/************************************************************************************************
  Capcom
  -----------------
  by Martin Adrian, Steve Ellenoff, Gerrit Volkenborn (05/07/2002 - 11/10/2003)

  Hardware from 1995-1996

  CPU BOARD:
	CPU: 68306 @ 16.67 Mhz
	I/O: 68306 has 2 8-bit ports and a dual uart with timer
	DMD: Custom programmed U16 chip handles DMD Control Data and some timing
	Size: 128x32 (all games except Flipper Football - 256x64!)

  SOUND BOARD:
	CPU: 87c52 @ 12 Mhz
	I/O: 87c52 has a uart
	SND: 2 x TMS320AV120 MPG DECODER ( Only 1 on Breakshot )
	VOL: x9241 Digital Volume Pot

  Capcom Standard Pins:
  Lamp Matrix     = 2 x (8x8 Matrixs) = 128 Lamps - NOTE: No GI - every single lamp is cpu controlled
  Switch Matrix   = 64 Switches on switch board + 16 Cabinet Switches
  Solenoids	= 32 Solenoids/Flashers
  Sound: 2 Channel Mono Audio

  Capcom "Classic" Pins: (Breakshot)
  Lamp Matrix     = 1 x (8x8 Matrixs) = 64 Lamps - 64 GI Lamps (not directly cpu controlled?)
  Switch Matrix   = 1 x (8x7 Matrix)  = 56 Switches + 9 Cabinet Switches
  Solenoids	= 32 Solenoids/Flashers
  Sound: 1 Channel Mono Audio

  Milestones:
  09/19/03-09/21/03 - U16 Test successfully bypassed, dmd and lamps working quite well
  09/21/03-09/24/03 - DMD working 100% incuding 256x64 size, switches, solenoids working on most games except kp, and ff
  09/25/03          - First time game booted without any errors.. (Even though in reality, the U16 would still fail if not hacked around)
  11/03/03          - First time sound was working almost fully (although still some glitches and much work left to do)
  11/09/03		    - 50V Line finally reports a voltage & KP,FF fire hi-volt solenoids
  11/10/03          - Seem to have found decent IRQ4 freq. to allow KP & FF to fire sols 1 & 2 properly
  11/15/03			- 68306 optimized & true address mappings implemented, major speed improvements!

  Hacks & Issues that need to be looked into:
  #1) Why do we need to adjust the CPU Speed to get the animations to display at correct speed? U16 related bug?
  #2) U16 Needs to be better understood and emulated more accurrately (should fix IRQ4 timing problems)
  #3) IRQ4 appears to somehow control timing for 50V solenoids & Lamps in FF&KP, unknown effect in other games
  #4) Handle opto switches internally? Is this needed?
  #5) Handle EOS switches internally? Is this needed?
  #6) More complete M68306 emulation (although it's fairly good already) - could use some optimization
  #7) Lamps will eventually come on in Kingpin/Flipper Football, why does it take so long? Faster IRQ4 timing will improve response time ( cycles of 2000 for example, but screws up solenoids )
  #8) Not sure best way to emulate 50V line, see TEST50V_TRYx macros below
  #9) Firing of 50V solenoids seems sometimes inconsistent in FF&KP, but IRQ4 timing helps correct it
**************************************************************************************/
#include <stdarg.h>
#include "driver.h"
#include "cpu/m68000/m68000.h"
#include "core.h"
#include "capcoms.h"
#include "sndbrd.h"

//Show all error messages at startup (U16 Errors)
#define SKIP_ERROR_MSG		1

//Turn off to use the correct actual frequency values, but the animations are much too slow..
#define USE_ADJUSTED_FREQ	1

//Turn off when not testing mpg audio
#define TEST_MPGAUDIO		0

//3 different ways to test 50V line (ONLY 1 can be uncommented at a time)
//#define TEST50V_TRY1		//Gives varying readings, but most in the 50-85V range
//#define TEST50V_TRY2		//Gives varying readings (only some games), but most in the 30V-50V range (note: 40V range raises check 50V interlock switch error message)
#define TEST50V_TRY3		//Seems to give steady 99V reading

