/*
    "Gladiator"
    (C) 1984 SNK


    known issues:
    sound/music doesn't sound good (but it might be correct)
    cocktail support is missing

Change Log
----------

AT08XX03:
 - fixed music tempo, shadows and reduced sprite lag

   The chips should be in good sync but quite a bit of lag
   remains without overclocking CPUB. I guess you can't beat
   a game with barrel-rolling bad guys in plate armors who
   can outrun a horse.
*/

#include "driver.h"
#include "cpu/z80/z80.h"
#include "snk.h"
#include "sound/ay8910.h"

extern UINT8 *snk_rambase;

static const gfx_layout tile_layout =
{
	8,8,
	256,
	4,
	{ 0, 1, 2, 3 },
	{ 4, 0, 12, 8, 20, 16, 28, 24},
	{ 0*32, 1*32, 2*32, 3*32, 4*32, 5*32, 6*32, 7*32 },
	256
};

static const gfx_layout sprite_layout =
{
	16,16,
	256,
	3,
	{ 2*0x2000*8,1*0x2000*8,0*0x2000*8},
	{ 7,6,5,4,3,2,1,0, 15,14,13,12,11,10,9,8 },
	{ 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 },
	256
};

static GFXDECODE_START( tnk3 )
	GFXDECODE_ENTRY( REGION_GFX1, 0x0, tile_layout,	128*3,  8 )
	GFXDECODE_ENTRY( REGION_GFX2, 0x0, tile_layout,	128*1, 16 )
	GFXDECODE_ENTRY( REGION_GFX3, 0x0, sprite_layout,	128*0, 16 )
GFXDECODE_END

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

static WRITE8_HANDLER( sgladiat_soundlatch_w )
{
	snk_sound_busy_bit = 0x20;
	soundlatch_w( offset, data );

	/* trigger NMI on sound CPU */
	cpunum_set_input_line(2, INPUT_LINE_NMI, PULSE_LINE);	// safer because NMI can be lost in rare occations
}

static READ8_HANDLER( sgladiat_soundlatch_r )
{
	snk_sound_busy_bit = 0;
	return(soundlatch_r(0));
}

static READ8_HANDLER( sgladiat_sound_nmi_ack_r )
{
//  cpunum_set_input_line(2, INPUT_LINE_NMI, CLEAR_LINE);
	return 0;
}

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

static READ8_HANDLER( sgladiat_inp0_r )
{
	return(readinputportbytag("IN0") | snk_sound_busy_bit);
}

static WRITE8_HANDLER( sglatiat_flipscreen_w )
{
	/* 0xa006 */
	/* x------- screen is flipped */
}

static ADDRESS_MAP_START( sgladiat_cpuA_map, ADDRESS_SPACE_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x9fff) AM_ROM
	AM_RANGE(0xa000, 0xa000) AM_READ(sgladiat_inp0_r)
	AM_RANGE(0xa100, 0xa100) AM_READ(input_port_1_r) /* joy1 */
	AM_RANGE(0xa200, 0xa200) AM_READ(input_port_2_r) /* joy2 */
	AM_RANGE(0xa300, 0xa300) AM_WRITE(sgladiat_soundlatch_w)
	AM_RANGE(0xa400, 0xa400) AM_READ(input_port_3_r) /* dsw1 */
	AM_RANGE(0xa500, 0xa500) AM_READ(input_port_4_r) /* dsw2 */
	AM_RANGE(0xa600, 0xa600) AM_WRITE(sglatiat_flipscreen_w)
	AM_RANGE(0xa700, 0xa700) AM_READWRITE(snk_cpuB_nmi_trigger_r, snk_cpuA_nmi_ack_w)
	AM_RANGE(0xd000, 0xd7ff) AM_RAM AM_SHARE(3) AM_BASE(&snk_rambase)
//      AM_RANGE(0xd200, 0xd200) AM_WRITE(MWA8_RAM) /* ?0x24 */
//      AM_RANGE(0xd300, 0xd300) AM_WRITE(MWA8_RAM) /* ------xx: msb scrollx */
//      AM_RANGE(0xd400, 0xd400) AM_WRITE(MWA8_RAM) /* xscroll (sprite) */
//      AM_RANGE(0xd500, 0xd500) AM_WRITE(MWA8_RAM) /* yscroll (sprite) */
//      AM_RANGE(0xd600, 0xd600) AM_WRITE(MWA8_RAM) /* xscroll (bg) */
//      AM_RANGE(0xd700, 0xd700) AM_WRITE(MWA8_RAM) /* yscroll (bg) */
	AM_RANGE(0xd800, 0xdfff) AM_RAM AM_BASE(&spriteram) AM_SHARE(1)
	AM_RANGE(0xe000, 0xe7ff) AM_RAM AM_BASE(&videoram) AM_SHARE(2)
	AM_RANGE(0xe800, 0xefff) AM_RAM
	AM_RANGE(0xf000, 0xf7ff) AM_RAM AM_SHARE(4)
ADDRESS_MAP_END

