/* 8080bw.c *********************************
 */
#include "driver.h"
#include "8080bw.h"
#include "mw8080bw.h"
#include "sound/samples.h"
#include "sound/sn76477.h"
#include "sound/discrete.h"
#include "sound/speaker.h"


static emu_timer *schaser_effect_555_timer;
static attotime schaser_effect_555_time_remain;
static int schaser_effect_555_is_low;
static int schaser_explosion;
static UINT8 port_1_last = 0;
static UINT8 port_2_last = 0;
static UINT8 port_3_last = 0;


/*******************************************************/
/*                                                     */
/* Midway "Space Invaders Part II"                     */
/*                                                     */
/*******************************************************/

WRITE8_HANDLER( invadpt2_sh_port_1_w )
{
	UINT8 rising_bits = data & ~port_1_last;

	sn76477_enable_w(0, !(data & 0x01));			/* SAUCER SOUND */

	if (rising_bits & 0x02) sample_start_n(0, 0, 0, 0);		/* MISSLE SOUND */
	if (rising_bits & 0x04) sample_start_n(0, 1, 1, 0);		/* EXPLOSION */
	if (rising_bits & 0x08) sample_start_n(0, 2, 2, 0);		/* INVADER HIT */
	if (rising_bits & 0x10) sample_start_n(0, 5, 8, 0);		/* BONUS MISSILE BASE */

    c8080bw_screen_red_w(data & 0x04);

	sound_global_enable(data & 0x20);

	port_1_last = data;

}

WRITE8_HANDLER( invadpt2_sh_port_2_w )
{
	/* FLEET (movement)

       DO = 20K + 20K
       D1 = 68K
       D2 = 82K
       D3 = 100K */

	UINT8 rising_bits = data & ~port_2_last;

	if (rising_bits & 0x01) sample_start_n(0, 4, 3, 0);		/* FLEET */
	if (rising_bits & 0x02) sample_start_n(0, 4, 4, 0);		/* FLEET */
	if (rising_bits & 0x04) sample_start_n(0, 4, 5, 0);		/* FLEET */
	if (rising_bits & 0x08) sample_start_n(0, 4, 6, 0);		/* FLEET */
	if (rising_bits & 0x10) sample_start_n(0, 3, 7, 0);		/* SAUCER HIT */

    c8080bw_flip_screen_w(machine, data & 0x20);

	port_2_last = data;
}


/*******************************************************/
/*                                                     */
/* Sanritsu "Space War"                                */
/*                                                     */
/*******************************************************/

WRITE8_HANDLER( spcewars_sh_port_w )
{
	UINT8 rising_bits = data & ~port_1_last;

	sn76477_enable_w(0, !(data & 0x01));			/* Saucer Sound */

	if (rising_bits & 0x02) sample_start(0, 0, 0);		/* Shot Sound */
	if (rising_bits & 0x04) sample_start(1, 1, 0);		/* Base Hit */
	if (rising_bits & 0x08) sample_start(2, 2, 0);		/* Invader Hit */

	speaker_level_w(0, (data & 0x10) ? 1 : 0);		/* Various bitstream tunes */

	port_1_last = data;
}


/*******************************************************/
/*                                                     */
/* lrescue, grescue, lrescuem, desterth                */
/*                                                     */
/*******************************************************/

static const char *const lrescue_sample_names[] =
{
	"*lrescue",
	"alienexplosion.wav",
	"rescueshipexplosion.wav",
	"beamgun.wav",
	"thrust.wav",
	"bonus2.wav",
	"bonus3.wav",
	"shootingstar.wav",
	"stepl.wav",
	"steph.wav",
	0
};

const samples_interface lrescue_samples_interface =
{
	4,	/* 4 channels */
	lrescue_sample_names
};

WRITE8_HANDLER( lrescue_sh_port_1_w )
{
	UINT8 rising_bits = data & ~port_1_last;

	if (rising_bits & 0x01) sample_start(0, 3, 0);		/* Thrust */
	if (rising_bits & 0x02) sample_start(1, 2, 0);		/* Shot Sound */
	if (rising_bits & 0x04) sample_start(0, 1, 0);		/* Death */
	if (rising_bits & 0x08) sample_start(1, 0, 0);		/* Alien Hit */
	if (rising_bits & 0x10) sample_start(2, 5, 0);		/* Bonus Ship (not confirmed) */

	sound_global_enable(data & 0x20);

	c8080bw_screen_red_w(data & 0x04);

	port_1_last = data;
}

WRITE8_HANDLER( lrescue_sh_port_2_w )
{
	UINT8 rising_bits = data & ~port_2_last;

	if (rising_bits & 0x01) sample_start(1, 8, 0);		/* Footstep high tone */
	if (rising_bits & 0x02) sample_start(1, 7, 0);		/* Footstep low tone */
	if (rising_bits & 0x04) sample_start(1, 4, 0);		/* Bonus when counting men saved */

	speaker_level_w(0, (data & 0x08) ? 1 : 0);		/* Bitstream tunes - endlevel and bonus1 */

	if (rising_bits & 0x10) sample_start(3, 6, 0);		/* Shooting Star and Rescue Ship sounds */
	if (~data & 0x10 && port_2_last & 0x10) sample_stop (3);	/* This makes the rescue ship sound beep on and off */

	c8080bw_flip_screen_w(machine, data & 0x20);

	port_2_last = data;
}


/*******************************************************/
/*                                                     */
/* Cosmo                                               */
/*                                                     */
/*******************************************************/

WRITE8_HANDLER( cosmo_sh_port_2_w )
{
	/* inverted flip screen bit */
	invadpt2_sh_port_2_w(machine, offset, data ^ 0x20);
}


/*******************************************************/
/*                                                     */
/* Taito "Balloon Bomber"                              */
/*   The sounds are not the correct ones               */
/*                                                     */
/*******************************************************/

WRITE8_HANDLER( ballbomb_sh_port_1_w )
{
	UINT8 rising_bits = data & ~port_1_last;

	if (rising_bits & 0x01) sample_start(1, 2, 0);		/* Hit a balloon */
	if (rising_bits & 0x02) sample_start(2, 0, 0);		/* Shot Sound */
	if (rising_bits & 0x04) sample_start(2, 1, 0);		/* Base Hit */
	if (rising_bits & 0x08) sample_start(1, 7, 0);		/* Hit a Bomb */
	if (rising_bits & 0x10) sample_start(3, 8, 0);		/* Bonus Base at 1500 points */

	sound_global_enable(data & 0x20);

	c8080bw_screen_red_w(data & 0x04);

	port_1_last = data;
}

WRITE8_HANDLER( ballbomb_sh_port_2_w )
{
	UINT8 rising_bits = data & ~port_2_last;

	if (data & 0x01) sample_start(0, 7, 0);		/* Indicates plane will drop bombs */
	if (data & 0x04) sample_start(0, 4, 0);		/* Plane is dropping new balloons at start of level */
	if (rising_bits & 0x10) sample_start(2, 2, 0);		/* Balloon hit and bomb drops */

	c8080bw_flip_screen_w(machine, data & 0x20);

	port_2_last = data;
}



/*******************************************************/
/*                                                     */
/* Taito "Indian Battle"                               */
/* Sept 2005, D.R.                                     */
/*******************************************************/
static const discrete_dac_r1_ladder indianbt_music_dac =
	{3, {0, RES_K(47), RES_K(12)}, 0, 0, 0, CAP_U(0.1)};

