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/*************************************************************************
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Run and Gun / Slam Dunk
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*************************************************************************/
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class rungun_state : public driver_device
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rungun_state(const machine_config &mconfig, device_type type, const char *tag)
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: driver_device(mconfig, type, tag) { }
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UINT16 * m_936_videoram;
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// UINT16 * m_paletteram; // currently this uses generic palette handling
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tilemap_t *m_ttl_tilemap;
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tilemap_t *m_936_tilemap;
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UINT16 m_ttl_vram[0x1000];
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int m_sprite_colorbase;
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UINT16 m_sysreg[0x20];
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device_t *m_k054539_1;
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device_t *m_k054539_2;
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/*----------- defined in video/rungun.c -----------*/
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extern void rng_sprite_callback(running_machine &machine, int *code, int *color, int *priority_mask);
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READ16_HANDLER( rng_ttl_ram_r );
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WRITE16_HANDLER( rng_ttl_ram_w );
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WRITE16_HANDLER( rng_936_videoram_w );