static ADDRESS_MAP_START( sgladiat_cpuB_map, ADDRESS_SPACE_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x9fff) AM_ROM
	AM_RANGE(0xa000, 0xa000) AM_READWRITE(snk_cpuA_nmi_trigger_r, snk_cpuB_nmi_ack_w)
	AM_RANGE(0xa600, 0xa600) AM_WRITE(sglatiat_flipscreen_w)
	AM_RANGE(0xc000, 0xc7ff) AM_RAM AM_BASE(&spriteram) AM_SHARE(1)
	AM_RANGE(0xc800, 0xcfff) AM_RAM AM_BASE(&videoram) AM_SHARE(2)
	AM_RANGE(0xd800, 0xdfff) AM_RAM AM_SHARE(3)
	AM_RANGE(0xe000, 0xe7ff) AM_RAM AM_SHARE(4)
ADDRESS_MAP_END

static ADDRESS_MAP_START( sgladiat_sound_map, ADDRESS_SPACE_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x3fff) AM_ROM
	AM_RANGE(0x8000, 0x87ff) AM_RAM
	AM_RANGE(0xa000, 0xa000) AM_READ(sgladiat_soundlatch_r)
	AM_RANGE(0xc000, 0xc000) AM_READ(sgladiat_sound_nmi_ack_r)
	AM_RANGE(0xe000, 0xe000) AM_WRITE(AY8910_control_port_0_w)
	AM_RANGE(0xe001, 0xe001) AM_WRITE(AY8910_write_port_0_w)
	AM_RANGE(0xe002, 0xe003) AM_WRITE(MWA8_NOP)	// leftover wave generator ports?
	AM_RANGE(0xe004, 0xe004) AM_WRITE(AY8910_control_port_1_w)
	AM_RANGE(0xe005, 0xe005) AM_WRITE(AY8910_write_port_1_w)
ADDRESS_MAP_END

static ADDRESS_MAP_START( sgladiat_sound_portmap, ADDRESS_SPACE_IO, 8 )
	ADDRESS_MAP_FLAGS( AMEF_ABITS(8) )
	AM_RANGE(0x00, 0x00) AM_READNOP
ADDRESS_MAP_END

static MACHINE_DRIVER_START( sgladiat )

	/* basic machine hardware */
	MDRV_CPU_ADD(Z80, 4000000)
	MDRV_CPU_PROGRAM_MAP(sgladiat_cpuA_map,0)
//  MDRV_CPU_VBLANK_INT(irq0_line_hold,1)

	MDRV_CPU_ADD(Z80, 5000000)
	MDRV_CPU_PROGRAM_MAP(sgladiat_cpuB_map,0)
	MDRV_CPU_VBLANK_INT(snk_irq_BA,1)

	MDRV_CPU_ADD(Z80, 4000000)
	MDRV_CPU_PROGRAM_MAP(sgladiat_sound_map,0)
	MDRV_CPU_IO_MAP(sgladiat_sound_portmap,0)
	MDRV_CPU_PERIODIC_INT(irq0_line_hold, 244)	// Marvin's frequency, sounds ok

	MDRV_SCREEN_REFRESH_RATE(60.606060)
	MDRV_SCREEN_VBLANK_TIME(DEFAULT_REAL_60HZ_VBLANK_DURATION)
	MDRV_INTERLEAVE(300)

