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AmigActive 10
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AACD 10.iso
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vidhrdw
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bublbobl.c
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C/C++ Source or Header
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2000-05-04
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3KB
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116 lines
/***************************************************************************
vidhrdw.c
Functions to emulate the video hardware of the machine.
***************************************************************************/
#include "driver.h"
#include "vidhrdw/generic.h"
#include "ctype.h"
unsigned char *bublbobl_objectram;
size_t bublbobl_objectram_size;
void bublbobl_vh_convert_color_prom(unsigned char *palette, unsigned short *colortable,const unsigned char *color_prom)
{
int i;
/* no color PROMs here, only RAM, but the gfx data is inverted so we */
/* cannot use the default lookup table */
for (i = 0;i < Machine->drv->color_table_len;i++)
colortable[i] = i ^ 0x0f;
}
/***************************************************************************
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 bublbobl_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
int offs;
int sx,sy,xc,yc;
int gfx_num,gfx_attr,gfx_offs;
palette_recalc();
/* no need to check the return code since we redraw everything each frame */
/* Bubble Bobble doesn't have a real video RAM. All graphics (characters */
/* and sprites) are stored in the same memory region, and information on */
/* the background character columns is stored inthe area dd00-dd3f */
/* This clears & redraws the entire screen each pass */
fillbitmap(bitmap,Machine->gfx[0]->colortable[0],&Machine->drv->visible_area);
sx = 0;
for (offs = 0;offs < bublbobl_objectram_size;offs += 4)
{
int height;
/* skip empty sprites */
/* this is dword aligned so the UINT32 * cast shouldn't give problems */
/* on any architecture */
if (*(UINT32 *)(&bublbobl_objectram[offs]) == 0)
continue;
gfx_num = bublbobl_objectram[offs + 1];
gfx_attr = bublbobl_objectram[offs + 3];
if ((gfx_num & 0x80) == 0) /* 16x16 sprites */
{
gfx_offs = ((gfx_num & 0x1f) * 0x80) + ((gfx_num & 0x60) >> 1) + 12;
height = 2;
}
else /* tilemaps (each sprite is a 16x256 column) */
{
gfx_offs = ((gfx_num & 0x3f) * 0x80);
height = 32;
}
if ((gfx_num & 0xc0) == 0xc0) /* next column */
sx += 16;
else
{
sx = bublbobl_objectram[offs + 2];
if (gfx_attr & 0x40) sx -= 256;
}
sy = 256 - height*8 - (bublbobl_objectram[offs + 0]);
for (xc = 0;xc < 2;xc++)
{
for (yc = 0;yc < height;yc++)
{
int goffs,code,color,flipx,flipy,x,y;
goffs = gfx_offs + xc * 0x40 + yc * 0x02;
code = videoram[goffs] + 256 * (videoram[goffs + 1] & 0x03) + 1024 * (gfx_attr & 0x0f);
color = (videoram[goffs + 1] & 0x3c) >> 2;
flipx = videoram[goffs + 1] & 0x40;
flipy = videoram[goffs + 1] & 0x80;
x = sx + xc * 8;
y = (sy + yc * 8) & 0xff;
drawgfx(bitmap,Machine->gfx[0],
code,
color,
flipx,flipy,
x,y,
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
}
}
}
}