/***************************************************************************
  Lazer Command memory map (preliminary)

  driver by Juergen Buchmueller

  0000-0bff ROM

  1c00-1c1f RAM     CPU scratch pad is first 32 bytes of video RAM(not displayed)

  1c20-1eff RAM     video buffer
            xxxx    D0 - D5 character select
                    D6      horz line below character (row #9)
                    D7      vert line right of character (bit #0)

  1f00-1f03         R/W hardware

            1f00 W     audio channels
                    D4 gun fire
                    D5 explosion
                    D6 tank engine
                    D7 running man
            1f00 R     player 1 joystick
                    D0 up
                    D1 down
                    D2 right
                    D3 left

            1f01 W  D0 - D7 marker y position
            1f01 R     player 2 joystick
                    D0 up
                    D1 down
                    D2 right
                    D3 left

            1f02 W  D0 - D7 marker x position
            1f02 R     player 1 + 2 buttons
                    D0 button 1 player 2
                    D1 button 1 player 1
                    D2 button 2 player 2
                    D3 button 2 player 1

            1f03 W      attract mode
                    D0 toggle on attract mode
                       (attract mode switched off by coin detected)
                    D4 clear coin detected toggle
            1f03 R      coinage, coin detected and start buttons
                    D0 coin 1/2 (DIP switch 4)
                    D1 start 'expert'
                    D2 start 'novice'
                    D3 coin detected

  1f04-1f07         Read only hardware

            1f04 R     vertical scan counter
                    D0 60 Hz
                    D1 120 Hz
                    D2 240 Hz
                    D3 480 Hz

            1f05 R     vertical scan counter
                    D0 7.860 KHz
                    D1 3.960 KHz
                    D2 1.980 KHz
                    D3 960 Hz

            1f06 R  D0 - D7 readback of marker x position

            1f07 R  D0 - D7 readback of marker y position

  I/O ports:

  'data'         R          game time
                    D0 - D1 60,90,120,180 seconds (DIP switch 1 - 2)

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

/***************************************************************************
  Meadows Lanes memory map (preliminary)

  0000-0bff ROM

  0c00-0c1f RAM     CPU scratch pad is first 32 bytes of video RAM(not displayed)

  0c20-0eff RAM     video buffer
            xxxx    D0 - D5 character select
                    D6      horz line below character (row #9)
                    D7      vert line right of character (bit #0)

  1000-17ff ROM

  1f00-1f03         R/W hardware

            1f00 W     audio control bits
                    D0 - D3 not used
                    D4 bowl and hit
                    D5 hit
                    D6 - D7 not used
            1f00 R     bowl ball
                    D0 fast
                    D1 slow
                       joystick
                    D2 right
                    D3 left

            1f01 W  D0 - D7 marker y position
            1f01 R     hook control
                    D0 left
                    D1 right
                    D2 - D3 not used

            1f02 W  D0 - D7 marker x position
            1f02 R  D0 - D3 not used

            1f03 W      attract mode
                    D0 toggle on attract mode
                       (attract mode switched off by coin detected)
                    D4 clear coin detected toggle
                    D5 can be jumpered to control inverse video
                    D6 - D7 not used
            1f03 R      coinage, coin detected and start buttons
                    D0 coin 1/2 (DIP switch 4)
                    D1 start
                    D2 not used
                    D3 coin detected

  1f04-1f07         Read only hardware

            1f04 R     vertical scan counter
                    D0 60 Hz
                    D1 120 Hz
                    D2 240 Hz
                    D3 480 Hz

            1f05 R     vertical scan counter
                    D0 7.860 KHz
                    D1 3.960 KHz
                    D2 1.980 KHz
                    D3 960 Hz

            1f06 R  D0 - D7 readback of marker x position

            1f07 R  D0 - D7 readback of marker y position

  I/O ports:

  'data'         R          game time
                    D0 time on     (DIP switch 1)
                    D1 3,5 seconds (DIP switch 2)

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

/***************************************************************************
  Bigfoot Bonkers memory map (preliminary)

  driver by Juergen Buchmueller

  0000-07ff ROM

  1c00-1c1f RAM     CPU scratch pad is first 32 bytes of video RAM(not displayed)

  1c20-1eff RAM     video buffer
            xxxx    D0 - D5 character select
                    D6      horz line below character (row #9)
                    D7      vert line right of character (bit #0)

  1f00-1f03         R/W hardware

            1f00 W     audio channels
                    D4 unused
                    D5 tone 1
                    D6 tone 2
                    D7 unused
            1f00 R     player 1 joystick
                    D0 up
                    D1 down
                    D2 right
                    D3 left

            1f01 W  D0 - D7 unused
            1f01 R     player 2 joystick
                    D0 up
                    D1 down
                    D2 right
                    D3 left

            1f02 W  D0 - D7 unused
            1f02 R     player 1 + 2 buttons
                    D0 unused
                    D1 unused
                    D2 unused
                    D3 unused