#define INDIANBT_MUSIC_CLK		(7680.0*2*2*2)

/* Nodes - Inputs */
#define INDIANBT_MUSIC_DATA		NODE_01
/* Nodes - Sounds */
#define INDIANBT_MUSIC			NODE_11

DISCRETE_SOUND_START(indianbt)

	DISCRETE_INPUT_DATA (INDIANBT_MUSIC_DATA)

/******************************************************************************
 *
 * Music Generator
 *
 ******************************************************************************/
	DISCRETE_NOTE(NODE_20, 1, INDIANBT_MUSIC_CLK, INDIANBT_MUSIC_DATA, 255, 5, DISC_CLK_IS_FREQ)

	// Convert count to 7492 output
	DISCRETE_TRANSFORM2(NODE_21, 1, NODE_20, 2, "01>0+")

	DISCRETE_DAC_R1(NODE_22, 1, NODE_21, DEFAULT_TTL_V_LOGIC_1, &indianbt_music_dac)

/******************************************************************************
 *
 * Final Mixing and Output
 *
 ******************************************************************************/
	DISCRETE_CRFILTER(NODE_90, 1, NODE_22, RES_K(10), CAP_U(0.1))

	DISCRETE_OUTPUT(NODE_90, 21000)

DISCRETE_SOUND_END

WRITE8_HANDLER( indianbt_sh_port_1_w )
{
	/* bit 4 occurs every 5.25 seconds during gameplay */

	UINT8 rising_bits = data & ~port_1_last;

	if (rising_bits & 0x01) sample_start(1, 7, 0);	/* Death */
	if (rising_bits & 0x02) sample_start(0, 1, 0);		/* Shot Sound */
	if (rising_bits & 0x04) sample_start(2, 3, 0);		/* Move */
	if (rising_bits & 0x08) sample_start(3, 2, 0);		/* Hit */

	sound_global_enable(data & 0x20);

	c8080bw_screen_red_w(data & 0x01);

	port_1_last = data;
}

WRITE8_HANDLER( indianbt_sh_port_2_w )
{
	UINT8 rising_bits = data & ~port_2_last;

	if (rising_bits & 0x01) sample_start(4, 0, 0);		/* Bird dropped an egg, Lasso used */
	if (rising_bits & 0x02) sample_start(4, 2, 0);	/* Egg hatches, egg shot */
	if (rising_bits & 0x08) sample_start(5, 0, 0);		/* Grabber, Lasso caught something */
	if (rising_bits & 0x10) sample_start(3, 7, 0);		/* Lasso sound */

	port_2_last = data;
}

WRITE8_HANDLER( indianbt_sh_port_3_w )
{
	discrete_sound_w(machine, INDIANBT_MUSIC_DATA, data);
}


/*******************************************************************/
/*                                                                 */
/* Taito "Polaris"                                                 */
/*                                                                 */
/* D.R.                                                            */
/* The R/C values in the schematic may have no bearing in reality. */
/* I have noted some differences from a real board.                */
/*                                                                 */
/*******************************************************************/

static const discrete_lfsr_desc polaris_lfsr={
	DISC_CLK_IS_FREQ,
	17,			/* Bit Length */
	0,			/* Reset Value */
	4,			/* Use Bit 4 as XOR input 0 */
	16,			/* Use Bit 16 as XOR input 1 */
	DISC_LFSR_XOR,		/* Feedback stage1 is XOR */
	DISC_LFSR_OR,		/* Feedback stage2 is just stage 1 output OR with external feed */
	DISC_LFSR_REPLACE,	/* Feedback stage3 replaces the shifted register contents */
	0x000001,		/* Everything is shifted into the first bit only */
	0,			/* Output is not inverted */
	12			/* Output bit */
};

static const discrete_dac_r1_ladder polaris_music_dac =
	{2, {RES_K(47), RES_K(12), 0,0,0,0,0,0}, 0, 0, 0, CAP_P(180)};

static const discrete_op_amp_filt_info polaris_music_op_amp_filt_info =
	{RES_K(580), 0, 0, RES_M(2.2), RES_M(1), CAP_U(.01), 0, 0, 0, 12, 0};

static const discrete_op_amp_filt_info polaris_nol_op_amp_filt_info =
	{560, RES_K(6.8), RES_K(1002), RES_M(2.2), RES_M(1), CAP_U(.22), CAP_U(.22), CAP_U(1), 0, 12, 0};

static const discrete_op_amp_filt_info polaris_noh_op_amp_filt_info =
	{560, RES_K(6.8), RES_K(1002), RES_M(2.2), RES_M(1), CAP_U(.001), CAP_U(.001), CAP_U(.01), 0, 12, 0};

static const discrete_op_amp_osc_info polaris_sonar_vco_info =
	{DISC_OP_AMP_OSCILLATOR_VCO_1 | DISC_OP_AMP_IS_NORTON | DISC_OP_AMP_OSCILLATOR_OUT_CAP, RES_M(1), RES_K(680), RES_K(680), RES_M(1), RES_M(1), RES_K(120), RES_M(1), 0, CAP_P(180), 12};

static const discrete_op_amp_tvca_info polaris_sonar_tvca_info =
	{ RES_M(2.7), RES_K(680), 0, RES_K(680), RES_K(1), RES_K(120), RES_K(560), 0, 0, 0, 0, CAP_U(1), 0, 0, 12, 12, 12, 12, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_TRG1, DISC_OP_AMP_TRIGGER_FUNCTION_TRG0_INV, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_NONE};

static const discrete_op_amp_osc_info polaris_boat_mod_info =
	{DISC_OP_AMP_OSCILLATOR_1 | DISC_OP_AMP_IS_NORTON | DISC_OP_AMP_OSCILLATOR_OUT_CAP, RES_M(1), RES_K(10), RES_K(100), RES_K(120), RES_M(1), 0, 0, 0, CAP_U(.22), 12};

static const discrete_op_amp_osc_info polaris_boat_vco_info =
	{DISC_OP_AMP_OSCILLATOR_VCO_1 | DISC_OP_AMP_IS_NORTON | DISC_OP_AMP_OSCILLATOR_OUT_CAP, RES_M(1), RES_K(680), RES_K(680), RES_M(1), RES_M(1), 0, 0, 0, CAP_P(180), 12};

