/*************************************************************************** TEMPEST ------- HEX R/W D7 D6 D5 D4 D3 D2 D2 D0 function 0000-07FF R/W D D D D D D D D program ram (2K) 0800-080F W D D D D Colour ram 0C00 R D Right coin sw 0C00 R D Center coin sw 0C00 R D Left coin sw 0C00 R D Slam sw 0C00 R D Self test sw 0C00 R D Diagnostic step sw 0C00 R D Halt 0C00 R D 3kHz ?? 0D00 R D D D D D D D D option switches 0E00 R D D D D D D D D option switches 2000-2FFF R/W D D D D D D D D Vector Ram (4K) 3000-3FFF R D D D D D D D D Vector Rom (4K) 4000 W D Right coin counter 4000 W D left coin counter 4000 W D Video invert - x 4000 W D Video invert - y 4800 W Vector generator GO 5000 W WD clear 5800 W Vect gen reset 6000-603F W D D D D D D D D EAROM write 6040 W D D D D D D D D EAROM control 6040 R D Mathbox status 6050 R D D D D D D D D EAROM read 6060 R D D D D D D D D Mathbox read 6070 R D D D D D D D D Mathbox read 6080-609F W D D D D D D D D Mathbox start 60C0-60CF R/W D D D D D D D D Custom audio chip 1 60D0-60DF R/W D D D D D D D D Custom audio chip 2 60E0 R D one player start LED 60E0 R D two player start LED 60E0 R D FLIP 9000-DFFF R D D D D D D D D Program ROM (20K) notes: program ram decode may be incorrect, but it appears like this on the schematics, and the troubleshooting guide. ZAP1,FIRE1,FIRE2,ZAP2 go to pokey2 , bits 3,and 4 (depending on state of FLIP) player1 start, player2 start are pokey2 , bits 5 and 6 encoder wheel goes to pokey1 bits 0-3 pokey1, bit4 is cocktail detect TEMPEST SWITCH SETTINGS (Atari, 1980) ------------------------------------- GAME OPTIONS: (8-position switch at L12 on Analog Vector-Generator PCB) 1 2 3 4 5 6 7 8 Meaning ------------------------------------------------------------------------- Off Off 2 lives per game On On 3 lives per game On Off 4 lives per game Off On 5 lives per game On On Off Bonus life every 10000 pts On On On Bonus life every 20000 pts On Off On Bonus life every 30000 pts On Off Off Bonus life every 40000 pts Off On On Bonus life every 50000 pts Off On Off Bonus life every 60000 pts Off Off On Bonus life every 70000 pts Off Off Off No bonus lives On On English On Off French Off On German Off Off Spanish On 1-credit minimum Off 2-credit minimum GAME OPTIONS: (4-position switch at D/E2 on Math Box PCB) 1 2 3 4 Meaning ------------------------------------------------------------------------- Off Minimum rating range: 1, 3, 5, 7, 9 On Minimum rating range tied to high score Off Off Medium difficulty (see notes) Off On Easy difficulty (see notes) On Off Hard difficulty (see notes) On On Medium difficulty (see notes) PRICING OPTIONS: (8-position switch at N13 on Analog Vector-Generator PCB) 1 2 3 4 5 6 7 8 Meaning ------------------------------------------------------------------------- On On On No bonus coins On On Off For every 2 coins, game adds 1 more coin On Off On For every 4 coins, game adds 1 more coin On Off Off For every 4 coins, game adds 2 more coins Off On On For every 5 coins, game adds 1 more coin Off On Off For every 3 coins, game adds 1 more coin On Off Off On Demonstration Mode (see notes) Off Off Off On