            1f03 W      attract mode
                    D0 toggle on attract mode
                       (attract mode switched off by coin detected)
                    D4 clear coin detected toggle
            1f03 R      coinage, coin detected and start buttons
                    D0 coin 1/2 (DIP switch 4)
                    D1 start
                    D2 start
                    D3 coin detected

  1f04-1f07         Read only hardware

            1f04 R     vertical scan counter
                    D0 60 Hz
                    D1 120 Hz
                    D2 240 Hz
                    D3 480 Hz

            1f05 R     vertical scan counter
                    D0 7.860 KHz
                    D1 3.960 KHz
                    D2 1.980 KHz
                    D3 960 Hz

            1f06 R  D0 - D7 unused

            1f07 R  D0 - D7 unused

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

#include "driver.h"
#include "artwork.h"
#include "vidhrdw/lazercmd.h"
#include "cpu/s2650/s2650.h"
#include "sound/dac.h"


int marker_x, marker_y;


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

   externals

 *************************************************************/
VIDEO_START( lazercmd );
VIDEO_UPDATE( lazercmd );
void lazercmd_marker_dirty(int marker);

/*************************************************************
 *
 * Statics
 *
 *************************************************************/
static int timer_count = 0;

/*************************************************************
 * Interrupt for the cpu
 * Fake something toggling the sense input line of the S2650
 * The rate should be at about 1 Hz
 *************************************************************/
static INTERRUPT_GEN( lazercmd_timer )
{
	static int sense_state = 0;

	if( ++timer_count >= 64*128 ) {
		timer_count = 0;
		sense_state ^= 1;
		cpunum_set_input_line( 0, 1, (sense_state) ? ASSERT_LINE : CLEAR_LINE );
	}
}

static INTERRUPT_GEN( bbonk_timer )
{
	if( ++timer_count >= 64*128 )
		timer_count = 0;
}

/*************************************************************
 *
 * IO port read/write
 *
 *************************************************************/

/* triggered by WRTC,r opcode */
static WRITE8_HANDLER( lazercmd_ctrl_port_w )
{
}

/* triggered by REDC,r opcode */
static READ8_HANDLER( lazercmd_ctrl_port_r )
{
	int data = 0;
	return data;
}

/* triggered by WRTD,r opcode */
static WRITE8_HANDLER( lazercmd_data_port_w )
{
}

/* triggered by REDD,r opcode */
static READ8_HANDLER( lazercmd_data_port_r )
{
	int data;
	data = input_port_2_r(0) & 0x0f;
	return data;
}

static WRITE8_HANDLER( lazercmd_hardware_w )
{
	static int DAC_data = 0;

	switch (offset)
	{
		case 0: /* audio channels */
			DAC_data=(data&0x80)^((data&0x40)<<1)^((data&0x20)<<2)^((data&0x10)<<3);
			if (DAC_data)
			{
				DAC_data_w(0, 0xff);
			}
			else
			{
				DAC_data_w(0, 0);
			}
			break;
		case 1: /* marker Y position */
			lazercmd_marker_dirty(0); /* mark old position dirty */
			marker_y = data;
			break;
		case 2: /* marker X position */
			lazercmd_marker_dirty(0); /* mark old position dirty */
			marker_x = data;
			break;
		case 3: /* D4 clears coin detected and D0 toggles on attract mode */
			break;
	}
}

static WRITE8_HANDLER( medlanes_hardware_w )
{
	static int DAC_data = 0;

	switch (offset)
	{
		case 0: /* audio control */
			/* bits 4 and 5 are used to control a sound board */
			/* these could be used to control sound samples */
			/* at the moment they are routed through the dac */
			DAC_data=((data&0x20)<<2)^((data&0x10)<<3);
			if (DAC_data)
			{
				DAC_data_w(0, 0xff);
			}
			else
			{
				DAC_data_w(0, 0);
			}
			break;
		case 1: /* marker Y position */
			lazercmd_marker_dirty(0); /* mark old position dirty */
			marker_y = data;
			break;
		case 2: /* marker X position */
			lazercmd_marker_dirty(0); /* mark old position dirty */
			marker_x = data;
			break;
		case 3: /* D4 clears coin detected and D0 toggles on attract mode */
			break;
	}
}

static WRITE8_HANDLER( bbonk_hardware_w )
{
	static int DAC_data = 0;

	switch (offset)
	{
		case 0: /* audio control */
			/* bits 4 and 5 are used to control a sound board */
			/* these could be used to control sound samples */
			/* at the moment they are routed through the dac */
			DAC_data=((data&0x20)<<2)^((data&0x10)<<3);
			if (DAC_data)
			{
				DAC_data_w(0, 0xff);
			}
			else
			{
				DAC_data_w(0, 0);
			}
			break;
		case 3: /* D4 clears coin detected and D0 toggles on attract mode */
			break;
	}
}

static READ8_HANDLER( lazercmd_hardware_r )
{
	int data = 0;

