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mexico86.c
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C/C++ Source or Header
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2000-05-04
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6KB
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218 lines
#include "driver.h"
unsigned char *mexico86_videoram,*mexico86_objectram;
size_t mexico86_objectram_size;
static int charbank;
void mexico86_vh_convert_color_prom(unsigned char *palette, unsigned short *colortable,const unsigned char *color_prom)
{
int i;
for (i = 0;i < Machine->drv->total_colors;i++)
{
int bit0,bit1,bit2,bit3;
/* red component */
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;
/* green component */
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;
/* blue component */
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++;
}
/* 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;
}
WRITE_HANDLER( mexico86_bankswitch_w )
{
unsigned char *RAM = memory_region(REGION_CPU1);
if ((data & 7) > 5)
usrintf_showmessage( "Switching to invalid bank!" );
cpu_setbank(1, &RAM[0x10000 + 0x4000 * (data & 0x07)]);
charbank = (data & 0x20) >> 5;
}
void mexico86_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
int offs;
int sx,sy,xc,yc;
int gfx_num,gfx_attr,gfx_offs;
/* 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;
/* the score display seems to be outside of the main objectram. */
for (offs = 0;offs < mexico86_objectram_size+0x200;offs += 4)
{
int height;
if (offs >= mexico86_objectram_size && offs < mexico86_objectram_size+0x180) continue;
if (offs >= mexico86_objectram_size+0x1c0) continue;
/* skip empty sprites */
/* this is dword aligned so the UINT32 * cast shouldn't give problems */
/* on any architecture */
if (*(UINT32 *)(&mexico86_objectram[offs]) == 0)
continue;
gfx_num = mexico86_objectram[offs + 1];
gfx_attr = mexico86_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 = mexico86_objectram[offs + 2];
// if (gfx_attr & 0x40) sx -= 256;
}
sy = 256 - height*8 - (mexico86_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 = mexico86_videoram[goffs] + ((mexico86_videoram[goffs + 1] & 0x07) << 8)
+ ((mexico86_videoram[goffs + 1] & 0x80) << 4) + (charbank << 12);
color = ((mexico86_videoram[goffs + 1] & 0x38) >> 3) + ((gfx_attr & 0x02) << 2);
flipx = mexico86_videoram[goffs + 1] & 0x40;
flipy = 0;
// x = sx + xc * 8;
x = (sx + xc * 8) & 0xff;
y = (sy + yc * 8) & 0xff;
drawgfx(bitmap,Machine->gfx[0],
code,
color,
flipx,flipy,
x,y,
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
}
}
}
}
void kikikai_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
int offs;
int sx,sy,xc,yc;
int gfx_num,gfx_attr,gfx_offs;
/* 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;
/* the score display seems to be outside of the main objectram. */
for (offs = 0;offs < mexico86_objectram_size+0x200;offs += 4)
{
int height;
if (offs >= mexico86_objectram_size && offs < mexico86_objectram_size+0x180) continue;
if (offs >= mexico86_objectram_size+0x1c0) continue;
/* skip empty sprites */
/* this is dword aligned so the UINT32 * cast shouldn't give problems */
/* on any architecture */
if (*(UINT32 *)(&mexico86_objectram[offs]) == 0)
continue;
gfx_num = mexico86_objectram[offs + 1];
gfx_attr = mexico86_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 = mexico86_objectram[offs + 2];
// if (gfx_attr & 0x40) sx -= 256;
}
sy = 256 - height*8 - (mexico86_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 = mexico86_videoram[goffs] + ((mexico86_videoram[goffs + 1] & 0x1f) << 8);
color = (mexico86_videoram[goffs + 1] & 0xe0) >> 5;
flipx = 0;
flipy = 0;
// x = sx + xc * 8;
x = (sx + xc * 8) & 0xff;
y = (sy + yc * 8) & 0xff;
drawgfx(bitmap,Machine->gfx[0],
code,
color,
flipx,flipy,
x,y,
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
}
}
}
}