driver
driver tempest.c
source tempest.c (tempest.c on mamedev.org)
games Tempest (rev 1)
Tempest (rev 2)
Tempest (rev 2, Revised Hardware)
Tempest (rev 3)
Tempest Tubes
information 0.26 [Brad Oliver, Bernd Wiebelt, Allard van der Bas, Neil Bradley, Al Kossow, Hedley Rainnie, Eric Smith]


NOTES:

- Program ram decode may be incorrect, but it appears like this on the schematics, and the troubleshooting guide.

- 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.


WIP:

- 0.108u1: Brian Troha improved documentation in the Tempest drivers.

- 30th January 2002: Aaron Giles added better vector sparkle effect emulation as used in Major Havoc and Tempest.

- 0.33b7: Inspired by Retrocade and Vector Dream, Bernd Wiebelt changed the vector games to use translucent vectors. Color intensities had to be lowered, if it feels to dark for you now, increase the gamma correction value.

- 0.31: Added vidhrdwvector.c/h. Removed machine empest.c.

- 0.29: Removed vidhrdwvector.c/h. Changed vidhrdwatari_vg.c/h to avgdvg.c/h.

- 0.27: Added machineatari_vg.c/h, vidhrdwatari_vg.c/h and sndhrdwpokyintf.c/h.

- 0.26: Added tempest.c driver, machine empest.c, machinemathbox.c/h and vidhrdwvector.c/h.

PCB information
tempest Tempest (rev 3)
[Dec/18/96]
 
 These are all for 2716 EPROMS.
 I have referenced the chip locations by the silk screen name on the PCB, 
 the physical location, and the file name on the EPROM sticker.
 
 ROM  Location  File Name     Checksum   Notes
 x       D1     136002.113      8392
 0       E1     136002.114      189b
 1       F1     136002.115      ed68
 2       H1     136002.116      257f
 3       J1     136002.117      5246
 4       K1     136002.118       1e3
 5       L/M1   136002.119      6340
 6       M/N1   136002.120      eac1
 7       P1     136002.121      7b1e
 8       R1     136002.122      7691
         N/P3   136002.111/123  6b4c    111 & 123 are the same
         R3     136002.112/124  2d05    112 & 124 are the same
 
 rev.2
 3       J1     136002.217      5244    fixes the score cheat
 8       R1     136002.222      82ad    in test mode, changes spinner letters to a line (maybe other fixes)
 
 rev.3
 2       H1     136002.316      25e1    fixes screen collapse between players when using newer deflection board - Made this file by splitting version 3 roms
 
 -
 
 
 [MAME]
 
     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.
 
 -----------------------------------------
 
 Atari Bulletin, December 4, 1981
 
 Tempest Program Bug
 
 Tempest Uprights Prior to Serial #17426
 
   If the score on your Tempest(tm) is greater then 170,000, there
 is a 12% chance that a program bug may award 40 credits for one
 quarter.
 
   The ROM (#136002-217) in this package, replaces the ROM in
 location J-1 on the main PCB and will correcct the problem.
 
   All cabaret and cocktail cabinets will have the correct ROM
 Installed.
 
 Thank you,
 
 Fred McCord
 Field Service Manager
 
 Tech Tip, December 11, 1981
 
 Tempest(tm) ROM #136002-117
 
 We have found that the above part number in location J1 should be replaced with part
 number 136002-217 in the main board in order to eliminate the possibility of receiving
 extra bonus plays after 170,000 points.
 
 RMA# T1700
 
 Exchange offer expires on March 15, 1982
 
 -----------------------------------------
 
 Skill-Step(tm) feature of your new Tempest(tm) game:
 
 I. Player rating mode
 
   1. Occurs at beginning of every game
   2. Player is given 10 seconds to choose his starting level
   3. Player may choose from those levels displayed at bottom of screen
   4. Player chooses level by:
    a. spinning knob until white box surrounds desired level and then
    b. pressing fire or superzapper (or start 1 or start 2 if remaining
       time is less then 8 seconds), or by waiting until timer expires
   5. Player is given a 3 second warning
   6. Level choices are determined by several factors
    a. If the game has been idle for 1 or more attract mode cycles
       since the last game, then the choices are levels 1,3,5,7,9
    b. If a player has just finished a game and pressed start before
       the attract mode has finished its play mode, then the choices
       depend on the highest level reached in that previous game as
       follows
 
 Highest level
 reached in
 last game            Level choices this game
 -------------        -----------------------
 1 through 11         1,3,5,7,9
 12 or 13             1,3,5,7,9,11
 14 or 15             1,3,5,7,9,11,13
 16 or 17             1,3,5,7,9,11,13,15
 18, 19 or 20         1,3,5,7,9,11,13,15,17
 21 or 22             1,3,5,7,9,11,13,15,17,20
 23 or 24             1,3,5,7,9,11,13,15,17,20,22
 25 or 26             1,3,5,7,9,11,13,15,17,20,22,24
 27 or 28             1,3,5,7,9,11,13,15,17,20,22,24,26
 29, 30 or 31         1,3,5,7,9,11,13,15,17,20,22,24,26,28
 32 or 33             1,3,5,7,9,11,13,15,17,20,22,24,26,28,31
 34, 35 or 36         1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33
 37,38,39,40          1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36
 41,42,43,44          1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36,40
 45, 46 or 47         1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36,40,44
 48 or 49             1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36,40,44,47
 50, 51 or 52         1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36,40,44,47,49
 53,54,55,56          1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36,40,44,47,49,52
 57,58,59,60          1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36,40,44,47,49,52,56
 61, 62 or 63         1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36,40,44,47,49,52,56,60
 64 or 65             1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36,40,44,47,49,52,56,60,63
 66 through 73        1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36,40,44,47,49,52,56,60,63,65
 74 through 81        1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36,40,44,47,49,52,56,60,63,65,73
 82 through 99        1,3,5,7,9,11,13,15,17,20,22,24,26,28,31,33,36,40,44,47,49,52,56,60,63,65,73,81
 
 -
 
 
 
 [Aug/19/92]
 
 These were verified against three board sets
 The '2xx' ROMS replace the '1xx' parts in the ROM array on later rev boards
 
 -
 
 
 [04/07/93]
 
 This Tempest data is from 2532s and has the fix that keeps the
 screen from collapsing between 1 and 2 players in the 2 player
 mode.  The board the data came off of was strapped to allow
 2532s in every other slot.  Not all Tempest boards have this
 strap option but the data files can probably be split in half
 and loaded onto 2716s as on a typical Tempest board.
 
 -
 
 
 
 
 
 
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