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Hardware

Pooyan runs on Konami's 1982 Pooyan board (MAME driver `konami/pooyan.cpp`, machine `pooyan`), which shares its audio design with Time Pilot. The main CPU is a Zilog Z80 clocked at 3.072 MHz (18.432 MHz / 6), giving 50688 cycles per frame at a 60.606 Hz refresh; the native raster is 256×224, displayed rotated a quarter-turn to portrait (MAME `ROT90`).

A second Z80 drives the sound hardware — two AY-3-8910 PSGs — and receives command bytes from the main CPU through the sound latch at `0xA100`, woken by an attention line the main CPU pulses (below).

Three things matter when reading the map. (1) A read and a write at one address can be different devices: `0xA000` reads DSW1, but a write there kicks the watchdog. (2) The input and dip-switch ports around `0xA0x0` are decoded through mirror masks, so each answers across a range of addresses, and the inputs are active-low — an idle port reads `0xFF`. (3) A bank of single-bit control lines is an LS259 addressable latch at `0xA180–0xA187`: one address per line, the data on bit 0, with the line index in the low three address bits. It carries the NMI enable, the sound-CPU attention line, the audio mute, the two coin counters, a payout line, and screen-flip.

The board raises a vblank NMI (vector `0x0066`) once per frame, but only while the LS259's NMI-enable line (`0xA180`) is set; the main loop arms it each frame and clears it to mask.

Memory & I/O map

Address Name Description
0000:7fff rom Program ROM, 32768 bytes (`pooyan` main-CPU parts 1.4a + 2.5a + 3.6a + 4.7a)
8000:83ff colorRam Colour RAM — per-tile attribute bytes; a write marks the tilemap dirty
8400:87ff videoRam Video RAM — per-tile character codes
8800:8fff workRam Work RAM, 2048 bytes (see Work RAM)
9000:90ff spriteRam0 Sprite RAM, bank 0 (mirror mask 0x0B00)
9400:94ff spriteRam1 Sprite RAM, bank 1 (mirror mask 0x0B00)
a000 dsw1watchdog R: DSW1 dip switches; W: kick the watchdog
a080 in0 R: IN0 — coins, start, service (active-low; mirror mask 0xA1E0)
a0a0 in1 R: IN1 — player-1 controls (active-low)
a0c0 in2 R: IN2 — player-2 controls / cocktail (active-low)
a0e0 dsw0 R: DSW0 — coinage (active-low)
a100 soundLatch W: sound-command byte handed to the sound CPU
a180 irqEnable W (D0): NMI enable — set to arm the vblank NMI, clear to mask
a181 soundAttention W (D0): attention line to the sound CPU — a rising edge raises its /INT
a182 soundMute W (D0): audio mute
a183 coinCounter0 W (D0): coin counter 0
a184 coinCounter1 W (D0): coin counter 1
a185 payout W (D0): payout / ticket line
a187 flipScreen W (D0): screen flip for a cocktail cabinet (the latched sense is inverted)