#if USE_ADJUSTED_FREQ
	#define CC_ZCFREQ       124			/* Zero cross frequency - Reports ~60Hz on the Solenoid/Line Voltage Test */
	#define CPU_CLOCK		24000000	/* Animation speed is more accurate at this speed, strange.. */
#else
	#define CC_ZCFREQ       87			/* Zero cross frequency - Reports ~60Hz on the Solenoid/Line Voltage Test */
	#define CPU_CLOCK		16670000	/* Animation speed is more accurate at this speed, strange.. */
#endif

#define CC_VBLANKFREQ     60 /* VBLANK frequency */
#define CC_SOLSMOOTH       3 /* Smooth the Solenoids over this numer of VBLANKS */
#define CC_LAMPSMOOTH      4 /* Smooth the lamps over this number of VBLANKS */

#define CC_IRQ4FREQ		TIME_IN_CYCLES(8000,0)	//Seems to work well for both KP & FF

static data16_t *rom_base;
static data16_t *ramptr;

//declares
extern void capcoms_manual_reset(void);

static struct {
  UINT32 solenoids;
  UINT16 u16a[4],u16b[4];
  UINT16 driverBoard;
  int vblankCount;
  int u16irqcount;
  int diagnosticLed;
  int diagnosticLedS;
  UINT8 visible_page;
  int zero_cross;
  int blanking;
  int swCol;
  int read_u16;
  UINT8 lastb;
  int vset;
  int line_v;
  int greset;
  int pulse;
  int first_sound_reset;
  UINT8 lamps[16*8];
} locals;

static NVRAM_HANDLER(cc);
static void Skip_Error_Msg(void);

static INTERRUPT_GEN(cc_vblank) {
  /*-------------------------------
  /  copy local data to interface
  /--------------------------------*/
  locals.vblankCount += 1;

  /*-- lamps --*/
  if ((locals.vblankCount % CC_LAMPSMOOTH) == 0) {
    memcpy(coreGlobals.lampMatrix, coreGlobals.tmpLampMatrix, sizeof(coreGlobals.tmpLampMatrix));
    memset(coreGlobals.tmpLampMatrix, 0, sizeof(coreGlobals.tmpLampMatrix));
  }

  /*-- solenoids --*/
  if ((locals.vblankCount % CC_SOLSMOOTH) == 0) {
    coreGlobals.solenoids = locals.solenoids;
    locals.solenoids = coreGlobals.pulsedSolState;
    coreGlobals.pulsedSolState = 0;
  }

  /*update leds*/
  coreGlobals.diagnosticLed = (locals.diagnosticLedS<<1) | locals.diagnosticLed;
  locals.diagnosticLed = 0;
  locals.diagnosticLedS = 0;

  core_updateSw(TRUE);
}

static SWITCH_UPDATE(cc) {
  if (inports) {
    CORE_SETKEYSW(inports[CORE_COREINPORT],0xcf,9);
    if (core_gameData->hw.lampCol)
      CORE_SETKEYSW(inports[CORE_COREINPORT]>>8,0xff,0);
    else
      CORE_SETKEYSW(((inports[CORE_COREINPORT]>>8)<<4),0xf0,2);
  }
}

/********************/
/* IRQ & ZERO CROSS */
/********************/
//IRQ2 Generation (Zero X) - (callback)
static void cc_zeroCross(int data) {

#ifdef TEST50V_TRY1
 locals.line_v = !locals.line_v;
#endif

 locals.zero_cross = !locals.zero_cross;
 cpu_set_irq_line(0,MC68306_IRQ_2,ASSERT_LINE);
}

//IRQ1 Generation (callback)
static void cc_u16irq1(int data) {
  locals.u16irqcount += 1;
  if (locals.u16irqcount == (0x08>>((locals.u16b[0] & 0xc0)>>6))) {
    cpu_set_irq_line(0,MC68306_IRQ_1,PULSE_LINE);
    locals.u16irqcount = 0;
  }
}

//IRQ4 Generation (callback)
static void cc_u16irq4(int data) {
	cpu_set_irq_line(0,MC68306_IRQ_4,PULSE_LINE);
}

