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

  Winners Circle.
  1980-81-82, Corona Co, LTD.

  Driver written by Roberto Fresca.
  Based on roul driver from Roberto Zandona' & Angelo Salese.


  Games running in this hardware:

  * Winners Circle (81, 28*28 PCB),           1981, Corona Co, LTD.
  * Winners Circle (81, 18*22 PCB),           1981, Corona Co, LTD.
  * Winners Circle (82),                      1982, Corona Co, LTD.
  * Ruleta RE-800 (earlier),                  1991, Entretenimientos GEMINIS & GENATRON.
  * Ruleta RE-800 (v1.0),                     1991, Entretenimientos GEMINIS & GENATRON.
  * Ruleta RE-800 (v3.0),                     1992, Entretenimientos GEMINIS & GENATRON.
  * Ruleta RCI (6-players, Spanish),          199?, Entretenimientos GEMINIS & GENATRON.
  * Lucky Roulette Plus (6-players, Spanish), 1990, unknown manufacturer.


  Special thanks to Rob Ragon for his invaluable cooperation.

**************************************************************************

  Game Notes:
  ----------

  Winners Circle.
  4-players horse racing game.

  Very rare game, due to massive conversions to any kind of roulette games.

  ------

  This game is a milestone. If you ask any old operator about the gambling
  games history, he will say that every started with the Winners Circle.

  ------

**************************************************************************

  Hardware Notes:
  --------------


  * Winners Circle 81 (28*28 pins PCB):

  1x Z80 @ 3 MHz. (main CPU)
  1x Z80 @ 2.4 MHz. (sound CPU)

  1x AY-3-8912A @ 1 MHz.

  16x 8116 (16K x 1bit). DRAM Video (should be set as 32 KB).
  1x 6116 (NVRAM)
  2x 2114 (Sound DRAM)

  4x 2732 (Main program ROMs).
  1x 2716 (Sound program ROM).

  1x 82s123 (Color bipolar PROM)

  1x Xtal @ 24 MHz. (main)
  1x Xtal @ 20 MHz. (video)


  * Winners Circle 82 (18*22 pins PCB):

  1x Z80 @ 2.6 MHz. (main CPU)
  1x Z80 @ 2.6 MHz. (sound CPU)

  1x AY-3-8910 @ 2 MHz? (need clk confirmation).
  1x empty socket (maybe an AY replacement?)
    wih the following pinouts:
    (28 pins)
    Vcc +5v @ Pin 19
    GND @ pins 6 & 16
    Analog Channels @ Pins 1 y 5
    Clock @ pin 15

  16x 8116 (16K x 1bit). DRAM Video (should be set as 32 KB).
  1x 6116 (NVRAM)
  2x 2114 (Sound DRAM)

  4x 2732 (Main program ROMs).
  1x 2716 (Sound program ROM).

  1x 82s123 (Color bipolar PROM)

  1x Xtal @ 18.432 MHz. (main)
  1x Xtal @ 20 MHz. (video)


  * Ruleta RE-800:

  1x Z80 @ 2 MHz. (main CPU) <--- is this correct?
  1x Z80 @ 2.4 MHz. (sound CPU) <--- is this correct?

  1x AY-3-8912A @ 2 MHz.

  16x 8116 (16K x 1bit). DRAM Video (should be set as 32 KB).
  2x 6116 or 1x 6264 (NVRAM). Need to confirm if the whole 8K are mapped/accessed.
  2x 2114 (Sound DRAM)

  1x 27128 (Main program ROMs).
  1x 2716 (Sound program ROM).

  1x 82s123 (Color bipolar PROM)

  1x Xtal @ 16 MHz. (main)
  1x Xtal @ 20 MHz. (video)

  ...

  This hardware could be either way:

  - Single PCB, with 28 pins connector.
  - Dual PCB, with 18/22 pins connectors.
  - Dual PCB, with 28/28 pins connectors.


**************************************************************************

  Pinouts:
  -------

  H(XX) and M(XX) are the molex and pin equivalent.


  * Single Corona PCB (28)

  .-----------------------+--+---------------------------.
  | Molex  -  Solder side |PN| Components side  -  Molex |
  +-----------------------+--+---------------------------+
  | M01/M02           GND |01| -12V                  M11 |
  | H08               GND |02| +5V                   M05 |
  |                    -  |03|  -                        |
  |                    -  |04|  -                        |
  |                    -  |05|  -                        |
  |                    -  |06|  -                        |
  |                    -  |07|  -                        |
  |                    -  |08|  -                        |
  |                    -  |09|  -                        |
  |           Total Reset |10| Jackpot Reset             |
  |                    -  |11|  -                        |
  |                    -  |12|  -                        |
  | H11               BET |13| Cursor UP             H12 |
  | H09        Credits IN |14| Credits OUT           H10 |
  | H14      Cursor RIGHT |15| Cursor DOWN           H13 |
  |                    -  |16| Cursor LEFT           H15 |
  |                    -  |17|  -                        |
  | H07      Credits LOCK |18|  -                        |
  | H01          Player 1 |19| Player 3              H03 |
  | H05          Player 5 |20| Player 4              H04 |
  | H02          Player 2 |21| Credits IN counter    M17 |
  | H06          Player 6 |22| Credits OUT counter   M18 |
  | M16              Sync |23| Red                   M13 |
  | M14             Green |24| Blue                  M15 |
  | M06/M07           +5V |25| +5V               M08/M19 |
  | M24       Speaker (+) |26| -5V                   M10 |
  | M09              +12V |27| +12V                  M09 |
  | M03/M23           GND |28| GND               M04/M12 |
  '-----------------------+--+---------------------------'


  * Dual Corona PCB (18*22)

    Top PCB (CS)
  .-----------------------+--+---------------------------.
  | Molex  -  Solder side |PN| Components side  -  Molex |
  +-----------------------+--+---------------------------+
  |                    -  |01|  -                        |
  |                    -  |02|  -                        |
  |                    -  |03|  -                        |
  |                    -  |04| Credits LOCK          H07 |
  |                    -  |05|  -                        |
  |           Total Reset |06|  -                        |
  |         Jackpot Reset |07|  -                        |
  |                    -  |08| Credits IN            H09 |
  |                    -  |09| Credits OUT           H10 |
  | H11               BET |10| Cursor LEFT           H15 |
  | H12         Cursor UP |11|  -                        |
  |                    -  |12| Cursor RIGHT          H14 |
  |                    -  |13| Cursor DOWN           H13 |
  |                    -  |14| GND Credits LOCK      H08 |
  |                    -  |15| Player 3              H03 |
  |                    -  |16| Player 6              H06 |
  |                    -  |17| Player 4              H04 |
  |                    -  |18| Player 5              H05 |
  |                    -  |19| Player 1              H01 |
  |                 Reset |20| Player 2              H02 |
  |                    -  |21| Credits IN counter    M17 |
  | M09              +12V |22| Credits OUT counter   M18 |
  '-----------------------+--+---------------------------'

    Bottom PCB (CI)
  .-----------------------+--+---------------------------.
  | Molex  -  Solder side |PN| Components side  -  Molex |
  +-----------------------+--+---------------------------+
  | M01               GND |01| GND                       |
  | M02               GND |02| GND                       |
  | M05               +5V |03| +5V                   M07 |
  | M06               +5V |04| +5V               M08/M19 |
  |                    -  |05|  -                        |
  | M09              +12V |06| +12V                  M09 |
  | M24       Speaker (+) |07| Speaker (-)           M23 |
  |                    -  |08|  -                        |
  |                    -  |09|  -                        |
  |                    -  |10|  -                        |
  |                    -  |11|  -                        |
  |                    -  |12|  -                        |
  |                    -  |13|  -                        |
  |                    -  |14|  -                        |
  | M15              Blue |15| Red                   M13 |
  | M16              Sync |16| Green                 M14 |
  | M03               GND |17| GND                   M12 |
  | M04               GND |18| GND                       |
  '-----------------------+--+---------------------------'


  * Dual Corona PCB (28*28)

    Top PCB (CS)
  .-----------------------+--+---------------------------.
  | Molex  -  Solder side |PN| Components side  -  Molex |
  +-----------------------+--+---------------------------+
  | M08               +5V |01|  -                        |
  |                    -  |02|  -                        |
  |                    -  |03|  -                        |
  |                    -  |04| Credits LOCK          H07 |
  |                    -  |05|  -                        |
  |           Total Reset |06|  -                        |
  |         Jackpot Reset |07|  -                        |
  |                    -  |08| Credits IN            H09 |
  |                    -  |09| Credits OUT           H10 |
  | H11               BET |10| Cursor LEFT           H15 |
  | H12         Cursor UP |11|  -                        |
  |                    -  |12| Cursor RIGHT          H14 |
  |                    -  |13| Cursor DOWN           H13 |
  |                    -  |14| GND Credits LOCK      H08 |
  |                    -  |15| Player 3              H03 |
  |                    -  |16| Player 6              H06 |
  |                    -  |17| Player 4              H04 |
  |                    -  |18| Player 5              H05 |
  |                    -  |19| Player 1              H01 |
  |                 Reset |20| Player 2              H02 |
  | M09        +12V Audio |21| Credits IN counter    M17 |
  |                    -  |22|  -                        |
  | M24       Speaker (+) |23| Credits OUT counter   M18 |
  |                    -  |24| Speaker (-)           M23 |
  | M05/M19           +5V |25| GND                   M04 |
  |                    -  |26|  -                        |
  |                    -  |27|  -                        |
  |                    -  |28|  -                        |
  '-----------------------+--+---------------------------'