	/* video hardware */
	MDRV_VIDEO_ATTRIBUTES(VIDEO_TYPE_RASTER | VIDEO_HAS_SHADOWS)
	MDRV_SCREEN_FORMAT(BITMAP_FORMAT_INDEXED16)
	MDRV_SCREEN_SIZE(36*8, 28*8)
	MDRV_SCREEN_VISIBLE_AREA(0*8+16, 36*8-1-16, 1*8, 28*8-1)
	MDRV_GFXDECODE(tnk3)
	MDRV_PALETTE_LENGTH(1024)

	MDRV_PALETTE_INIT(aso)
	MDRV_VIDEO_START(sgladiat)
	MDRV_VIDEO_UPDATE(sgladiat)

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

	MDRV_SOUND_ADD(AY8910, 2000000)
	MDRV_SOUND_ROUTE(ALL_OUTPUTS, "mono", 0.25)

	MDRV_SOUND_ADD(AY8910, 2000000)
	MDRV_SOUND_ROUTE(ALL_OUTPUTS, "mono", 0.25)
MACHINE_DRIVER_END

ROM_START( sgladiat )
	ROM_REGION( 0x10000, REGION_CPU1, 0 )	/* 64k for cpuA code */
	ROM_LOAD( "glad.005",	0x0000, 0x4000, CRC(4bc60f0b) SHA1(19baf7533b8fc6bab372f1d35603068a6b93627c) )
	ROM_LOAD( "glad.004",	0x4000, 0x4000, CRC(db557f46) SHA1(dc3565096c95a20d2c64dd4f5d0b465fbd85e041) )
	ROM_LOAD( "glad.003",	0x8000, 0x2000, CRC(55ce82b4) SHA1(703f017a8501e4dd5166b5717b244aa6b1e7dc0a) )

	ROM_REGION( 0x10000, REGION_CPU2, 0 )	/* 64k for cpuB code */
	ROM_LOAD( "glad.002",	0x0000, 0x4000, CRC(8350261c) SHA1(046099128d5d941b3a37dce559ff5f0aa7f61683) )
	ROM_LOAD( "glad.001",	0x4000, 0x4000, CRC(5ee9d3fb) SHA1(6c8d8db7a966d3d3a2e8c46fd779e12e1f1e3716) )

	ROM_REGION( 0x10000, REGION_CPU3, 0 )	/* 64k for sound code */
	ROM_LOAD( "glad.007",  0x0000, 0x2000, CRC(c25b6731) SHA1(519c6844bfec958b9bb65f148b3527b41fe38b99) )
	ROM_LOAD( "glad.006",  0x2000, 0x2000, CRC(2024d716) SHA1(6ff069fc53524d13c386e8e714ba3056509adc4d) )

	ROM_REGION( 0x2000, REGION_GFX1, ROMREGION_DISPOSE )
	ROM_LOAD( "glad.011",	0x0000, 0x2000, CRC(305bb294) SHA1(e148571a581b12ff9502a65ec428e4d19bc757cb) ) /* foreground tiles */

	ROM_REGION( 0x2000, REGION_GFX2, ROMREGION_DISPOSE ) /* background tiles */
	ROM_LOAD( "glad.012",	0x0000, 0x2000, CRC(b7dd519f) SHA1(7bd760e54712648105d1049e678fa6b9effa600b) )

	ROM_REGION( 0x6000, REGION_GFX3, ROMREGION_DISPOSE ) /* 16x16 sprites */
	ROM_LOAD( "glad.008", 0x0000, 0x2000, CRC(bcf42587) SHA1(1546fe903fbc6dc0b410c83ab51887c33c91ec2d) )
	ROM_LOAD( "glad.009", 0x2000, 0x2000, CRC(912a20e0) SHA1(9621b955bc00b7c52ed8363bb441b568efb55863) )
	ROM_LOAD( "glad.010", 0x4000, 0x2000, CRC(8b1db3a5) SHA1(5ca403d40071ab13deb7fdb04cb0e055e6b30b05) )