static const discrete_op_amp_tvca_info polaris_shot_tvca_info =
	{ RES_M(2.7), RES_K(680), RES_K(680), RES_K(680), RES_K(1), 0, RES_K(680), 0, 0, 0, 0, CAP_U(1), 0, 0, 12, 12, 12, 12, DISC_OP_AMP_TRIGGER_FUNCTION_TRG0_INV, DISC_OP_AMP_TRIGGER_FUNCTION_TRG0, DISC_OP_AMP_TRIGGER_FUNCTION_TRG0, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_NONE};

static const discrete_op_amp_tvca_info polaris_shiphit_tvca_info =
	{ RES_M(2.7), RES_K(680), RES_K(680), RES_K(680), RES_K(1), 0, RES_K(680), 0, 0, 0, 0, CAP_U(1), 0, 0, 12, 12, 12, 12, DISC_OP_AMP_TRIGGER_FUNCTION_TRG0_INV, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_TRG0, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_NONE};

static const discrete_op_amp_tvca_info polaris_exp_tvca_info =
	{ RES_M(2.7), RES_K(680), 0, RES_K(680), RES_K(1), 0, RES_K(680), 0, 0, 0, 0, CAP_U(.33), 0, 0, 12, 12, 12, 12, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_TRG0, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_NONE};

// The schematic shows a .22uF cap but Guru's board has a 1uF
static const discrete_op_amp_tvca_info polaris_hit_tvca_info =
	{ RES_M(2.7), RES_K(1360), RES_K(1360), RES_K(680), RES_K(1), 0, RES_K(680), 0, 0, 0, 0, CAP_U(1), 0, 0, 12, 12, 12, 12, DISC_OP_AMP_TRIGGER_FUNCTION_TRG0, DISC_OP_AMP_TRIGGER_FUNCTION_TRG1, DISC_OP_AMP_TRIGGER_FUNCTION_TRG01_NAND, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_NONE, DISC_OP_AMP_TRIGGER_FUNCTION_NONE};

// The schematic shows a 1uF cap but Guru's board has a 2.2uF
static const discrete_integrate_info polaris_plane_integrate_info =
	{DISC_INTEGRATE_OP_AMP_2 | DISC_OP_AMP_IS_NORTON, RES_K(1001), RES_K(1001), RES_K(101), CAP_U(2.2), 12, 12, DISC_OP_AMP_TRIGGER_FUNCTION_TRG0, DISC_OP_AMP_TRIGGER_FUNCTION_TRG0_INV, DISC_OP_AMP_TRIGGER_FUNCTION_TRG1_INV};

// A bit of a cheat.  The schematic show the cap as 47p, but that makes the frequency too high.
// Guru's board has a .01 cap, which would make the freq sub-sonic using the other schematic values.
// I will use 2000p until the proper values can be confirmed.
static const discrete_op_amp_osc_info polaris_plane_vco_info =
	{DISC_OP_AMP_OSCILLATOR_VCO_1 | DISC_OP_AMP_IS_NORTON | DISC_OP_AMP_OSCILLATOR_OUT_CAP, RES_M(1), RES_K(680), RES_K(680), RES_M(1), RES_M(1), RES_K(100), RES_K(10), RES_K(100), CAP_U(0.002), 12};

static const discrete_mixer_desc polaris_mixer_vr1_desc =
	{DISC_MIXER_IS_RESISTOR,
		{RES_K(66), RES_K(43), RES_K(20), RES_K(43)},
		{0},	// no variable resistors
		{CAP_U(1), CAP_U(1), CAP_U(1), CAP_U(1)},
		0, RES_K(50), 0, 0, 0, 1};

static const discrete_mixer_desc polaris_mixer_vr2_desc =
	{DISC_MIXER_IS_RESISTOR,
		{RES_K(66), RES_K(110)},
		{0},	// no variable resistors
		{CAP_U(1), CAP_U(1)},
		0, RES_K(50), 0, 0, 0, 1};

// Note: the final gain leaves the explosions (SX3) at a level
// where they clip.  From the schematics, this is how they wanted it.
// This makes them have more bass and distortion.
static const discrete_mixer_desc polaris_mixer_vr4_desc =
	{DISC_MIXER_IS_RESISTOR,
		{RES_K(22), RES_K(20), RES_K(22), RES_K(22)},
		{0},	// no variable resistors
		{0, CAP_U(1), 0, 0},
		0, RES_K(50), 0, CAP_U(1), 0, 40000};

/* Nodes - Inputs */
#define POLARIS_MUSIC_DATA		NODE_01
#define POLARIS_SX0_EN			NODE_02
#define POLARIS_SX1_EN			NODE_03
#define POLARIS_SX2_EN			NODE_04
#define POLARIS_SX3_EN			NODE_05
#define POLARIS_SX5_EN			NODE_06
#define POLARIS_SX6_EN			NODE_07
#define POLARIS_SX7_EN			NODE_08
#define POLARIS_SX9_EN			NODE_09
#define POLARIS_SX10_EN			NODE_10
/* Nodes - Sounds */
#define POLARIS_MUSIC			NODE_11
#define POLARIS_NOISE_LO		NODE_12
#define POLARIS_NOISE_LO_FILT	NODE_13
#define POLARIS_NOISE_HI_FILT	NODE_14
#define POLARIS_SHOTSND			NODE_15
#define POLARIS_SHIP_HITSND		NODE_16
#define POLARIS_SHIPSND			NODE_17
#define POLARIS_EXPLOSIONSND	NODE_18
#define POLARIS_PLANESND		NODE_19
#define POLARIS_HITSND			NODE_20
#define POLARIS_SONARSND		NODE_21
/* Nodes - Adjust */
#define POLARIS_ADJ_VR1			NODE_23
#define POLARIS_ADJ_VR2			NODE_24
#define POLARIS_ADJ_VR3			NODE_25

DISCRETE_SOUND_START(polaris)

	/************************************************/
	/* Polaris sound system: 8 Sound Sources        */
	/*                                              */
	/* Relative volumes are adjustable              */
	/*                                              */
	/************************************************/

	/************************************************/
	/* Input register mapping for polaris           */
	/************************************************/
	DISCRETE_INPUT_DATA (POLARIS_MUSIC_DATA)
	DISCRETE_INPUT_LOGIC(POLARIS_SX0_EN)
	DISCRETE_INPUT_LOGIC(POLARIS_SX1_EN)
	DISCRETE_INPUT_LOGIC(POLARIS_SX2_EN)
	DISCRETE_INPUT_LOGIC(POLARIS_SX3_EN)
	DISCRETE_INPUT_LOGIC(POLARIS_SX5_EN)
	DISCRETE_INPUT_LOGIC(POLARIS_SX6_EN)
	DISCRETE_INPUT_LOGIC(POLARIS_SX7_EN)
	DISCRETE_INPUT_LOGIC(POLARIS_SX9_EN)
	DISCRETE_INPUT_LOGIC(POLARIS_SX10_EN)

