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

	Atari Tempest hardware

	Games supported:
		* Tempest
		* Tempest Tubes

	Known bugs:
		* none at this time

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

	TEMPEST
	-------
	HEX        R/W   D7 D6 D5 D4 D3 D2 D2 D0  function
	0000-07FF  R/W   D  D  D  D  D  D  D  D   program ram (2K)
	0800-080F   W                D  D  D  D   Colour ram

	0C00        R                         D   Right coin sw
	0C00        R                      D      Center coin sw
	0C00        R                   D         Left coin sw
	0C00        R                D            Slam sw
	0C00        R             D               Self test sw
	0C00        R          D                  Diagnostic step sw
	0C00        R       D                     Halt
	0C00        R    D                        3kHz ??
	0D00        R    D  D  D  D  D  D  D  D   option switches
	0E00        R    D  D  D  D  D  D  D  D   option switches

	2000-2FFF  R/W   D  D  D  D  D  D  D  D   Vector Ram (4K)
	3000-3FFF   R    D  D  D  D  D  D  D  D   Vector Rom (4K)

	4000        W                         D   Right coin counter
	4000        W                      D      left  coin counter
	4000        W                D            Video invert - x
	4000        W             D               Video invert - y
	4800        W                             Vector generator GO

	5000        W                             WD clear
	5800        W                             Vect gen reset

	6000-603F   W    D  D  D  D  D  D  D  D   EAROM write
	6040        W    D  D  D  D  D  D  D  D   EAROM control
	6040        R    D                        Mathbox status
	6050        R    D  D  D  D  D  D  D  D   EAROM read

	6060        R    D  D  D  D  D  D  D  D   Mathbox read
	6070        R    D  D  D  D  D  D  D  D   Mathbox read
	6080-609F   W    D  D  D  D  D  D  D  D   Mathbox start

	60C0-60CF  R/W   D  D  D  D  D  D  D  D   Custom audio chip 1
	60D0-60DF  R/W   D  D  D  D  D  D  D  D   Custom audio chip 2

	60E0        R                         D   one player start LED
	60E0        R                      D      two player start LED
	60E0        R                   D         FLIP

	9000-DFFF  R     D  D  D  D  D  D  D  D   Program ROM (20K)

	notes: program ram decode may be incorrect, but it appears like
	this on the schematics, and the troubleshooting guide.

	ZAP1,FIRE1,FIRE2,ZAP2 go to pokey2 , bits 3,and 4
	(depending on state of FLIP)
	player1 start, player2 start are pokey2 , bits 5 and 6

	encoder wheel goes to pokey1 bits 0-3
	pokey1, bit4 is cocktail detect


	TEMPEST SWITCH SETTINGS (Atari, 1980)
	-------------------------------------


	GAME OPTIONS:
	(8-position switch at L12 on Analog Vector-Generator PCB)

	1   2   3   4   5   6   7   8   Meaning
	-------------------------------------------------------------------------
	Off Off                         2 lives per game
	On  On                          3 lives per game
	On  Off                         4 lives per game
	Off On                          5 lives per game
	        On  On  Off             Bonus life every 10000 pts
	        On  On  On              Bonus life every 20000 pts
	        On  Off On              Bonus life every 30000 pts
	        On  Off Off             Bonus life every 40000 pts
	        Off On  On              Bonus life every 50000 pts
	        Off On  Off             Bonus life every 60000 pts
	        Off Off On              Bonus life every 70000 pts
	        Off Off Off             No bonus lives
	                    On  On      English
	                    On  Off     French
	                    Off On      German
	                    Off Off     Spanish
	                            On  1-credit minimum
	                            Off 2-credit minimum


	GAME OPTIONS:
	(4-position switch at D/E2 on Math Box PCB)

	1   2   3   4                   Meaning
	-------------------------------------------------------------------------
	    Off                         Minimum rating range: 1, 3, 5, 7, 9
	    On                          Minimum rating range tied to high score
	        Off Off                 Medium difficulty (see notes)
	        Off On                  Easy difficulty (see notes)
	        On  Off                 Hard difficulty (see notes)
	        On  On                  Medium difficulty (see notes)


	PRICING OPTIONS:
	(8-position switch at N13 on Analog Vector-Generator PCB)

