ROM_LOAD( "25j0-0.78",    0x00000, 0x20000, CRC(8e04bdbf) SHA1(baafc5033c9442b83cb332c2c453c13117b31a3b) )

	ROM_REGION(0x1000, "proms", 0 )	/* color PROMs */
	ROM_LOAD_NIB_LOW ( "25j5-0.144",   0x0000,  0x00800, CRC(a317240f) SHA1(bd57ad516f7a8ff774276fd26b02dd34659d41ad) )
	ROM_LOAD_NIB_HIGH( "25j6-0.143",   0x0000,  0x00800, CRC(1ff70b4f) SHA1(a469baa0dda844ba307c09ddefb23f239cfe7b5f) )
	ROM_LOAD(          "25j7-0.160",   0x0800,  0x00800, CRC(2ffb68b3) SHA1(d560fdcd5e5c79d37e5b5bde22fbaf662fe89252) )
ROM_END

ROM_START( vballb ) /* bootleg */
	ROM_REGION( 0x18000, "maincpu", 0 ) /* Main CPU: 64k for code */
	ROM_LOAD( "vball.124",    0x10000, 0x08000, CRC(be04c2b5) SHA1(40fed4ae272719e940f1796ef35420ab451ab7b6) )/* Bankswitched */
	ROM_CONTINUE(		  0x08000, 0x08000 ) /* Static code  */

	ROM_REGION( 0x10000, "audiocpu", 0 ) /* region#2: music CPU, 64kb */
	ROM_LOAD( "25j1-0.47",    0x00000, 0x8000,  CRC(10ca79ad) SHA1(aad4a09d6745ca0b5665cb00ff7a4e08ea434068) )

	/* These are from the bootleg; the original has the image data stored in a special dip rom */
	ROM_REGION(0x80000, "gfx1", ROMREGION_DISPOSE )	 /* fg tiles */
	ROM_LOAD( "vball13.bin",  0x00000, 0x10000, CRC(f26df8e1) SHA1(72186c1430d07c7fd9211245b539f05a0660bebe) ) /* 0,1,2,3 */
	ROM_LOAD( "vball14.bin",  0x10000, 0x10000, CRC(c9798d0e) SHA1(ec156f6c7ecccaa216ce8076f75ad7627ee90945) ) /* 0,1,2,3 */
	ROM_LOAD( "vball15.bin",  0x20000, 0x10000, CRC(68e69c4b) SHA1(9870674c91cab7215ad8ed40eb82facdee478fde) ) /* 0,1,2,3 */
	ROM_LOAD( "vball16.bin",  0x30000, 0x10000, CRC(936457ba) SHA1(1662bbd777fcd33a298d192a3f06681809b9d049) ) /* 0,1,2,3 */
	ROM_LOAD( "vball09.bin",  0x40000, 0x10000, CRC(42874924) SHA1(a75eed7934e089f035000b7f35f6ba8dd96f1e98) ) /* 0,1,2,3 */
	ROM_LOAD( "vball10.bin",  0x50000, 0x10000, CRC(6cc676ee) SHA1(6e8c590946211baa9266b19b871f252829057696) ) /* 0,1,2,3 */
	ROM_LOAD( "vball11.bin",  0x60000, 0x10000, CRC(4754b303) SHA1(8630f077b542590ef1340a2f0a6b94086ff91c40) ) /* 0,1,2,3 */
	ROM_LOAD( "vball12.bin",  0x70000, 0x10000, CRC(21294a84) SHA1(b36ea9ddf6879443d3104241997fa0f916856528) ) /* 0,1,2,3 */

	ROM_REGION(0x40000, "gfx2", ROMREGION_DISPOSE ) /* sprites */
	ROM_LOAD( "vball.35",     0x00000, 0x20000, CRC(877826d8) SHA1(fd77298f9343051f66259dad9127f40afb95f385) ) /* 0,1,2,3 */
	ROM_LOAD( "vball.5",      0x20000, 0x20000, CRC(c6afb4fa) SHA1(6d7c966300ce5fb2094476b393434486965d62b4) ) /* 0,1,2,3 */

	ROM_REGION(0x20000, "oki", 0 ) /* Sound region#1: adpcm */
	ROM_LOAD( "vball.78a",    0x00000, 0x10000, CRC(f3e63b76) SHA1(da54d1d7d7d55b73e49991e4363bc6f46e0f70eb) )
	ROM_LOAD( "vball.78b",    0x10000, 0x10000, CRC(7ad9d338) SHA1(3e3c270fa69bda93b03f07a54145eb5e211ec8ba) )

	ROM_REGION(0x1000, "proms", 0 )	/* color PROMs */
	ROM_LOAD_NIB_LOW ( "25j5-0.144",   0x0000,  0x00800, CRC(a317240f) SHA1(bd57ad516f7a8ff774276fd26b02dd34659d41ad) )
	ROM_LOAD_NIB_HIGH( "25j6-0.143",   0x0000,  0x00800, CRC(1ff70b4f) SHA1(a469baa0dda844ba307c09ddefb23f239cfe7b5f) )
	ROM_LOAD(          "25j7-0.160",   0x0800,  0x00800, CRC(2ffb68b3) SHA1(d560fdcd5e5c79d37e5b5bde22fbaf662fe89252) )
ROM_END


GAME( 1988, vball,    0,     vball,    vball,    0, ROT0, "Technos", "U.S. Championship V'ball (US)", 0 )
GAME( 1988, vball2pj, vball, vball2pj, vball2pj, 0, ROT0, "Technos", "U.S. Championship V'ball (Japan)", 0 )
GAME( 1988, vballb,   vball, vball,    vball,    0, ROT0, "Technos", "U.S. Championship V'ball (bootleg)", 0 )