	/* We will cheat and just use the controls to scale the amplitude. */
	/* It is the same as taking the (0 to 50k)/50k */
	DISCRETE_ADJUSTMENT_TAG(POLARIS_ADJ_VR1, 0, 1, DISC_LINADJ, "VR1")
	DISCRETE_ADJUSTMENT_TAG(POLARIS_ADJ_VR2, 0, 1, DISC_LINADJ, "VR2")
	/* Extra cheating for VR3.  We will include the resistor scaling. */
	DISCRETE_ADJUSTMENT_TAG(POLARIS_ADJ_VR3, 0, 0.5376, DISC_LINADJ, "VR3")

/******************************************************************************
 *
 * Music Generator
 *
 * This is a simulation of the following circuit:
 * 555 Timer (Ra = 1k, Rb = 1k, C =.01uF) running at 48kHz.  Connected to a
 * 1 bit counter (/2) for 24kHz.  But I will use the frequency measured by Guru.
 * This is then sent to a preloadable 8 bit counter (4G & 4H), which loads the
 * value from Port 2 when overflowing from 0xFF to 0x00.  Therefore it divides
 * by 2 (Port 2 = FE) to 256 (Port 2 = 00).
 * This goes to a 2 bit counter (5H) which has a 47k resistor on Q0 and a 12k on Q1.
 * This creates a sawtooth ramp of: 0%, 12/59%, 47/59%, 100% then back to 0%
 *
 * Note that there is no music disable line.  When there is no music, the game
 * sets the oscillator to 0Hz.  (Port 2 = FF)
 *
 ******************************************************************************/
	DISCRETE_NOTE(NODE_30, 1, 23396, POLARIS_MUSIC_DATA, 255, 3, DISC_CLK_IS_FREQ)
	DISCRETE_DAC_R1(NODE_31, 1, NODE_30, DEFAULT_TTL_V_LOGIC_1, &polaris_music_dac)
	DISCRETE_OP_AMP_FILTER(NODE_32, 1, NODE_31, 0, DISC_OP_AMP_FILTER_IS_HIGH_PASS_0 | DISC_OP_AMP_IS_NORTON, &polaris_music_op_amp_filt_info)
	DISCRETE_MULTIPLY(POLARIS_MUSIC, 1, NODE_32, POLARIS_ADJ_VR3)

/******************************************************************************
 *
 * Background Sonar Sound
 *
 * This is a background sonar that plays at all times during the game.
 * It is a VCO triangle wave genarator, that uses the Low frequency filtered
 * noise source to modulate the frequency.
 * This is then amplitude modulated, by some fancy clocking scheme.
 * It is disabled during SX3.  (No sonar when you die.)
 *
 * 5L pin 6 divides 60Hz by 16.  This clocks the sonar.
 * 5K pin 9 is inverted by 5F, and then the 0.1uF;1M;270k;1S1588 diode circuit
 * makes a one shot pulse of approx. 15ms to keep the noise working.
 *
 ******************************************************************************/
	DISCRETE_SQUAREWFIX(NODE_40, 1, 60.0/16, 1, 50, 1.0/2, 0)	// IC 5L, pin 6
	DISCRETE_COUNTER(NODE_41, 1, 0, NODE_40, 31, 1, 0, DISC_CLK_ON_F_EDGE)	// IC 5L & 5F
	DISCRETE_TRANSFORM2(NODE_42, 1, NODE_41, 4, "01&")			// IC 5L, pin 9
	DISCRETE_TRANSFORM2(NODE_43, 1, NODE_41, 16, "01&!")		// IC 5F, pin 8
	DISCRETE_ONESHOT(NODE_44, NODE_43, 1, 0.0015, DISC_ONESHOT_REDGE | DISC_ONESHOT_NORETRIG | DISC_OUT_ACTIVE_HIGH)

	DISCRETE_LOGIC_OR(NODE_45, 1, NODE_42, POLARIS_SX3_EN)
	DISCRETE_LOGIC_DFLIPFLOP(NODE_46, 1, 1, 1, NODE_40, NODE_45)

	DISCRETE_OP_AMP_VCO1(NODE_47, 1, POLARIS_NOISE_LO_FILT, &polaris_sonar_vco_info)
	DISCRETE_OP_AMP_TRIG_VCA(POLARIS_SONARSND, NODE_45, NODE_46, 0, NODE_47, 0, &polaris_sonar_tvca_info)

/******************************************************************************
 *
 * Noise sources
 *
 * The frequencies for the noise sources were Measured by Guru.
 *
 * The output of the shift register is buffered by an op-amp which limits
 * the output to 0V and (12V - OP_AMP_NORTON_VBE)
 *
 ******************************************************************************/
	DISCRETE_LFSR_NOISE(POLARIS_NOISE_LO, 1, 1, 800.8, (12.0 - OP_AMP_NORTON_VBE), NODE_44, (12.0 - OP_AMP_NORTON_VBE)/2, &polaris_lfsr)  // Unfiltered Lo noise. 7K pin 4.
	// Filtered Lo noise.  7K pin 5.
	DISCRETE_OP_AMP_FILTER(POLARIS_NOISE_LO_FILT, 1, POLARIS_NOISE_LO, 0, DISC_OP_AMP_FILTER_IS_BAND_PASS_0 | DISC_OP_AMP_IS_NORTON, &polaris_nol_op_amp_filt_info)

	DISCRETE_LFSR_NOISE(NODE_50, 1, 1, 23396, (12.0 - OP_AMP_NORTON_VBE), NODE_44, (12.0 - OP_AMP_NORTON_VBE)/2, &polaris_lfsr)	// 7K pin 10
	// Filtered Hi noise.  6B pin 10. - This does not really do much.  Sample rates of 98k+ are needed for this high of filtering.
	DISCRETE_OP_AMP_FILTER(POLARIS_NOISE_HI_FILT, 1, NODE_50, 0, DISC_OP_AMP_FILTER_IS_BAND_PASS_0 | DISC_OP_AMP_IS_NORTON, &polaris_noh_op_amp_filt_info)

/******************************************************************************
 *
 * Shot - SX0 (When player shoots)
 *
 * When Enabled it makes a low frequency RC filtered noise.  As soon as it
 * disables, it switches to a high frequency RC filtered noise with the volume
 * decaying based on the RC values of 680k and 1uF.
 *
 ******************************************************************************/
	DISCRETE_OP_AMP_TRIG_VCA(POLARIS_SHOTSND, POLARIS_SX0_EN, 0, 0, POLARIS_NOISE_HI_FILT, POLARIS_NOISE_LO_FILT, &polaris_shot_tvca_info)