	1   2   3   4   5   6   7   8   Meaning
	-------------------------------------------------------------------------
	On  On  On                      No bonus coins
	On  On  Off                     For every 2 coins, game adds 1 more coin
	On  Off On                      For every 4 coins, game adds 1 more coin
	On  Off Off                     For every 4 coins, game adds 2 more coins
	Off On  On                      For every 5 coins, game adds 1 more coin
	Off On  Off                     For every 3 coins, game adds 1 more coin
	On  Off                 Off On  Demonstration Mode (see notes)
	Off Off                 Off On  Demonstration-Freeze Mode (see notes)
	            On                  Left coin mech * 1
	            Off                 Left coin mech * 2
	                On  On          Right coin mech * 1
	                On  Off         Right coin mech * 4
	                Off On          Right coin mech * 5
	                Off Off         Right coin mech * 6
	                        Off On  Free Play
	                        Off Off 1 coin 2 plays
	                        On  On  1 coin 1 play
	                        On  Off 2 coins 1 play


	GAME SETTING NOTES:
	-------------------

	Demonstration Mode:
	- Plays a normal game of Tempest, but pressing SUPERZAP sends you
	  directly to the next level.

	Demonstration-Freeze Mode:
	- Just like Demonstration Mode, but with frozen screen action.

	Both Demonstration Modes:
	- Pressing RESET in either mode will cause the game to lock up.
	  To recover, set switch 1 to On.
	- You can start at any level from 1..81, so it's an easy way of
	  seeing what the game can throw at you
	- The score is zeroed at the end of the game, so you also don't
	  have to worry about artificially high scores disrupting your
	  scoring records as stored in the game's EAROM.

	Easy Difficulty:
	- Enemies move more slowly
	- One less enemy shot on the screen at any given time

	Hard Difficulty:
	- Enemies move more quickly
	- 1-4 more enemy shots on the screen at any given time
	- One more enemy may be on the screen at any given time

	High Scores:
	- Changing toggles 1-5 at L12 (more/fewer lives, bonus ship levels)
	  will erase the high score table.
	- You should also wait 8-10 seconds after a game has been played
	  before entering self-test mode or powering down; otherwise, you
	  might erase or corrupt the high score table.

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

#include "driver.h"
#include "vidhrdw/generic.h"
#include "machine/mathbox.h"
#include "vidhrdw/avgdvg.h"
#include "vidhrdw/vector.h"
#include "machine/atari_vg.h"



/*************************************
 *
 *	Input ports
 *
 *************************************/

static READ_HANDLER( tempest_IN0_r )
{
	int res = readinputport(0);

	if (avgdvg_done())
		res |= 0x40;

	/* Emulate the 3kHz source on bit 7 (divide 1.5MHz by 512) */
	if (activecpu_gettotalcycles() & 0x100)
		res |= 0x80;

	return res;
}


static READ_HANDLER( input_port_1_bit_r )
{
	return (readinputport(1) & (1 << offset)) ? 0 : 228;
}


static READ_HANDLER( input_port_2_bit_r )
{
	return (readinputport(2) & (1 << offset)) ? 0 : 228;
}



/*************************************
 *
 *	Output ports
 *
 *************************************/

static WRITE_HANDLER( tempest_led_w )
{
	set_led_status(0, ~data & 0x02);
	set_led_status(1, ~data & 0x01);
	/* FLIP is bit 0x04 */
}


static WRITE_HANDLER( tempest_coin_w )
{
	coin_counter_w(0, (data & 0x01));
	coin_counter_w(1, (data & 0x02));
	coin_counter_w(2, (data & 0x04));
	vector_set_flip_x(data & 0x08);
	vector_set_flip_y(data & 0x10);
	vector_set_swap_xy(1);	/* vertical game */
}