    Bottom PCB (CI)
  .-----------------------+--+---------------------------.
  | Molex  -  Solder side |PN| Components side  -  Molex |
  +-----------------------+--+---------------------------+
  | M06               +5V |01| GND                   M01 |
  | M10               -5V |02| GND                   M02 |
  | M09              +12V |03|  -                        |
  | M11              -12V |04|  -                        |
  |                    -  |05|  -                        |
  |                    -  |06|  -                        |
  |                    -  |07|  -                        |
  | M16              Sync |08|  -                        |
  |                    -  |09|  -                        |
  | M15              Blue |10|  -                        |
  |                    -  |11|  -                        |
  |                    -  |12|  -                        |
  | M12         GND video |13|  -                        |
  |                    -  |14|  -                        |
  |                    -  |15|  -                        |
  | M14             Green |16|  -                        |
  | M13               Red |17|  -                        |
  |                    -  |18|  -                        |
  |                    -  |19|  -                        |
  |                    -  |20|  -                        |
  |                    -  |21|  -                        |
  |                    -  |22|  -                        |
  |                    -  |23|  -                        |
  |                    -  |24|  -                        |
  | M07               +5V |25| GND                   M03 |
  |                    -  |26|  -                        |
  |                    -  |27|  -                        |
  |                    -  |28|  -                        |
  '-----------------------+--+---------------------------'

**************************************************************************

  TODO:

  - See why the "rainbow timer" for gamble the earnings is nearly twice
    the slow against the real thing.
  - Check the sound CPU and AY clocks in Winners Circle sets.


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

#include "emu.h"
#include "cpu/z80/z80.h"
#include "sound/ay8910.h"
#include "machine/nvram.h"
#include "re800.lh"
#include "luckyrlt.lh"

#define WC81_MAIN_XTAL		(XTAL_24MHz)		/* Main crystal for Winners Circle 28*28 pins PCB's */
#define WC82_MAIN_XTAL		(XTAL_18_432MHz)	/* Main crystal for Winners Circle 18*22 pins PCB's */
#define RE_MAIN_XTAL		(XTAL_16MHz)		/* Main for roulette boards */
#define VIDEO_XTAL			(XTAL_20MHz)		/* Video circuitry crystal (all) */
#define AY_CLK1				(1000000)			/* AY-3-8912 clock for WC81 (28*28 PCB), measured */
#define AY_CLK2				(2000000)			/* AY-3-8910 clock for 81b & 82 (18*22 PCB), guessed */


#define VIDEOBUF_SIZE 512*512


class corona_state : public driver_device
{
public:
	corona_state(const machine_config &mconfig, device_type type, const char *tag)
		: driver_device(mconfig, type, tag) { }

	UINT8 m_blitter_x_reg;
	UINT8 m_blitter_y_reg;
	UINT8 m_blitter_aux_reg;
	UINT8 m_blitter_unk_reg;
	UINT8 *m_videobuf;
	UINT8 m_lamp;
	UINT8 m_lamp_old;
	int m_input_selector;
};


/*********************************************
*               Video Hardware               *
*********************************************/

static PALETTE_INIT( winner )
{
	int bit6, bit7, bit0, bit1, r, g, b;
	int i;

	for (i = 0; i < 0x20; ++i)
	{
		bit7 = (color_prom[0] >> 7) & 0x01;
		bit6 = (color_prom[0] >> 6) & 0x01;

		bit0 = (color_prom[0] >> 0) & 0x01;
		bit1 = (color_prom[0] >> 1) & 0x01;
		b = 0x0e * bit6 + 0x1f * bit7 + 0x43 * bit0 + 0x8f * bit1;

		bit0 = (color_prom[0] >> 2) & 0x01;
		bit1 = (color_prom[0] >> 3) & 0x01;
		g = 0x0e * bit6 + 0x1f * bit7 + 0x43 * bit0 + 0x8f * bit1;

		bit0 = (color_prom[0] >> 4) & 0x01;
		bit1 = (color_prom[0] >> 5) & 0x01;
		r = 0x0e * bit6 + 0x1f * bit7 + 0x43 * bit0 + 0x8f * bit1;

		palette_set_color(machine, i, MAKE_RGB(r, g, b));
		color_prom++;
	}
}

static WRITE8_HANDLER( blitter_y_w )
{
	corona_state *state = space->machine().driver_data<corona_state>();
	state->m_blitter_y_reg = data;
}

static WRITE8_HANDLER( blitter_unk_w )
{
	corona_state *state = space->machine().driver_data<corona_state>();
	state->m_blitter_unk_reg = data;
}

static WRITE8_HANDLER( blitter_x_w )
{
	corona_state *state = space->machine().driver_data<corona_state>();
	state->m_blitter_x_reg = data;
}

static WRITE8_HANDLER( blitter_aux_w )
{
	corona_state *state = space->machine().driver_data<corona_state>();
	state->m_blitter_aux_reg = data;
}

static READ8_HANDLER( blitter_status_r )
{
/* code checks bit 6 and/or bit 7 */
	//return space->machine().rand() & 0xc0;
	/*
        x--- ---- blitter busy
        -x-- ---- vblank
    */

	return 0x80 | ((space->machine().primary_screen->vblank() & 1) << 6);
}

static void blitter_execute(corona_state *state, int x, int y, int color, int width, int flag)
{
	int i;
	int xdir = (flag & 0x10)    ? -1 : 1;
	int ydir = (!(flag & 0x20)) ? -1 : 1;

	if(width == 0) //ignored
		return;

	if((flag & 0xc0) == 0) /* square shape / layer clearance */
	{
		int xp, yp;

		if(x != 128 || y != 128 || width != 8)
			printf("%02x %02x %02x %02x %02x\n", x, y, color, width, flag);

		for(yp = 0; yp < 0x100; yp++)
			for(xp = 0; xp < 0x100; xp++)
				state->m_videobuf[(yp & 0x1ff) * 512 + (xp & 0x1ff)] = color;
	}
	else /* line shape */
	{
		//printf("%02x %02x %02x %02x %02x\n",x,y,color,width,flag);

		for(i = 0; i < width; i++)
		{
			state->m_videobuf[(y & 0x1ff) * 512 + (x & 0x1ff)] = color;

			if(flag & 0x40) { x+=xdir; }
			if(flag & 0x80) { y+=ydir; }
		}
	}
}

static WRITE8_HANDLER( blitter_trig_wdht_w)
{
	corona_state *state = space->machine().driver_data<corona_state>();
	blitter_execute(state, state->m_blitter_x_reg, 0x100 - state->m_blitter_y_reg, state->m_blitter_aux_reg & 0xf, data, state->m_blitter_aux_reg & 0xf0);
}

static VIDEO_START(winner)
{
	corona_state *state = machine.driver_data<corona_state>();
	state->m_videobuf = auto_alloc_array_clear(machine, UINT8, VIDEOBUF_SIZE);
}

static SCREEN_UPDATE(winner)
{
	corona_state *state = screen->machine().driver_data<corona_state>();
	int x, y;

	for (y = 0; y < 256; y++)
		for (x = 0; x < 256; x++)
			*BITMAP_ADDR16(bitmap, y, x) = state->m_videobuf[y * 512 + x];

	return 0;
}

static SCREEN_UPDATE(luckyrlt)
{
	corona_state *state = screen->machine().driver_data<corona_state>();
	int x, y;

	for (y = 0; y < 256; y++)
		for (x = 0; x < 256; x++)
			*BITMAP_ADDR16(bitmap, 255 - y, x) = state->m_videobuf[y * 512 + x];

	return 0;
}


/*******************************************
*           Read & Write Handlers          *
*******************************************/

static WRITE8_HANDLER( sound_latch_w )
{
	soundlatch_w(space, 0, data & 0xff);
	cputag_set_input_line(space->machine(), "soundcpu", 0, ASSERT_LINE);
}

static READ8_HANDLER( sound_latch_r )
{
	cputag_set_input_line(space->machine(), "soundcpu", 0, CLEAR_LINE);
	return soundlatch_r(space, 0);
}


static WRITE8_HANDLER( ball_w )
{
	corona_state *state = space->machine().driver_data<corona_state>();
	state->m_lamp = data;

	output_set_lamp_value(data, 1);
	output_set_lamp_value(state->m_lamp_old, 0);
	state->m_lamp_old = state->m_lamp;
}


/********  Multiplexed Inputs  ********/


static READ8_HANDLER( mux_port_r )
{
	corona_state *state = space->machine().driver_data<corona_state>();
	switch( state->m_input_selector )
	{
		case 0x01: return input_port_read(space->machine(), "IN0-1");
		case 0x02: return input_port_read(space->machine(), "IN0-2");
		case 0x04: return input_port_read(space->machine(), "IN0-3");
		case 0x08: return input_port_read(space->machine(), "IN0-4");
		case 0x10: return input_port_read(space->machine(), "IN0-5");
		case 0x20: return input_port_read(space->machine(), "IN0-6");
	}

	return 0xff;
}

static WRITE8_HANDLER( mux_port_w )
{
	corona_state *state = space->machine().driver_data<corona_state>();
/*  - bits -
    7654 3210
    --xx xxxx   Input selector.
    -x-- ----   Credits In counter pulse.
    x--- ----   Credits Out counter pulse.

   Data is written inverted.

