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AmigActive 10
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AACD 10.iso
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vidhrdw
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bking2.c
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C/C++ Source or Header
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2000-04-04
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7KB
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319 lines
/***************************************************************************
bking2.c
Functions to emulate the video hardware of the machine.
***************************************************************************/
#include "driver.h"
#include "vidhrdw/generic.h"
static UINT8 xld1=0;
static UINT8 xld2=0;
static UINT8 xld3=0;
static UINT8 yld1=0;
static UINT8 yld2=0;
static UINT8 yld3=0;
static int msk=0;
static int ball1_pic;
static int ball2_pic;
static int crow_pic;
static int crow_flip;
static int palette_bank;
static int flipscreen;
static int controller;
static int hitclr=0;
/***************************************************************************
Convert the color PROMs into a more useable format.
The palette PROM is connected to the RGB output this way:
bit 7 -- 390 ohm resistor -- BLUE
-- 220 ohm resistor -- BLUE
-- 820 ohm resistor -- GREEN
-- 390 ohm resistor -- GREEN
-- 220 ohm resistor -- GREEN
-- 820 ohm resistor -- RED
-- 390 ohm resistor -- RED
bit 0 -- 220 ohm resistor -- RED
***************************************************************************/
void bking2_vh_convert_color_prom(unsigned char *palette, unsigned short *colortable,const unsigned char *color_prom)
{
int i;
#define TOTAL_COLORS(gfxn) (Machine->gfx[gfxn]->total_colors * Machine->gfx[gfxn]->color_granularity)
#define COLOR(gfxn,offs) (colortable[Machine->drv->gfxdecodeinfo[gfxn].color_codes_start + offs])
for (i = 0;i < Machine->drv->total_colors;i++)
{
int bit0,bit1,bit2;
/* red component */
bit0 = (*color_prom >> 0) & 0x01;
bit1 = (*color_prom >> 1) & 0x01;
bit2 = (*color_prom >> 2) & 0x01;
*(palette++) = 0x92 * bit0 + 0x46 * bit1 + 0x27 * bit2;
/* green component */
bit0 = (*color_prom >> 3) & 0x01;
bit1 = (*color_prom >> 4) & 0x01;
bit2 = (*color_prom >> 5) & 0x01;
*(palette++) = 0x92 * bit0 + 0x46 * bit1 + 0x27 * bit2;
/* blue component */
bit0 = (*color_prom >> 6) & 0x01;
bit1 = (*color_prom >> 7) & 0x01;
bit2 = 0;
*(palette++) = 0x92 * bit0 + 0x46 * bit1 + 0x27 * bit2;
color_prom++;
}
/* color PROM A7-A8 is the palette select */
/* character colors. Image bits go to A0-A2 of the color PROM */
for (i = 0; i < TOTAL_COLORS(0); i++)
{
COLOR(0,i) = ((i << 4) & 0x180) | (i & 0x07);
}
/* crow colors. Image bits go to A5-A6. */
for (i = 0; i < TOTAL_COLORS(1); i++)
{
COLOR(1,i) = ((i << 5) & 0x180) | ((i & 0x03) << 5);
}
/* ball colors. Ball 1 image bit goes to A3. Ball 2 to A4. */
for (i = 0; i < TOTAL_COLORS(2); i++)
{
COLOR(2,i) = ((i << 6) & 0x180) | ((i & 0x01) << 3);
COLOR(3,i) = ((i << 6) & 0x180) | ((i & 0x01) << 4);
}
}
WRITE_HANDLER( bking2_xld1_w )
{
xld1 = -data;
}
WRITE_HANDLER( bking2_yld1_w )
{
yld1 = -data;
}
WRITE_HANDLER( bking2_xld2_w )
{
xld2 = -data;
}
WRITE_HANDLER( bking2_yld2_w )
{
yld2 = -data;
}
WRITE_HANDLER( bking2_xld3_w )
{
xld3 = -data;
}
WRITE_HANDLER( bking2_yld3_w )
{
yld3 = -data;
}
WRITE_HANDLER( bking2_msk_w )
{
msk = data;
}
WRITE_HANDLER( bking2_cont1_w )
{
/* D0 = COIN LOCK */
/* D1 = BALL 5 (Controller selection) */
/* D2 = VINV (flip screen) */
/* D3 = Not Connected */