/*************************************
 *
 *	Main CPU memory handlers
 *
 *************************************/

static MEMORY_READ_START( readmem )
	{ 0x0000, 0x07ff, MRA_RAM },
	{ 0x0c00, 0x0c00, tempest_IN0_r },	/* IN0 */
	{ 0x0d00, 0x0d00, input_port_3_r },	/* DSW1 */
	{ 0x0e00, 0x0e00, input_port_4_r },	/* DSW2 */
	{ 0x2000, 0x2fff, MRA_RAM },
	{ 0x3000, 0x3fff, MRA_ROM },
	{ 0x6040, 0x6040, mb_status_r },
	{ 0x6050, 0x6050, atari_vg_earom_r },
	{ 0x6060, 0x6060, mb_lo_r },
	{ 0x6070, 0x6070, mb_hi_r },
	{ 0x60c0, 0x60cf, pokey1_r },
	{ 0x60d0, 0x60df, pokey2_r },
	{ 0x9000, 0xdfff, MRA_ROM },
	{ 0xf000, 0xffff, MRA_ROM },	/* for the reset / interrupt vectors */
MEMORY_END


static MEMORY_WRITE_START( writemem )
	{ 0x0000, 0x07ff, MWA_RAM },
	{ 0x0800, 0x080f, tempest_colorram_w },
	{ 0x2000, 0x2fff, MWA_RAM, &vectorram, &vectorram_size },
	{ 0x3000, 0x3fff, MWA_ROM },
	{ 0x4000, 0x4000, tempest_coin_w },
	{ 0x4800, 0x4800, avgdvg_go_w },
	{ 0x5000, 0x5000, watchdog_reset_w },
	{ 0x5800, 0x5800, avgdvg_reset_w },
	{ 0x6000, 0x603f, atari_vg_earom_w },
	{ 0x6040, 0x6040, atari_vg_earom_ctrl_w },
	{ 0x6080, 0x609f, mb_go_w },
	{ 0x60c0, 0x60cf, pokey1_w },
	{ 0x60d0, 0x60df, pokey2_w },
	{ 0x60e0, 0x60e0, tempest_led_w },
	{ 0x9000, 0xdfff, MWA_ROM },
MEMORY_END



/*************************************
 *
 *	Port definitions
 *
 *************************************/

INPUT_PORTS_START( tempest )
	PORT_START	/* IN0 */
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_COIN3 )
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_COIN2 )
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_COIN1 )
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_TILT )
	PORT_SERVICE( 0x10, IP_ACTIVE_LOW )
	PORT_BITX( 0x20, IP_ACTIVE_LOW, IPT_SERVICE, "Diagnostic Step", KEYCODE_F1, IP_JOY_NONE )
	/* bit 6 is the VG HALT bit. We set it to "low" */
	/* per default (busy vector processor). */
 	/* handled by tempest_IN0_r() */
	PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN )
	/* bit 7 is tied to a 3kHz (?) clock */
 	/* handled by tempest_IN0_r() */
	PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN )

	PORT_START	/* IN1/DSW0 */
	/* This is the Tempest spinner input. It only uses 4 bits. */
	PORT_ANALOG( 0x0f, 0x00, IPT_DIAL, 25, 20, 0, 0)
	/* The next one is reponsible for cocktail mode.
	 * According to the documentation, this is not a switch, although
	 * it may have been planned to put it on the Math Box PCB, D/E2 )
	 */
	PORT_DIPNAME( 0x10, 0x10, DEF_STR( Cabinet ) )
	PORT_DIPSETTING(    0x10, DEF_STR( Upright ) )
	PORT_DIPSETTING(    0x00, DEF_STR( Cocktail ) )
	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	/* IN2 */
	PORT_DIPNAME(  0x03, 0x03, DEF_STR( Difficulty ) )
	PORT_DIPSETTING(     0x02, "Easy" )
	PORT_DIPSETTING(     0x03, "Medium1" )
	PORT_DIPSETTING(     0x00, "Medium2" )
	PORT_DIPSETTING(     0x01, "Hard" )
	PORT_DIPNAME(  0x04, 0x04, "Rating" )
	PORT_DIPSETTING(     0x04, "1, 3, 5, 7, 9" )
	PORT_DIPSETTING(     0x00, "tied to high score" )
	PORT_BIT(0x08, IP_ACTIVE_LOW, IPT_BUTTON2 )
	PORT_BIT(0x10, IP_ACTIVE_LOW, IPT_BUTTON1 )
	PORT_BIT(0x20, IP_ACTIVE_LOW, IPT_START1 )
	PORT_BIT(0x40, IP_ACTIVE_LOW, IPT_START2 )
	PORT_BIT(0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )

	PORT_START	/* DSW1 - (N13 on analog vector generator PCB */
	PORT_DIPNAME( 0x03, 0x00, DEF_STR( Coinage ) )
	PORT_DIPSETTING(    0x01, DEF_STR( 2C_1C ) )
	PORT_DIPSETTING(    0x00, DEF_STR( 1C_1C ) )
	PORT_DIPSETTING(    0x03, DEF_STR( 1C_2C ) )
	PORT_DIPSETTING(    0x02, DEF_STR( Free_Play ) )
	PORT_DIPNAME( 0x0c, 0x00, "Right Coin" )
	PORT_DIPSETTING(    0x00, "*1" )
	PORT_DIPSETTING(    0x04, "*4" )
	PORT_DIPSETTING(    0x08, "*5" )
	PORT_DIPSETTING(    0x0c, "*6" )
	PORT_DIPNAME( 0x10, 0x00, "Left Coin" )
	PORT_DIPSETTING(    0x00, "*1" )
	PORT_DIPSETTING(    0x10, "*2" )
	PORT_DIPNAME( 0xe0, 0x00, "Bonus Coins" )
	PORT_DIPSETTING(    0x00, "None" )
	PORT_DIPSETTING(    0x80, "1 each 5" )
	PORT_DIPSETTING(    0x40, "1 each 4 (+Demo)" )
	PORT_DIPSETTING(    0xa0, "1 each 3" )
	PORT_DIPSETTING(    0x60, "2 each 4 (+Demo)" )
	PORT_DIPSETTING(    0x20, "1 each 2" )
	PORT_DIPSETTING(    0xc0, "Freeze Mode" )
	PORT_DIPSETTING(    0xe0, "Freeze Mode" )

	PORT_START	/* DSW2 - (L12 on analog vector generator PCB */
	PORT_DIPNAME( 0x01, 0x00, "Minimum" )
	PORT_DIPSETTING(    0x00, "1 Credit" )
	PORT_DIPSETTING(    0x01, "2 Credit" )
	PORT_DIPNAME( 0x06, 0x00, "Language" )
	PORT_DIPSETTING(    0x00, "English" )
	PORT_DIPSETTING(    0x02, "French" )
	PORT_DIPSETTING(    0x04, "German" )
	PORT_DIPSETTING(    0x06, "Spanish" )
	PORT_DIPNAME( 0x38, 0x00, DEF_STR( Bonus_Life ) )
	PORT_DIPSETTING(    0x08, "10000" )
	PORT_DIPSETTING(    0x00, "20000" )
	PORT_DIPSETTING(    0x10, "30000" )
	PORT_DIPSETTING(    0x18, "40000" )
	PORT_DIPSETTING(    0x20, "50000" )
	PORT_DIPSETTING(    0x28, "60000" )
	PORT_DIPSETTING(    0x30, "70000" )
	PORT_DIPSETTING(    0x38, "None" )
	PORT_DIPNAME( 0xc0, 0x00, DEF_STR( Lives ) )
	PORT_DIPSETTING(    0xc0, "2" )
	PORT_DIPSETTING(    0x00, "3" )
	PORT_DIPSETTING(    0x40, "4" )
	PORT_DIPSETTING(    0x80, "5" )
INPUT_PORTS_END



/*************************************
 *
 *	Sound interfaces
 *
 *************************************/

static struct POKEYinterface pokey_interface =
{
	2,	/* 2 chips */
	12096000/8,	/* 1.512 MHz */
	{ 50, 50 },
	/* The 8 pot handlers */
	{ input_port_1_bit_r, input_port_2_bit_r },
	{ input_port_1_bit_r, input_port_2_bit_r },
	{ input_port_1_bit_r, input_port_2_bit_r },
	{ input_port_1_bit_r, input_port_2_bit_r },
	{ input_port_1_bit_r, input_port_2_bit_r },
	{ input_port_1_bit_r, input_port_2_bit_r },
	{ input_port_1_bit_r, input_port_2_bit_r },
	{ input_port_1_bit_r, input_port_2_bit_r },
	/* The allpot handler */
	{ 0, 0 },
};



/*************************************
 *
 *	Machine drivers
 *
 *************************************/

static MACHINE_DRIVER_START( tempest )