Demonstration-Freeze Mode (see notes) On Left coin mech * 1 Off Left coin mech * 2 On On Right coin mech * 1 On Off Right coin mech * 4 Off On Right coin mech * 5 Off Off Right coin mech * 6 Off On Free Play Off Off 1 coin 2 plays On On 1 coin 1 play On Off 2 coins 1 play GAME SETTING NOTES: ------------------- Demonstration Mode: - Plays a normal game of Tempest, but pressing SUPERZAP sends you directly to the next level. Demonstration-Freeze Mode: - Just like Demonstration Mode, but with frozen screen action. Both Demonstration Modes: - Pressing RESET in either mode will cause the game to lock up. To recover, set switch 1 to On. - You can start at any level from 1..81, so it's an easy way of seeing what the game can throw at you - The score is zeroed at the end of the game, so you also don't have to worry about artificially high scores disrupting your scoring records as stored in the game's EAROM. Easy Difficulty: - Enemies move more slowly - One less enemy shot on the screen at any given time Hard Difficulty: - Enemies move more quickly - 1-4 more enemy shots on the screen at any given time - One more enemy may be on the screen at any given time High Scores: - Changing toggles 1-5 at L12 (more/fewer lives, bonus ship levels) will erase the high score table. - You should also wait 8-10 seconds after a game has been played before entering self-test mode or powering down; otherwise, you might erase or corrupt the high score table. ***************************************************************************/ #include "driver.h" #include "vidhrdw/generic.h" #include "machine/mathbox.h" #include "vidhrdw/avgdvg.h" #include "vidhrdw/vector.h" #include "machine/atari_vg.h" static READ_HANDLER( tempest_IN0_r ) { int res; res = readinputport(0); if (avgdvg_done()) res|=0x40; /* Emulate the 3kHz source on bit 7 (divide 1.5MHz by 512) */ if (cpu_gettotalcycles() & 0x100) res |=0x80; return res; } static WRITE_HANDLER( tempest_led_w ) { set_led_status(0, ~data & 0x02); set_led_status(1, ~data & 0x01); /* FLIP is bit 0x04 */ } static WRITE_HANDLER( tempest_coin_w ) { coin_counter_w (0, (data & 0x01)); coin_counter_w (1, (data & 0x02)); coin_counter_w (2, (data & 0x04)); vector_set_flip_x (data & 0x08); vector_set_flip_y (data & 0x10); vector_set_swap_xy (1); /* vertical game */ } static MEMORY_READ_START( readmem ) { 0x0000, 0x07ff, MRA_RAM }, { 0x0c00, 0x0c00, tempest_IN0_r }, /* IN0 */ { 0x0d00, 0x0d00, input_port_3_r }, /* DSW1 */ { 0x0e00, 0x0e00, input_port_4_r }, /* DSW2 */ { 0x2000, 0x2fff, MRA_RAM }, { 0x3000, 0x3fff, MRA_ROM }, { 0x6040, 0x6040, mb_status_r }, { 0x6050, 0x6050, atari_vg_earom_r }, { 0x6060, 0x6060, mb_lo_r }, { 0x6070, 0x6070, mb_hi_r }, { 0x60c0, 0x60cf, pokey1_r }, { 0x60d0, 0x60df, pokey2_r }, { 0x9000, 0xdfff, MRA_ROM }, { 0xf000, 0xffff, MRA_ROM }, /* for the reset / interrupt vectors */ MEMORY_END static MEMORY_WRITE_START( writemem ) { 0x0000, 0x07ff, MWA_RAM }, { 0x0800, 0x080f, tempest_colorram_w }, { 0x2000, 0x2fff, MWA_RAM, &vectorram, &vectorram_size }, { 0x3000, 0x3fff, MWA_ROM }, { 0x4000, 0x4000, tempest_coin_w }, { 0x4800, 0x4800, avgdvg_go_w }, { 