home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
AmigActive 10
/
AACD 10.iso
/
AACD
/
Games
/
MAME
/
src
/
vidhrdw
/
higemaru.c
< prev
next >
Wrap
C/C++ Source or Header
|
2000-04-23
|
4KB
|
153 lines
#include "driver.h"
#include "vidhrdw/generic.h"
static int flipscreen;
/***************************************************************************
Convert the color PROMs into a more useable format.
***************************************************************************/
void higemaru_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++) = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
/* green component */
bit0 = (*color_prom >> 3) & 0x01;
bit1 = (*color_prom >> 4) & 0x01;
bit2 = (*color_prom >> 5) & 0x01;
*(palette++) = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
/* blue component */
bit0 = 0;
bit1 = (*color_prom >> 6) & 0x01;
bit2 = (*color_prom >> 7) & 0x01;
*(palette++) = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
color_prom++;
}
/* color_prom now points to the beginning of the lookup table */
/* characters use colors 0-15 */
for (i = 0;i < TOTAL_COLORS(0);i++)
COLOR(0,i) = *(color_prom++) & 0x0f;
color_prom += 128; /* the bottom half of the PROM doesn't seem to be used */
/* sprites use colors 16-31 */
for (i = 0;i < TOTAL_COLORS(1);i++)
COLOR(1,i) = (*(color_prom++) & 0x0f) + 0x10;
}
WRITE_HANDLER( higemaru_c800_w )
{
if (data & 0x7c) logerror("c800 = %02x\n",data);
/* bits 0 and 1 are coin counters */
coin_counter_w(0,data & 2);
coin_counter_w(1,data & 1);
/* bit 7 flips screen */
if (flipscreen != (data & 0x80))
{
flipscreen = data & 0x80;
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 higemaru_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
int offs;
/* draw the frontmost playfield. They are characters, but draw them as sprites */
for (offs = videoram_size - 1;offs >= 0;offs--)
{
if (dirtybuffer[offs])
{
int sx,sy;
dirtybuffer[offs] = 0;
sx = offs % 32;
sy = offs / 32;
if (flipscreen)
{
sx = 31 - sx;
sy = 31 - sy;
}
drawgfx(tmpbitmap,Machine->gfx[0],
videoram[offs] + ((colorram[offs] & 0x80) << 1),
colorram[offs] & 0x1f,
flipscreen,flipscreen,
8*sx,8*sy,
0,TRANSPARENCY_NONE,0);
}
}
/* copy the background graphics */
copybitmap(bitmap,tmpbitmap,0,0,0,0,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
/* Draw the sprites. */
for (offs = spriteram_size - 16;offs >= 0;offs -= 16)
{
int code,col,sx,sy,flipx,flipy;
code = spriteram[offs] & 0x7f;
col = spriteram[offs + 4] & 0x0f;
sx = spriteram[offs + 12];
sy = spriteram[offs + 8];
flipx = spriteram[offs + 4] & 0x10;
flipy = spriteram[offs + 4] & 0x20;
if (flipscreen)
{
sx = 240 - sx;
sy = 240 - sy;
flipx = !flipx;
flipy = !flipy;
}
drawgfx(bitmap,Machine->gfx[1],
code,
col,
flipx,flipy,
sx,sy,
&Machine->drv->visible_area,TRANSPARENCY_PEN,15);
/* draw again with wraparound */
drawgfx(bitmap,Machine->gfx[1],
code,
col,
flipx,flipy,
sx - 256,sy,
&Machine->drv->visible_area,TRANSPARENCY_PEN,15);
}
}