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AmigActive 10
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AACD 10.iso
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vidhrdw
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blueprnt.c
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C/C++ Source or Header
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2000-04-04
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5KB
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198 lines
/***************************************************************************
vidhrdw.c
Functions to emulate the video hardware of the machine.
***************************************************************************/
#include "driver.h"
#include "vidhrdw/generic.h"
unsigned char *blueprnt_scrollram;
static int gfx_bank,flipscreen;
/***************************************************************************
Convert the color PROMs into a more useable format.
Blue Print doesn't have color PROMs. For sprites, the ROM data is directly
converted into colors; for characters, it is converted through the color
code (bits 0-2 = RBG for 01 pixels, bits 3-5 = RBG for 10 pixels, 00 pixels
always black, 11 pixels use the OR of bits 0-2 and 3-5. Bit 6 is intensity
control)
***************************************************************************/
void blueprnt_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 < 16;i++)
{
(*palette++) = ((i >> 0) & 1) * ((i & 0x08) ? 0xbf : 0xff);
(*palette++) = ((i >> 2) & 1) * ((i & 0x08) ? 0xbf : 0xff);
(*palette++) = ((i >> 1) & 1) * ((i & 0x08) ? 0xbf : 0xff);
}
/* chars */
for (i = 0;i < 128;i++)
{
int base = (i & 0x40) ? 8 : 0;
COLOR(0,4*i+0) = base + 0;
COLOR(0,4*i+1) = base + ((i >> 0) & 7);
COLOR(0,4*i+2) = base + ((i >> 3) & 7);
COLOR(0,4*i+3) = base + (((i >> 0) & 7) | ((i >> 3) & 7));
}
/* sprites */
for (i = 0;i < 8;i++)
COLOR(1,i) = i;
}
WRITE_HANDLER( blueprnt_flipscreen_w )
{
if (flipscreen != (~data & 2))
{
flipscreen = ~data & 2;
memset(dirtybuffer,1,videoram_size);
}
if (gfx_bank != ((data & 4) >> 2))
{
gfx_bank = ((data & 4) >> 2);
memset(dirtybuffer,1,videoram_size);
}
}
/***************************************************************************
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 blueprnt_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
int offs;
int scroll[32];
/* for every character in the Video RAM, check if it has been modified */
/* since last time and update it accordingly. */
for (offs = videoram_size - 1;offs >= 0;offs--)
{
if (dirtybuffer[offs])
{
int sx,sy;
dirtybuffer[offs] = 0;
sx = 31 - offs / 32;
sy = offs % 32;
if (flipscreen)
{
sx = 31 - sx;
sy = 31 - sy;
}
drawgfx(tmpbitmap,Machine->gfx[0],
videoram[offs] + 256 * gfx_bank,
colorram[offs] & 0x7f,
flipscreen,flipscreen,
8*sx,8*sy,
0,TRANSPARENCY_NONE,0);
}
}
/* copy the temporary bitmap to the screen */
{
int i;
if (flipscreen)
{
for (i = 0;i < 32;i++)
{
scroll[31-i] = blueprnt_scrollram[32-i]; /* mmm... */
}
}
else
{
for (i = 0;i < 32;i++)
{
scroll[i] = -blueprnt_scrollram[30-i]; /* mmm... */
}
}
copyscrollbitmap(bitmap,tmpbitmap,0,0,32,scroll,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
}
/* Draw the sprites */
for (offs = 0;offs < spriteram_size;offs += 4)
{
int sx,sy,flipx,flipy;
sx = spriteram[offs + 3];
sy = 240 - spriteram[offs + 0];
flipx = spriteram[offs + 2] & 0x40;
flipy = spriteram[offs + 2 - 4] & 0x80; /* -4? Awkward, isn't it? */
if (flipscreen)
{
sx = 248 - sx;
sy = 240 - sy;
flipx = !flipx;
flipy = !flipy;
}
drawgfx(bitmap,Machine->gfx[1],
spriteram[offs + 1],
0,
flipx,flipy,
2+sx,sy-1, /* sprites are slightly misplaced, regardless of the screen flip */
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
}
/* redraw the characters which have priority over sprites */
for (offs = videoram_size - 1;offs >= 0;offs--)
{
if (colorram[offs] & 0x80)
{
int sx,sy;
sx = 31 - offs / 32;
sy = offs % 32;
if (flipscreen)
{
sx = 31 - sx;
sy = 31 - sy;
}
drawgfx(bitmap,Machine->gfx[0],
videoram[offs] + 256 * gfx_bank,
colorram[offs] & 0x7f,
flipscreen,flipscreen,
8*sx,(8*sy+scroll[sx]) & 0xff,
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
}
}
}