0x5000, 0x5000, watchdog_reset_w }, { 0x5800, 0x5800, avgdvg_reset_w }, { 0x6000, 0x603f, atari_vg_earom_w }, { 0x6040, 0x6040, atari_vg_earom_ctrl_w }, { 0x6080, 0x609f, mb_go_w }, { 0x60c0, 0x60cf, pokey1_w }, { 0x60d0, 0x60df, pokey2_w }, { 0x60e0, 0x60e0, tempest_led_w }, { 0x9000, 0xdfff, MWA_ROM }, MEMORY_END INPUT_PORTS_START( tempest ) PORT_START /* IN0 */ PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_COIN3 ) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_COIN2 ) PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_COIN1 ) PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_TILT ) PORT_SERVICE( 0x10, IP_ACTIVE_LOW ) PORT_BITX( 0x20, IP_ACTIVE_LOW, IPT_SERVICE, "Diagnostic Step", KEYCODE_F1, IP_JOY_NONE ) /* bit 6 is the VG HALT bit. We set it to "low" */ /* per default (busy vector processor). */ /* handled by tempest_IN0_r() */ PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* bit 7 is tied to a 3kHz (?) clock */ /* handled by tempest_IN0_r() */ PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN ) PORT_START /* IN1/DSW0 */ /* This is the Tempest spinner input. It only uses 4 bits. */ PORT_ANALOG( 0x0f, 0x00, IPT_DIAL, 25, 20, 0, 0) /* The next one is reponsible for cocktail mode. * According to the documentation, this is not a switch, although * it may have been planned to put it on the Math Box PCB, D/E2 ) */ PORT_DIPNAME( 0x10, 0x10, DEF_STR( Cabinet ) ) PORT_DIPSETTING( 0x10, DEF_STR( Upright ) ) PORT_DIPSETTING( 0x00, DEF_STR( Cocktail ) ) PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_START /* IN2 */ PORT_DIPNAME( 0x03, 0x03, DEF_STR( Difficulty ) ) PORT_DIPSETTING( 0x02, "Easy" ) PORT_DIPSETTING( 0x03, "Medium1" ) PORT_DIPSETTING( 0x00, "Medium2" ) PORT_DIPSETTING( 0x01, "Hard" ) PORT_DIPNAME( 0x04, 0x04, "Rating" ) PORT_DIPSETTING( 0x04, "1, 3, 5, 7, 9" ) PORT_DIPSETTING( 0x00, "tied to high score" ) PORT_BIT(0x08, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_BIT(0x10, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_BIT(0x20, IP_ACTIVE_LOW, IPT_START1 ) PORT_BIT(0x40, IP_ACTIVE_LOW, IPT_START2 ) PORT_BIT(0x80, IP_ACTIVE_LOW, IPT_UNKNOWN ) PORT_START /* DSW1 - (N13 on analog vector generator PCB */ PORT_DIPNAME( 0x03, 0x00, DEF_STR( Coinage ) ) PORT_DIPSETTING( 0x01, DEF_STR( 2C_1C ) ) PORT_DIPSETTING( 0x00, DEF_STR( 1C_1C ) ) PORT_DIPSETTING( 0x03, DEF_STR( 1C_2C ) ) PORT_DIPSETTING( 0x02, DEF_STR( Free_Play ) ) PORT_DIPNAME( 0x0c, 0x00, "Right Coin" ) PORT_DIPSETTING( 0x00, "*1" ) PORT_DIPSETTING( 0x04, "*4" ) PORT_DIPSETTING( 0x08, "*5" ) PORT_DIPSETTING( 0x0c, "*6" ) PORT_DIPNAME( 0x10, 0x00, "Left Coin" ) PORT_DIPSETTING( 0x00, "*1" ) PORT_DIPSETTING( 0x10, "*2" ) PORT_DIPNAME( 0xe0, 0x00, "Bonus Coins" ) PORT_DIPSETTING( 0x00, "None" ) PORT_DIPSETTING( 0x80, "1 each 5" ) PORT_DIPSETTING( 0x40, "1 each 4 (+Demo)" ) PORT_DIPSETTING( 0xa0, "1 each 3" ) PORT_DIPSETTING( 0x60, "2 each 4 (+Demo)" ) PORT_DIPSETTING( 0x20, "1 each 2" ) PORT_DIPSETTING( 0xc0, "Freeze Mode" ) PORT_DIPSETTING( 0xe0, "Freeze Mode" ) PORT_START /* DSW2 - (L12 on analog vector generator PCB */ PORT_DIPNAME( 0x01, 0x00, "Minimum" ) PORT_DIPSETTING( 