/* Double Wing */

/*

the most protected of the DE102 games?

-- you can't select your plane
-- locks up at boss

*/

#include "driver.h"
#include "cpu/m68000/m68000.h"
#include "decocrpt.h"
#include "deco16ic.h"
#include "sound/2151intf.h"
#include "sound/okim6295.h"

extern void deco102_decrypt(int region, int address_xor, int data_select_xor, int opcode_select_xor);

/*

offs +0
-------- --------
 fFbSssy yyyyyyyy

s = size (multipart)
S = size (x?) (does any other game use this?)
f = flipy
b = flash
F = flipx
y = ypos

offs +1
-------- --------
tttttttt tttttttt

t = sprite tile

offs +2
-------- --------
ppcccccx xxxxxxxx

c = colour palette
p = priority
x = xpos

*/



static void draw_sprites(running_machine *machine, mame_bitmap *bitmap,const rectangle *cliprect)
{
	int offs;

	for (offs = 0x400-4;offs >= 0;offs -= 4)
	{
		int x,y,sprite,colour,multi,mult2,fx,fy,inc,flash,mult,xsize,pri;

		sprite = spriteram16[offs+1];

		y = spriteram16[offs];
		flash=y&0x1000;
		xsize = y&0x0800;
		if (flash && (cpu_getcurrentframe() & 1)) continue;

		x = spriteram16[offs+2];
		colour = (x >>9) & 0x1f;

		pri = (x&0xc000); // 2 bits or 1?

		switch (pri&0xc000) {
		case 0x0000: pri=0; break;
		case 0x4000: pri=0xf0; break;
		case 0x8000: pri=0xf0|0xcc; break;
		case 0xc000: pri=0xf0|0xcc; break; /*  or 0xf0|0xcc|0xaa ? */
		}

		fx = y & 0x2000;
		fy = y & 0x4000;
		multi = (1 << ((y & 0x0600) >> 9)) - 1;	/* 1x, 2x, 4x, 8x height */

		x = x & 0x01ff;
		y = y & 0x01ff;
		if (x >= 320) x -= 512;
		if (y >= 256) y -= 512;
		y = 240 - y;
        x = 304 - x;

		if (x>320) continue;

		sprite &= ~multi;
		if (fy)
			inc = -1;
		else
		{
			sprite += multi;
			inc = 1;
		}

		if (flip_screen)
		{
			y=240-y;
			x=304-x;
			if (fx) fx=0; else fx=1;
			if (fy) fy=0; else fy=1;
			mult=16;
		}
		else mult=-16;

		mult2 = multi+1;

		while (multi >= 0)
		{
			pdrawgfx(bitmap,machine->gfx[2],
					sprite - multi * inc,
					colour,
					fx,fy,
					x,y + mult * multi,
					cliprect,TRANSPARENCY_PEN,0,pri);

			if (xsize)
			pdrawgfx(bitmap,machine->gfx[2],
					(sprite - multi * inc)-mult2,
					colour,
					fx,fy,
					x-16,y + mult * multi,
					cliprect,TRANSPARENCY_PEN,0,pri);


			multi--;
		}
	}
}

static int dblewing_bank_callback(const int bank)
{
	return ((bank>>4) & 0x7) * 0x1000;
}

VIDEO_START(dblewing)
{
	deco16_1_video_init();

	deco16_set_tilemap_bank_callback(0,dblewing_bank_callback);
	deco16_set_tilemap_bank_callback(1,dblewing_bank_callback);
}

VIDEO_UPDATE(dblewing)
{

	flip_screen_set( deco16_pf12_control[0]&0x80 );
	deco16_pf12_update(deco16_pf1_rowscroll,deco16_pf2_rowscroll);

	fillbitmap(bitmap,machine->pens[0x0],cliprect); /* not Confirmed */
	fillbitmap(priority_bitmap,0,NULL);

	deco16_tilemap_2_draw(bitmap,cliprect,0,2);
	deco16_tilemap_1_draw(bitmap,cliprect,0,4);
	draw_sprites(machine,bitmap,cliprect);
	return 0;
}