/******************************************************************************
 *
 * Ship Hit - SX1 (When sub is hit)
 *
 * When Enabled it makes a low frequency RC filtered noise.  As soon as it
 * disables, it's  volume starts decaying based on the RC values of 680k and
 * 1uF.  Also as it decays, a decaying high frequency RC filtered noise is
 * mixed in.
 *
 ******************************************************************************/
	DISCRETE_OP_AMP_TRIG_VCA(POLARIS_SHIP_HITSND, POLARIS_SX1_EN, 0, 0, POLARIS_NOISE_HI_FILT, POLARIS_NOISE_LO_FILT, &polaris_shiphit_tvca_info)

/******************************************************************************
 *
 * Ship - SX2 (When boat moves across screen)
 *
 * This uses a 5.75Hz |\|\ sawtooth to modulate the frequency of a
 * voltage controlled triangle wave oscillator. *
 *
 ******************************************************************************/
	DISCRETE_OP_AMP_OSCILLATOR(NODE_60, 1, &polaris_boat_mod_info)
	DISCRETE_OP_AMP_VCO1(POLARIS_SHIPSND, POLARIS_SX2_EN, NODE_60, &polaris_boat_vco_info)

/******************************************************************************
 *
 * Explosion - SX3 (When player, boat or boss plane is hit)
 *
 * When Enabled it makes a low frequency noise.  As soon as it disables, it's
 * volume starts decaying based on the RC values of 680k and 0.33uF.  The
 * final output is RC filtered.
 *
 * Note that when this is triggered, the sonar sound clock is disabled.
 *
 ******************************************************************************/
	DISCRETE_OP_AMP_TRIG_VCA(NODE_70, POLARIS_SX3_EN, 0, 0, POLARIS_NOISE_LO, 0, &polaris_exp_tvca_info)

	DISCRETE_RCFILTER(NODE_71, 1, NODE_70, 560.0, CAP_U(.22))
	DISCRETE_RCFILTER(POLARIS_EXPLOSIONSND, 1, NODE_71, RES_K(6.8), CAP_U(.22))

/******************************************************************************
 *
 * Plane Down - SX6
 * Plane Up   - SX7
 *
 * The oscillator is enabled when SX7 goes high. When SX6 is enabled the
 * frequency lowers.  When SX6 is disabled the frequency ramps back up.
 * Also some NOISE_HI_FILT is mixed in so the frequency varies some.
 *
 ******************************************************************************/
	DISCRETE_INTEGRATE(NODE_80, POLARIS_SX6_EN, POLARIS_SX7_EN, &polaris_plane_integrate_info)
	DISCRETE_OP_AMP_VCO2(POLARIS_PLANESND, POLARIS_SX7_EN, NODE_80, POLARIS_NOISE_HI_FILT, &polaris_plane_vco_info)

/******************************************************************************
 *
 * HIT - SX9 & SX10
 *
 * Following the schematic, 3 different sounds are produced.
 * SX10  SX9  Effect
 *  0     0   no sound
 *  0     1   NOISE_HI_FILT while enabled
 *  1     0   NOISE_LO_FILT while enabled (When a regular plane is hit)
 *  1     1   NOISE_HI_FILT & NOISE_LO_FILT decaying imediately @ 680k, 0.22uF
 *
 ******************************************************************************/
	DISCRETE_OP_AMP_TRIG_VCA(POLARIS_HITSND, POLARIS_SX10_EN, POLARIS_SX9_EN, 0, POLARIS_NOISE_LO_FILT, POLARIS_NOISE_HI_FILT, &polaris_hit_tvca_info)

/******************************************************************************
 *
 * Final Mixing and Output
 *
 ******************************************************************************/
	DISCRETE_MIXER4(NODE_90, 1, POLARIS_SHOTSND, POLARIS_SONARSND, POLARIS_HITSND, POLARIS_PLANESND, &polaris_mixer_vr1_desc)
	DISCRETE_MULTIPLY(NODE_91, 1, NODE_90, POLARIS_ADJ_VR1)
	DISCRETE_MIXER2(NODE_92, 1, POLARIS_SHIPSND, POLARIS_SHIP_HITSND, &polaris_mixer_vr2_desc)
	DISCRETE_MULTIPLY(NODE_93, 1, NODE_92, POLARIS_ADJ_VR2)
	DISCRETE_MIXER4(NODE_94, POLARIS_SX5_EN, NODE_91, POLARIS_EXPLOSIONSND, NODE_93, POLARIS_MUSIC, &polaris_mixer_vr4_desc)

	DISCRETE_OUTPUT(NODE_94, 1)

DISCRETE_SOUND_END

WRITE8_HANDLER( polaris_sh_port_1_w )
{
	discrete_sound_w(machine, POLARIS_MUSIC_DATA, data);
}

WRITE8_HANDLER( polaris_sh_port_2_w )
{
	/* 0x01 - SX0 - Shot */
	discrete_sound_w(machine, POLARIS_SX0_EN, data & 0x01);

	/* 0x02 - SX1 - Ship Hit (Sub) */
	discrete_sound_w(machine, POLARIS_SX1_EN, data & 0x02);

	/* 0x04 - SX2 - Ship */
	discrete_sound_w(machine, POLARIS_SX2_EN, data & 0x04);

	/* 0x08 - SX3 - Explosion */
	discrete_sound_w(machine, POLARIS_SX3_EN, data & 0x08);

	/* 0x10 - SX4 */

	/* 0x20 - SX5 - Sound Enable */
	discrete_sound_w(machine, POLARIS_SX5_EN, data & 0x20);
}

WRITE8_HANDLER( polaris_sh_port_3_w )
{

	coin_lockout_global_w(data & 0x04);  /* SX8 */

	c8080bw_flip_screen_w(machine, data & 0x20);  /* SX11 */

	/* 0x01 - SX6 - Plane Down */
	discrete_sound_w(machine, POLARIS_SX6_EN, data & 0x01);

	/* 0x02 - SX7 - Plane Up */
	discrete_sound_w(machine, POLARIS_SX7_EN, data & 0x02);

	/* 0x08 - SX9 - Hit */
	discrete_sound_w(machine, POLARIS_SX9_EN, data & 0x08);

	/* 0x10 - SX10 - Hit */
	discrete_sound_w(machine, POLARIS_SX10_EN, data & 0x10);
}


/*******************************************************/
/*                                                     */
/* Taito "Space Chaser"                                */
/*                                                     */
/* The sn76477 still needs to be routed to the         */
/* discrete system for filtering.                      */
/*******************************************************/