*/
	state->m_input_selector = (data ^ 0xff) & 0x3f;	/* Input Selector,  */

	coin_counter_w(space->machine(), 0, (data ^ 0xff) & 0x40);	/* Credits In (mechanical meters) */
	coin_counter_w(space->machine(), 1, (data ^ 0xff) & 0x80);	/* Credits Out (mechanical meters) */

//  logerror("muxsel: %02x \n", state->m_input_selector);
}

static WRITE8_HANDLER( wc_meters_w )
{
/*  - bits -
    7654 3210
    ---- ---x   Credits In counter pulse.
    ---- --x-   Credits In counter pulse, inserted through coin3 only (lower 4 lines of IN3).
    ---- -x--   Credits Out counter pulse.
    -xxx x---   Unknown (directly connected to the higher 4 lines of IN3).
    x--- ----   Unknown.

   Data is written inverted.

*/
	coin_counter_w(space->machine(), 0, (data ^ 0xff) & 0x01);	/* Credits In */
	coin_counter_w(space->machine(), 1, (data ^ 0xff) & 0x02);	/* Credits In (through Coin 3) */
	coin_counter_w(space->machine(), 2, (data ^ 0xff) & 0x04);	/* Credits Out */

//  popmessage("meters: %02x", (data ^ 0xff));
}

static WRITE8_DEVICE_HANDLER(ay_port_a_out)
{
	logerror("AY port A write: %02X\n", data);
}

static WRITE8_DEVICE_HANDLER(ay_port_b_out)
{
	logerror("AY port B write: %02X\n", data);
}


/***************************************************
*               --- MEMORY MAPS ---                *
***************************************************/

/* Winner Circle 1981

  Blitter Ports...
  RE-800   -   Winner

    F0           70
    F1           74
    F2           72
    F3           76
    F4           71

  Writes: (begin) EF/D8 (00)
           71 (FF/00)
           DF (01)
           71 (FF/00)
           D8 (00....) --> snd_latch?
           EF: meters.

  Reads: E8/E9....EA/EB/EC/ED/EE

  RAM data is relocated to B800-B8FF

*/
static ADDRESS_MAP_START( winner81_map, AS_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x3fff) AM_ROM
	AM_RANGE(0x8000, 0x8fff) AM_RAM AM_SHARE("nvram")
	AM_RANGE(0xb800, 0xb8ff) AM_RAM // copied from 8000 (0x10 bytes, repeated)
ADDRESS_MAP_END

static ADDRESS_MAP_START( winner81_cpu_io_map, AS_IO, 8 )
	ADDRESS_MAP_GLOBAL_MASK(0xff)
	AM_RANGE(0x70, 0x70) AM_WRITE(blitter_x_w)
	AM_RANGE(0x71, 0x71) AM_WRITE(blitter_unk_w)
	AM_RANGE(0x72, 0x72) AM_WRITE(blitter_trig_wdht_w)
	AM_RANGE(0x74, 0x74) AM_WRITE(blitter_y_w)
	AM_RANGE(0x75, 0x75) AM_READ(blitter_status_r)
	AM_RANGE(0x76, 0x76) AM_WRITE(blitter_aux_w)

	AM_RANGE(0xd8, 0xd8) AM_WRITENOP			/* dunno, but is writing 0's very often */
	AM_RANGE(0xdf, 0xdf) AM_WRITE(sound_latch_w)

	AM_RANGE(0xe8, 0xe8) AM_READ_PORT("IN0")	/* credits for players A, B, C, D */
	AM_RANGE(0xe9, 0xe9) AM_READ_PORT("IN3")
	AM_RANGE(0xea, 0xea) AM_READ_PORT("IN1")	/* left & right for all players */
	AM_RANGE(0xeb, 0xeb) AM_READ_PORT("IN2")	/* bet for all players */
	AM_RANGE(0xec, 0xec) AM_READ_PORT("IN4")
	AM_RANGE(0xed, 0xed) AM_READ_PORT("DSW1")	/* DIP switches bank 1 */
	AM_RANGE(0xee, 0xee) AM_READ_PORT("DSW2")
	AM_RANGE(0xef, 0xef) AM_WRITE(wc_meters_w)	/* meters: coin1 = bit0, coin2 = bit1, coinout = bit2 */
ADDRESS_MAP_END

static ADDRESS_MAP_START(  winner81_sound_map, AS_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x0fff) AM_ROM
	AM_RANGE(0x8000, 0x83ff) AM_RAM
ADDRESS_MAP_END

static ADDRESS_MAP_START(  winner81_sound_cpu_io_map, AS_IO, 8 )
	ADDRESS_MAP_GLOBAL_MASK(0xff)
	AM_RANGE(0x00, 0x00) AM_READ(sound_latch_r)
	AM_RANGE(0x00, 0x01) AM_DEVWRITE("aysnd", ay8910_address_data_w)
ADDRESS_MAP_END

/*  Winners Circle 1982

  Blitter F0-F4
  Status: F5

  Reads:
         F8 ---> DIP switches bank 1.
         F9 ---> Controls for players A & B.
         FA ---> Credits for players A, B, C, D.
         FB ---> Single credits for players A, B, C, D, + fix bits 3, 4, 5, 6 in meters.
         FD ---> Controls for players C & D.
         FF ---> Unknown.

  Writes:
         FC ---> Meters.
         FE ---> Sound Latch (writes 01, 02 and 03 during attract)...
*/

static ADDRESS_MAP_START( winner82_map, AS_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x3fff) AM_ROM
	AM_RANGE(0x4000, 0x4fff) AM_RAM AM_SHARE("nvram")
	AM_RANGE(0x8000, 0x80ff) AM_RAM
ADDRESS_MAP_END

static ADDRESS_MAP_START( winner82_cpu_io_map, AS_IO, 8 )
	ADDRESS_MAP_GLOBAL_MASK(0xff)
	AM_RANGE(0xf0, 0xf0) AM_WRITE(blitter_x_w)
	AM_RANGE(0xf1, 0xf1) AM_WRITE(blitter_y_w)
	AM_RANGE(0xf2, 0xf2) AM_WRITE(blitter_trig_wdht_w)
	AM_RANGE(0xf3, 0xf3) AM_WRITE(blitter_aux_w)
	AM_RANGE(0xf4, 0xf4) AM_WRITE(blitter_unk_w)
	AM_RANGE(0xf5, 0xf5) AM_READ(blitter_status_r)

	AM_RANGE(0xf8, 0xf8) AM_READ_PORT("DSW1")	/* coinage DIP SW */
	AM_RANGE(0xf9, 0xf9) AM_READ_PORT("IN0")	/* controls for players A & B */
	AM_RANGE(0xfa, 0xfa) AM_READ_PORT("IN1")	/* credits for players A, B, C, D */
	AM_RANGE(0xfb, 0xfb) AM_READ_PORT("IN3")	/* single credits for players A, B, C, D, + fix bits 3, 4, 5, 6 in meters */
	AM_RANGE(0xfc, 0xfc) AM_WRITE(wc_meters_w)
	AM_RANGE(0xfd, 0xfd) AM_READ_PORT("IN2")	/* controls for players C & D */
	AM_RANGE(0xfe, 0xfe) AM_WRITE(sound_latch_w)
	AM_RANGE(0xff, 0xff) AM_READ_PORT("DSW2")	/* no idea */
ADDRESS_MAP_END

static ADDRESS_MAP_START( winner82_sound_map, AS_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x0fff) AM_ROM
	AM_RANGE(0x1000, 0x13ff) AM_RAM
ADDRESS_MAP_END

static ADDRESS_MAP_START( winner82_sound_cpu_io_map, AS_IO, 8 )
	ADDRESS_MAP_GLOBAL_MASK(0xff)
	AM_RANGE(0x00, 0x00) AM_READ(sound_latch_r)
	AM_RANGE(0x00, 0x01) AM_DEVWRITE("aysnd", ay8910_address_data_w)
	AM_RANGE(0x02, 0x03) AM_WRITENOP	/* socket for another ay, inited but never played */
ADDRESS_MAP_END

/* Ruleta RE-800

  Blitter: F0-F4
  Status:  F5
  Ball:    FF

  F4        W   (FF/00)
  F8       R    DIP switches? (polled just at game start)
  F9       R    DIP switches? (polled after reset, and when insert credits)

  FC        W   mux selector & meters
  FD       R    muxed port

  FE        W   snd_latch... writes 02 on events, 07 when ball.

  Port:
  0 - credits
  1 - clear credits
  2 - bet
  3 - left
  4 - right
  5 - up
  6 - down
  7 - unknown

*/

static ADDRESS_MAP_START( re800_map, AS_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x3fff) AM_ROM
	AM_RANGE(0x4000, 0x47ff) AM_RAM
	AM_RANGE(0x8000, 0x87ff) AM_RAM AM_SHARE("nvram") //801a comm?
ADDRESS_MAP_END

static ADDRESS_MAP_START( re800_cpu_io_map, AS_IO, 8 )
	ADDRESS_MAP_GLOBAL_MASK(0xff)
	AM_RANGE(0xf0, 0xf0) AM_WRITE(blitter_x_w)
	AM_RANGE(0xf1, 0xf1) AM_WRITE(blitter_y_w)
	AM_RANGE(0xf2, 0xf2) AM_WRITE(blitter_trig_wdht_w)
	AM_RANGE(0xf3, 0xf3) AM_WRITE(blitter_aux_w)
	AM_RANGE(0xf4, 0xf4) AM_WRITE(blitter_unk_w)
	AM_RANGE(0xf5, 0xf5) AM_READ(blitter_status_r)
	AM_RANGE(0xf8, 0xf8) AM_READ_PORT("IN1")
	AM_RANGE(0xf9, 0xf9) AM_READ_PORT("DSW1")
	AM_RANGE(0xfc, 0xfc) AM_WRITE(mux_port_w)
	AM_RANGE(0xfd, 0xfd) AM_READ(mux_port_r)
	AM_RANGE(0xfe, 0xfe) AM_WRITE(sound_latch_w)
	AM_RANGE(0xff, 0xff) AM_WRITE(ball_w)
ADDRESS_MAP_END

static ADDRESS_MAP_START( re800_sound_map, AS_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x0fff) AM_ROM
	AM_RANGE(0x8000, 0x83ff) AM_RAM
ADDRESS_MAP_END

static ADDRESS_MAP_START( re800_sound_cpu_io_map, AS_IO, 8 )
	ADDRESS_MAP_GLOBAL_MASK(0xff)
	AM_RANGE(0x00, 0x00) AM_READ(sound_latch_r)
	AM_RANGE(0x00, 0x01) AM_DEVWRITE("aysnd", ay8910_address_data_w)
ADDRESS_MAP_END


/* Lucky Roulette

  Blitter: F0-F4
  Status:  F5
  Ball:    F9

  F8       R    DIP switches?
  FA       R    DIP switches?