/*

cheats.. to make testing a bit easier

; [ Double Wings ]
:dblewing:00000000:FF3C1F:00000009:FFFFFFFF:Infinite Credits
:dblewing:00000000:FF381C:000000F8:FFFFFFFF:1P Rapid Fire
:dblewing:00000000:FF3821:00000002:FFFFFFFF:1P Invincibility
:dblewing:00000000:FF389D:00000008:FFFFFFFF:1P Infinite Lives
:dblewing:00000000:FF389F:00000006:FFFFFFFF:1P Infinite Bombs
:dblewing:00000000:FF38A5:0000001C:0000001C:1P Always Maximum Shot Power
:dblewing:62000000:FF38A5:00000000:00000000:1P Select Weapon
:dblewing:00010000:FF38A5:00000000:00000060:Vulcan
:dblewing:00010000:FF38A5:00000020:00000060:Laser
:dblewing:00010000:FF38A5:00000040:00000060:Break Vulcan
:dblewing:00000000:FF38A7:0000000C:0000000C:1P Always Max Sub Wepon Power
:dblewing:62000000:FF38A7:00000000:00000000:1P Select Sub Weapon
:dblewing:00010000:FF38A7:00000000:000000F0:None
:dblewing:00010000:FF38A7:00000060:000000F0:Missile
:dblewing:00010000:FF38A7:00000070:000000F0:Homing
:dblewing:00000000:FF38B5:00000001:FFFFFFFF:1P Always Have Restart Item
:dblewing:62000000:FF38A1:00000000:FFFFFFFF:1P Select Character
:dblewing:00010000:FF38A1:00000000:FFFFFFFF:Nick (Red)
:dblewing:00010000:FF38A1:00000001:FFFFFFFF:Sophie (Blue)
:dblewing:00010000:FF38A1:00000002:FFFFFFFF:Elan (Yellow)
:dblewing:00000000:FF38DC:000000F8:FFFFFFFF:2P Rapid Fire
:dblewing:00000000:FF38E1:00000002:FFFFFFFF:2P Invincibility
:dblewing:00000000:FF395D:00000008:FFFFFFFF:2P Infinite Lives
:dblewing:00000000:FF395F:00000006:FFFFFFFF:2P Infinite Bombs
:dblewing:00000000:FF3965:0000001C:0000001C:2P Always Maximum Shot Power
:dblewing:62000000:FF3965:00000000:00000000:2P Select Weapon
:dblewing:00010000:FF3965:00000000:00000060:Vulcan
:dblewing:00010000:FF3965:00000020:00000060:Laser
:dblewing:00010000:FF3965:00000040:00000060:Break Vulcan
:dblewing:00000000:FF3967:0000000C:0000000C:2P Always Max Sub Wepon Power
:dblewing:62000000:FF3967:00000000:00000000:2P Select Sub Weapon
:dblewing:00010000:FF3967:00000000:000000F0:None
:dblewing:00010000:FF3967:00000060:000000F0:Missile
:dblewing:00010000:FF3967:00000070:000000F0:Homing
:dblewing:00000000:FF3975:00000001:FFFFFFFF:2P Always Have Restart Item
:dblewing:62000000:FF3961:00000000:FFFFFFFF:2P Select Character
:dblewing:00010000:FF3961:00000000:FFFFFFFF:Nick (Red)
:dblewing:00010000:FF3961:00000001:FFFFFFFF:Sophie (Blue)
:dblewing:00010000:FF3961:00000002:FFFFFFFF:Elan (Yellow)

*/

/* protection.. involves more addresses than this .. */
/* this is going to be typical deco '104' protection...
 writes one place, reads back data shifted in another
 the addresses below are the ones seen accessed by the
 game so far...

