home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
AmigActive 10
/
AACD 10.iso
/
AACD
/
Games
/
MAME
/
src
/
vidhrdw
/
ironhors.c
< prev
next >
Wrap
C/C++ Source or Header
|
2000-04-04
|
7KB
|
253 lines
/***************************************************************************
vidhrdw.c
Functions to emulate the video hardware of the machine.
***************************************************************************/
#include "driver.h"
#include "vidhrdw/generic.h"
unsigned char *ironhors_scroll;
static int palettebank,charbank,spriterambank;
/***************************************************************************
Convert the color PROMs into a more useable format.
Iron Horse has three 256x4 palette PROMs (one per gun) and two 256x4
lookup table PROMs (one for characters, one for sprites).
I don't know for sure how the palette PROMs are connected to the RGB
output, but it's probably the usual:
bit 3 -- 220 ohm resistor -- RED/GREEN/BLUE
-- 470 ohm resistor -- RED/GREEN/BLUE
-- 1 kohm resistor -- RED/GREEN/BLUE
bit 0 -- 2.2kohm resistor -- RED/GREEN/BLUE
***************************************************************************/
void ironhors_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,bit3;
bit0 = (color_prom[0] >> 0) & 0x01;
bit1 = (color_prom[0] >> 1) & 0x01;
bit2 = (color_prom[0] >> 2) & 0x01;
bit3 = (color_prom[0] >> 3) & 0x01;
*(palette++) = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3;
bit0 = (color_prom[Machine->drv->total_colors] >> 0) & 0x01;
bit1 = (color_prom[Machine->drv->total_colors] >> 1) & 0x01;
bit2 = (color_prom[Machine->drv->total_colors] >> 2) & 0x01;
bit3 = (color_prom[Machine->drv->total_colors] >> 3) & 0x01;
*(palette++) = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3;
bit0 = (color_prom[2*Machine->drv->total_colors] >> 0) & 0x01;
bit1 = (color_prom[2*Machine->drv->total_colors] >> 1) & 0x01;
bit2 = (color_prom[2*Machine->drv->total_colors] >> 2) & 0x01;
bit3 = (color_prom[2*Machine->drv->total_colors] >> 3) & 0x01;
*(palette++) = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3;
color_prom++;
}
color_prom += 2*Machine->drv->total_colors;
/* color_prom now points to the beginning of the character lookup table */
/* there are eight 32 colors palette banks; sprites use colors 0-15 and */
/* characters 16-31 of each bank. */
for (i = 0;i < TOTAL_COLORS(0)/8;i++)
{
int j;
for (j = 0;j < 8;j++)
COLOR(0,i + j * TOTAL_COLORS(0)/8) = (*color_prom & 0x0f) + 32 * j + 16;
color_prom++;
}
for (i = 0;i < TOTAL_COLORS(1)/8;i++)
{
int j;
for (j = 0;j < 8;j++)
COLOR(1,i + j * TOTAL_COLORS(1)/8) = (*color_prom & 0x0f) + 32 * j;
color_prom++;
}
}
WRITE_HANDLER( ironhors_charbank_w )
{
if (charbank != (data & 1))
{
charbank = data & 1;
memset(dirtybuffer,1,videoram_size);
}
spriterambank = data & 8;
/* other bits unknown */
}
WRITE_HANDLER( ironhors_palettebank_w )
{
if (palettebank != (data & 7))
{
palettebank = data & 7;
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 ironhors_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
int offs,i;
/* 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 = 8 * (offs % 32);
sy = 8 * (offs / 32);
drawgfx(tmpbitmap,Machine->gfx[0],
videoram[offs] + 16*(colorram[offs] & 0x20) + 4*(colorram[offs] & 0x40) + 1024 * charbank,
(colorram[offs] & 0x0f) + 16 * palettebank,
colorram[offs] & 0x10,colorram[offs] & 0x20,
sx,sy,
0,TRANSPARENCY_NONE,0);
}
}
/* copy the temporary bitmap to the screen */
{
int scroll[32];
for (i = 0;i < 32;i++)
scroll[i] = -(ironhors_scroll[i]);
copyscrollbitmap(bitmap,tmpbitmap,32,scroll,0,0,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
}
/* Draw the sprites. */
{
unsigned char *sr;
if (spriterambank != 0)
sr = spriteram;
else sr = spriteram_2;
for (offs = 0;offs < spriteram_size;offs += 5)
{
if (sr[offs+2])
{
int sx,sy,flipx,flipy,code,color;
sx = sr[offs+3];
sy = sr[offs+2];
flipx = sr[offs+4] & 0x20;
flipy = sr[offs+4] & 0x40;
code = (sr[offs] << 2) + ((sr[offs+1] & 0x01) << 10) + ((sr[offs+1] & 0x0c) >> 2);
color = ((sr[offs+1] & 0xf0)>>4) + 16 * palettebank;
switch (sr[offs+4] & 0x0c)
{
case 0x00: /* 16x16 */
drawgfx(bitmap,Machine->gfx[1],
code/4,
color,
flipx,flipy,
sx,sy,
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
break;
case 0x04: /* 16x8 */
{
drawgfx(bitmap,Machine->gfx[2],
code & ~1,
color,
flipx,flipy,
flipx?sx+8:sx,sy,
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
drawgfx(bitmap,Machine->gfx[2],
code | 1,
color,
flipx,flipy,
flipx?sx:sx+8,sy,
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
}
break;
case 0x08: /* 8x16 */
{
drawgfx(bitmap,Machine->gfx[2],
code & ~2,
color,
flipx,flipy,
sx,flipy?sy+8:sy,
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
drawgfx(bitmap,Machine->gfx[2],
code | 2,
color,
flipx,flipy,
sx,flipy?sy:sy+8,
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
}
break;
case 0x0c: /* 8x8 */
{
drawgfx(bitmap,Machine->gfx[2],
code,
color,
flipx,flipy,
sx,sy,
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
}
break;
}
}
}
}
}