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/* 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)
#define BACKGROUND_X_START 32
#define BACKGROUND_X_START_FLIP 72
#define VISIBLE_X_MIN (12*8)
#define VISIBLE_X_MAX (52*8)
#define VISIBLE_Y_MIN (2*8)
#define VISIBLE_Y_MAX (30*8)
class fcombat_state : public driver_device
{
public:
fcombat_state(const machine_config &mconfig, device_type type, const char *tag)
: driver_device(mconfig, type, tag),
m_videoram(*this, "videoram"),
m_spriteram(*this, "spriteram"),
m_maincpu(*this, "maincpu"),
m_gfxdecode(*this, "gfxdecode") { }
/* memory pointers */
required_shared_ptr<UINT8> m_videoram;
required_shared_ptr<UINT8> m_spriteram;
/* video-related */
tilemap_t *m_bgmap;
UINT8 m_cocktail_flip;
UINT8 m_char_palette;
UINT8 m_sprite_palette;
UINT8 m_char_bank;
/* misc */
int m_fcombat_sh;
int m_fcombat_sv;
int m_tx;
int m_ty;
/* devices */
required_device<cpu_device> m_maincpu;
required_device<gfxdecode_device> m_gfxdecode;
DECLARE_READ8_MEMBER(fcombat_protection_r);
DECLARE_READ8_MEMBER(fcombat_port01_r);
DECLARE_WRITE8_MEMBER(e900_w);
DECLARE_WRITE8_MEMBER(ea00_w);
DECLARE_WRITE8_MEMBER(eb00_w);
DECLARE_WRITE8_MEMBER(ec00_w);
DECLARE_WRITE8_MEMBER(ed00_w);
DECLARE_READ8_MEMBER(e300_r);
DECLARE_WRITE8_MEMBER(ee00_w);
DECLARE_WRITE8_MEMBER(fcombat_videoreg_w);
DECLARE_INPUT_CHANGED_MEMBER(coin_inserted);
DECLARE_DRIVER_INIT(fcombat);
TILE_GET_INFO_MEMBER(get_bg_tile_info);
virtual void machine_start();
virtual void machine_reset();
virtual void video_start();
DECLARE_PALETTE_INIT(fcombat);
UINT32 screen_update_fcombat(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect);
};
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