  FC        W   mux selector & meters
  FD       R    muxed port

  FE        W   snd_latch...

  Port:
  0 - bet
  1 - right
  2 - down
  3 - left
  4 - up
  5 - credits out
  6 - credits in
  7 - lock (inverted... seems a DIP switch)

*/

static ADDRESS_MAP_START( luckyrlt_map, AS_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x7fff) AM_ROM
	AM_RANGE(0x8000, 0x8fff) AM_RAM AM_SHARE("nvram")
ADDRESS_MAP_END

static ADDRESS_MAP_START( luckyrlt_cpu_io_map, AS_IO, 8 )
	ADDRESS_MAP_GLOBAL_MASK(0xff)
	AM_RANGE(0xf0, 0xf0) AM_WRITE(blitter_x_w)
	AM_RANGE(0xf1, 0xf1) AM_WRITE(blitter_y_w)
	AM_RANGE(0xf2, 0xf2) AM_WRITE(blitter_trig_wdht_w)
	AM_RANGE(0xf3, 0xf3) AM_WRITE(blitter_aux_w)
	AM_RANGE(0xf4, 0xf4) AM_WRITE(blitter_unk_w)
	AM_RANGE(0xf5, 0xf5) AM_READ(blitter_status_r)

	AM_RANGE(0xf8, 0xf8) AM_READ_PORT("DSW2")
	AM_RANGE(0xf9, 0xf9) AM_WRITE(ball_w)
	AM_RANGE(0xfa, 0xfa) AM_READ_PORT("DSW1")
	AM_RANGE(0xfc, 0xfc) AM_WRITE(mux_port_w)
	AM_RANGE(0xfd, 0xfd) AM_READ(mux_port_r)
	AM_RANGE(0xfe, 0xfe) AM_WRITE(sound_latch_w)
ADDRESS_MAP_END

static ADDRESS_MAP_START( luckyrlt_sound_map, AS_PROGRAM, 8 )
	AM_RANGE(0x0000, 0x0fff) AM_ROM
	AM_RANGE(0x1000, 0x13ff) AM_RAM
ADDRESS_MAP_END

static ADDRESS_MAP_START( luckyrlt_sound_cpu_io_map, AS_IO, 8 )
	ADDRESS_MAP_GLOBAL_MASK(0xff)
	AM_RANGE(0x00, 0x00) AM_READ(sound_latch_r)
	AM_RANGE(0x00, 0x01) AM_DEVWRITE("aysnd", ay8910_address_data_w)
ADDRESS_MAP_END


/*********************************
*         Input Ports            *
*********************************/

static INPUT_PORTS_START( winner81 )
	PORT_START("IN0")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_2) PORT_NAME("Player 2 - Coin 1")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_1) PORT_NAME("Player 1 - Coin 1")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_4) PORT_NAME("Player 4 - Coin 1")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_3) PORT_NAME("Player 3 - Coin 1")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_6) PORT_NAME("Player 2 - Coin 2")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_5) PORT_NAME("Player 1 - Coin 2")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_8) PORT_NAME("Player 4 - Coin 2")
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_7) PORT_NAME("Player 3 - Coin 2")

	PORT_START("IN1")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_6_PAD) PORT_NAME("Player 2 - Right")	/* B right */
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_RIGHT) PORT_NAME("Player 1 - Right")	/* A right */
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_L)     PORT_NAME("Player 4 - Right")	/* D right */
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_D)     PORT_NAME("Player 3 - Right")	/* C right */
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_4_PAD) PORT_NAME("Player 2 - Left")	/* B left */
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_LEFT)  PORT_NAME("Player 1 - Left")	/* A left */
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_J)     PORT_NAME("Player 4 - Left")	/* D left */
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_A)     PORT_NAME("Player 3 - Left")	/* C left */

	PORT_START("IN2")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_5_PAD)    PORT_NAME("Player 2 - Bet")		/* B bet */
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_LCONTROL) PORT_NAME("Player 1 - Bet")		/* A bet */
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_K)        PORT_NAME("Player 4 - Bet")		/* D bet */
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_S)        PORT_NAME("Player 3 - Bet")		/* C bet */
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_T) PORT_NAME("IN2-5")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Y) PORT_NAME("IN2-6")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_U) PORT_NAME("IN2-7")
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_I) PORT_NAME("IN2-8")

	PORT_START("IN3")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_O) PORT_NAME("IN3-1")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_F) PORT_NAME("IN3-2")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_G) PORT_NAME("IN3-3")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_H) PORT_NAME("IN3-4")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_W) PORT_NAME("Player 2 - Credits Out")	/* B manual credits out */
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Q) PORT_NAME("Player 1 - Credits Out")	/* A manual credits out */
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_R) PORT_NAME("Player 4 - Credits Out")	/* D manual credits out */
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_E) PORT_NAME("Player 3 - Credits Out")	/* C manual credits out */

	PORT_START("IN4")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Z) PORT_NAME("IN4-1")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_X) PORT_NAME("IN4-2")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_C) PORT_NAME("IN4-3")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_V) PORT_NAME("IN4-4")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_B) PORT_NAME("IN4-5")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_N) PORT_NAME("IN4-6")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_M) PORT_NAME("IN4-7")
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_9) PORT_NAME("IN4-8")

	PORT_START("DSW1")
	PORT_DIPNAME( 0x03, 0x03, DEF_STR( Coinage ) )
	PORT_DIPSETTING(    0x00, "x1" )
	PORT_DIPSETTING(    0x01, "x2" )
	PORT_DIPSETTING(    0x02, "x5" )
	PORT_DIPSETTING(    0x03, "x10" )
	PORT_DIPNAME( 0x04, 0x04, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x04, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x08, 0x08, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x08, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x10, 0x10, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x10, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x20, 0x20, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x20, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x40, 0x40, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x40, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x80, 0x80, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x80, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )

	PORT_START("DSW2")
	PORT_DIPNAME( 0x01, 0x01, "DSW2" )
	PORT_DIPSETTING(    0x01, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x02, 0x02, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x02, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x04, 0x04, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x04, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x08, 0x08, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x08, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x10, 0x10, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x10, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x20, 0x20, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x20, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x40, 0x40, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x40, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x80, 0x80, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x80, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
INPUT_PORTS_END

static INPUT_PORTS_START( winner82 )
	PORT_START("IN0")	/* players A & B controls */
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_LCONTROL) PORT_NAME("Player A - Bet/Triple")   /* A: bet/triple */
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Q)        PORT_NAME("Player A - Credits Out")  /* A: credits out */
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_LEFT)     PORT_NAME("Player A - Cursor Left")	/* A: cursor left */
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_RIGHT)    PORT_NAME("Player A - Cursor Right")	/* A: cursor right */
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_5_PAD)    PORT_NAME("Player B - Bet/Triple")	/* B: bet/triple */
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_W)        PORT_NAME("Player B - Credits Out")	/* B: credits out */
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_4_PAD)    PORT_NAME("Player B - Cursor Left")	/* B: cursor left */
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_6_PAD)    PORT_NAME("Player B - Cursor Right")	/* B: cursor right */

	PORT_START("IN1")	/* credits */
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_6) PORT_NAME("Player B - Coin 2")	/* 10 credits / pulse */
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_5) PORT_NAME("Player A - Coin 2")	/* 10 credits / pulse */
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_8) PORT_NAME("Player D - Coin 2")	/* 10 credits / pulse */
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_7) PORT_NAME("Player C - Coin 2")	/* 10 credits / pulse */
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_2) PORT_NAME("Player B - Coin 1")	/* 1 credit / pulse */
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_1) PORT_NAME("Player A - Coin 1")	/* 1 credit / pulse */
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_4) PORT_NAME("Player D - Coin 1")	/* 1 credit / pulse */
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_3) PORT_NAME("Player C - Coin 1")	/* 1 credit / pulse */

	PORT_START("IN2")	/* players C & D controls */
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_K) PORT_NAME("Player C - Bet/Triple")	 /* C: bet/triple */
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_E) PORT_NAME("Player C - Credits Out")	 /* C: credits out */
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_L) PORT_NAME("Player C - Cursor Right") /* C: cursor right */
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_J) PORT_NAME("Player C - Cursor Left")  /* C: cursor left */
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_S) PORT_NAME("Player D - Bet/Triple")	 /* D: bet/triple */
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_R) PORT_NAME("Player D - Credits Out")	 /* D: credits out */
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_D) PORT_NAME("Player D - Cursor Right") /* D: cursor right */
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_A) PORT_NAME("Player D - Cursor Left")	 /* D: cursor left */