0x00, "1 Credit" ) PORT_DIPSETTING( 0x01, "2 Credit" ) PORT_DIPNAME( 0x06, 0x00, "Language" ) PORT_DIPSETTING( 0x00, "English" ) PORT_DIPSETTING( 0x02, "French" ) PORT_DIPSETTING( 0x04, "German" ) PORT_DIPSETTING( 0x06, "Spanish" ) PORT_DIPNAME( 0x38, 0x00, DEF_STR( Bonus_Life ) ) PORT_DIPSETTING( 0x08, "10000" ) PORT_DIPSETTING( 0x00, "20000" ) PORT_DIPSETTING( 0x10, "30000" ) PORT_DIPSETTING( 0x18, "40000" ) PORT_DIPSETTING( 0x20, "50000" ) PORT_DIPSETTING( 0x28, "60000" ) PORT_DIPSETTING( 0x30, "70000" ) PORT_DIPSETTING( 0x38, "None" ) PORT_DIPNAME( 0xc0, 0x00, DEF_STR( Lives ) ) PORT_DIPSETTING( 0xc0, "2" ) PORT_DIPSETTING( 0x00, "3" ) PORT_DIPSETTING( 0x40, "4" ) PORT_DIPSETTING( 0x80, "5" ) INPUT_PORTS_END READ_HANDLER( input_port_1_bit_r ) { return (readinputport(1) & (1 << offset)) ? 0 : 228; } READ_HANDLER( input_port_2_bit_r ) { return (readinputport(2) & (1 << offset)) ? 0 : 228; } static struct POKEYinterface pokey_interface = { 2, /* 2 chips */ 12096000/8, /* 1.512 MHz */ { 50, 50 }, /* The 8 pot handlers */ { input_port_1_bit_r, input_port_2_bit_r }, { input_port_1_bit_r, input_port_2_bit_r }, { input_port_1_bit_r, input_port_2_bit_r }, { input_port_1_bit_r, input_port_2_bit_r }, { input_port_1_bit_r, input_port_2_bit_r }, { input_port_1_bit_r, input_port_2_bit_r }, { input_port_1_bit_r, input_port_2_bit_r }, { input_port_1_bit_r, input_port_2_bit_r }, /* The allpot handler */ { 0, 0 }, }; static const struct MachineDriver machine_driver_tempest = { /* basic machine hardware */ { { CPU_M6502, 12096000/8, /* 1.512 MHz */ readmem,writemem,0,0, interrupt,4 /* 4.1ms */ } }, 60, 0, /* frames per second, vblank duration (vector game, so no vblank) */ 1, 0, /* video hardware */ 400, 300, { 0, 550, 0, 580 }, 0, 256,0, avg_init_palette_multi, VIDEO_TYPE_VECTOR | VIDEO_SUPPORTS_DIRTY, 0, avg_start_tempest, avg_stop, vector_vh_screenrefresh, /* sound hardware */ 0,0,0,0, { { SOUND_POKEY, &pokey_interface } }, atari_vg_earom_handler }; /*************************************************************************** Game driver(s) ***************************************************************************/ ROM_START( tempest ) /* rev 3 */ ROM_REGION( 0x10000, REGION_CPU1, 0 ) /* 64k for code */ ROM_LOAD( "136002.113", 0x9000, 0x0800, 0x65d61fe7 ) ROM_LOAD( "136002.114", 0x9800, 0x0800, 0x11077375 ) ROM_LOAD( "136002.115", 0xa000, 0x0800, 0xf3e2827a ) ROM_LOAD( "136002.316", 0xa800, 0x0800, 0xaeb0f7e9 ) ROM_LOAD( "136002.217", 0xb000, 0x0800, 0xef2eb645 ) ROM_LOAD( "136002.118", 0xb800, 0x0800, 0xbeb352ab ) ROM_LOAD( "136002.119", 0xc000, 0x0800, 0xa4de050f ) ROM_LOAD( "136002.120", 0xc800, 0x0800, 0x35619648 ) ROM_LOAD( "136002.121", 0xd000, 0x0800, 0x73d38e47 ) ROM_LOAD( "136002.222", 0xd800, 0x0800, 0x707bd5c3 ) ROM_RELOAD( 0xf800, 0x0800 ) /* for reset/interrupt vectors */ /* Mathbox ROMs */ ROM_LOAD( "136002.123", 0x3000, 0x0800, 0x29f7e937 ) ROM_LOAD( "136002.124", 0x3800, 0x0800, 0xc16ec351 ) ROM_END ROM_START( tempest1 ) /* rev 1 */ ROM_REGION( 0x10000, REGION_CPU1, 0 ) /* 64k for code */ ROM_LOAD( "136002.113", 0x9000, 0x0800, 0x65d61fe7 ) ROM_LOAD( "136002.114", 