	switch (offset)
	{
		case 0: 			   /* player 1 joysticks */
			data = input_port_0_r(0);
			break;
		case 1: 			   /* player 2 joysticks */
			data = input_port_1_r(0);
			break;
		case 2: 			   /* player 1 + 2 buttons */
			data = input_port_4_r(0);
			break;
		case 3: 			   /* coin slot + start buttons */
			data = input_port_3_r(0);
			break;
		case 4: 			   /* vertical scan counter */
			data = ((timer_count&0x10)>>1)|((timer_count&0x20)>>3)|((timer_count&0x40)>>5)|((timer_count&0x80)>>7);
			break;
		case 5: 			   /* vertical scan counter */
			data = timer_count & 0x0f;
			break;
		case 6: 			   /* 1f02 readback */
			data = marker_x;
			break;
		case 7: 			   /* 1f01 readback */
			data = marker_y;
			break;
	}
	return data;
}


/*************************************************************
 *
 * Video overlay
 *
 *************************************************************/

#define JADE	MAKE_ARGB(0x04,0x2e,0xff,0x2e)
#define MUSTARD MAKE_ARGB(0x04,0xff,0xb9,0x2e)

OVERLAY_START( lazercmd_overlay )
	OVERLAY_RECT(  0*HORZ_CHR,  0*VERT_CHR, 16*HORZ_CHR,  1*VERT_CHR, MUSTARD )
	OVERLAY_RECT( 16*HORZ_CHR,  0*VERT_CHR, 32*HORZ_CHR,  1*VERT_CHR, JADE )
	OVERLAY_RECT(  0*HORZ_CHR,  1*VERT_CHR, 16*HORZ_CHR, 22*VERT_CHR, JADE )
	OVERLAY_RECT( 16*HORZ_CHR,  1*VERT_CHR, 32*HORZ_CHR, 22*VERT_CHR, MUSTARD )
	OVERLAY_RECT(  0*HORZ_CHR, 22*VERT_CHR, 16*HORZ_CHR, 23*VERT_CHR, MUSTARD )
	OVERLAY_RECT( 16*HORZ_CHR, 22*VERT_CHR, 32*HORZ_CHR, 23*VERT_CHR, JADE )
OVERLAY_END

OVERLAY_START( medlanes_overlay )
	OVERLAY_RECT(  0*HORZ_CHR,  0*VERT_CHR, 32*HORZ_CHR, 24*VERT_CHR, JADE )
OVERLAY_END


static ADDRESS_MAP_START( lazercmd_writemem, ADDRESS_SPACE_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x0bff) AM_WRITE(MWA8_ROM)
	AM_RANGE(0x1c00, 0x1c1f) AM_WRITE(MWA8_RAM)
	AM_RANGE(0x1c20, 0x1eff) AM_WRITE(videoram_w) AM_BASE(&videoram) AM_SIZE(&videoram_size)
	AM_RANGE(0x1f00, 0x1f03) AM_WRITE(lazercmd_hardware_w)
ADDRESS_MAP_END

static ADDRESS_MAP_START( lazercmd_readmem, ADDRESS_SPACE_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x0bff) AM_READ(MRA8_ROM)
	AM_RANGE(0x1c00, 0x1c1f) AM_READ(MRA8_RAM)
	AM_RANGE(0x1c20, 0x1eff) AM_READ(MRA8_RAM)
	AM_RANGE(0x1f00, 0x1f07) AM_READ(lazercmd_hardware_r)
ADDRESS_MAP_END

static ADDRESS_MAP_START( medlanes_writemem, ADDRESS_SPACE_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x0bff) AM_WRITE(MWA8_ROM)
	AM_RANGE(0x1000, 0x1800) AM_WRITE(MWA8_ROM)
	AM_RANGE(0x1c00, 0x1c1f) AM_WRITE(MWA8_RAM)
	AM_RANGE(0x1c20, 0x1eff) AM_WRITE(videoram_w) AM_BASE(&videoram) AM_SIZE(&videoram_size)
	AM_RANGE(0x1f00, 0x1f03) AM_WRITE(medlanes_hardware_w)
ADDRESS_MAP_END

static ADDRESS_MAP_START( medlanes_readmem, ADDRESS_SPACE_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x0bff) AM_READ(MRA8_ROM)
	AM_RANGE(0x1000, 0x1800) AM_READ(MRA8_ROM)
	AM_RANGE(0x1c00, 0x1c1f) AM_READ(MRA8_RAM)
	AM_RANGE(0x1c20, 0x1eff) AM_READ(MRA8_RAM)
	AM_RANGE(0x1f00, 0x1f07) AM_READ(lazercmd_hardware_r)
ADDRESS_MAP_END

static ADDRESS_MAP_START( bbonk_writemem, ADDRESS_SPACE_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x0bff) AM_WRITE(MWA8_ROM)
	AM_RANGE(0x1c00, 0x1c1f) AM_WRITE(MWA8_RAM)
	AM_RANGE(0x1c20, 0x1eff) AM_WRITE(videoram_w) AM_BASE(&videoram) AM_SIZE(&videoram_size)
	AM_RANGE(0x1f00, 0x1f03) AM_WRITE(bbonk_hardware_w)
ADDRESS_MAP_END