 we need to log the PC of each read/write and check to
 see if the code makes any of them move obvious
*/
static UINT16 dblwings_008_data;
static UINT16 dblwings_104_data;
static UINT16 dblwings_406_data;
static UINT16 dblwings_608_data;
static UINT16 dblwings_70c_data;
static UINT16 dblwings_78a_data;
static UINT16 dblwings_088_data;
static UINT16 dblwings_58c_data;
static UINT16 dblwings_408_data;
static UINT16 dblwings_40e_data;
static UINT16 dblwings_080_data;
static UINT16 dblwings_788_data;
static UINT16 dblwings_38e_data;
static UINT16 dblwings_580_data;
static UINT16 dblwings_60a_data;
static UINT16 dblwings_200_data;
static UINT16 dblwings_28c_data;


READ16_HANDLER ( dlbewing_prot_r )
{
	if ((offset*2)==0x068) return 0;//dblwings_78a_data;
	if ((offset*2)==0x094) return dblwings_104_data; // p1 inputs select screen  OK
	if ((offset*2)==0x0f8) return 0;// dblwings_080_data;
	if ((offset*2)==0x104) return 0;
	if ((offset*2)==0x10e) return 0;
	if ((offset*2)==0x16a) return 0;
	if ((offset*2)==0x1a8) return 0;
	if ((offset*2)==0x1d4) return 0;
	if ((offset*2)==0x1ea) return 0;
	if ((offset*2)==0x206) return 0;//dblwings_70c_data;
	if ((offset*2)==0x24c) return 0;//dblwings_78a_data;
	if ((offset*2)==0x246) return 0; // end of leve
	if ((offset*2)==0x25c) return 0;
	if ((offset*2)==0x284) return 0; //3rd player 2nd boss
	if ((offset*2)==0x330) return 0; // sound?
	if ((offset*2)==0x3ec) return 0; // sound?
	if ((offset*2)==0x432) return 0; // boss on water level?
	if ((offset*2)==0x476) return dblwings_008_data; // dips?
	if ((offset*2)==0x4b0) return dblwings_608_data;
	if ((offset*2)==0x52e) return 0; // end of leve
	if ((offset*2)==0x532) return 0; // end of leve
	if ((offset*2)==0x54a) return 0; //3rd player 2nd boss
	if ((offset*2)==0x566) return 0; // bosses?
	if ((offset*2)==0x596) return 0;
	if ((offset*2)==0x5d8) return dblwings_406_data; // p2 inputs select screen  OK
	if ((offset*2)==0x692) return 0; // boss on water level?
	if ((offset*2)==0x6d6) return 0;
	if ((offset*2)==0x748) return 0;//dblwings_408_data; // dblwings_408_data // 3rd player 1st level?
	if ((offset*2)==0x786) return 0;

	mame_printf_debug("dblewing prot r %08x, %04x, %04x\n",activecpu_get_pc(), offset*2, mem_mask);

	return 0;//mame_rand(Machine);
}

WRITE16_HANDLER( dblewing_prot_w )
{
	if ((offset*2)==0x008) { dblwings_008_data = data; return; }
	if ((offset*2)==0x088) { dblwings_088_data = data; return; }
	if ((offset*2)==0x080) { dblwings_080_data = data; return; } // p3 3rd boss?
	if ((offset*2)==0x104) { dblwings_104_data = data; return; } // p1 inputs select screen  OK
	if ((offset*2)==0x200) { dblwings_200_data = data; return; }
	if ((offset*2)==0x28c) { dblwings_28c_data = data; return; }
	if ((offset*2)==0x380) { soundlatch_w(0,data&0xff);	/*cpunum_set_input_line(1,0,HOLD_LINE);*/ return; } // sound write
	if ((offset*2)==0x38e) { dblwings_38e_data = data; return; }
	if ((offset*2)==0x406) { dblwings_406_data = data; return; } // p2 inputs select screen  OK
	if ((offset*2)==0x408) { dblwings_408_data = data; return; } // 3rd player 1st level?
	if ((offset*2)==0x40e) { dblwings_40e_data = data; return; } // 3rd player 2nd level?
	if ((offset*2)==0x580) { dblwings_580_data = data; return; }
	if ((offset*2)==0x58c) { dblwings_58c_data = data; return; } // 3rd player 1st level?
	if ((offset*2)==0x608) { dblwings_608_data = data; return; }
	if ((offset*2)==0x60a) { dblwings_60a_data = data; return; }
	if ((offset*2)==0x70c) { dblwings_70c_data = data; return; }
	if ((offset*2)==0x78a) { dblwings_78a_data = data; return; }
	if ((offset*2)==0x788) { dblwings_788_data = data; return; }

	mame_printf_debug("dblewing prot w %08x, %04x, %04x %04x\n",activecpu_get_pc(), offset*2, mem_mask,data);
}

static ADDRESS_MAP_START( dblewing_map, ADDRESS_SPACE_PROGRAM, 16 )
	AM_RANGE(0x000000, 0x07ffff) AM_ROM