0x9800, 0x0800, 0x11077375 ) ROM_LOAD( "136002.115", 0xa000, 0x0800, 0xf3e2827a ) ROM_LOAD( "136002.116", 0xa800, 0x0800, 0x7356896c ) ROM_LOAD( "136002.117", 0xb000, 0x0800, 0x55952119 ) ROM_LOAD( "136002.118", 0xb800, 0x0800, 0xbeb352ab ) ROM_LOAD( "136002.119", 0xc000, 0x0800, 0xa4de050f ) ROM_LOAD( "136002.120", 0xc800, 0x0800, 0x35619648 ) ROM_LOAD( "136002.121", 0xd000, 0x0800, 0x73d38e47 ) ROM_LOAD( "136002.122", 0xd800, 0x0800, 0x796a9918 ) ROM_RELOAD( 0xf800, 0x0800 ) /* for reset/interrupt vectors */ /* Mathbox ROMs */ ROM_LOAD( "136002.123", 0x3000, 0x0800, 0x29f7e937 ) ROM_LOAD( "136002.124", 0x3800, 0x0800, 0xc16ec351 ) ROM_END ROM_START( tempest2 ) /* rev 2 */ ROM_REGION( 0x10000, REGION_CPU1, 0 ) /* 64k for code */ ROM_LOAD( "136002.113", 0x9000, 0x0800, 0x65d61fe7 ) ROM_LOAD( "136002.114", 0x9800, 0x0800, 0x11077375 ) ROM_LOAD( "136002.115", 0xa000, 0x0800, 0xf3e2827a ) ROM_LOAD( "136002.116", 0xa800, 0x0800, 0x7356896c ) ROM_LOAD( "136002.217", 0xb000, 0x0800, 0xef2eb645 ) ROM_LOAD( "136002.118", 0xb800, 0x0800, 0xbeb352ab ) ROM_LOAD( "136002.119", 0xc000, 0x0800, 0xa4de050f ) ROM_LOAD( "136002.120", 0xc800, 0x0800, 0x35619648 ) ROM_LOAD( "136002.121", 0xd000, 0x0800, 0x73d38e47 ) ROM_LOAD( "136002.222", 0xd800, 0x0800, 0x707bd5c3 ) ROM_RELOAD( 0xf800, 0x0800 ) /* for reset/interrupt vectors */ /* Mathbox ROMs */ ROM_LOAD( "136002.123", 0x3000, 0x0800, 0x29f7e937 ) ROM_LOAD( "136002.124", 0x3800, 0x0800, 0xc16ec351 ) ROM_END ROM_START( temptube ) ROM_REGION( 0x10000, REGION_CPU1, 0 ) /* 64k for code */ ROM_LOAD( "136002.113", 0x9000, 0x0800, 0x65d61fe7 ) ROM_LOAD( "136002.114", 0x9800, 0x0800, 0x11077375 ) ROM_LOAD( "136002.115", 0xa000, 0x0800, 0xf3e2827a ) ROM_LOAD( "136002.316", 0xa800, 0x0800, 0xaeb0f7e9 ) ROM_LOAD( "136002.217", 0xb000, 0x0800, 0xef2eb645 ) ROM_LOAD( "tube.118", 0xb800, 0x0800, 0xcefb03f0 ) ROM_LOAD( "136002.119", 0xc000, 0x0800, 0xa4de050f ) ROM_LOAD( "136002.120", 0xc800, 0x0800, 0x35619648 ) ROM_LOAD( "136002.121", 0xd000, 0x0800, 0x73d38e47 ) ROM_LOAD( "136002.222", 0xd800, 0x0800, 0x707bd5c3 ) ROM_RELOAD( 0xf800, 0x0800 ) /* for reset/interrupt vectors */ /* Mathbox ROMs */ ROM_LOAD( "136002.123", 0x3000, 0x0800, 0x29f7e937 ) ROM_LOAD( "136002.124", 0x3800, 0x0800, 0xc16ec351 ) ROM_END #if 0 /* identical to rom_tempest, only different rom sizes */ ROM_START( tempest3 ) ROM_REGION( 0x10000, REGION_CPU1, 0 ) /* 64k for code */ ROM_LOAD( "tempest.x", 0x9000, 0x1000, 0x0 ) ROM_LOAD( "tempest.1", 0xa000, 0x1000, 0x0 ) ROM_LOAD( "tempest.3", 0xb000, 0x1000, 0x0 ) ROM_LOAD( "tempest.5", 0xc000, 0x1000, 0x0 ) ROM_LOAD( "tempest.7", 0xd000, 0x1000, 0x0 ) ROM_RELOAD( 0xf000, 0x1000 ) /* for reset/interrupt vectors */ /* Mathbox ROMs */ ROM_LOAD( "tempest.np3", 0x3000, 0x1000, 0x0 ) ROM_END #endif GAME( 1980, tempest, 0, tempest, tempest, 0, ROT270, "Atari", "Tempest (rev 3)" ) GAME( 1980, tempest1, tempest, tempest, tempest, 0, ROT270, "Atari", "Tempest (rev 1)" ) GAME( 1980, tempest2, tempest, tempest, tempest, 0, ROT270, "Atari", "Tempest (rev 2)" ) GAME( 1980, temptube, tempest, tempest, tempest, 0, ROT270, "hack", "Tempest Tubes" )