	PORT_START("IN3")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_X) PORT_NAME("Player B - Coin 3")	/* always 1 credit, lockable through DIP switch */
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Z) PORT_NAME("Player A - Coin 3")	/* always 1 credit, lockable through DIP switch */
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_V) PORT_NAME("Player D - Coin 3")	/* always 1 credit, lockable through DIP switch */
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_C) PORT_NAME("Player C - Coin 3")	/* always 1 credit, lockable through DIP switch */
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_B) PORT_NAME("IN3-5")	/* bit 3 in meters */
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_N) PORT_NAME("IN3-6")	/* bit 4 in meters */
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_M) PORT_NAME("IN3-7")	/* bit 5 in meters */
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_O) PORT_NAME("IN3-8")	/* bit 6 in meters */

	PORT_START("IN4")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_1_PAD) PORT_NAME("IN4-1")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_2_PAD) PORT_NAME("IN4-2")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_3_PAD) PORT_NAME("IN4-3")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_7_PAD) PORT_NAME("IN4-4")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_8_PAD) PORT_NAME("IN4-5")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_9_PAD) PORT_NAME("IN4-6")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_0_PAD) PORT_NAME("IN4-7")
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_I)     PORT_NAME("IN4-8")

	PORT_START("DSW1")
	PORT_DIPNAME( 0x03, 0x03, DEF_STR( Coinage ) )
	PORT_DIPSETTING(    0x00, "x10" )
	PORT_DIPSETTING(    0x01, "x5" )
	PORT_DIPSETTING(    0x02, "x2" )
	PORT_DIPSETTING(    0x03, "x1" )
	PORT_DIPNAME( 0x04, 0x04, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x04, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x08, 0x08, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x08, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x10, 0x10, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x10, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x20, 0x20, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x20, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x40, 0x40, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x40, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x80, 0x00, "Coin 3 Lockout" )
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x80, DEF_STR( On ) )

	PORT_START("DSW2")
	PORT_DIPNAME( 0x01, 0x01, "DSW2" )
	PORT_DIPSETTING(    0x01, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x02, 0x02, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x02, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x04, 0x04, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x04, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x08, 0x08, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x08, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x10, 0x10, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x10, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x20, 0x20, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x20, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x40, 0x40, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x40, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x80, 0x80, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x80, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
INPUT_PORTS_END

static INPUT_PORTS_START( re800 )
	/* Multiplexed from just one single port */
	PORT_START("IN0-1")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_1)        PORT_NAME("Player 1 - Credits")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Z)        PORT_NAME("Player 1 - Credits Clear")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_LCONTROL) PORT_NAME("Player 1 - Bet")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_LEFT)     PORT_NAME("Player 1 - Left")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_RIGHT)    PORT_NAME("Player 1 - Right")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_UP)       PORT_NAME("Player 1 - Up")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_DOWN)     PORT_NAME("Player 1 - Down")
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_LALT)     PORT_NAME("Player 1 - Unknown")

	PORT_START("IN0-2")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_2)     PORT_NAME("Player 2 - Credits")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_X)     PORT_NAME("Player 2 - Credits Clear")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_7_PAD) PORT_NAME("Player 2 - Bet")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_4_PAD) PORT_NAME("Player 2 - Left")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_6_PAD) PORT_NAME("Player 2 - Right")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_8_PAD) PORT_NAME("Player 2 - Up")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_2_PAD) PORT_NAME("Player 2 - Down")
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_5_PAD) PORT_NAME("Player 2 - Unknown")

	PORT_START("IN0-3")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_3) PORT_NAME("Player 3 - Credits")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_C) PORT_NAME("Player 3 - Credits Clear")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Q) PORT_NAME("Player 3 - Bet")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_A) PORT_NAME("Player 3 - Left")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_D) PORT_NAME("Player 3 - Right")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_W) PORT_NAME("Player 3 - Up")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_S) PORT_NAME("Player 3 - Down")
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_E) PORT_NAME("Player 3 - Unknown")

	PORT_START("IN0-4")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_4) PORT_NAME("Player 4 - Credits")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_V) PORT_NAME("Player 4 - Credits Clear")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_R) PORT_NAME("Player 4 - Bet")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_F) PORT_NAME("Player 4 - Left")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_H) PORT_NAME("Player 4 - Right")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_T) PORT_NAME("Player 4 - Up")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_G) PORT_NAME("Player 4 - Down")
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Y) PORT_NAME("Player 4 - Unknown")

	PORT_START("IN0-5")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_5) PORT_NAME("Player 5 - Credits")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_B) PORT_NAME("Player 5 - Credits Clear")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_U) PORT_NAME("Player 5 - Bet")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_J) PORT_NAME("Player 5 - Left")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_L) PORT_NAME("Player 5 - Right")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_I) PORT_NAME("Player 5 - Up")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_K) PORT_NAME("Player 5 - Down")
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_O) PORT_NAME("Player 5 - Unknown")

	PORT_START("IN0-6")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_6)     PORT_NAME("Player 6 - Credits")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_N)     PORT_NAME("Player 6 - Credits Clear")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_ENTER) PORT_NAME("Player 6 - Bet")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_DEL)   PORT_NAME("Player 6 - Left")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_PGDN)  PORT_NAME("Player 6 - Right")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_HOME)  PORT_NAME("Player 6 - Up")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_END)   PORT_NAME("Player 6 - Down")
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_PGUP)  PORT_NAME("Player 6 - Unknown")

	PORT_START("IN1")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_UNKNOWN )
	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("DSW1")
	PORT_DIPNAME( 0x01, 0x01, "DSW1" )
	PORT_DIPSETTING(    0x01, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x02, 0x02, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x02, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x04, 0x04, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x04, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x08, 0x08, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x08, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x10, 0x10, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x10, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x20, 0x20, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x20, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x40, 0x40, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x40, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x80, 0x00, "Credits Lock" )	/* lock the credits in/out */
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x80, DEF_STR( On ) )
INPUT_PORTS_END

static INPUT_PORTS_START( re800v3 )
	/* Multiplexed from just one single port */
	PORT_START("IN0-1")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_1)        PORT_NAME("Player 1 - Credits In")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Z)        PORT_NAME("Player 1 - Credits Out / Fin (end)")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_LCONTROL) PORT_NAME("Player 1 - Bet")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_LEFT)     PORT_NAME("Player 1 - Left")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_RIGHT)    PORT_NAME("Player 1 - Right")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_UP)       PORT_NAME("Player 1 - Up")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_DOWN)     PORT_NAME("Player 1 - Down")
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_LALT)     PORT_NAME("Player 1 - Unknown")

	PORT_START("IN0-2")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_2)     PORT_NAME("Player 2 - Credits In")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_X)     PORT_NAME("Player 2 - Credits Out / Cambia (change)")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_7_PAD) PORT_NAME("Player 2 - Bet")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_4_PAD) PORT_NAME("Player 2 - Left")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_6_PAD) PORT_NAME("Player 2 - Right")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_8_PAD) PORT_NAME("Player 2 - Up")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_2_PAD) PORT_NAME("Player 2 - Down")
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_5_PAD) PORT_NAME("Player 2 - Unknown")

	PORT_START("IN0-3")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_3) PORT_NAME("Player 3 - Credits In")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_C) PORT_NAME("Player 3 - Credits Out / Sel (select)")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Q) PORT_NAME("Player 3 - Bet")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_A) PORT_NAME("Player 3 - Left")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_D) PORT_NAME("Player 3 - Right")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_W) PORT_NAME("Player 3 - Up")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_S) PORT_NAME("Player 3 - Down")
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_E) PORT_NAME("Player 3 - Unknown")

	PORT_START("IN0-4")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_4) PORT_NAME("Player 4 - Credits In")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_V) PORT_NAME("Player 4 - Credits Out")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_R) PORT_NAME("Player 4 - Bet")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_F) PORT_NAME("Player 4 - Left")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_H) PORT_NAME("Player 4 - Right")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_T) PORT_NAME("Player 4 - Up")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_G) PORT_NAME("Player 4 - Down")
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Y) PORT_NAME("Player 4 - Unknown")

	PORT_START("IN0-5")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_5) PORT_NAME("Player 5 - Credits In")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_B) PORT_NAME("Player 5 - Credits Out")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_U) PORT_NAME("Player 5 - Bet")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_J) PORT_NAME("Player 5 - Left")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_L) PORT_NAME("Player 5 - Right")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_I) PORT_NAME("Player 5 - Up")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_K) PORT_NAME("Player 5 - Down")
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_O) PORT_NAME("Player 5 - Unknown")

	PORT_START("IN0-6")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_6)     PORT_NAME("Player 6 - Credits In")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_N)     PORT_NAME("Player 6 - Credits Out")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_ENTER) PORT_NAME("Player 6 - Bet")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_DEL)   PORT_NAME("Player 6 - Left")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_PGDN)  PORT_NAME("Player 6 - Right")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_HOME)  PORT_NAME("Player 6 - Up")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_END)   PORT_NAME("Player 6 - Down")
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_PGUP)  PORT_NAME("Player 6 - Unknown")