/***************/
/* PORT A READ */
/***************/
//PA0   - J3 - Pin 7 - Token/Coin Meter/Printer Interface Board(Unknown purpose)
//PA1   - J3 - Pin 8 - Token/Coin Meter/Printer Interface Board(Unknown purpose)
//PA2   - J3 - Pin 9 - Token/Coin Meter/Printer Interface Board(Unknown purpose)
//PA3   - LED(output only)
//PA4   - LINE_5 (Measures +5V Low power D/C Line)
//PA5   - LINE_V (Measures 50V High Power A/C Line for Solenoids)
//PA6   - VSET(output only)
//PA7   - GRESET(output only)
static READ16_HANDLER(cc_porta_r) {
	int data = 0;

#ifdef TEST50V_TRY2
	static int tot=0;
	if(tot++==2) {
		locals.line_v = 0;
		tot = 0;
	}
	else
		locals.line_v = 1;
#endif
#ifdef TEST50V_TRY3
	locals.line_v = !locals.line_v;
#endif

	data = (1<<4) | (locals.line_v<<5);
	if(!locals.pulse)	data ^= 0x10;
	DBGLOG(("Port A read\n"));
	//printf("[%08x] Port A read = %x\n",activecpu_get_previouspc(),data);
	return data;
}
/***************/
/* PORT B READ */
/***************/
//PB0 OR IACK2 - ZERO X ACK(Output Only)
//PB1 OR IACK3 - PULSE (To J2) (Output Only)
//PB2 OR IACK5 - J3 - Pin 13 - Token/Coin Meter/Printer Interface Board - SW3(Unknown Purpose)(Output Only)
//PB3 OR IACK6 - J3 - Pin 12 - Token/Coin Meter/Printer Interface Board - SW4(Unknown Purpose)(Output Only)
//PB4 OR IRQ2  - ZERO CROSS IRQ
//PB5 OR IRQ3  - NOT USED?
//PB6 OR IRQ5  - J3 - Pin 11 - Token/Coin Meter/Printer Interface Board - SW6(Unknown Purpose)(Output Only)
//PB7 OR IRQ6  - NOT USED?
static READ16_HANDLER(cc_portb_r) {
	int data = 0;
	data |= locals.zero_cross<<4;
	DBGLOG(("Port B read = %x\n",data));
	return data;
}

/****************/
/* PORT A WRITE */
/****************/
//PA0   - J3 - Pin 7 - Token/Coin Meter/Printer Interface Board(Unknown purpose)(Input Only)
//PA1   - J3 - Pin 8 - Token/Coin Meter/Printer Interface Board(Unknown purpose)(Input Only)
//PA2   - J3 - Pin 9 - Token/Coin Meter/Printer Interface Board(Unknown purpose)(Input Only)
//PA3   - LED
//PA4   - LINE_5 (Input only)
//PA5   - LINE_V (Input only)
//PA6   - VSET
//PA7   - GRESET (to soundboard - Inverted?)
static WRITE16_HANDLER(cc_porta_w) {
  int reset = 0;
  if(data !=0x0048 && data !=0x0040 && data !=0x0008)
	DBGLOG(("Port A write %04x\n",data));

  locals.diagnosticLed = ((~data)&0x08>>3);
  locals.vset = (data>>6)&1;
  reset = (data>>7)&1;

  //Manually reset the sound board on 1->0 transition (but don't do it the very first time, ie, when both cpu's first boot up)
  if(locals.greset && !reset) {
	  if(!locals.first_sound_reset) locals.first_sound_reset=1;
	  else capcoms_manual_reset();
  }
  locals.greset = reset;