/*
 *  The dot sound is a square wave clocked by either the
 *  the 8V or 4V signals
 *
 *  The frequencies are (for the 8V signal):
 *
 *  19.968 MHz crystal / 2 (Qa of 74160 #10) -> 9.984MHz
 *                     / 2 (7474 #14) -> 4.992MHz
 *                     / 256+16 (74161 #5 and #8) -> 18352.94Hz
 *                     / 8 (8V) -> 2294.12 Hz
 *                     / 2 the final freq. is 2 toggles -> 1147.06Hz
 *
 *  for 4V, it's double at 2294.12Hz
 */
#define SCHASER_HSYNC	18352.94
#define SCHASER_4V		SCHASER_HSYNC /2 /4
#define SCHASER_8V		SCHASER_HSYNC /2 /8

const sn76477_interface schaser_sn76477_interface =
{
	RES_K( 47),	/*  4 noise_res         */
	RES_K(330),	/*  5 filter_res        */
	CAP_P(470),	/*  6 filter_cap        */
	RES_M(2.2),	/*  7 decay_res         */
	CAP_U(1.0),	/*  8 attack_decay_cap  */
	RES_K(4.7),	/* 10 attack_res        */
	0,			/* 11 amplitude_res (variable)  */
	RES_K(33),	/* 12 feedback_res      */
	0,			/* 16 vco_voltage       */
	CAP_U(0.1),	/* 17 vco_cap           */
	RES_K(39),	/* 18 vco_res           */
	5.0,		/* 19 pitch_voltage     */
	RES_K(120),	/* 20 slf_res           */
	CAP_U(1.0),	/* 21 slf_cap           */
	CAP_U(0.1),	/* 23 oneshot_cap       */
	RES_K(220), /* 24 oneshot_res       */
	1,			/* 22 vco               */
	0,			/* 26 mixer A           */
	0,			/* 25 mixer B           */
	0,			/* 27 mixer C           */
	1,			/* 1  envelope 1        */
	0,			/* 28 envelope 2        */
	1			/* 9  enable (variable) */
};

/* Nodes - Inputs */
#define SCHASER_DOT_EN		NODE_01
#define SCHASER_DOT_SEL		NODE_02
#define SCHASER_EXP_STREAM	NODE_03
#define SCHASER_MUSIC_BIT	NODE_04
#define SCHASER_SND_EN		NODE_05
/* Nodes - Adjusters */
#define SCHASER_VR1			NODE_07
#define SCHASER_VR2			NODE_08
#define SCHASER_VR3			NODE_09
/* Nodes - Sounds */
#define SCHASER_DOT_SND		NODE_10
#define SCHASER_EXP_SND		NODE_11
#define SCHASER_MUSIC_SND	NODE_12

DISCRETE_SOUND_START(schaser)
	/************************************************/
	/* Input register mapping for schaser           */
	/************************************************/
	DISCRETE_INPUT_LOGIC  (SCHASER_DOT_EN)
	DISCRETE_INPUT_LOGIC  (SCHASER_DOT_SEL)
	// scale to 0-3.5V
	DISCRETE_INPUTX_STREAM(SCHASER_EXP_STREAM, 0, 1.0/14100,             2.323)
	DISCRETE_INPUTX_LOGIC (SCHASER_MUSIC_BIT,    DEFAULT_TTL_V_LOGIC_1,  0,      0.0)
	DISCRETE_INPUT_LOGIC  (SCHASER_SND_EN)

	/************************************************/
	/* Volume adjusters.                            */
	/* We will set them to adjust the realitive     */
	/* gains.                                       */
	/************************************************/
	DISCRETE_ADJUSTMENT_TAG(SCHASER_VR1, 0, RES_K(50)/(RES_K(50) + RES_K(470)), DISC_LINADJ, "VR1")
	DISCRETE_ADJUSTMENT_TAG(SCHASER_VR2, 0, RES_K(50)/(RES_K(50) + 560 + RES_K(6.8) + RES_K(2)), DISC_LINADJ, "VR2")
	DISCRETE_ADJUSTMENT_TAG(SCHASER_VR3, 0, RES_K(50)/(RES_K(50) + 560 + RES_K(6.8) + RES_K(10)), DISC_LINADJ, "VR3")

	/************************************************/
	/* Dot selection just selects between 4V and 8V */
	/************************************************/
	DISCRETE_SQUAREWFIX(NODE_20, 1, SCHASER_4V, DEFAULT_TTL_V_LOGIC_1, 50, 0, 0)
	DISCRETE_SQUAREWFIX(NODE_21, 1, SCHASER_8V, DEFAULT_TTL_V_LOGIC_1, 50, 0, 0)
	DISCRETE_SWITCH(NODE_22, SCHASER_DOT_EN, SCHASER_DOT_SEL, NODE_20, NODE_21)
	DISCRETE_RCFILTER(NODE_23, 1, NODE_22, 560, CAP_U(.1))
	DISCRETE_RCFILTER(NODE_24, 1, NODE_23, RES_K(6.8) + 560, CAP_U(.1))
	DISCRETE_MULTIPLY(SCHASER_DOT_SND, 1, NODE_24, SCHASER_VR3)

	/************************************************/
	/* Explosion/Effect filtering                   */
	/************************************************/
	DISCRETE_RCFILTER(NODE_30, 1, SCHASER_EXP_STREAM, 560, CAP_U(.1))
	DISCRETE_RCFILTER(NODE_31, 1, NODE_30, RES_K(6.8) + 560, CAP_U(.1))
	DISCRETE_CRFILTER(NODE_32, 1, NODE_31, RES_K(6.8) + 560 + RES_K(2) + RES_K(50), CAP_U(1))
	DISCRETE_MULTIPLY(SCHASER_EXP_SND, 1, NODE_32, SCHASER_VR2)

	/************************************************/
	/* Music is just a 1 bit DAC                    */
	/************************************************/
	DISCRETE_CRFILTER(NODE_40, 1, SCHASER_MUSIC_BIT, RES_K(470) + RES_K(50), CAP_U(.01))
	DISCRETE_MULTIPLY(SCHASER_MUSIC_SND, 1, NODE_40, SCHASER_VR1)

	/************************************************/
	/* Final mix with gain                          */
	/************************************************/
	DISCRETE_ADDER3(NODE_90, SCHASER_SND_EN, SCHASER_DOT_SND, SCHASER_EXP_SND, SCHASER_MUSIC_SND)

	DISCRETE_OUTPUT(NODE_90, 33080)
DISCRETE_SOUND_END

static const double schaser_effect_rc[8] =
{
	0,
	(RES_K(82) + RES_K(20)) * CAP_U(1),
	(RES_K(39) + RES_K(20)) * CAP_U(1),
	(1.0/ (1.0/RES_K(82) + 1.0/RES_K(39)) + RES_K(20)) * CAP_U(1),
	(RES_K(15) + RES_K(20)) * CAP_U(1),
	(1.0/ (1.0/RES_K(82) + 1.0/RES_K(15)) + RES_K(20)) * CAP_U(1),
	(1.0/ (1.0/RES_K(39) + 1.0/RES_K(15)) + RES_K(20)) * CAP_U(1),
	(1.0/ (1.0/RES_K(82) + 1.0/RES_K(39) + 1.0/RES_K(15)) + RES_K(20)) * CAP_U(1)
};