	AM_RANGE(0x100000, 0x100fff) AM_READ(MRA16_RAM) AM_WRITE(deco16_pf1_data_w) AM_BASE(&deco16_pf1_data)
	AM_RANGE(0x102000, 0x102fff) AM_READ(MRA16_RAM) AM_WRITE(deco16_pf2_data_w) AM_BASE(&deco16_pf2_data)
	AM_RANGE(0x104000, 0x104fff) AM_READ(MRA16_RAM) AM_WRITE(MWA16_RAM) AM_BASE(&deco16_pf1_rowscroll)
	AM_RANGE(0x106000, 0x106fff) AM_READ(MRA16_RAM) AM_WRITE(MWA16_RAM) AM_BASE(&deco16_pf2_rowscroll)

	/* protection */
//  AM_RANGE(0x280104, 0x280105) AM_WRITE(MWA16_NOP) // ??
	AM_RANGE(0x2800ac, 0x2800ad) AM_READ(input_port_2_word_r) // dips
	AM_RANGE(0x280298, 0x280299) AM_READ(input_port_1_word_r) // vbl
	AM_RANGE(0x280506, 0x280507) AM_READ(input_port_3_word_r)
	AM_RANGE(0x2802B4, 0x2802B5) AM_READ(input_port_0_word_r) // inverted?
//  AM_RANGE(0x280330, 0x280331) AM_READ(MRA16_NOP) // sound?
//  AM_RANGE(0x280380, 0x280381) AM_WRITE(MWA16_NOP) // sound

	AM_RANGE(0x280000, 0x2807ff) AM_READWRITE(dlbewing_prot_r,dblewing_prot_w)


	AM_RANGE(0x284000, 0x284001) AM_RAM
	AM_RANGE(0x288000, 0x288001) AM_RAM
	AM_RANGE(0x28C000, 0x28C00f) AM_WRITE(MWA16_RAM) AM_BASE(&deco16_pf12_control)
	AM_RANGE(0x300000, 0x3007ff) AM_RAM AM_BASE(&spriteram16) AM_SIZE(&spriteram_size)
	AM_RANGE(0x320000, 0x3207ff) AM_READWRITE(MRA16_RAM,paletteram16_xxxxBBBBGGGGRRRR_word_w) AM_BASE(&paletteram16)
	AM_RANGE(0xff0000, 0xff3fff) AM_MIRROR(0xc000) AM_RAM
ADDRESS_MAP_END


static WRITE8_HANDLER( YM2151_w )
{
	switch (offset) {
	case 0:
		YM2151_register_port_0_w(0,data);
		break;
	case 1:
		YM2151_data_port_0_w(0,data);
		break;
	}
}


static ADDRESS_MAP_START( sound_map, ADDRESS_SPACE_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x7fff) AM_ROM
	AM_RANGE(0x8000, 0x87ff) AM_RAM
//  AM_RANGE(0xa000, 0xa001) AM_READWRITE(YM2151_status_port_0_r,YM2151_w)
//  AM_RANGE(0xb000, 0xb000) AM_READ(OKIM6295_status_0_r)
//  AM_RANGE(0xd000, 0xd000) AM_READ(soundlatch_r)
ADDRESS_MAP_END



static const gfx_layout tile_8x8_layout =
{
	8,8,
	RGN_FRAC(1,2),
	4,
	{ RGN_FRAC(1,2)+8,RGN_FRAC(1,2)+0,RGN_FRAC(0,2)+8,RGN_FRAC(0,2)+0 },
	{ 0, 1, 2, 3, 4, 5, 6, 7 },
	{ 0*16, 1*16, 2*16, 3*16, 4*16, 5*16, 6*16, 7*16 },
	8*16
};