  if (!core_gameData->hw.lampCol)
	locals.driverBoard = 0x0700; // this value is expected by Breakshot after port writes
}
/****************/
/* PORT B WRITE */
/****************/
//PB0 OR IACK2 - ZERO CROSS ACK (Clears IRQ2)
//PB1 OR IACK3 - PULSE (To J2)
//PB2 OR IACK5 - J3 - Pin 13 - Token/Coin Meter/Printer Interface Board - SW3(Unknown Purpose)(Output Only)
//PB3 OR IACK6 - J3 - Pin 12 - Token/Coin Meter/Printer Interface Board - SW4(Unknown Purpose)(Output Only)
//PB4 OR IRQ2  - ZERO CROSS IRQ (Input Only)
//PB5 OR IRQ3  - NOT USED?
//PB6 OR IRQ5  - J3 - Pin 11 - Token/Coin Meter/Printer Interface Board - SW6(Unknown Purpose)
//PB7 OR IRQ6  - NOT USED?
static WRITE16_HANDLER(cc_portb_w) {
  locals.pulse = (data>>1)&1;
  DBGLOG(("Port B write %04x\n",data));
  if (data & ~locals.lastb & 0x01)
	  cpu_set_irq_line(0,MC68306_IRQ_2,CLEAR_LINE);
  locals.lastb = data;
  //if(locals.pulse) printf("pulse=1\n"); else printf("pulse=0\n");
}
/************/
/* U16 READ */
/************/
static READ16_HANDLER(u16_r) {
  offset &= 0x203;
  //DBGLOG(("U16r [%03x] (%04x)\n",offset,mem_mask));
  //printf("U16r [%03x] (%04x)\n",offset,mem_mask);

  switch (offset) {
    case 0x000: case 0x001:
		return locals.u16a[offset];

	//Should probably never occur?
	case 0x002: case 0x003:
		DBGLOG(("reading U16-%x\n",offset));
		return locals.u16a[offset];

    case 0x200: case 0x201: case 0x202: case 0x203:
      return locals.u16b[offset&3];
  }
  return 0;
}

/*************/
/* U16 WRITE */
/*************/
static WRITE16_HANDLER(u16_w) {
  offset &= 0x203;
   // DBGLOG(("U16w [%03x]=%04x (%04x)\n",offset,data,mem_mask));
  //printf("U16w [%03x]=%04x (%04x)\n",offset,data,mem_mask);

  //DMD Visible Block offset
  if (offset==2)
	locals.visible_page = (locals.visible_page & 0x0f) | (data << 4);
  //DMD Visible Page offset
  if (offset==3)
	locals.visible_page = (locals.visible_page & 0xf0) | (data >> 12);

  switch (offset) {
    case 0x000: case 0x001: case 0x002: case 0x003:
      locals.u16a[offset] = (locals.u16a[offset] & mem_mask) | data; break;
    case 0x200: case 0x201: case 0x202: case 0x203:
      locals.u16b[offset&3] = (locals.u16b[offset&3] & mem_mask) | data; break;
  }
}

/*************/
/* I/O READ  */
/*************/
static READ16_HANDLER(io_r) {
  UINT16 data = 0;
  static int swcol = 0;

  switch (offset) {
    //Read from driver board
    case 0x000008:
      DBGLOG(("PC%08x - io_r: [%08x] (%04x)\n",activecpu_get_pc(),offset,mem_mask));
      data = locals.driverBoard;
      break;
    //Read from other boards
    case 0x000006:
    case 0x00000a:
	  data=0xffff;
      DBGLOG(("PC%08x - io_r: [%08x] (%04x)\n",activecpu_get_pc(),offset,mem_mask));
	  //printf("PC%08x - io_r: [%08x] (%04x)\n",activecpu_get_pc(),offset,mem_mask);
      break;
    //Lamp A & B Matrix Row Status? Used to determine non-functioning bulbs?
    case 0x00000c:
    case 0x00000d:
      data = locals.blanking ? 0xffff : 0;
      break;
    //Playfield Switches
    case 0x200008:
    case 0x200009:
    case 0x20000a:
    case 0x20000b:
      swcol = offset-0x200007;
      data = (coreGlobals.swMatrix[swcol+4] << 8 | coreGlobals.swMatrix[swcol]) ^ 0xffff; //Switches are inverted
      break;

    //Solenoid A & B Status??? (returing a value here, removes waiting for short error msg, when IRQ4 set to 2000 cycles in KP)
    case 0x20000c:
    case 0x20000d:
		data = 0xffff;
		//printf("PC%08x - io_r: [%08x] (%04x) = %04x\n",activecpu_get_pc(),offset,mem_mask,data);
		break;