	/* basic machine hardware */
	MDRV_CPU_ADD(M6502, 12096000/8)			/* 1.512 MHz */
	MDRV_CPU_MEMORY(readmem,writemem)
	MDRV_CPU_VBLANK_INT(irq0_line_hold,4)	/* 4.1ms */

	MDRV_FRAMES_PER_SECOND(60)
	MDRV_NVRAM_HANDLER(atari_vg)

	/* video hardware */
	MDRV_VIDEO_ATTRIBUTES(VIDEO_TYPE_VECTOR | VIDEO_RGB_DIRECT)
	MDRV_SCREEN_SIZE(400, 300)
	MDRV_VISIBLE_AREA(0, 550, 0, 580)
	MDRV_PALETTE_LENGTH(256)

	MDRV_PALETTE_INIT(avg_multi)
	MDRV_VIDEO_START(avg_tempest)
	MDRV_VIDEO_UPDATE(vector)

	/* sound hardware */
	MDRV_SOUND_ADD(POKEY, pokey_interface)
MACHINE_DRIVER_END



/*************************************
 *
 *	ROM definitions
 *
 *************************************/

ROM_START( tempest ) /* rev 3 */
	ROM_REGION( 0x10000, REGION_CPU1, 0 )	/* 64k for code */
	ROM_LOAD( "136002.113",   0x9000, 0x0800, 0x65d61fe7 )
	ROM_LOAD( "136002.114",   0x9800, 0x0800, 0x11077375 )
	ROM_LOAD( "136002.115",   0xa000, 0x0800, 0xf3e2827a )
	ROM_LOAD( "136002.316",   0xa800, 0x0800, 0xaeb0f7e9 )
	ROM_LOAD( "136002.217",   0xb000, 0x0800, 0xef2eb645 )
	ROM_LOAD( "136002.118",   0xb800, 0x0800, 0xbeb352ab )
	ROM_LOAD( "136002.119",   0xc000, 0x0800, 0xa4de050f )
	ROM_LOAD( "136002.120",   0xc800, 0x0800, 0x35619648 )
	ROM_LOAD( "136002.121",   0xd000, 0x0800, 0x73d38e47 )
	ROM_LOAD( "136002.222",   0xd800, 0x0800, 0x707bd5c3 )
	ROM_RELOAD(             0xf800, 0x0800 ) /* for reset/interrupt vectors */
	/* Mathbox ROMs */
	ROM_LOAD( "136002.123",   0x3000, 0x0800, 0x29f7e937 )
	ROM_LOAD( "136002.124",   0x3800, 0x0800, 0xc16ec351 )
ROM_END


ROM_START( tempest1 ) /* rev 1 */
	ROM_REGION( 0x10000, REGION_CPU1, 0 )	/* 64k for code */
	ROM_LOAD( "136002.113",   0x9000, 0x0800, 0x65d61fe7 )
	ROM_LOAD( "136002.114",   0x9800, 0x0800, 0x11077375 )
	ROM_LOAD( "136002.115",   0xa000, 0x0800, 0xf3e2827a )
	ROM_LOAD( "136002.116",   0xa800, 0x0800, 0x7356896c )
	ROM_LOAD( "136002.117",   0xb000, 0x0800, 0x55952119 )
	ROM_LOAD( "136002.118",   0xb800, 0x0800, 0xbeb352ab )
	ROM_LOAD( "136002.119",   0xc000, 0x0800, 0xa4de050f )
	ROM_LOAD( "136002.120",   0xc800, 0x0800, 0x35619648 )
	ROM_LOAD( "136002.121",   0xd000, 0x0800, 0x73d38e47 )
	ROM_LOAD( "136002.122",   0xd800, 0x0800, 0x796a9918 )
	ROM_RELOAD(             0xf800, 0x0800 ) /* for reset/interrupt vectors */
	/* Mathbox ROMs */
	ROM_LOAD( "136002.123",   0x3000, 0x0800, 0x29f7e937 )
	ROM_LOAD( "136002.124",   0x3800, 0x0800, 0xc16ec351 )
ROM_END