static const gfx_layout tile_16x16_layout =
{
	16,16,
	RGN_FRAC(1,2),
	4,
	{ RGN_FRAC(1,2)+8,RGN_FRAC(1,2)+0,RGN_FRAC(0,2)+8,RGN_FRAC(0,2)+0 },
	{ 256,257,258,259,260,261,262,263,0, 1, 2, 3, 4, 5, 6, 7 },
	{ 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 },
	32*16
};

static const gfx_layout spritelayout =
{
	16,16,
	RGN_FRAC(1,1),
	4,
	{ 24,8,16,0 },
	{ 512,513,514,515,516,517,518,519, 0, 1, 2, 3, 4, 5, 6, 7 },
	{ 0*32, 1*32, 2*32, 3*32, 4*32, 5*32, 6*32, 7*32,
	  8*32, 9*32,10*32,11*32,12*32,13*32,14*32,15*32},
	32*32
};


static const gfx_decode gfxdecodeinfo[] =
{
	{ REGION_GFX1, 0, &tile_8x8_layout,     0x000, 32 },	/* Tiles (8x8) */
	{ REGION_GFX1, 0, &tile_16x16_layout,   0x000, 32 },	/* Tiles (16x16) */
	{ REGION_GFX2, 0, &spritelayout,        0x200, 32 },	/* Sprites (16x16) */
	{ -1 }
};

INPUT_PORTS_START( dblewing )
	PORT_START	/* 16bit */
	PORT_BIT( 0x0001, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(1)
	PORT_BIT( 0x0002, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(1)
	PORT_BIT( 0x0004, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(1)
	PORT_BIT( 0x0008, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(1)
	PORT_BIT( 0x0010, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(1)
	PORT_BIT( 0x0020, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(1)
	PORT_BIT( 0x0040, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(1)
	PORT_BIT( 0x0080, IP_ACTIVE_LOW, IPT_START1 )
	PORT_BIT( 0x0100, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(2)
	PORT_BIT( 0x0200, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(2)
	PORT_BIT( 0x0400, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(2)
	PORT_BIT( 0x0800, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(2)
	PORT_BIT( 0x1000, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(2)
	PORT_BIT( 0x2000, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(2)
	PORT_BIT( 0x4000, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(2)
	PORT_BIT( 0x8000, IP_ACTIVE_LOW, IPT_START2 )

	PORT_START	/* 16bit */
	PORT_BIT( 0x0001, IP_ACTIVE_LOW, IPT_COIN1 )
	PORT_BIT( 0x0002, IP_ACTIVE_LOW, IPT_COIN2 )
	PORT_BIT( 0x0004, IP_ACTIVE_LOW, IPT_SERVICE1 )
	PORT_BIT( 0x0008, IP_ACTIVE_HIGH, IPT_VBLANK )

/*

   These dips are read using the protection, thus they don't currently have the stated effect on the
   game as the protection is not implemented right now.

   Also the Original PCB showed the title screen in English, and the current implementation shows it
   in Korean(?), so it is likely there is a Language dip/jumper setting */