WRITE8_HANDLER( schaser_sh_port_1_w )
{
	static int last_effect = 0;
	int effect;

	/* bit 0 - Dot Sound Enable (SX0)
       bit 1 - Dot Sound Pitch (SX1)
       bit 2 - Effect Sound A (SX2)
       bit 3 - Effect Sound B (SX3)
       bit 4 - Effect Sound C (SX4)
       bit 5 - Explosion (SX5) */

	discrete_sound_w(machine, SCHASER_DOT_EN, data & 0x01);
	discrete_sound_w(machine, SCHASER_DOT_SEL, data & 0x02);

	/* The effect is a variable rate 555 timer.  A diode/resistor array is used to
     * select the frequency.  Because of the diode voltage drop, we can not use the
     * standard 555 time formulas.  Also, when effect=0, the charge resistor
     * is disconnected.  This causes the charge on the cap to slowly bleed off, but
     * but the bleed time is so long, that we can just cheat and put the time on hold
     * when effect = 0. */
	effect = (data >> 2) & 0x07;
	if (last_effect != effect)
	{
		if (effect)
		{
			if (attotime_compare(schaser_effect_555_time_remain, attotime_zero) != 0)
			{
				/* timer re-enabled, use up remaining 555 high time */
				timer_adjust_oneshot(schaser_effect_555_timer, schaser_effect_555_time_remain, effect);
			}
			else if (!schaser_effect_555_is_low)
			{
				/* set 555 high time */
				attotime new_time = attotime_make(0, ATTOSECONDS_PER_SECOND * .8873 * schaser_effect_rc[effect]);
				timer_adjust_oneshot(schaser_effect_555_timer, new_time, effect);
			}
		}
		else
		{
			/* disable effect - stops at end of low cycle */
			if (!schaser_effect_555_is_low)
			{
				schaser_effect_555_time_remain = timer_timeleft(schaser_effect_555_timer);
				timer_adjust_oneshot(schaser_effect_555_timer, attotime_never, 0);
			}
		}
		last_effect = effect;
	}

	schaser_explosion = (data >> 5) & 0x01;
	if (schaser_explosion)
	{
		sn76477_amplitude_res_w(0, 1.0 / (1.0/RES_K(200) + 1.0/RES_K(68)));
	}
	else
	{
		sn76477_amplitude_res_w(0, RES_K(200));
	}
	sn76477_enable_w(0, !(schaser_effect_555_is_low || schaser_explosion));
	sn76477_one_shot_cap_voltage_w(0, !(schaser_effect_555_is_low || schaser_explosion) ? 0 : SN76477_EXTERNAL_VOLTAGE_DISCONNECT);
	sn76477_mixer_b_w(0, schaser_explosion);
}

WRITE8_HANDLER( schaser_sh_port_2_w )
{
	/* bit 0 - Music (DAC) (SX6)
       bit 1 - Sound Enable (SX7)
       bit 2 - Coin Lockout (SX8)
       bit 3 - Field Control A (SX9)
       bit 4 - Field Control B (SX10)
       bit 5 - Flip Screen */

	discrete_sound_w(machine, SCHASER_MUSIC_BIT, data & 0x01);

	discrete_sound_w(machine, SCHASER_SND_EN, data & 0x02);
	sound_global_enable(data & 0x02);

	coin_lockout_global_w(data & 0x04);

	schaser_background_control_w(data & 0x18);

	c8080bw_flip_screen_w(machine, data & 0x20);
}


static TIMER_CALLBACK( schaser_effect_555_cb )
{
	int effect = param;
	attotime new_time;
	/* Toggle 555 output */
	schaser_effect_555_is_low = !schaser_effect_555_is_low;
	schaser_effect_555_time_remain = attotime_zero;

	if (schaser_effect_555_is_low)
		new_time = attotime_div(PERIOD_OF_555_ASTABLE(0, RES_K(20), CAP_U(1)), 2);
	else
	{
		if (effect)
			new_time = attotime_make(0, ATTOSECONDS_PER_SECOND * .8873 * schaser_effect_rc[effect]);
		else
			new_time = attotime_never;
	}
	timer_adjust_oneshot(schaser_effect_555_timer, new_time, effect);
	sn76477_enable_w(0, !(schaser_effect_555_is_low || schaser_explosion));
	sn76477_one_shot_cap_voltage_w(0, !(schaser_effect_555_is_low || schaser_explosion) ? 0 : SN76477_EXTERNAL_VOLTAGE_DISCONNECT);
}


MACHINE_START( schaser )
{
	schaser_effect_555_timer = timer_alloc(schaser_effect_555_cb, NULL);

	MACHINE_START_CALL(mw8080bw);
}


MACHINE_RESET( schaser )
{
	schaser_effect_555_is_low = 0;
	timer_adjust_oneshot(schaser_effect_555_timer, attotime_never, 0);
	schaser_sh_port_1_w(machine, 0, 0);
	schaser_sh_port_2_w(machine, 0, 0);
	schaser_effect_555_time_remain = attotime_zero;

	MACHINE_RESET_CALL(mw8080bw);
}


/****************************************************/
/* Rolling Crash / Moon Base                        */
/* - Moon Base uses same ports and bits as invaders */
/* - Press Left or Right to choose game to play     */
/****************************************************/

WRITE8_HANDLER( rollingc_sh_port_w )
{
	UINT8 rising_bits = data & ~port_3_last;

	if (rising_bits & 0x02) sample_start(4, 0, 0);	/* Steering */
	if (rising_bits & 0x04) sample_start(0, 1, 0);	/* Collision */
	if (rising_bits & 0x10) sample_start(1, 8, 0);	/* Computer car is starting to move */

	port_3_last = data;
}


/*************************************************************************************/
/* Invader's Revenge preliminary sound                                               */
/* Correct samples not available                                                     */
/* Notes:                                                                            */
/* Init sequence: 0x01 (20 times), 0x40 (20 times), 0x4c, 0x40, 0x44, 0x40 (9 times).*/
/* Player 1 start sequence: 0x0c, 0x20, 0x22.                                        */
/* Start of Attract mode: 0x04.                                                      */
/* Unknown codes: 0x28, 0x2a, 0x0c, 0x34, 0x2c, 0x2e, 0x1c.                          */
/*************************************************************************************/


