[Apr/29/93]

OMEGA RACE ROM DUMPS
--------------------

All EPROMs are 2716 and 2732s at 450ns or faster.

These came from a board that wasn't tested -- so I can't vouch for the
accuracy of the dumps.  Anyone who has a working version is highly 
encouraged to compare the checksums here with those of known good ROMs
and notify the archive administrator of any discrepancies.

Filenames are in the format xxxxx.yy, where "xxxxx" denotes the board on
which the chip is located, and "yy" denotes the position of the chip.

Main PCB:
---------
omega.e1   45ff
omega.f1   13ff
omega.j7   e3ff
omega.k7   37ff
omega.l7   bfff
omega.m7   bcff

Sound PCB:
----------
sound.k5   bec5



[Jan/18/2003]

Finally the mystery of 'Delta Race' discovered! (for me anyway :-) )

A few years ago I was in a country shed and there was a grey cockpit
with what I now know to be all the correct Omega Race artwork and
shape, etc.
But, when trying to work out what this empty cockpit was later (it had
been converted and stripped inside), I remembered it as "Delta Race".
Nobody on the Vectorlist had heard of this game and the closest
game given the look of the cabinet was Omega Race.
The owner was positive is was a vector game.

So I figured I had mistaken the name that was part of the cabinet
artwork.

But today when looking through some boards I got from the same shed,
I picked up what I thought was an L shaped
Space Invaders board, but on closer inspection it had 2 Z80's,
, a battery and 2 AD561 DAC's. Obviously a vector game!

Some digging on the net and it is a perfect match for a Midway
Omega Race board.

But now the good bit: 
The first program ROM J7 was different to the others and was marked 'DELTA'.
Hooray I wasn't insane :-)

So I read in all the ROMS, repackaged them and ran it in MAME.
It is called "DELTA RACE". 
Some inspection and play of the only rom that
is different to the Omega Race set ( J7, a 2732 ) shows that it
looks like only the naming was changed, and the copyright notice
also. I didn't do a big test but I think the gameplay is the same.
OMEGA changed to DELTA, OMEGAN changed to DELTAN and 
the copyright notice to C P LEISURE ALLIED.

Leisure and Allied Industries were the largest arcade company in Australia
in the eighties, importing many machines and making some of their own
in repackaged cabinets, etc.
Obviously they had this custom job done for the Australian market.

-

[MAME]

	Most of the info here comes from the wiretap archive at:
	http://www.spies.com/arcade/simulation/gameHardware/


	Omega Race Memory Map
	Version 1.1 (Jul 24,1997)
	---------------------

	0000 - 3fff	PROM
	4000 - 4bff	RAM (3k)
	5c00 - 5cff	NVRAM (256 x 4bits)
	8000 - 8fff	Vec RAM (4k)
	9000 - 9fff	Vec ROM (4k)

	15 14 13 12 11 10
	--+--+--+--+--+--
	0  0  0  0                       M8 - 2732  (4k)
	0  0  0  1                       L8 - 2732
	0  0  1  0                       K8 - 2732
	0  0  1  1                       J8 - 2732

	0  1  -  0  0  0                 RAM (3k)
	0  1  -  0  0  1
	0  1  -  0  1  0

	0  1  -  1  1  1                 4 Bit BB RAM (d0-d3)

	1  -  -  0  0                    Vec RAM (4k)
	1  -  -  0  1
	1  -  -  1  0			 Vec ROM (2k) E1
	1  -  -  1  1                    Vec ROM (2k) F1

	I/O Ports

	8	Start/ (VG start)
	9	WDOG/  (Reset watchdog)
	A	SEQRES/ (VG stop/reset?)
	B	RDSTOP/ d7 = stop (VG running if 0)

	10 I	DIP SW C4 (game ship settings)

		6 5  4 3  2 1
	                      1st bonus ship at
	        | |  | |  0 0  40,000
	        | |  | |  0 1  50,000
	        | |  | |  1 0  70,000
	        | |  | |  1 1 100,000
	        | |  | |      2nd and  3rd bonus ships
	        | |  0 0      150,000   250,000
	        | |  0 1      250,000   500,000
	        | |  1 0      500,000   750,000
	        | |  1 1      750,000 1,500,000
	        | |           ships per credit
	        0 0           1 credit = 2 ships / 2 credits = 4 ships
	        0 1           1 credit = 2 ships / 2 credits = 5 ships
	        1 0           1 credit = 3 ships / 2 credits = 6 ships
	        1 1           1 credit = 3 ships / 2 credits = 7 ships

	11 I	7 = Test
		6 = P1 Fire
		5 = P1 Thrust
		4 = Tilt

		1 = Coin 2
		0 = Coin 1

	12 I	7 = 1P1CR
		6 = 1P2CR

		3 = 2P2CR -+
		2 = 2P1CR  |
		1 = P2Fire |
		0 = P2Thr -+ cocktail only

	13 O   7 =
	        6 = screen reverse
	        5 = 2 player 2 credit start LED
	        4 = 2 player 1 credit start LED
	        3 = 1 player 1 credit start LED
	        2 = 1 player 1 credit start LED
	        1 = coin meter 2
	        0 = coin meter 1

	14 O	sound command (interrupts sound Z80)

	15 I	encoder 1 (d7-d2)

		The encoder is a 64 position Grey Code encoder, or a
		pot and A to D converter.