ROM_START( tempest2 ) /* rev 2 */
	ROM_REGION( 0x10000, REGION_CPU1, 0 )	/* 64k for code */
	ROM_LOAD( "136002.113",   0x9000, 0x0800, 0x65d61fe7 )
	ROM_LOAD( "136002.114",   0x9800, 0x0800, 0x11077375 )
	ROM_LOAD( "136002.115",   0xa000, 0x0800, 0xf3e2827a )
	ROM_LOAD( "136002.116",   0xa800, 0x0800, 0x7356896c )
	ROM_LOAD( "136002.217",   0xb000, 0x0800, 0xef2eb645 )
	ROM_LOAD( "136002.118",   0xb800, 0x0800, 0xbeb352ab )
	ROM_LOAD( "136002.119",   0xc000, 0x0800, 0xa4de050f )
	ROM_LOAD( "136002.120",   0xc800, 0x0800, 0x35619648 )
	ROM_LOAD( "136002.121",   0xd000, 0x0800, 0x73d38e47 )
	ROM_LOAD( "136002.222",   0xd800, 0x0800, 0x707bd5c3 )
	ROM_RELOAD(             0xf800, 0x0800 ) /* for reset/interrupt vectors */
	/* Mathbox ROMs */
	ROM_LOAD( "136002.123",   0x3000, 0x0800, 0x29f7e937 )
	ROM_LOAD( "136002.124",   0x3800, 0x0800, 0xc16ec351 )
ROM_END


ROM_START( temptube )
	ROM_REGION( 0x10000, REGION_CPU1, 0 )	/* 64k for code */
	ROM_LOAD( "136002.113",   0x9000, 0x0800, 0x65d61fe7 )
	ROM_LOAD( "136002.114",   0x9800, 0x0800, 0x11077375 )
	ROM_LOAD( "136002.115",   0xa000, 0x0800, 0xf3e2827a )
	ROM_LOAD( "136002.316",   0xa800, 0x0800, 0xaeb0f7e9 )
	ROM_LOAD( "136002.217",   0xb000, 0x0800, 0xef2eb645 )
	ROM_LOAD( "tube.118",     0xb800, 0x0800, 0xcefb03f0 )
	ROM_LOAD( "136002.119",   0xc000, 0x0800, 0xa4de050f )
	ROM_LOAD( "136002.120",   0xc800, 0x0800, 0x35619648 )
	ROM_LOAD( "136002.121",   0xd000, 0x0800, 0x73d38e47 )
	ROM_LOAD( "136002.222",   0xd800, 0x0800, 0x707bd5c3 )
	ROM_RELOAD(             0xf800, 0x0800 ) /* for reset/interrupt vectors */
	/* Mathbox ROMs */
	ROM_LOAD( "136002.123",   0x3000, 0x0800, 0x29f7e937 )
	ROM_LOAD( "136002.124",   0x3800, 0x0800, 0xc16ec351 )
ROM_END


#if 0 /* identical to rom_tempest, only different rom sizes */
ROM_START( tempest3 )
	ROM_REGION( 0x10000, REGION_CPU1, 0 )	/* 64k for code */
	ROM_LOAD( "tempest.x",    0x9000, 0x1000, 0x0 )
	ROM_LOAD( "tempest.1",    0xa000, 0x1000, 0x0 )
	ROM_LOAD( "tempest.3",    0xb000, 0x1000, 0x0 )
	ROM_LOAD( "tempest.5",    0xc000, 0x1000, 0x0 )
	ROM_LOAD( "tempest.7",    0xd000, 0x1000, 0x0 )
	ROM_RELOAD(            0xf000, 0x1000 )	/* for reset/interrupt vectors */
	/* Mathbox ROMs */
	ROM_LOAD( "tempest.np3",  0x3000, 0x1000, 0x0 )
ROM_END
#endif



/*************************************
 *
 *	Game drivers
 *
 *************************************/

GAME( 1980, tempest,  0,       tempest, tempest, 0, ROT270, "Atari", "Tempest (rev 3)" )
GAME( 1980, tempest1, tempest, tempest, tempest, 0, ROT270, "Atari", "Tempest (rev 1)" )
GAME( 1980, tempest2, tempest, tempest, tempest, 0, ROT270, "Atari", "Tempest (rev 2)" )
GAME( 1980, temptube, tempest, tempest, tempest, 0, ROT270, "hack", "Tempest Tubes" )