	PORT_START
	PORT_DIPNAME( 0x0007, 0x0007, DEF_STR( Coin_A ) ) /* 16bit - These values are for Dip Switch #1 */
	PORT_DIPSETTING(      0x0000, DEF_STR( 3C_1C ) )
	PORT_DIPSETTING(      0x0001, DEF_STR( 2C_1C ) )
	PORT_DIPSETTING(      0x0007, DEF_STR( 1C_1C ) )
	PORT_DIPSETTING(      0x0006, DEF_STR( 1C_2C ) )
	PORT_DIPSETTING(      0x0005, DEF_STR( 1C_3C ) )
	PORT_DIPSETTING(      0x0004, DEF_STR( 1C_4C ) )
	PORT_DIPSETTING(      0x0003, DEF_STR( 1C_5C ) )
	PORT_DIPSETTING(      0x0002, DEF_STR( 1C_6C ) )
	PORT_DIPNAME( 0x0038, 0x0038, DEF_STR( Coin_B ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( 3C_1C ) )
	PORT_DIPSETTING(      0x0008, DEF_STR( 2C_1C ) )
	PORT_DIPSETTING(      0x0038, DEF_STR( 1C_1C ) )
	PORT_DIPSETTING(      0x0030, DEF_STR( 1C_2C ) )
	PORT_DIPSETTING(      0x0028, DEF_STR( 1C_3C ) )
	PORT_DIPSETTING(      0x0020, DEF_STR( 1C_4C ) )
	PORT_DIPSETTING(      0x0018, DEF_STR( 1C_5C ) )
	PORT_DIPSETTING(      0x0010, DEF_STR( 1C_6C ) )
	PORT_DIPNAME( 0x0040, 0x0040, DEF_STR( Flip_Screen ) )
	PORT_DIPSETTING(      0x0040, DEF_STR( Off ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( On ) )
	PORT_DIPNAME( 0x0080, 0x0080, DEF_STR( Unknown ) )
	PORT_DIPSETTING(      0x0080, DEF_STR( Off ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( On ) )
	PORT_DIPNAME( 0x0300, 0x0300, DEF_STR( Lives ) ) /* 16bit - These values are for Dip Switch #2 */
	PORT_DIPSETTING(      0x0200, "1" )
	PORT_DIPSETTING(      0x0100, "2" )
	PORT_DIPSETTING(      0x0300, "3" )
	PORT_DIPSETTING(      0x0000, "5" )
	PORT_DIPNAME( 0x0c00, 0x0c00, DEF_STR( Difficulty ) )
	PORT_DIPSETTING(      0x0800, DEF_STR( Easy ) )
	PORT_DIPSETTING(      0x0c00, DEF_STR( Normal ) )
	PORT_DIPSETTING(      0x0400, DEF_STR( Hard ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( Hardest ) )
	PORT_DIPNAME( 0x3000, 0x3000, DEF_STR( Bonus_Life ) )
	PORT_DIPSETTING(      0x2000, "Every 100,000" )
	PORT_DIPSETTING(      0x3000, "Every 150,000" )
	PORT_DIPSETTING(      0x1000, "Every 300,000" )
	PORT_DIPSETTING(      0x0000, "250,000 Only" )
	PORT_DIPNAME( 0x4000, 0x4000, DEF_STR( Allow_Continue ) )
	PORT_DIPSETTING(      0x4000, DEF_STR( Off ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( On ) )
	PORT_DIPNAME( 0x8000, 0x0000, DEF_STR( Demo_Sounds ) )
	PORT_DIPSETTING(      0x8000, DEF_STR( Off ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( On ) )