	//Cabinet/Coin Door Switches OR (ALL SWITCH READS FOR GAMES USING ONLY LAMP B MATRIX)
    case 0x400000:
      if (!core_gameData->hw.lampCol) {
        //Cabinet/Coin Door Switches are read as the lower byte on all switch reads
        data = coreGlobals.swMatrix[9];
        switch(locals.swCol) {
          case 0x80: data |= coreGlobals.swMatrix[1]<<8; break;
          case 0x40: data |= coreGlobals.swMatrix[2]<<8; break;
          case 0x20: data |= coreGlobals.swMatrix[3]<<8; break;
          case 0x10: data |= coreGlobals.swMatrix[4]<<8; break;
          case 0x08: data |= coreGlobals.swMatrix[5]<<8; break;
          case 0x04: data |= coreGlobals.swMatrix[6]<<8; break;
          case 0x02: data |= coreGlobals.swMatrix[7]<<8; break;
          case 0x01: data |= coreGlobals.swMatrix[8]<<8; break;
        }
      } else
        data = coreGlobals.swMatrix[0] << 8 | coreGlobals.swMatrix[9];
      data ^= 0xffff; //Switches are inverted
      break;

    default:
	  DBGLOG(("PC%08x - io_r: [%08x] (%04x)\n",activecpu_get_pc(),offset,mem_mask));
  }
  return data;
}

static int brt(int a) {
  int offset = (255-a)/4;
  if (offset < 32) offset = 32;
  a += offset;
  if (a > 255) a = 255;
  return a;
}

/*************/
/* I/O WRITE */
/*************/
static WRITE16_HANDLER(io_w) {
  int i, j;
  UINT16 soldata;
  //DBGLOG(("io_w: [%08x] (%04x) = %x\n",offset,mem_mask,data));

  switch (offset) {
    //Write to other boards
    case 0x00000006:
    case 0x00000007:
    case 0x0000000a:
    case 0x0000000b:
      DBGLOG(("PC%08x - io_w: [%08x] (%04x) = %x\n",activecpu_get_pc(),offset,mem_mask,data));
      break;
    //Blanking (for lamps & solenoids?)
    case 0x00000008:
      locals.blanking = (data & 0x0c)?1:0;
      break;
    //Lamp A Matrix OR Switch Strobe Column (Games with only Lamp B Matrix)
    case 0x0000000c:
      if (!core_gameData->hw.lampCol)
        locals.swCol = data;
      else if (!locals.blanking) {
        for (i = 0; i < 8; i++) {
          if (data & (0x0100 << i)) coreGlobals.tmpLampMatrix[i] |= ~data & 0xff;
          for (j = 0; j < 8; j++) {
            if ((data & (0x0100 << i)) && (~data & (1 << j))) {
              locals.lamps[i*8 + j] = brt(locals.lamps[i*8 + j]);
            } else if (locals.lamps[i*8 + j]) {
              locals.lamps[i*8 + j]--;
            }
          }
        }
      }
      break;
    //Lamp B Matrix (for games that only have lamp b, shift to lower half of our lamp matrix for easier numbering)
    case 0x0000000d:
      if (!locals.blanking) {
        for (i = 0; i < 8; i++) {
          if (data & (0x0100 << i)) coreGlobals.tmpLampMatrix[core_gameData->hw.lampCol+i] |= ~data & 0xff;
          for (j = 0; j < 8; j++) {
            if ((data & (0x0100 << i)) && (~data & (1 << j))) {
              locals.lamps[(core_gameData->hw.lampCol+i)*8 + j] = brt(locals.lamps[(core_gameData->hw.lampCol+i)*8 + j]);
            } else if (locals.lamps[(core_gameData->hw.lampCol+i)*8 + j]) {
              locals.lamps[(core_gameData->hw.lampCol+i)*8 + j]--;
            }
          }
        }
      }
      break;

    //Write to driver board
    case 0x00200008:
      DBGLOG(("PC%08x - io_w: [%08x] (%04x) = %x\n",activecpu_get_pc(),offset,mem_mask,data));
      locals.driverBoard = data << 8;
      break;