	PORT_START("IN1")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_SERVICE ) PORT_CODE(KEYCODE_F2) PORT_NAME("Settings (in bookkeeping mode)")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_UNKNOWN )
	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("DSW1")
	PORT_DIPNAME( 0x01, 0x01, "DSW1" )
	PORT_DIPSETTING(    0x01, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x02, 0x02, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x02, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x04, 0x04, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x04, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x08, 0x08, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x08, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x10, 0x10, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x10, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x20, 0x20, DEF_STR( Unknown ) )
	PORT_DIPSETTING(    0x20, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x40, 0x40, "Bookkeeping Mode" )
	PORT_DIPSETTING(    0x40, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x80, 0x00, "Credits Lock" )	/* lock the credits in/out */
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x80, DEF_STR( On ) )
INPUT_PORTS_END

static INPUT_PORTS_START( luckyrlt )
	PORT_START("IN0-1")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_LCONTROL) PORT_NAME("Player 1 - Bet")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_RIGHT)    PORT_NAME("Player 1 - Right")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_DOWN)     PORT_NAME("Player 1 - Down")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_LEFT)     PORT_NAME("Player 1 - Left")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_UP)       PORT_NAME("Player 1 - Up")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Z)        PORT_NAME("Player 1 - Credits Out")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_1)        PORT_NAME("Player 1 - Credits In")
	PORT_DIPNAME( 0x80, 0x00, "Player 1 Credits Lock" )	/* lock the credits in/out */	PORT_DIPLOCATION("DSW1:2")
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x80, DEF_STR( On ) )

	PORT_START("IN0-2")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_7_PAD) PORT_NAME("Player 2 - Bet")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_6_PAD) PORT_NAME("Player 2 - Right")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_2_PAD) PORT_NAME("Player 2 - Down")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_4_PAD) PORT_NAME("Player 2 - Left")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_8_PAD) PORT_NAME("Player 2 - Up")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_X)     PORT_NAME("Player 2 - Credits Out")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_2)     PORT_NAME("Player 2 - Credits In")
	PORT_DIPNAME( 0x80, 0x00, "Player 2 Credits Lock" )	/* lock the credits in/out */	PORT_DIPLOCATION("DSW1:3")
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x80, DEF_STR( On ) )

	PORT_START("IN0-3")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Q) PORT_NAME("Player 3 - Bet")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_D) PORT_NAME("Player 3 - Right")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_S) PORT_NAME("Player 3 - Down")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_A) PORT_NAME("Player 3 - Left")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_W) PORT_NAME("Player 3 - Up")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_C) PORT_NAME("Player 3 - Credits Out")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_3) PORT_NAME("Player 3 - Credits In")
	PORT_DIPNAME( 0x80, 0x00, "Player 3 Credits Lock" )	/* lock the credits in/out */	PORT_DIPLOCATION("DSW1:4")
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x80, DEF_STR( On ) )

	PORT_START("IN0-4")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_R) PORT_NAME("Player 4 - Bet")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_H) PORT_NAME("Player 4 - Right")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_G) PORT_NAME("Player 4 - Down")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_F) PORT_NAME("Player 4 - Left")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_T) PORT_NAME("Player 4 - Up")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_V) PORT_NAME("Player 4 - Credits Out")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_4) PORT_NAME("Player 4 - Credits In")
	PORT_DIPNAME( 0x80, 0x00, "Player 4 Credits Lock" )	/* lock the credits in/out */	PORT_DIPLOCATION("DSW1:5")
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x80, DEF_STR( On ) )

	PORT_START("IN0-5")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_U) PORT_NAME("Player 5 - Bet")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_L) PORT_NAME("Player 5 - Right")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_K) PORT_NAME("Player 5 - Down")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_J) PORT_NAME("Player 5 - Left")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_I) PORT_NAME("Player 5 - Up")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_B) PORT_NAME("Player 5 - Credits Out")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_5) PORT_NAME("Player 5 - Credits In")
	PORT_DIPNAME( 0x80, 0x00, "Player 5 Credits Lock" )	/* lock the credits in/out */	PORT_DIPLOCATION("DSW1:6")
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x80, DEF_STR( On ) )

	PORT_START("IN0-6")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_ENTER) PORT_NAME("Player 6 - Bet")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_PGDN)  PORT_NAME("Player 6 - Right")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_END)   PORT_NAME("Player 6 - Down")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_DEL)   PORT_NAME("Player 6 - Left")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_HOME)  PORT_NAME("Player 6 - Up")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_N)     PORT_NAME("Player 6 - Credits Out")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_6)     PORT_NAME("Player 6 - Credits In")
	PORT_DIPNAME( 0x80, 0x00, "Player 6 Credits Lock" )	/* lock the credits in/out */	PORT_DIPLOCATION("DSW1:7")
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x80, DEF_STR( On ) )

	PORT_START("DSW1")
	PORT_DIPNAME( 0x01, 0x01, "Test / Bookkeeping" )	PORT_DIPLOCATION("DSW1:1")
	PORT_DIPSETTING(    0x01, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_BIT( 0xfe, IP_ACTIVE_LOW, IPT_UNKNOWN )

	PORT_START("DSW2")
	PORT_DIPNAME( 0x81, 0x81, "Max Bet" )	PORT_DIPLOCATION("DSW2:1,8")
	PORT_DIPSETTING(    0x00, "Plain = 10; Line = 30; Chance = 30" )
	PORT_DIPSETTING(    0x80, "Plain = 20; Line = 40; Chance = 50" )
	PORT_DIPSETTING(    0x01, "Plain = 30; Line = 50; Chance = 70" )
	PORT_DIPSETTING(    0x81, "Plain = 40; Line = 70; Chance = 90" )
	PORT_DIPNAME( 0x0e, 0x0e, "Rate (%)" )	PORT_DIPLOCATION("DSW2:2,3,4")
	PORT_DIPSETTING(    0x00, "3.12" )
	PORT_DIPSETTING(    0x02, "6.25" )
	PORT_DIPSETTING(    0x04, "9.40" )
	PORT_DIPSETTING(    0x06, "12.5" )
	PORT_DIPSETTING(    0x08, "15.6" )
	PORT_DIPSETTING(    0x0a, "18.7" )
	PORT_DIPSETTING(    0x0c, "21.9" )
	PORT_DIPSETTING(    0x0e, "25.1" )
	PORT_DIPNAME( 0x10, 0x10, "Reset" )		PORT_DIPLOCATION("DSW2:5")	/* don't know how it works */
	PORT_DIPSETTING(    0x10, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
	PORT_DIPNAME( 0x20, 0x20, "Pago Doble (Double Pay)" )	PORT_DIPLOCATION("DSW2:6")
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x20, DEF_STR( On ) )
	PORT_DIPNAME( 0x40, 0x40, "Pago x5 (Pay x5)" )	PORT_DIPLOCATION("DSW2:7")	/* only in PLUS 1990 model */
	PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
	PORT_DIPSETTING(    0x40, DEF_STR( On ) )
INPUT_PORTS_END


/*******************************************
*             Sound Interface              *
*******************************************/
static const ay8910_interface aysnd_config =
{
	AY8910_LEGACY_OUTPUT,
	AY8910_DEFAULT_LOADS,
	DEVCB_NULL,						/* Port A read */
	DEVCB_NULL,						/* Port B read */
	DEVCB_HANDLER(ay_port_a_out),	/* Port A write */
	DEVCB_HANDLER(ay_port_b_out)	/* Port B write */
};


/*******************************************
*             Machine Drivers              *
*******************************************/

static MACHINE_CONFIG_START( winner81, corona_state )
	/* basic machine hardware */
	MCFG_CPU_ADD("maincpu", Z80, WC81_MAIN_XTAL/8)	/* measured */
	MCFG_CPU_PROGRAM_MAP(winner81_map)
	MCFG_CPU_IO_MAP(winner81_cpu_io_map)
	MCFG_CPU_VBLANK_INT("screen", nmi_line_pulse)

	MCFG_CPU_ADD("soundcpu", Z80, WC81_MAIN_XTAL/10)	/* measured */
	MCFG_CPU_PROGRAM_MAP(winner81_sound_map)
	MCFG_CPU_IO_MAP(winner81_sound_cpu_io_map)
	MCFG_CPU_PERIODIC_INT(nmi_line_pulse, 244)	/* 244 Hz (1MHz/16/16/16) */

	MCFG_NVRAM_ADD_0FILL("nvram")

	MCFG_PALETTE_INIT(winner)

	/* video hardware */
	MCFG_SCREEN_ADD("screen", RASTER)
	MCFG_SCREEN_FORMAT(BITMAP_FORMAT_INDEXED16)
	MCFG_SCREEN_REFRESH_RATE(60)
	MCFG_SCREEN_VBLANK_TIME(ATTOSECONDS_IN_USEC(2500)) //not accurate
	MCFG_SCREEN_SIZE(32*8, 32*8)
	MCFG_SCREEN_VISIBLE_AREA(0*8, 32*8-1, 1*8, 31*8-1)
	MCFG_SCREEN_UPDATE(winner)

	MCFG_PALETTE_LENGTH(0x100)

	MCFG_VIDEO_START(winner)

	MCFG_SPEAKER_STANDARD_MONO("mono")
	MCFG_SOUND_ADD("aysnd", AY8912, AY_CLK1)	/* measured */
	MCFG_SOUND_CONFIG(aysnd_config)
	MCFG_SOUND_ROUTE(ALL_OUTPUTS, "mono", 1.0)
MACHINE_CONFIG_END

static MACHINE_CONFIG_START( winner82, corona_state )
	/* basic machine hardware */
	MCFG_CPU_ADD("maincpu", Z80, WC82_MAIN_XTAL/8)	/* measured */
	MCFG_CPU_PROGRAM_MAP(winner82_map)
	MCFG_CPU_IO_MAP(winner82_cpu_io_map)
	MCFG_CPU_VBLANK_INT("screen", nmi_line_pulse)