static ADDRESS_MAP_START( bbonk_readmem, ADDRESS_SPACE_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x0bff) AM_READ(MRA8_ROM)
	AM_RANGE(0x1c00, 0x1c1f) AM_READ(MRA8_RAM)
	AM_RANGE(0x1c20, 0x1eff) AM_READ(MRA8_RAM)
	AM_RANGE(0x1f00, 0x1f07) AM_READ(lazercmd_hardware_r)
ADDRESS_MAP_END

static ADDRESS_MAP_START( lazercmd_writeport, ADDRESS_SPACE_IO, 8 )
	AM_RANGE(S2650_CTRL_PORT, S2650_CTRL_PORT) AM_WRITE(lazercmd_ctrl_port_w)
	AM_RANGE(S2650_DATA_PORT, S2650_DATA_PORT) AM_WRITE(lazercmd_data_port_w)
ADDRESS_MAP_END

static ADDRESS_MAP_START( lazercmd_readport, ADDRESS_SPACE_IO, 8 )
	AM_RANGE(S2650_CTRL_PORT, S2650_CTRL_PORT) AM_READ(lazercmd_ctrl_port_r)
	AM_RANGE(S2650_DATA_PORT, S2650_DATA_PORT) AM_READ(lazercmd_data_port_r)
ADDRESS_MAP_END


INPUT_PORTS_START( lazercmd )
	PORT_START					   /* IN0 player 1 controls */
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_PLAYER(1)
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_PLAYER(1)
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_PLAYER(1)
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_PLAYER(1)
	PORT_BIT( 0xf0, IP_ACTIVE_LOW, IPT_UNUSED )

	PORT_START					   /* IN1 player 2 controls */
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_PLAYER(2)
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_PLAYER(2)
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_PLAYER(2)
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_PLAYER(2)
	PORT_BIT( 0xf0, IP_ACTIVE_LOW, IPT_UNUSED )

	PORT_START					   /* IN2 dip switch */
	PORT_DIPNAME( 0x03, 0x03, DEF_STR( Game_Time ) )
	PORT_DIPSETTING(	0x00, "60 seconds" )
	PORT_DIPSETTING(	0x01, "90 seconds" )
	PORT_DIPSETTING(	0x02, "120 seconds" )
	PORT_DIPSETTING(	0x03, "180 seconds" )
	PORT_BIT( 0x18, IP_ACTIVE_LOW, IPT_UNUSED )
	PORT_DIPNAME( 0x20, 0x20, "Video Invert" )
	PORT_DIPSETTING(	0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(	0x20, DEF_STR( On ) )
	PORT_DIPNAME( 0x40, 0x40, "Marker Size" )
	PORT_DIPSETTING(	0x00, "Small" )
	PORT_DIPSETTING(	0x40, "Large" )
	PORT_DIPNAME( 0x80, 0x80, "Color Overlay" )
	PORT_DIPSETTING(	0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(	0x80, DEF_STR( On ) )

	PORT_START					   /* IN3 coinage & start */
	PORT_DIPNAME( 0x01, 0x01, DEF_STR( Coinage ) )
	PORT_DIPSETTING(	0x00, DEF_STR( 2C_1C ) )
	PORT_DIPSETTING(	0x01, DEF_STR( 1C_1C ) )
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_START1 )
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_START2 )
	PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_COIN1 )
	PORT_BIT( 0xf0, IP_ACTIVE_HIGH, IPT_UNUSED )

	PORT_START					   /* IN4 player 1 + 2 buttons */
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(1)
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(1)
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(2)
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(2)
	PORT_BIT( 0xf0, IP_ACTIVE_LOW, IPT_UNUSED )
INPUT_PORTS_END

INPUT_PORTS_START( medlanes )
	PORT_START					   /* IN0 player 1 controls */
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT )
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT )
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON1 )
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON2 )
	PORT_BIT( 0xf0, IP_ACTIVE_LOW, IPT_UNUSED )

	PORT_START					   /* IN1 player 1 controls */
	PORT_BIT(0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Hook Left") PORT_CODE(KEYCODE_Z)
	PORT_BIT(0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Hook Right") PORT_CODE(KEYCODE_X)
	PORT_BIT( 0xfc, IP_ACTIVE_LOW, IPT_UNUSED)

	PORT_START					   /* IN2 dip switch */
	PORT_DIPNAME( 0x01, 0x01, "Game Timer" )
	PORT_DIPSETTING(	0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(	0x01, DEF_STR( On ) )
	PORT_DIPNAME( 0x02, 0x02, "Time" )
	PORT_DIPSETTING(	0x00, "3 seconds" )
	PORT_DIPSETTING(	0x02, "5 seconds" )
	PORT_BIT( 0x1C, IP_ACTIVE_LOW, IPT_UNUSED)
	PORT_DIPNAME( 0x20, 0x00, "Video Invert" )
	PORT_DIPSETTING(	0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(	0x20, DEF_STR( On ) )
	PORT_DIPNAME( 0x40, 0x00, "Marker Size" )
	PORT_DIPSETTING(	0x00, "Small" )
	PORT_DIPSETTING(	0x40, "Large" )
	PORT_DIPNAME( 0x80, 0x80, "Color Overlay" )
	PORT_DIPSETTING(	0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(	0x80, DEF_STR( On ) )