	ROM_REGION( 0xc00, REGION_PROMS, 0 )
	ROM_LOAD( "82s137.001",  0x000, 0x400, CRC(d9184823) SHA1(455c6a437d54c29673dddb8248ca78d000c7f354) )
	ROM_LOAD( "82s137.002",  0x400, 0x400, CRC(1a6b0953) SHA1(552ac2897abe507f2fd9ca11c8128a0314af215c) )
	ROM_LOAD( "82s137.003",  0x800, 0x400, CRC(c0e70308) SHA1(d7dbc500bc9991c2d1b95850f3723a2a224fbfbb) )
ROM_END

static INPUT_PORTS_START( sgladiat )
	PORT_START_TAG("IN0")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_COIN2 )
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_COIN1 )
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_START1 )
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_START2 )
	PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* sound CPU status */
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )

	PORT_START_TAG("IN1")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 )
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON2 )
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )

	PORT_START_TAG("IN2")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_COCKTAIL
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_COCKTAIL
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_COCKTAIL
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_COCKTAIL
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_COCKTAIL
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_COCKTAIL
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )

	PORT_START_TAG("DSW1")	/* Copied from TNK3! */
	PORT_DIPNAME( 0x01,  0x01, "Walk everywhere (Cheat)")
	PORT_DIPSETTING(    0x01, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x02, 0x00, DEF_STR( Cabinet ) )
	PORT_DIPSETTING(    0x00, DEF_STR( Upright ) )
	PORT_DIPSETTING(    0x02, DEF_STR( Cocktail ) )
	PORT_DIPNAME( 0x04, 0x04, DEF_STR( Lives ) )
	PORT_DIPSETTING(    0x04, "3" )
	PORT_DIPSETTING(    0x00, "5" )
	PORT_DIPNAME( 0x38, 0x38, DEF_STR( Coinage ) )
	PORT_DIPSETTING(    0x20, DEF_STR( 3C_1C ) )
	PORT_DIPSETTING(    0x18, 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(    0x00, DEF_STR( Free_Play ) )
	PORT_DIPNAME( 0xc0, 0xc0, DEF_STR( Bonus_Life ) )
	PORT_DIPSETTING(    0xc0, "20k 60k" )
	PORT_DIPSETTING(    0x80, "40k 90k" )
	PORT_DIPSETTING(    0x40, "50k 120k" )
	PORT_DIPSETTING(    0x00, DEF_STR( None ) )

	PORT_START_TAG("DSW2")	/* Copied from TNK3!  */
	PORT_DIPNAME( 0x01, 0x01, "Bonus Occurrence" )
	PORT_DIPSETTING(    0x01, "1st & every 2nd" )
	PORT_DIPSETTING(    0x00, "1st & 2nd only" )
	PORT_DIPNAME( 0x06, 0x06, DEF_STR( Difficulty ) )
	PORT_DIPSETTING(    0x06, "Easy?" )
	PORT_DIPSETTING(    0x04, "Normal?" )
	PORT_DIPSETTING(    0x02, "Hard?" )
	PORT_DIPSETTING(    0x00, "Hardest?" )
	PORT_DIPNAME( 0x18, 0x10, "Game Mode" )
	PORT_DIPSETTING(    0x18, "Demo Sounds Off" )
	PORT_DIPSETTING(    0x10, "Demo Sounds On" )
	PORT_DIPSETTING(    0x00, "Freeze" )
	PORT_DIPSETTING(    0x08, "Infinite Lives (Cheat)")
	PORT_DIPNAME( 0x20, 0x20, DEF_STR( Flip_Screen ) )
	PORT_DIPSETTING(    0x20, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x40, 0x40, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x40, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x80, 0x00, DEF_STR( Allow_Continue ) )
	PORT_DIPSETTING(    0x80, DEF_STR( No ) )
	PORT_DIPSETTING(    0x00, DEF_STR( Yes ) )
INPUT_PORTS_END

static DRIVER_INIT( sgladiat )
{
	snk_irq_delay = 2000;
}

GAME( 1984, sgladiat, 0, sgladiat, sgladiat, sgladiat, 0, "SNK", "Gladiator 1984", GAME_NO_COCKTAIL )