WRITE8_HANDLER( invrvnge_sh_port_w )
{
	switch (data)
	{
		case 0x06:
			sample_start(1, 0, 0);				/* Shoot */
			break;

		case 0x14:
			sample_start(2, 2, 0);				/* Hit Alien */
			break;

		case 0x16:
			sample_start(2, 5, 0);				/* Hit Asteroid */
			break;

		case 0x1e:
			sample_start(3, 1, 0);				/* Death (followed by 0x0a byte), also bit 4 of port 5 */
			break;

		case 0x18:						/* Fuel Low */
		case 0x30:						/* Fuel bar filling up */
			sample_start(4, 7, 0);
			break;

		case 0x02:						/* Coin */
		case 0x24:						/* Alien dropping to steal fuel */
		case 0x26:						/* Alien lifting with fuel */
		case 0x32:						/* UFO drops a bomb */
			break;

		case 0x3a:						/* Thrust, Docking, extra ship? */
			sample_start(0, 8, 0);
			break;
	}
}


/*****************************************/
/* Lupin III preliminary sound           */
/* Correct samples not available         */
/*****************************************/

WRITE8_HANDLER( lupin3_sh_port_1_w )
{
	UINT8 rising_bits = data & ~port_1_last;

	if (rising_bits & 0x01) sample_start(0, 6, 0);		/* Walking, get money */

	sn76477_enable_w(0, data & 0x02 ? 0:1);			/* Helicopter */

	if (rising_bits & 0x04) sample_start(0, 7, 0);		/* Translocate */
	if (rising_bits & 0x08) sample_start(0, 1, 0);		/* Jail */
	if (rising_bits & 0x10) sample_start(3, 8, 0);		/* Bonus Man */

	port_1_last = data;
}

WRITE8_HANDLER( lupin3_sh_port_2_w )
{
	UINT8 rising_bits = data & ~port_2_last;

	if (rising_bits & 0x01) sample_start(0, 3, 0);		/* Lands on top of building, wife kicks man */
	if (rising_bits & 0x02) sample_start(1, 2, 0);		/* deposit money, start intermission, end game */
	if (rising_bits & 0x04) sample_start(2, 5, 0);		/* deposit money, start intermission, Slides down rope */
	if (rising_bits & 0x08) sample_start(3, 0, 0);		/* start intermission, end game */
	//if (rising_bits & 0x10) sample_start(3, 9, 0);        /* Dog barking */

	c8080bw_flip_screen_w(machine, data & 0x20);

	port_2_last = data;
}


/*****************************************/
/* Space Chaser (CV) preliminary sound   */
/* Much more work needs to be done       */
/*****************************************/

WRITE8_HANDLER( schasrcv_sh_port_1_w )
{

	/* bit 2 = 2nd speedup
       bit 3 = 1st speedup
       Death is a stream of ff's with some fe's thrown in */

	UINT8 rising_bits = data & ~port_1_last;

	if (rising_bits & 0x02) sample_start(1, 6, 0);		/* Ran over a dot */
	if (rising_bits & 0x10) sample_start(0, 1, 0);		/* Death */

	port_1_last = data;
}

WRITE8_HANDLER( schasrcv_sh_port_2_w )
{
	speaker_level_w(0, (data & 0x01) ? 1 : 0);		/* End-of-Level */

	sound_global_enable(data & 0x10);

	c8080bw_flip_screen_w(machine, data & 0x20);
}


/*******************************************************************/
/* Yosakdon preliminary sound                                      */
/* No information available as what the correct sounds are         */
/*******************************************************************/

WRITE8_HANDLER( yosakdon_sh_port_1_w )
{
	UINT8 rising_bits = data & ~port_1_last;

	if (rising_bits & 0x01) sample_start(0, 3, 0);			/* Game Over */
	if (rising_bits & 0x02) sample_start(2, 0, 0);			/* Bird dead */
	if (rising_bits & 0x04) sample_start(0, 1, 0);			/* Rifle being fired */
	if (rising_bits & 0x08) sample_start(1, 2, 0);			/* Man dead */
	if (rising_bits & 0x10) sample_start(5, 8, 0);			/* Bonus Man? */

	sound_global_enable(data & 0x20);

	port_1_last = data;
}

WRITE8_HANDLER( yosakdon_sh_port_2_w )
{
	UINT8 rising_bits = data & ~port_2_last;

	if (rising_bits & 0x01) sample_start(1, 6, 0);			/* Ready? , Game Over */
	if (rising_bits & 0x04) sample_start(3, 7, 0);			/* Big bird dead */

	sn76477_enable_w(0, data & 0x08 ? 0:1);				/* Big bird */

	if (rising_bits & 0x10) sample_start(2, 7, 0);			/* Game Over */

	c8080bw_flip_screen_w(machine, data & 0x20);

	port_2_last = data;
}


/*****************************************/
/* shuttlei preliminary sound            */
/* Proper samples are unavailable        */
/*****************************************/

WRITE8_HANDLER( shuttlei_sh_port_1_w )
{
	/* bit 3 is high while you are alive and playing */

	UINT8 rising_bits = data & ~port_1_last;

	if (rising_bits & 0x01) sample_start(4, 4, 0);			/* Fleet move */
	if (rising_bits & 0x02) sample_start(5, 8, 0);			/* Extra Tank */

	sn76477_enable_w(0, data & 0x04 ? 0:1);				/* UFO */

	port_1_last = data;
}

WRITE8_HANDLER( shuttlei_sh_port_2_w )
{
	switch (data)
	{
		case 0x23:
			sample_start(2, 2, 0);				/* Hit */
			break;

		case 0x2b:
			sample_start(0, 0, 0);				/* Shoot */
			break;

		case 0xa3:
			sample_start(3, 7, 0);				/* Hit UFO */
			break;

		case 0xab:
			sample_start(1, 1, 0);				/* Death */
			break;
	}
}


/* misfitmame start */
/*****************************************/
/* darthvdr preliminary sound            */
/* Proper samples are unavailable        */
/*****************************************/
static UINT8 darthvdr_step = 3;

WRITE8_HANDLER( darthvdr_port8_w )
{
	UINT8 rising_bits = data & ~port_1_last;
	if (rising_bits & 0x02) sample_start(0, 0, 0);			/* Shoot */
	if (rising_bits & 0x04) sample_start(3, 7, 0);			/* Hit UFO */
	if (rising_bits & 0x10) sample_start(5, 8, 0);			/* Bonus */
	sn76477_enable_w(0, data & 0x20 ? 0:1);				/* UFO */
	if (rising_bits & 0x40) sample_start(1, 1, 0);			/* Death */
	if (rising_bits & 0x80) sample_start(2, 2, 0);			/* Hit */

	if (rising_bits & 0x08)
	{
		sample_start(4, darthvdr_step, 0);			/* Fleet move in 4 steps */
		darthvdr_step++;
		if (darthvdr_step > 6) darthvdr_step = 3;
	}

	sound_global_enable(data & 0x01);

	port_1_last = data;
}

/* misfitmame end */