	MCFG_CPU_ADD("soundcpu", Z80, WC82_MAIN_XTAL/8)	/* measured */
	MCFG_CPU_PROGRAM_MAP(winner82_sound_map)		/* IM1 instead of NMI */
	MCFG_CPU_IO_MAP(winner82_sound_cpu_io_map)

	MCFG_NVRAM_ADD_0FILL("nvram")

	MCFG_PALETTE_INIT(winner)

	/* video hardware */
	MCFG_SCREEN_ADD("screen", RASTER)
	MCFG_SCREEN_FORMAT(BITMAP_FORMAT_INDEXED16)
	MCFG_SCREEN_REFRESH_RATE(60)
	MCFG_SCREEN_VBLANK_TIME(ATTOSECONDS_IN_USEC(2500)) //not accurate
	MCFG_SCREEN_SIZE(32*8, 32*8)
	MCFG_SCREEN_VISIBLE_AREA(0*8, 32*8-1, 1*8, 31*8-1)
	MCFG_SCREEN_UPDATE(winner)

	MCFG_PALETTE_LENGTH(0x100)

	MCFG_VIDEO_START(winner)

	MCFG_SPEAKER_STANDARD_MONO("mono")
	MCFG_SOUND_ADD("aysnd", AY8910, AY_CLK2)	/* measured */
	MCFG_SOUND_ROUTE(ALL_OUTPUTS, "mono", 1.0)
MACHINE_CONFIG_END

static MACHINE_CONFIG_START( re800, corona_state )
	/* basic machine hardware */
	MCFG_CPU_ADD("maincpu", Z80, RE_MAIN_XTAL/8)	/* measured 2MHz */
	MCFG_CPU_PROGRAM_MAP(re800_map)
	MCFG_CPU_IO_MAP(re800_cpu_io_map)
	MCFG_CPU_VBLANK_INT("screen", nmi_line_pulse)

	MCFG_CPU_ADD("soundcpu", Z80, RE_MAIN_XTAL/8)	/* measured 2MHz */
	MCFG_CPU_PROGRAM_MAP(re800_sound_map)
	MCFG_CPU_IO_MAP(re800_sound_cpu_io_map)
	MCFG_CPU_PERIODIC_INT(nmi_line_pulse, 244)	/* 244 Hz (1MHz/16/16/16) */

	MCFG_NVRAM_ADD_0FILL("nvram")

	MCFG_PALETTE_INIT(winner)

	/* video hardware */
	MCFG_SCREEN_ADD("screen", RASTER)
	MCFG_SCREEN_FORMAT(BITMAP_FORMAT_INDEXED16)
	MCFG_SCREEN_REFRESH_RATE(60)
	MCFG_SCREEN_VBLANK_TIME(ATTOSECONDS_IN_USEC(2500)) //not accurate
	MCFG_SCREEN_SIZE(32*8, 32*8)
	MCFG_SCREEN_VISIBLE_AREA(0*8, 32*8-1, 1*8, 32*8-1)
	MCFG_SCREEN_UPDATE(winner)

	MCFG_PALETTE_LENGTH(0x100)

	MCFG_VIDEO_START(winner)

	MCFG_SPEAKER_STANDARD_MONO("mono")
	MCFG_SOUND_ADD("aysnd", AY8912, AY_CLK2)
	MCFG_SOUND_ROUTE(ALL_OUTPUTS, "mono", 1.0)
MACHINE_CONFIG_END

static MACHINE_CONFIG_START( rcirulet, corona_state )
	/* basic machine hardware */
	MCFG_CPU_ADD("maincpu", Z80, RE_MAIN_XTAL/8)	/* measured 2MHz */
	MCFG_CPU_PROGRAM_MAP(re800_map)
	MCFG_CPU_IO_MAP(re800_cpu_io_map)
	MCFG_CPU_VBLANK_INT("screen", nmi_line_pulse)

	MCFG_CPU_ADD("soundcpu", Z80, RE_MAIN_XTAL/8)	/* measured 2MHz */
	MCFG_CPU_PROGRAM_MAP(winner82_sound_map)		/* IM1 instead of NMI */
	MCFG_CPU_IO_MAP(winner82_sound_cpu_io_map)

	MCFG_NVRAM_ADD_0FILL("nvram")

	MCFG_PALETTE_INIT(winner)

	/* video hardware */
	MCFG_SCREEN_ADD("screen", RASTER)
	MCFG_SCREEN_FORMAT(BITMAP_FORMAT_INDEXED16)
	MCFG_SCREEN_REFRESH_RATE(60)
	MCFG_SCREEN_VBLANK_TIME(ATTOSECONDS_IN_USEC(2500)) //not accurate
	MCFG_SCREEN_SIZE(32*8, 32*8)
	MCFG_SCREEN_VISIBLE_AREA(0*8, 32*8-1, 1*8, 32*8-1)
	MCFG_SCREEN_UPDATE(winner)

	MCFG_PALETTE_LENGTH(0x100)

	MCFG_VIDEO_START(winner)

	MCFG_SPEAKER_STANDARD_MONO("mono")
	MCFG_SOUND_ADD("aysnd", AY8912, AY_CLK2)
	MCFG_SOUND_ROUTE(ALL_OUTPUTS, "mono", 1.0)
MACHINE_CONFIG_END

static MACHINE_CONFIG_START( luckyrlt, corona_state )
	/* basic machine hardware */
	MCFG_CPU_ADD("maincpu", Z80, RE_MAIN_XTAL/8)	/* measured 2MHz */
	MCFG_CPU_PROGRAM_MAP(luckyrlt_map)
	MCFG_CPU_IO_MAP(luckyrlt_cpu_io_map)
	MCFG_CPU_VBLANK_INT("screen", nmi_line_pulse)

	MCFG_CPU_ADD("soundcpu", Z80, RE_MAIN_XTAL/8)	/* measured 2MHz */
	MCFG_CPU_PROGRAM_MAP(luckyrlt_sound_map)
	MCFG_CPU_IO_MAP(luckyrlt_sound_cpu_io_map)
	MCFG_CPU_PERIODIC_INT(nmi_line_pulse, 244)	/* 244 Hz (1MHz/16/16/16) */

	MCFG_NVRAM_ADD_0FILL("nvram")

	MCFG_PALETTE_INIT(winner)

	/* video hardware */
	MCFG_SCREEN_ADD("screen", RASTER)
	MCFG_SCREEN_FORMAT(BITMAP_FORMAT_INDEXED16)
	MCFG_SCREEN_REFRESH_RATE(60)
	MCFG_SCREEN_VBLANK_TIME(ATTOSECONDS_IN_USEC(2500)) //not accurate
	MCFG_SCREEN_SIZE(32*8, 32*8)
	MCFG_SCREEN_VISIBLE_AREA(0*8, 32*8-1, 1*8, 30*8-1)
	MCFG_SCREEN_UPDATE(luckyrlt)

	MCFG_PALETTE_LENGTH(0x100)

	MCFG_VIDEO_START(winner)

	MCFG_SPEAKER_STANDARD_MONO("mono")
	MCFG_SOUND_ADD("aysnd", AY8912, AY_CLK1)
	MCFG_SOUND_ROUTE(ALL_OUTPUTS, "mono", 1.0)
MACHINE_CONFIG_END


/**************** Corona Co,LTD. Hardware ****************
*  > ROM Loading Routines...                             *
*********************************************************/
/***************************************************

  Winners Circle
  1980-81-82 Corona Co.LTD.

  PCB silkscreened CRN-MK-1000

  2x Z80.
  1x AY-3-8912.

  Xtal: 1x 24 MHz. (CPU)
        1x 20 MHz. (Video)

  2x 8 DIP switches banks.

  All ICs are scratched to avoid the recognizement.

  Note:
  4_2732_80e0.bin is identical to son_2716_4070.bin,
  for whatever reason on this set

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

ROM_START(winner81)
	ROM_REGION( 0x10000, "maincpu", 0 )	/* from the 28*28 pins PCB */
	ROM_LOAD("1_2732_c61e.bin",	0x0000, 0x1000, CRC(841cdbd1) SHA1(87caeec0a80460c72408ceae28480fe2f3ba3052) )
	ROM_LOAD("2_2732_eafa.bin",	0x1000, 0x1000, CRC(216f71d2) SHA1(913454bc78487c099c854e35d594454077266590) )
	ROM_LOAD("3_2732_121e.bin",	0x2000, 0x1000, CRC(b5849762) SHA1(f62ea11ae5834dd84081d8716798c2ac0b879a35) )
	ROM_LOAD("4_2732_80e0.bin",	0x3000, 0x1000, CRC(13d0d2a6) SHA1(13b102f23e559971c4728fbbe0938341aacbff11) )

	ROM_REGION( 0x10000, "soundcpu", 0 )
	ROM_LOAD("son_2716_4070.bin",	0x0000, 0x0800, CRC(547068a8) SHA1(fe0e1272feb0196b14554d7c3cb043212508bfbc) )
	ROM_RELOAD(                     0x0800, 0x0800 ) //reads here during horse race

	ROM_REGION( 0x0020, "proms", 0 )
	ROM_LOAD( "corona_82s123.bin",	0x0000, 0x0020, CRC(051e5edc) SHA1(2305c056fa1fc21432189af12afb7d54c6569484) )
ROM_END