	PORT_START	/* 16bit */
	PORT_DIPNAME( 0x0001, 0x0001, "2" )
	PORT_DIPSETTING(      0x0001, DEF_STR( Off ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( On ) )
	PORT_DIPNAME( 0x0002, 0x0002, DEF_STR( Unknown ) )
	PORT_DIPSETTING(      0x0002, DEF_STR( Off ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( On ) )
	PORT_DIPNAME( 0x0004, 0x0004, DEF_STR( Unknown ) )
	PORT_DIPSETTING(      0x0004, DEF_STR( Off ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( On ) )
	PORT_DIPNAME( 0x0008, 0x0000, DEF_STR( Unknown ) ) /* Setting this to "ON" shows an alt title page & freezes the game */
	PORT_DIPSETTING(      0x0008, DEF_STR( Off ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( On ) )
	PORT_DIPNAME( 0x0010, 0x0010, DEF_STR( Unknown ) )
	PORT_DIPSETTING(      0x0010, DEF_STR( Off ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( On ) )
	PORT_DIPNAME( 0x0020, 0x0020, DEF_STR( Unknown ) )
	PORT_DIPSETTING(      0x0020, DEF_STR( Off ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( On ) )
	PORT_DIPNAME( 0x0040, 0x0040, DEF_STR( Unknown ) )
	PORT_DIPSETTING(      0x0040, DEF_STR( Off ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( On ) )
	PORT_DIPNAME( 0x0080, 0x0080, DEF_STR( Unknown ) )
	PORT_DIPSETTING(      0x0080, DEF_STR( Off ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( On ) )
	PORT_DIPNAME( 0x0100, 0x0100, DEF_STR( Unknown ) )
	PORT_DIPSETTING(      0x0100, DEF_STR( Off ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( On ) )
	PORT_DIPNAME( 0x0200, 0x0200, DEF_STR( Unknown ) )
	PORT_DIPSETTING(      0x0200, DEF_STR( Off ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( On ) )
	PORT_DIPNAME( 0x0400, 0x0400, DEF_STR( Unknown ) )
	PORT_DIPSETTING(      0x0400, DEF_STR( Off ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( On ) )
	PORT_DIPNAME( 0x0800, 0x0800, DEF_STR( Unknown ) )
	PORT_DIPSETTING(      0x0800, DEF_STR( Off ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( On ) )
	PORT_DIPNAME( 0x1000, 0x1000, DEF_STR( Unknown ) )
	PORT_DIPSETTING(      0x1000, DEF_STR( Off ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( On ) )
	PORT_DIPNAME( 0x2000, 0x2000, DEF_STR( Unknown ) )
	PORT_DIPSETTING(      0x2000, DEF_STR( Off ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( On ) )
	PORT_DIPNAME( 0x4000, 0x4000, DEF_STR( Unknown ) )
	PORT_DIPSETTING(      0x4000, DEF_STR( Off ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( On ) )
	PORT_DIPNAME( 0x8000, 0x8000, DEF_STR( Unknown ) )
	PORT_DIPSETTING(      0x8000, DEF_STR( Off ) )
	PORT_DIPSETTING(      0x0000, DEF_STR( On ) )


INPUT_PORTS_END

static void sound_irq(int irq)
{
//  cpunum_set_input_line(1,0,irq ? ASSERT_LINE : CLEAR_LINE);
//  mame_printf_debug("sound irq\n");
}

static struct YM2151interface ym2151_interface =
{
	sound_irq
};


static MACHINE_DRIVER_START( dblewing )
	/* basic machine hardware */
	MDRV_CPU_ADD(M68000, 14000000)	/* DE102 */
	MDRV_CPU_PROGRAM_MAP(dblewing_map,0)
	MDRV_CPU_VBLANK_INT(irq6_line_hold,1)

	MDRV_CPU_ADD(Z80, 4000000)
	MDRV_CPU_PROGRAM_MAP(sound_map,0)


	MDRV_SCREEN_REFRESH_RATE(58)
	MDRV_SCREEN_VBLANK_TIME(DEFAULT_REAL_60HZ_VBLANK_DURATION)

	/* video hardware */
	MDRV_VIDEO_ATTRIBUTES(VIDEO_TYPE_RASTER)
	MDRV_SCREEN_FORMAT(BITMAP_FORMAT_INDEXED16)
	MDRV_SCREEN_SIZE(64*8, 32*8)
	MDRV_SCREEN_VISIBLE_AREA(0*8, 40*8-1, 1*8, 31*8-1)
	MDRV_PALETTE_LENGTH(4096)
	MDRV_GFXDECODE(gfxdecodeinfo)

	MDRV_VIDEO_START(dblewing)
	MDRV_VIDEO_UPDATE(dblewing)

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

	MDRV_SOUND_ADD(YM2151, 32220000/9)
	MDRV_SOUND_CONFIG(ym2151_interface)
	MDRV_SOUND_ROUTE(ALL_OUTPUTS, "mono", 0.45)

	MDRV_SOUND_ADD(OKIM6295, 32220000/32)
	MDRV_SOUND_CONFIG(okim6295_interface_region_1_pin7high)
	MDRV_SOUND_ROUTE(ALL_OUTPUTS, "mono", 0.60)
MACHINE_DRIVER_END


/*

Double Wings (JPN Ver.)
(c)1993 Mitchell
DEC-22V0 (S-NK-3220)

Software is by Mitchell, but the PCB is pure Data East.