	PORT_START					   /* IN3 coinage & start */
	PORT_DIPNAME( 0x01, 0x01, DEF_STR( Coinage ) )
	PORT_DIPSETTING(	0x00, DEF_STR( 2C_1C ) )
	PORT_DIPSETTING(	0x01, DEF_STR( 1C_1C ) )
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_START1 )
	PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_COIN1 )
	PORT_BIT( 0xf4, IP_ACTIVE_HIGH, IPT_UNUSED )

	PORT_START					   /* IN4 not used */
	PORT_BIT( 0xff, IP_ACTIVE_LOW, IPT_UNUSED )
INPUT_PORTS_END

INPUT_PORTS_START( bbonk )
	PORT_START					   /* IN0 player 1 controls */
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_PLAYER(1)
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_PLAYER(1)
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_PLAYER(1)
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_PLAYER(1)
	PORT_BIT( 0xf0, IP_ACTIVE_LOW, IPT_UNUSED )

	PORT_START					   /* IN1 player 2 controls */
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_PLAYER(2)
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_PLAYER(2)
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_PLAYER(2)
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_PLAYER(2)
	PORT_BIT( 0xf0, IP_ACTIVE_LOW, IPT_UNUSED )

	PORT_START					   /* IN2 dip switch */
	PORT_DIPNAME( 0x03, 0x02, "Games to win" )
	PORT_DIPSETTING(	0x02, "2" )
	PORT_DIPSETTING(	0x03, "3" )
	PORT_DIPSETTING(	0x00, "4" )
	PORT_DIPSETTING(	0x01, "5" )
	PORT_BIT( 0x1C, IP_ACTIVE_LOW, IPT_UNUSED)
	PORT_DIPNAME( 0x20, 0x00, "Video Invert" )
	PORT_DIPSETTING(	0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(	0x20, DEF_STR( On ) )
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNUSED)
	PORT_DIPNAME( 0x80, 0x00, "Color Overlay" )
	PORT_DIPSETTING(	0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(	0x80, DEF_STR( On ) )

	PORT_START					   /* IN3 coinage & start */
	PORT_DIPNAME( 0x01, 0x01, DEF_STR( Coinage ) )
	PORT_DIPSETTING(	0x00, DEF_STR( 2C_1C ) )
	PORT_DIPSETTING(	0x01, DEF_STR( 1C_1C ) )
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_START1 )
	PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_COIN1 )
	PORT_BIT( 0xf4, IP_ACTIVE_HIGH, IPT_UNUSED )

	PORT_START					   /* IN4 not used */
	PORT_BIT( 0xff, IP_ACTIVE_LOW, IPT_UNUSED )
INPUT_PORTS_END


static const gfx_layout charlayout =
{
	8, 10,					/* 8*10 characters */
	4*64,					/* 4 * 64 characters */
	1,						/* 1 bit per pixel */
	{ 0 },					/* no bitplanes */
	{ 0, 1, 2, 3, 4, 5, 6, 7 },
	{ 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8, 8*8, 9*8 },
	10*8					/* every char takes 10 bytes */
};

static const gfx_decode gfxdecodeinfo[] =
{
	{ REGION_GFX1, 0, &charlayout, 0, 2 },
	{ -1 }					 /* end of array */
};

static unsigned short colortable_source[] =
{
	 1, 0,
	 0, 1
};
static PALETTE_INIT( lazercmd )
{
	palette_set_color(0,0x00,0x00,0x00); 	/* black */
	palette_set_color(1,0xb0,0xb0,0xb0); 	/* white */
	palette_set_color(2,0xff,0xff,0xff);	/* bright white */
	memcpy(colortable,colortable_source,sizeof(colortable_source));
}

static MACHINE_DRIVER_START( lazercmd )

	/* basic machine hardware */
	MDRV_CPU_ADD(S2650,8064000/12)				/* 672 kHz? */
/*          Main Clock is 8MHz divided by 12
            but memory and IO access is only possible
            within the line and frame blanking period
            thus requiring an extra loading of approx 3-5 */
	MDRV_CPU_PROGRAM_MAP(lazercmd_readmem,lazercmd_writemem)
	MDRV_CPU_IO_MAP(lazercmd_readport,lazercmd_writeport)
	MDRV_CPU_VBLANK_INT(lazercmd_timer, 128) 	/* 7680 Hz */

	MDRV_FRAMES_PER_SECOND(60)
	MDRV_VBLANK_DURATION(DEFAULT_REAL_60HZ_VBLANK_DURATION)