ROM_START(winner81b)
	ROM_REGION( 0x10000, "maincpu", 0 )	/* from the 18*22 pins PCB, more close to winner82 */
	ROM_LOAD("winner_27128_a145.bin",	0x0000, 0x4000, CRC(a9737c8f) SHA1(d1e3b3979d3ef1aa2d8c32d5d56c30165c949e50) )

	ROM_REGION( 0x10000, "soundcpu", 0 )	/* IM1 instead of NMI. Identical halves */
	ROM_LOAD("son_2732_8ccc.bin",	0x0000, 0x1000, CRC(c944a4ae) SHA1(989ec9f39a7761aa73d08ca39b081cb2c4c75a7c) )

	ROM_REGION( 0x0020, "proms", 0 )
	ROM_LOAD( "corona_82s123.bin",	0x0000, 0x0020, CRC(051e5edc) SHA1(2305c056fa1fc21432189af12afb7d54c6569484) )
ROM_END

ROM_START(winner82)
	ROM_REGION( 0x10000, "maincpu", 0 )	/* 18*22 pins PCB?? */
	ROM_LOAD("p1.32.bin",	0x0000, 0x1000, CRC(5eb58841) SHA1(160ba8a19b0926aab6f47497e625449d35efea2a) )
	ROM_LOAD("p2.32.bin",	0x1000, 0x1000, CRC(52567aeb) SHA1(b4723aff00a18f3cb9ee5c3071ed671f920458cf) )
	ROM_LOAD("p3.32.bin",	0x2000, 0x1000, CRC(1ae24244) SHA1(a10fba097b18607b1bc10d8720a020c1e01e75c3) )
	ROM_LOAD("p4.32.bin",	0x3000, 0x1000, CRC(15631824) SHA1(24d5607b186dc880609dd076012d0bc29d7581ba) )

	ROM_REGION( 0x10000, "soundcpu", 0 )	/* IM1 instead of NMI. Identical halves */
	ROM_LOAD("son_2732_8ccc.bin",	0x0000, 0x1000, CRC(c944a4ae) SHA1(989ec9f39a7761aa73d08ca39b081cb2c4c75a7c) )

	ROM_REGION( 0x0020, "proms", 0 )
	ROM_LOAD( "corona_82s123.bin",	0x0000, 0x0020, CRC(051e5edc) SHA1(2305c056fa1fc21432189af12afb7d54c6569484) )
ROM_END


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

  Ruleta RE-800
  Entretenimientos GEMINIS & GENATRON (C) 1991-92

  2x Z80.
  1x AY-3-8912.

  Xtal: 1x 16 MHz. (CPU)
        1x 20 MHz. (Video)

  1 or 2x 8 DIP switches banks.

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

ROM_START(re800ea)
	ROM_REGION( 0x10000, "maincpu", 0 )	/* seems Genatron RE800, early revision */
	ROM_LOAD("ruleta1.128",	0x0000, 0x4000, CRC(e5931763) SHA1(35d47276275e691ae5f4f85bc54992381672df1a) )

	ROM_REGION( 0x10000, "soundcpu", 0 )
	ROM_LOAD("re800snd.16",	0x0000, 0x0800, CRC(54d312fa) SHA1(6ed31f091362f7baa59afef91410fe946894e2ee) )
	ROM_RELOAD(                     0x0800, 0x0800 )

	ROM_REGION( 0x0020, "proms", 0 )
	ROM_LOAD( "promcoro.123",	0x0000, 0x0020, CRC(051e5edc) SHA1(2305c056fa1fc21432189af12afb7d54c6569484) )
ROM_END

ROM_START(re800v1)
	ROM_REGION( 0x10000, "maincpu", 0 )
	ROM_LOAD("re800v1.128",	0x0000, 0x4000, CRC(503647fb) SHA1(ccecb18058a672d955c5f94b0c049e6dd64d12e3) )

	ROM_REGION( 0x10000, "soundcpu", 0 )
	ROM_LOAD("re800snd.16",	0x0000, 0x0800, CRC(54d312fa) SHA1(6ed31f091362f7baa59afef91410fe946894e2ee) )
	ROM_RELOAD(             0x0800, 0x0800 )

	ROM_REGION( 0x0020, "proms", 0 )
	ROM_LOAD( "promcoro.123",	0x0000, 0x0020, CRC(051e5edc) SHA1(2305c056fa1fc21432189af12afb7d54c6569484) )
ROM_END

ROM_START(re800v3)
	ROM_REGION( 0x10000, "maincpu", 0 )
	ROM_LOAD("re800v3.128",	0x0000, 0x4000, CRC(d08a2a1a) SHA1(d2382e7545da808fb7e5a639eda90b759275983b) )

	ROM_REGION( 0x10000, "soundcpu", 0 )
	ROM_LOAD("re800snd.16",	0x0000, 0x0800, CRC(54d312fa) SHA1(6ed31f091362f7baa59afef91410fe946894e2ee) )
	ROM_RELOAD(             0x0800, 0x0800 )

	ROM_REGION( 0x0020, "proms", 0 )
	ROM_LOAD( "promcoro.123",	0x0000, 0x0020, BAD_DUMP CRC(051e5edc) SHA1(2305c056fa1fc21432189af12afb7d54c6569484) )
ROM_END

/******************************
  Ruleta RCI.
  6-players spanish roulette.

  Entretenimientos GEMINIS.

  2x Z80 @ 2MHz.
  1x AY-3-8910 @ 2MHz.

  18x22 pins Corona hardware.
  Multiplexed inputs.

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

ROM_START(rcirulet)
	ROM_REGION( 0x10000, "maincpu", 0 )
	ROM_LOAD("rc1.256",	0x4000, 0x4000, CRC(be25f548) SHA1(f59ef5d6d047299ff77f28b24517ba6d0a3afc90) )
	ROM_CONTINUE(       0x0000, 0x4000)

	ROM_REGION( 0x10000, "soundcpu", 0 )	/* IM1 instead of NMI */
	ROM_LOAD("rcson.16",	0x0000, 0x0800, CRC(9ba72a6d) SHA1(0d06ee4952255a93a7f097dd84c5937b01367836) )
	ROM_RELOAD(             0x0800, 0x0800 )

	ROM_REGION( 0x0020, "proms", 0 )	/* color PROM */
	ROM_LOAD( "rci_82s123_ic19_1b92.bin",	0x0000, 0x0020, CRC(051e5edc) SHA1(2305c056fa1fc21432189af12afb7d54c6569484) )

	ROM_REGION( 0x0020, "proms2", 0 )	/* unknown from video */
	ROM_LOAD( "rci_82s123_ic04_1f95.bin",	0x0000, 0x0020, CRC(3a6684b3) SHA1(c9461565a78f1024c6bd4088e4555f1a8020013b) )
ROM_END

/******************************
  Lucky Roulette
  6-players spanish roulette.

  Unknown manufacturer.

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

ROM_START(luckyrlt)
	ROM_REGION( 0x10000, "maincpu", 0 )
	ROM_LOAD("rulaxx.256",	0x0000, 0x8000, CRC(2dd903b7) SHA1(112c335d089f922b9c2bccc3b39e439a12e01725) )

	ROM_REGION( 0x10000, "soundcpu", 0 )
	ROM_LOAD("sonrulxx.16",	0x0000, 0x0800, CRC(37943210) SHA1(50cbc91fa52c02553552701393a11c2749d7ad2e) )
	ROM_RELOAD(             0x0800, 0x0800 )

	ROM_REGION( 0x0020, "proms", 0 )
	ROM_LOAD( "promrulxx.123",	0x0000, 0x0020, CRC(051e5edc) SHA1(2305c056fa1fc21432189af12afb7d54c6569484) )
ROM_END


/******************************************
*              Game Drivers               *
******************************************/

/*     YEAR  NAME       PARENT    MACHINE   INPUT     INIT      ROT      COMPANY                     FULLNAME                                   FLAGS                   LAYOUT      */
GAME(  1981, winner81,  winner82, winner81, winner81, 0,        ROT0,   "Corona Co, LTD.",          "Winners Circle (81, 28*28 PCB)",           GAME_IMPERFECT_SOUND )
GAME(  1981, winner81b, winner82, winner82, winner82, 0,        ROT0,   "Corona Co, LTD.",          "Winners Circle (81, 18*22 PCB)",           0 )
GAME(  1982, winner82,  0,        winner82, winner82, 0,        ROT0,   "Corona Co, LTD.",          "Winners Circle (82)",                      0 )
GAMEL( 1991, re800ea,   re800v1,  re800,    re800,    0,        ROT90,  "Entretenimientos GEMINIS", "Ruleta RE-800 (earlier, no attract)",      0,                      layout_re800 )
GAMEL( 1991, re800v1,   0,        re800,    re800,    0,        ROT90,  "Entretenimientos GEMINIS", "Ruleta RE-800 (v1.0)",                     0,                      layout_re800 )
GAMEL( 1991, re800v3,   0,        re800,    re800v3,  0,        ROT90,  "Entretenimientos GEMINIS", "Ruleta RE-800 (v3.0)",                     GAME_IMPERFECT_COLORS,  layout_re800 )
GAMEL( 199?, rcirulet,  0,        rcirulet, re800,    0,        ROT90,  "Entretenimientos GEMINIS", "Ruleta RCI (6-players, Spanish)",          0,                      layout_re800 )
GAMEL( 1990, luckyrlt,  0,        luckyrlt, luckyrlt, 0,        ROT90,  "<unknown>",                "Lucky Roulette Plus (6-players, Spanish)", 0,                      layout_luckyrlt )