Data East ROM code = KP


CPU     :DE102 - Encrypted 68000
Sound   :TMPZ84C00AP-6,YM2151,OKI M6295, YM3014B
OSC     :28.0000MHz,32.2200MHz
RAM     :LH6168 x 1, CXK5814 x 6, CXK5864 x 4
DIP     :2 x 8 position
Other   :DATA EAST Chips (numbers scratched)
         --------------------------------------
         DATA EAST #?  9235EV 205941  VC5259-0001 JAPAN (confirmed #52) - 128 pin PQFP
         DATA EAST #?  DATA EAST 250 JAPAN (#102, the CPU) - 128 Pin PQFP
         DATA EAST #?  24220F008 (confirmed #141) - 160 pin PQFP
         DATA EAST #?  L7A0717   9143  (confirmed #104, IO/Protection) - 100 pin PQFP

         PALs: PAL16L8 (x 2, VG-00, VG-01) between program ROMs and CPU
               PAL16L8 (x 1, VG-02) next to #52

         Small surface-mounted chip with number scratched off (28 pin SOP), but has number 9303K9200.
         A similar chip exists on Capt. America PCB and has the number 77 on it. Possibly the same chip?

KP_00-.3D    [547dc83e]
KP_01-.5D    [7a210c33]

KP_02-.10H   [def035fa]

KP_03-.16H   [5d7f930d]

MBE-00.14A   [e33f5c93]
MBE-01.16A   [ef452ad7]
MBE-02.8H    [5a6d3ac5]

*/

ROM_START( dblewing )
	ROM_REGION( 0x80000, REGION_CPU1, 0 ) /* DE102 code (encrypted) */
	ROM_LOAD16_BYTE( "kp_00-.3d",    0x000001, 0x040000, CRC(547dc83e) SHA1(f6f96bd4338d366f06df718093f035afabc073d1) )
	ROM_LOAD16_BYTE( "kp_01-.5d",    0x000000, 0x040000, CRC(7a210c33) SHA1(ced89140af6d6a1bc0ffb7728afca428ed007165) )

	ROM_REGION( 0x10000, REGION_CPU2, 0 ) // sound cpu?
	ROM_LOAD( "kp_02-.10h",    0x00000, 0x10000, CRC(def035fa) SHA1(fd50314e5c94c25df109ee52c0ce701b0ff2140c) )

	ROM_REGION( 0x100000, REGION_GFX1, ROMREGION_DISPOSE )
	ROM_LOAD( "mbe-02.8h",    0x00000, 0x100000, CRC(5a6d3ac5) SHA1(738bb833e2c5d929ac75fe4e69ee0af88197d8a6) )

	ROM_REGION( 0x200000, REGION_GFX2, ROMREGION_DISPOSE )
	ROM_LOAD16_BYTE( "mbe-00.14a",    0x000000, 0x100000, CRC(e33f5c93) SHA1(720904b54d02dace2310ac6bd07d5ed4bc4fd69c) )
	ROM_LOAD16_BYTE( "mbe-01.16a",    0x000001, 0x100000, CRC(ef452ad7) SHA1(7fe49123b5c2778e46104eaa3a2104ce09e05705) )

	ROM_REGION( 0x80000, REGION_SOUND1, 0 ) /* Oki samples */
	ROM_LOAD( "kp_03-.16h",    0x00000, 0x20000, CRC(5d7f930d) SHA1(ad23aa804ea3ccbd7630ade9b53fc3ea2718a6ec) )
ROM_END

static DRIVER_INIT( dblewing )
{
	deco56_decrypt(REGION_GFX1);
	deco102_decrypt(REGION_CPU1, 0x399d, 0x25, 0x3d);
}


GAME( 1993, dblewing, 0,        dblewing, dblewing,  dblewing,  ROT90,"Mitchell", "Double Wings", GAME_UNEMULATED_PROTECTION | GAME_NO_SOUND|GAME_NOT_WORKING)