	/* video hardware */
	MDRV_VIDEO_ATTRIBUTES(VIDEO_TYPE_RASTER)
	MDRV_SCREEN_SIZE(HORZ_RES * HORZ_CHR, VERT_RES * VERT_CHR)
	MDRV_VISIBLE_AREA(0 * HORZ_CHR, HORZ_RES * HORZ_CHR - 1,
						0 * VERT_CHR, (VERT_RES - 1) * VERT_CHR - 1)
	MDRV_GFXDECODE(gfxdecodeinfo)
	MDRV_PALETTE_LENGTH(3)
	MDRV_COLORTABLE_LENGTH(2*2)

	MDRV_PALETTE_INIT(lazercmd)
	MDRV_VIDEO_START(lazercmd)
	MDRV_VIDEO_UPDATE(lazercmd)

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

	MDRV_SOUND_ADD(DAC, 0)
	MDRV_SOUND_ROUTE(ALL_OUTPUTS, "mono", 1.0)
MACHINE_DRIVER_END


static MACHINE_DRIVER_START( medlanes )

	/* basic machine hardware */
	MDRV_CPU_ADD(S2650,8064000/12)				/* 672 kHz? */
/*          Main Clock is 8MHz divided by 12
            but memory and IO access is only possible
            within the line and frame blanking period
            thus requiring an extra loading of approx 3-5 */
	MDRV_CPU_PROGRAM_MAP(medlanes_readmem,medlanes_writemem)
	MDRV_CPU_IO_MAP(lazercmd_readport,lazercmd_writeport)
	MDRV_CPU_VBLANK_INT(lazercmd_timer, 128) 	/* 7680 Hz */

	MDRV_FRAMES_PER_SECOND(60)
	MDRV_VBLANK_DURATION(DEFAULT_REAL_60HZ_VBLANK_DURATION)

	/* video hardware */
	MDRV_VIDEO_ATTRIBUTES(VIDEO_TYPE_RASTER)
	MDRV_SCREEN_SIZE(HORZ_RES * HORZ_CHR, VERT_RES * VERT_CHR)
	MDRV_VISIBLE_AREA(0 * HORZ_CHR, HORZ_RES * HORZ_CHR - 1,
						 0 * VERT_CHR, VERT_RES * VERT_CHR - 1)
	MDRV_GFXDECODE(gfxdecodeinfo)
	MDRV_PALETTE_LENGTH(3)
	MDRV_COLORTABLE_LENGTH(2*2)

	MDRV_PALETTE_INIT(lazercmd)
	MDRV_VIDEO_START(lazercmd)
	MDRV_VIDEO_UPDATE(lazercmd)

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

	MDRV_SOUND_ADD(DAC, 0)
	MDRV_SOUND_ROUTE(ALL_OUTPUTS, "mono", 1.0)
MACHINE_DRIVER_END


static MACHINE_DRIVER_START( bbonk )

	/* basic machine hardware */
	MDRV_CPU_ADD(S2650,8064000/12)				/* 672 kHz? */
/*          Main Clock is 8MHz divided by 12
            but memory and IO access is only possible
            within the line and frame blanking period
            thus requiring an extra loading of approx 3-5 */
	MDRV_CPU_PROGRAM_MAP(bbonk_readmem,bbonk_writemem)
	MDRV_CPU_IO_MAP(lazercmd_readport,lazercmd_writeport)
	MDRV_CPU_VBLANK_INT(bbonk_timer, 128) 	/* 7680 Hz */

	MDRV_FRAMES_PER_SECOND(60)
	MDRV_VBLANK_DURATION(DEFAULT_REAL_60HZ_VBLANK_DURATION)

	/* video hardware */
	MDRV_VIDEO_ATTRIBUTES(VIDEO_TYPE_RASTER)
	MDRV_SCREEN_SIZE(HORZ_RES * HORZ_CHR, VERT_RES * VERT_CHR)
	MDRV_VISIBLE_AREA(0 * HORZ_CHR, HORZ_RES * HORZ_CHR - 1,
						0 * VERT_CHR, (VERT_RES - 1) * VERT_CHR - 1)
	MDRV_GFXDECODE(gfxdecodeinfo)
	MDRV_PALETTE_LENGTH(3)
	MDRV_COLORTABLE_LENGTH(2*2)

	MDRV_PALETTE_INIT(lazercmd)
	MDRV_VIDEO_START(lazercmd)
	MDRV_VIDEO_UPDATE(lazercmd)

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

	MDRV_SOUND_ADD(DAC, 0)
	MDRV_SOUND_ROUTE(ALL_OUTPUTS, "mono", 1.0)
MACHINE_DRIVER_END

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

  Game driver(s)