    //Sols: 1-8 (hi byte) & 17-24 (lo byte)
    case 0x0020000c:
      soldata = core_revword(data^0xffff);
      coreGlobals.pulsedSolState |= (soldata & 0x00ff)<<16;
      coreGlobals.pulsedSolState |= (soldata & 0xff00)>>8;
      locals.solenoids = coreGlobals.pulsedSolState;
      break;
    //Sols: 9-16 (hi byte) & 24-32 (lo byte)
    case 0x0020000d:
      soldata = core_revword(data^0xffff);
      coreGlobals.pulsedSolState |= (soldata & 0x00ff)<<24;
      coreGlobals.pulsedSolState |= (soldata & 0xff00)>>0;
      locals.solenoids = coreGlobals.pulsedSolState;
      break;

    default:
	  DBGLOG(("PC%08x - io_w: [%08x] (%04x) = %x\n",activecpu_get_pc(),offset,mem_mask,data));
  }
}

static MACHINE_INIT(cc) {
  memset(&locals, 0, sizeof(locals));
  locals.u16a[0] = 0x00bc;
  locals.vblankCount = 1;

  //Skip showing error messages? (NOTE: MUST COME BEFORE WE COPY ROMS BELOW)
#if SKIP_ERROR_MSG
	Skip_Error_Msg();
#endif

  //Copy roms into correct location (ie, starting at 0x10000000 where they are mapped)
  memcpy(rom_base, memory_region(REGION_USER1), memory_region_length(REGION_USER1));
  //Copy 1st 0x100 bytes of rom into RAM for vector table
  memcpy(ramptr, memory_region(REGION_USER1), 0x100);

  //Init soundboard
  sndbrd_0_init(core_gameData->hw.soundBoard, CAPCOMS_CPUNO, memory_region(CAPCOMS_ROMREGION),NULL,NULL);

#if TEST_MPGAUDIO
  //Freeze cpu so it won't slow down the emulation
  cpunum_set_halt_line(0,1);
#else
  //IRQ1 Maximum Frequency
  timer_pulse(TIME_IN_CYCLES(2811,0),0,cc_u16irq1);		//Only value that passes IRQ1 test (DO NOT CHANGE UNTIL CURRENT HACK IS REPLACED)

  //IRQ4 Frequency
  timer_pulse(CC_IRQ4FREQ,0,cc_u16irq4);

#endif
}

//NOTE: Due to the way we load the roms, the fixaddress values must remove the top 8th bit, ie,
//		0x10092192 becomes 0x00092192
static void Skip_Error_Msg(void){
	UINT32 fixaddr = 0;
	switch (core_gameData->hw.gameSpecific1) {
		case 0:
			break;
		case 1:
		case 2:
			fixaddr = 0x0009593c;	//PM
			break;
		case 3:
			fixaddr = 0x0008ce04;	//AB
			break;
		case 4:
			fixaddr = 0x00088204;	//ABR
			break;
		case 5:
		case 6:
			fixaddr = 0x0008eb60;	//BS
			break;
		case 7:
			fixaddr = 0x0008a520;	//BS102R
			break;
		case 8:
			fixaddr = 0x000805e4;	//BSB
			break;
		case 9:
			fixaddr = 0x00000880;	//FF104
			break;
		case 10:
			fixaddr = 0x00051704;	//BBB
			break;
		case 11:
			fixaddr = 0x00000894;	//KP
			break;
		case 12:
			fixaddr = 0x00000784;	//FF101
			break;
		default:
			break;
  }
  //Skip Error Message Routine
  *((UINT16 *)(memory_region(REGION_USER1) + fixaddr))   = 0x4e75;	//RTS
}

//Show Sound & DMD Diagnostic LEDS
void cap_UpdateSoundLEDS(int data)
{
	locals.diagnosticLedS = data;
}

/*-----------------------------------
/  Memory map for CPU board
/------------------------------------*/
/*

//See notes near PORTA & B for details on Port Memory

CS0 ROM
CS1 DRAM
CS2 I/O
CS3 NVRAM (D0-D7, A0-A14)
CS4 A20
CS5 A21
CS6 A22
CS7 A23
!I/O & A23

AT BOOT TIME:

CS0
0x00000000-0x000fffff : ROM0 (U1)
0x00400000-0x004fffff : ROM1 (U2)
0x00800000-0x008fffff : ROM2 (U3)
0x00c00000-0x00cfffff : ROM3 (U4)

AFTER CS0 is configured by software:

0x10000000-0x100fffff : ROM0 (U1)
0x10400000-0x104fffff : ROM1 (U2)
0x10800000-0x108fffff : ROM2 (U3)
0x10c00000-0x10cfffff : ROM3 (U4)

