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/*************************************************************************
Asuka & Asuka (+ Taito/Visco games on similar hardware)
*************************************************************************/
class asuka_state : public driver_device
{
public:
asuka_state(const machine_config &mconfig, device_type type, const char *tag)
: driver_device(mconfig, type, tag),
m_cadash_shared_ram(*this, "sharedram") { }
/* memory pointers */
// UINT16 * paletteram; // this currently uses generic palette handlers
/* video-related */
UINT16 m_video_ctrl;
UINT16 m_video_mask;
/* c-chip */
int m_current_round;
int m_current_bank;
UINT8 m_cval[26];
UINT8 m_cc_port;
UINT8 m_restart_status;
/* misc */
int m_adpcm_pos;
int m_adpcm_data;
optional_shared_ptr<UINT8> m_cadash_shared_ram;
/* devices */
cpu_device *m_maincpu;
cpu_device *m_audiocpu;
device_t *m_pc090oj;
device_t *m_tc0100scn;
DECLARE_WRITE8_MEMBER(sound_bankswitch_w);
DECLARE_WRITE8_MEMBER(asuka_msm5205_address_w);
DECLARE_READ16_MEMBER(cadash_share_r);
DECLARE_WRITE16_MEMBER(cadash_share_w);
DECLARE_WRITE16_MEMBER(asuka_spritectrl_w);
DECLARE_WRITE8_MEMBER(sound_bankswitch_2151_w);
DECLARE_WRITE8_MEMBER(asuka_msm5205_start_w);
DECLARE_WRITE8_MEMBER(asuka_msm5205_stop_w);
virtual void machine_start();
virtual void machine_reset();
UINT32 screen_update_bonzeadv(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect);
UINT32 screen_update_asuka(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect);
void screen_eof_asuka(screen_device &screen, bool state);
};
/*----------- defined in machine/bonzeadv.c -----------*/
DECLARE_READ16_HANDLER( bonzeadv_cchip_ctrl_r );
DECLARE_READ16_HANDLER( bonzeadv_cchip_ram_r );
DECLARE_WRITE16_HANDLER( bonzeadv_cchip_ctrl_w );
DECLARE_WRITE16_HANDLER( bonzeadv_cchip_bank_w );
DECLARE_WRITE16_HANDLER( bonzeadv_cchip_ram_w );
/*----------- defined in video/asuka.c -----------*/
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