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

ROM_START( lazercmd )
	ROM_REGION( 0x8000, REGION_CPU1, 0 )			   /* 32K cpu, 4K for ROM/RAM */
	ROM_LOAD( "lc.e5",        0x0000, 0x0400, CRC(56dc7a40) SHA1(1324d5d6a44d7314723a0b5745d89f8e27f49d25) )
	ROM_LOAD( "lc.e6",        0x0400, 0x0400, CRC(b1ef0aa2) SHA1(3edeaa4d4f4e18536066898284d430a1ac00512e) )
	ROM_LOAD( "lc.e7",        0x0800, 0x0400, CRC(8e6ffc97) SHA1(d5243ce88585db91573b6586d3d47d13b5b473c8) )
	ROM_LOAD( "lc.f5",        0x1000, 0x0400, CRC(fc5b38a4) SHA1(bff670d7b78c6b9324d2bf4b2d8a4f9dbfe82158) )
	ROM_LOAD( "lc.f6",        0x1400, 0x0400, CRC(26eaee21) SHA1(9c0a4a22abb0b0466378f067ef52a45f86cc4369) )
	ROM_LOAD( "lc.f7",        0x1800, 0x0400, CRC(9ec3534d) SHA1(98f15c5828ad2743bf205f71b8e69abd4db78a58) )

	ROM_REGION( 0x0c00, REGION_GFX1, ROMREGION_DISPOSE )
	ROM_LOAD( "lc.b8",        0x0a00, 0x0200, CRC(6d708edd) SHA1(85a45a292eb7bca288b06a118658bf754f828a92) )
ROM_END

ROM_START( medlanes )
	ROM_REGION( 0x8000, REGION_CPU1, 0 )			   /* 32K cpu, 4K for ROM/RAM */
	ROM_LOAD( "medlanes.2a", 0x0000, 0x0400, CRC(9c77566a) SHA1(60e1820012b47da8b86d54f00b6f60d2d0123745) )
	ROM_LOAD( "medlanes.2b", 0x0400, 0x0400, CRC(7841b1a9) SHA1(80621d30995dad42ae44c62494922ca8b75415cf) )
	ROM_LOAD( "medlanes.2c", 0x0800, 0x0400, CRC(a359b5b8) SHA1(dbc3c286951c50e3465132fc0d6054f06026425d) )
	ROM_LOAD( "medlanes.1a", 0x1000, 0x0400, CRC(0d57c596) SHA1(f3ce4802fc777c57f75fe691c93b7062903bdf06) )
	ROM_LOAD( "medlanes.1b", 0x1400, 0x0400, CRC(1d451630) SHA1(bf9de3096e98685355c906ab7e1dc2628dce79d6) )
	ROM_LOAD( "medlanes.3a", 0x4000, 0x0400, CRC(22bc56a6) SHA1(7444170c19274d9d889df61796e6f61af2361f3e) )
	ROM_LOAD( "medlanes.3b", 0x4400, 0x0400, CRC(6616dbef) SHA1(9506177315883b7d87a9bfada712ddeea12fd446) )
	ROM_LOAD( "medlanes.3c", 0x4800, 0x0400, CRC(b3db0f3d) SHA1(57c28a54f7a1f17df3a24b61dd0cf37f9f6bc7d8) )
	ROM_LOAD( "medlanes.4a", 0x5000, 0x0400, CRC(30d495e9) SHA1(4f2414bf60ef91093bedf5e9ae16833e9e135aa7) )
	ROM_LOAD( "medlanes.4b", 0x5400, 0x0400, CRC(a4abb5db) SHA1(a20da872b0f7d6b16b9551233af4269db9d1b55f) )

	ROM_REGION( 0x0c00, REGION_GFX1, ROMREGION_DISPOSE )
	ROM_LOAD( "medlanes.8b", 0x0a00, 0x0200, CRC(44e5de8f) SHA1(fc797fa137f0c11a15caf9c0013aac668fd69a3c) )
ROM_END


ROM_START( bbonk )
	ROM_REGION( 0x8000, REGION_CPU1, 0 )			   /* 32K cpu, 4K for ROM/RAM */
	ROM_LOAD( "bbonk.e5",     0x0000, 0x0400, CRC(d032baa0) SHA1(09cba16f6a2b7d8a8c501db639bd5eeefb63dc0f) )
	ROM_LOAD( "bbonk.e6",     0x0400, 0x0400, CRC(71df0e25) SHA1(c2f78490816add1296923861a89df15be9822fed) )
	ROM_LOAD( "bbonk.f5",     0x1000, 0x0400, CRC(748e8c7f) SHA1(99e4e182ee41c246e31f656411a9f09d7b617f92) )
	ROM_LOAD( "bbonk.f6",     0x1400, 0x0400, CRC(5ce183ed) SHA1(7c78dfa463a37605e8423104426af2f5906fae24) )

	ROM_REGION( 0x0c00, REGION_GFX1, ROMREGION_DISPOSE )
	ROM_LOAD( "bbonk.b8",     0x0a00, 0x0200, CRC(5ac34260) SHA1(7c2b1e378d2b9fed27117f9adab1381507f5d554) )
ROM_END


DRIVER_INIT( lazercmd )
{
int i, y;

	artwork_set_overlay(lazercmd_overlay);