CS0 defined by writes to internal registers @ ffc0,ffc2
...
CS7 defined by writes to internal registers @ ffdc,ffde

From the very beginning of program execution, we see writes to the following registers, each bit specifies how CS0-CS7 will act:
Note: Invert the mask to see the end address range

CHIP  DATA        MASK     ADDRESS     RANGE             R/W
--------------------------------------------------------------
CS0 = 1000e680 => ff000000,10000000 => 10000000-10ffffff (R)
CS1 = 0001a2df => fff80000,00000000 => 00000000-0007ffff (RW) * Note: CSFC6,2 = 0, CSFC5,1 = 1
CS2 = 4001a280 => ff000000,40000000 => 40000000-40ffffff (RW)
CS3 = 3001a2f0 => fffe0000,30000000 => 30000000-3001ffff (RW)

On flipper football & kingpin:
CS1 = 0001e6df => fff80000,00000000 => 00000000-0007ffff (RW) * Note: CSFC6,5,2,1 = 1

To optimize speed on the 68306, I removed all handling of the cs/dram registers.
So we simply use the memory mapping that the game software uses when it first writes to those
registers.. The only potential problem is if the game writes different values to cs/dram signals
during program execution which could change these mappings!

*/

/*-----------------------------------------------
/ Load/Save static ram
/-------------------------------------------------*/
static UINT16 *CMOS;

static NVRAM_HANDLER(cc) {
  core_nvram(file, read_or_write, CMOS, 0x10000, 0x00);
}

static int cc_sw2m(int no) {
  if (no < 9)
    return no + 71;
  else if (no < 81)
    return no - 9;
  return no + 7;
}

static int cc_m2sw(int col, int row) {
  if (col == 9)
    return row + 1;
  return col*8 + row + 9;
}

/*
From watching the program code set the cs registers.. (see explanation above)
CS0 = 10000000-10ffffff (R)  -  ROM MEMORY SPACE
CS1 = 00000000-0007ffff (RW) -  DRAM
CS2 = 40000000-40ffffff (RW) -  I/O ADDRESSES
CS3 = 30000000-3001ffff (RW) -  NVRAM

Therefore:
 B A B=A23,A=A22 - Base address = 40000000
----------------------
 0 0 (40000000) - /AUX I-O
 0 1 (40400000) - /EXT I-O
 1 0 (40800000) - /SWITCH0
 1 1 (40c00000) - /CS		(U16)
*/
static MEMORY_READ16_START(cc_readmem)
  { 0x00000000, 0x0007ffff, MRA16_RAM },			/* DRAM */
  { 0x10000000, 0x10ffffff, MRA16_ROM },			/* ROMS */
  { 0x30000000, 0x3001ffff, MRA16_RAM },			/* NVRAM */
  { 0x40000000, 0x40bfffff, io_r },					/* I/O */
  { 0x40c00000, 0x40c007ff, u16_r },				/* U16 (A10,A2,A1)*/
MEMORY_END

static MEMORY_WRITE16_START(cc_writemem)
  { 0x00000000, 0x0007ffff, MWA16_RAM, &ramptr },	/* DRAM */
  { 0x10000000, 0x10ffffff, MWA16_ROM, &rom_base }, /* ROMS */
  { 0x30000000, 0x3001ffff, MWA16_RAM, &CMOS },		/* NVRAM */
  { 0x40000000, 0x40bfffff, io_w },					/* I/O */
  { 0x40c00000, 0x40c007ff, u16_w },				/* U16 (A10,A2,A1)*/
MEMORY_END

static PORT_READ16_START(cc_readport)
  { M68306_PORTA_START, M68306_PORTA_END, cc_porta_r },
  { M68306_PORTB_START, M68306_PORTB_END, cc_portb_r },
PORT_END
static PORT_WRITE16_START(cc_writeport)
  { M68306_PORTA_START, M68306_PORTA_END, cc_porta_w },
  { M68306_PORTB_START, M68306_PORTB_END, cc_portb_w },
PORT_END