		Unlike the quadrature inputs on Atari and Sega games,
	        Omega Race's controller is an absolute angle.

		0x00, 0x04, 0x14, 0x10, 0x18, 0x1c, 0x5c, 0x58,
		0x50, 0x54, 0x44, 0x40, 0x48, 0x4c, 0x6c, 0x68,
		0x60, 0x64, 0x74, 0x70, 0x78, 0x7c, 0xfc, 0xf8,
		0xf0, 0xf4, 0xe4, 0xe0, 0xe8, 0xec, 0xcc, 0xc8,
		0xc0, 0xc4, 0xd4, 0xd0, 0xd8, 0xdc, 0x9c, 0x98,
		0x90, 0x94, 0x84, 0x80, 0x88, 0x8c, 0xac, 0xa8,
		0xa0, 0xa4, 0xb4, 0xb0, 0xb8, 0xbc, 0x3c, 0x38,
		0x30, 0x34, 0x24, 0x20, 0x28, 0x2c, 0x0c, 0x08

	16 I	encoder 2 (d5-d0)

		The inputs aren't scrambled as they are on the 1 player
	        encoder

	17 I	DIP SW C6 (coin/cocktail settings)

	        8  7  6 5 4  3 2 1
	                             coin switch 1
	        |  |  | | |  0 0 0   1 coin  2 credits
	        |  |  | | |  0 0 1   1 coin  3 credits
	        |  |  | | |  0 1 0   1 coin  5 credits
	        |  |  | | |  0 1 1   4 coins 5 credits
	        |  |  | | |  1 0 0   3 coins 4 credits
	        |  |  | | |  1 0 1   2 coins 3 credits
	        |  |  | | |  1 1 0   2 coins 1 credit
	        |  |  | | |  1 1 1   1 coin  1 credit
	        |  |  | | |
	        |  |  | | |          coin switch 2
	        |  |  0 0 0          1 coin  2 credits
	        |  |  0 0 1          1 coin  3 credits
	        |  |  0 1 0          1 coin  5 credits
	        |  |  0 1 1          4 coins 5 credits
	        |  |  1 0 0          3 coins 4 credits
	        |  |  1 0 1          2 coins 3 credits
	        |  |  1 1 0          2 coins 1 credit
	        |  |  1 1 1          1 coin  1 credit
	        |  |
	        |  0                 coin play
	        |  1                 free play
	        |
	        0                    normal
	        1                    cocktail

	display list format: (4 byte opcodes)

	+------+------+------+------+------+------+------+------+
	|DY07   DY06   DY05   DY04   DY03   DY02   DY01   DY00  | 0
	+------+------+------+------+------+------+------+------+
	|OPCD3  OPCD2  OPCD1  OPCD0  DY11   DY10   DY09   DY08  | 1 OPCD 1111 = ABBREV/
	+------+------+------+------+------+------+------+------+
	|DX07   DX06   DX05   DX04   DX03   DX02   DX01   DX00  | 2
	+------+------+------+------+------+------+------+------+
	|INTEN3 INTEN2 INTEN1 INTEN0 DX11   DX10   DX09   DX08  | 3
	+------+------+------+------+------+------+------+------+

	    Draw relative vector       0x80      1000YYYY YYYYYYYY IIIIXXXX XXXXXXXX

	    Draw relative vector
	    and load scale             0x90      1001YYYY YYYYYYYY SSSSXXXX XXXXXXXX

	    Beam to absolute
	    screen position            0xA0      1010YYYY YYYYYYYY ----XXXX XXXXXXXX

	    Halt                       0xB0      1011---- --------

	    Jump to subroutine         0xC0      1100AAAA AAAAAAAA

	    Return from subroutine     0xD0      1101---- --------

	    Jump to new address        0xE0      1110AAAA AAAAAAAA

	    Short vector draw          0xF0      1111YYYY IIIIXXXX


	Sound Z80 Memory Map

	0000 ROM
	1000 RAM

	15 14 13 12 11 10
	            0           2k prom (K5)
	            1           2k prom (J5)
	         1              1k RAM  (K4,J4)

	I/O (write-only)

	0,1 			8912 (K3)
	2,3			8912 (J3)


	I/O (read-only)

	0                       input port from main CPU.
	                        main CPU writing port generated INT
	Sound Commands:

	0 - reset sound CPU

-