/* D4-D7 = CROW0-CROW3 (selects crow picture) */
coin_lockout_global_w(0, ~data & 0x01);
if (flipscreen != (data & 0x04))
{
flipscreen = data & 0x04;
memset(dirtybuffer, 1, videoram_size);
}
controller = data & 0x02;
crow_pic = (data >> 4) & 0x0f;
}
WRITE_HANDLER( bking2_cont2_w )
{
static int last = -1;
/* D0-D2 = BALL10 - BALL12 (Selects player 1 ball picture) */
/* D3-D5 = BALL20 - BALL22 (Selects player 2 ball picture) */
/* D6 = HIT1 */
/* D7 = HIT2 */
ball1_pic = data & 0x07;
ball2_pic = (data >> 3) & 0x07;
if ((last & 0xc0) != (data & 0xc0))
{
//debug_key_pressed = 1;
last = data;
}
}
WRITE_HANDLER( bking2_cont3_w )
{
static int sound_disabled = -1;
/* D0 = CROW INV (inverts Crow picture and coordinates) */
/* D1-D2 = COLOR 0 - COLOR 1 (switches 4 color palettes, global across all graphics) */
/* D3 = SOUND STOP */
crow_flip = ~data & 0x01;
if (palette_bank != ((data >> 1) & 0x03))
{
palette_bank = (data >> 1) & 0x03;
memset(dirtybuffer, 1, videoram_size);
}
if (sound_disabled != (data & 0x08))
{
sound_disabled = data & 0x08;
osd_set_mastervolume(sound_disabled ? -32 : 0);
}
}
WRITE_HANDLER( bking2_hitclr_w )
{
hitclr = data;
}
READ_HANDLER( bking2_input_port_5_r )
{
return controller ? input_port_7_r(0) : input_port_5_r(0);
}
READ_HANDLER( bking2_input_port_6_r )
{
return controller ? input_port_8_r(0) : input_port_6_r(0);
}
/* Hack alert. I don't know how to upper bits work, so I'm just returning
what the code expects, otherwise the collision detection is skipped */
READ_HANDLER( bking2_pos_r )
{
unsigned char *RAM = memory_region(REGION_CPU1);
UINT16 pos, x, y;
if (hitclr & 0x04)
{
x = xld2;
y = yld2;
}
else
{
x = xld1;
y = yld1;
}
pos = ((y >> 3 << 5) | (x >> 3)) + 2;
switch (offset)
{
case 0x00:
return (pos & 0x0f) << 4;
case 0x08:
return (pos & 0xf0);
case 0x10:
return ((pos & 0x0300) >> 4) | (RAM[0x804c] & 0xc0);
default:
return 0;
}
}
/***************************************************************************
Draw the game screen in the given osd_bitmap.
Do NOT call osd_update_display() from this function, it will be called by
the main emulation engine.
***************************************************************************/
void bking2_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
int offs;
/* for every character in the Video RAM, check if it has been modified */
/* since last time and update it accordingly. */
for (offs = videoram_size - 2;offs >= 0;offs -= 2)
{
if (dirtybuffer[offs] || dirtybuffer[offs + 1])
{
int sx,sy;
int flipx,flipy;
dirtybuffer[offs] = dirtybuffer[offs + 1] = 0;
sx = (offs/2) % 32;
sy = (offs/2) / 32;
flipx = videoram[offs + 1] & 0x04;
flipy = videoram[offs + 1] & 0x08;
if (flipscreen)
{
flipx = !flipx;
flipy = !flipy;
sx = 31 - sx;
sy = 31 - sy;
}
drawgfx(tmpbitmap,Machine->gfx[0],
videoram[offs] + ((videoram[offs + 1] & 0x03) << 8),
palette_bank,
flipx,flipy,
8*sx,8*sy,
&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
}
}
/* copy the character mapped graphics */
copybitmap(bitmap,tmpbitmap,0,0,0,0,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
/* draw the balls */
drawgfx(bitmap,Machine->gfx[2],
ball1_pic,
palette_bank,
0,0,
xld1,yld1,
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
drawgfx(bitmap,Machine->gfx[3],
ball2_pic,
palette_bank,
0,0,
xld2,yld2,
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
/* draw the crow */
drawgfx(bitmap,Machine->gfx[1],
crow_pic,
palette_bank,
crow_flip,crow_flip,
crow_flip ? xld3-16 : 256-xld3, crow_flip ? yld3-16 : 256-yld3,
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
}