//Default hardware - no sound support
MACHINE_DRIVER_START(cc)
  MDRV_IMPORT_FROM(PinMAME)
  MDRV_CORE_INIT_RESET_STOP(cc, NULL, NULL)
  MDRV_CPU_ADD(M68306, CPU_CLOCK)
  MDRV_CPU_MEMORY(cc_readmem, cc_writemem)
  MDRV_CPU_PORTS(cc_readport, cc_writeport)
  MDRV_CPU_VBLANK_INT(cc_vblank, 1)
  MDRV_NVRAM_HANDLER(cc)
  MDRV_SWITCH_UPDATE(cc)
  MDRV_SWITCH_CONV(cc_sw2m,cc_m2sw)
  MDRV_DIAGNOSTIC_LEDH(2)
  MDRV_TIMER_ADD(cc_zeroCross, CC_ZCFREQ)
MACHINE_DRIVER_END

//Sound hardware - 1 x TMS320AV120
MACHINE_DRIVER_START(cc1)
  MDRV_IMPORT_FROM(cc)
  MDRV_IMPORT_FROM(capcom1s)
MACHINE_DRIVER_END
//Sound hardware - 2 x TMS320AV120
MACHINE_DRIVER_START(cc2)
  MDRV_IMPORT_FROM(cc)
  MDRV_IMPORT_FROM(capcom2s)
MACHINE_DRIVER_END


/********************************/
/*** 128 X 32 NORMAL SIZE DMD ***/
/********************************/
PINMAME_VIDEO_UPDATE(cc_dmd128x32) {
  tDMDDot dotCol;
  int ii, jj, kk;
  UINT16 *RAM;

  UINT32 offset = 0x800*locals.visible_page-0x10;
  RAM = ramptr+offset;
  for (ii = 0; ii <= 32; ii++) {
    UINT8 *line = &dotCol[ii][0];
      for (kk = 0; kk < 16; kk++) {
		UINT16 intens1 = RAM[0];
		for(jj=0;jj<8;jj++) {
			*line++ = (intens1&0xc000)>>14;
			intens1 = intens1<<2;
		}
		RAM+=1;
	  }
    *line++ = 0;
	RAM+=16;
  }
  video_update_core_dmd(bitmap, cliprect, dotCol, layout);
  return 0;
}

/*******************************/
/*** 256 X 64 SUPER HUGE DMD ***/
/*******************************/
PINMAME_VIDEO_UPDATE(cc_dmd256x64) {
  tDMDDot dotCol;
  int ii, jj, kk;
  UINT16 *RAM;

  UINT32 offset = 0x800*locals.visible_page-0x20;
  RAM = ramptr+offset;
  for (ii = 0; ii <= 64; ii++) {
    UINT8 *linel = &dotCol[ii][0];
	UINT8 *liner = &dotCol[ii][128];
      for (kk = 0; kk < 16; kk++) {
		UINT16 intensl = RAM[0];
		UINT16 intensr = RAM[0x10];
		for(jj=0;jj<8;jj++) {
			*linel++ = (intensl&0xc000)>>14;
			intensl = intensl<<2;
			*liner++ = (intensr&0xc000)>>14;
			intensr = intensr<<2;
		}
		RAM+=1;
	  }
	RAM+=16;
  }
  video_update_core_dmd(bitmap, cliprect, dotCol, layout);
  return 0;
}

/********************************/
/*** Shaded lamps update code ***/
/********************************/
PINMAME_VIDEO_UPDATE(cc_lamp16x8) {
  UINT16 *seg = &coreGlobals.drawSeg[0];
  tDMDDot dotCol;
  int ii, jj;

  for (ii = 0; ii < 8; ii++) {
    for (jj = 0; jj < 16; jj++) {
      UINT8 *line = &dotCol[1+ii][jj];
      *line = 63+locals.lamps[jj*8+ii]/16;
    }
  }
  for (jj = 0; jj < 16; jj++) {
    for (ii = 0; ii < 8; ii+=4) {
      *seg++ = (dotCol[1+ii][jj]-63) | ((dotCol[2+ii][jj]-63)<<4) | ((dotCol[3+ii][jj]-63)<<8) | ((dotCol[4+ii][jj]-63)<<12);
    }
  }
  video_update_core_dmd(bitmap, cliprect, dotCol, layout);
  return 0;
}