/******************************************************************
 * The ROMs are 1K x 4 bit, so we have to mix
 * them into 8 bit bytes. The data is also inverted.
 ******************************************************************/
	for (i = 0; i < 0x0c00; i++)
	{
		memory_region(REGION_CPU1)[i + 0x0000] =
			((memory_region(REGION_CPU1)[i + 0x0000] << 4) |
			 (memory_region(REGION_CPU1)[i + 0x1000] & 15)) ^ 0xff;
	}
/******************************************************************
 * To show the maze bit #6 and #7 of the video ram are used.
 * Bit #7: add a vertical line to the right of the character
 * Bit #6: add a horizontal line below the character
 * The video logic generates 10 lines per character row, but the
 * character generator only contains 8 rows, so we expand the
 * font to 8x10.
 ******************************************************************/
	for (i = 0; i < 0x40; i++)
	{
unsigned char *d = &memory_region(REGION_GFX1)[0 * 64 * 10 + i * VERT_CHR];
unsigned char *s = &memory_region(REGION_GFX1)[4 * 64 * 10 + i * VERT_FNT];

		for (y = 0; y < VERT_CHR; y++)
		{
			d[0*64*10] = (y < VERT_FNT) ? *s++ : 0xff;
			d[1*64*10] = (y == VERT_CHR - 1) ? 0 : *d;
			d[2*64*10] = *d & 0xfe;
			d[3*64*10] = (y == VERT_CHR - 1) ? 0 : *d & 0xfe;
			d++;
		}
	}
}

DRIVER_INIT( medlanes )
{
int i, y;

	artwork_set_overlay(medlanes_overlay);

/******************************************************************
 * The ROMs are 1K x 4 bit, so we have to mix
 * them into 8 bit bytes. The data is also inverted.
 ******************************************************************/
	for (i = 0; i < 0x4000; i++)
	{
		memory_region(REGION_CPU1)[i + 0x0000] =
			~((memory_region(REGION_CPU1)[i + 0x0000] << 4) |
			  (memory_region(REGION_CPU1)[i + 0x4000] & 15));
	}
/******************************************************************
 * To show the maze bit #6 and #7 of the video ram are used.
 * Bit #7: add a vertical line to the right of the character
 * Bit #6: add a horizontal line below the character
 * The video logic generates 10 lines per character row, but the
 * character generator only contains 8 rows, so we expand the
 * font to 8x10.
 ******************************************************************/
	for (i = 0; i < 0x40; i++)
	{
unsigned char *d = &memory_region(REGION_GFX1)[0 * 64 * 10 + i * VERT_CHR];
unsigned char *s = &memory_region(REGION_GFX1)[4 * 64 * 10 + i * VERT_FNT];

		for (y = 0; y < VERT_CHR; y++)
		{
			d[0*64*10] = (y < VERT_FNT) ? *s++ : 0xff;
			d[1*64*10] = (y == VERT_CHR - 1) ? 0 : *d;
			d[2*64*10] = *d & 0xfe;
			d[3*64*10] = (y == VERT_CHR - 1) ? 0 : *d & 0xfe;
			d++;
		}
	}
}

DRIVER_INIT( bbonk )
{
int i, y;

/******************************************************************
 * The ROMs are 1K x 4 bit, so we have to mix
 * them into 8 bit bytes. The data is also inverted.
 ******************************************************************/
	for (i = 0; i < 0x0c00; i++)
	{
		memory_region(REGION_CPU1)[i + 0x0000] =
			((memory_region(REGION_CPU1)[i + 0x0000] << 4) |
			 (memory_region(REGION_CPU1)[i + 0x1000] & 15)) ^ 0xff;
	}
/******************************************************************
 * To show the maze bit #6 and #7 of the video ram are used.
 * Bit #7: add a vertical line to the right of the character
 * Bit #6: add a horizontal line below the character
 * The video logic generates 10 lines per character row, but the
 * character generator only contains 8 rows, so we expand the
 * font to 8x10.
 ******************************************************************/
	for (i = 0; i < 0x40; i++)
	{
unsigned char *d = &memory_region(REGION_GFX1)[0 * 64 * 10 + i * VERT_CHR];
unsigned char *s = &memory_region(REGION_GFX1)[4 * 64 * 10 + i * VERT_FNT];

		for (y = 0; y < VERT_CHR; y++)
		{
			d[0*64*10] = (y < VERT_FNT) ? *s++ : 0xff;
			d[1*64*10] = (y == VERT_CHR - 1) ? 0 : *d;
			d[2*64*10] = *d & 0xfe;
			d[3*64*10] = (y == VERT_CHR - 1) ? 0 : *d & 0xfe;
			d++;
		}
	}
}



GAME( 1976, lazercmd, 0, lazercmd, lazercmd, lazercmd, ROT0, "Meadows Games, Inc.", "Lazer Command", 0 )
GAME( 1977, medlanes, 0, medlanes, medlanes, medlanes, ROT0, "Meadows Games, Inc.", "Meadows Lanes", GAME_IMPERFECT_SOUND )
GAME( 1976, bbonk,	  0, bbonk,    bbonk,	 bbonk,    ROT0, "Meadows Games, Inc.", "Bigfoot Bonkers", 0 )
