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AmigActive 10
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AACD 10.iso
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vidhrdw
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phozon.c
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C/C++ Source or Header
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1999-08-02
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8KB
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262 lines
/***************************************************************************
vidhrdw.c
Functions to emulate the video hardware of the machine.
***************************************************************************/
#include "driver.h"
#include "vidhrdw/generic.h"
extern unsigned char *phozon_spriteram;
/***************************************************************************
Convert the color PROMs into a more useable format.
The palette PROMs are connected to the RGB output this way:
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 phozon_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;
/* 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++;
}
color_prom += 2*Machine->drv->total_colors;
/* color_prom now points to the beginning of the lookup table */
/* characters */
for (i = 0; i < TOTAL_COLORS(0); i++)
COLOR(0,i) = (*(color_prom++) & 0x0f);
/* sprites */
for (i = 0; i < TOTAL_COLORS(2); i++)
COLOR(2,i) = (*(color_prom++) & 0x0f) + 0x10;
}
int phozon_vh_start( void ) {
/* set up spriteram area */
spriteram_size = 0x80;
spriteram = &phozon_spriteram[0x780];
spriteram_2 = &phozon_spriteram[0x780+0x800];
spriteram_3 = &phozon_spriteram[0x780+0x800+0x800];
return generic_vh_start();
}
void phozon_vh_stop( void ) {
generic_vh_stop();
}
void phozon_draw_sprite(struct osd_bitmap *dest,unsigned int code,unsigned int color,
int flipx,int flipy,int sx,int sy)
{
drawgfx(dest,Machine->gfx[2],code,color,flipx,flipy,sx,sy,&Machine->drv->visible_area,
TRANSPARENCY_PEN,0);
}
void phozon_draw_sprite8(struct osd_bitmap *dest,unsigned int code,unsigned int color,
int flipx,int flipy,int sx,int sy)
{
drawgfx(dest,Machine->gfx[3],code,color,flipx,flipy,sx,sy,&Machine->drv->visible_area,
TRANSPARENCY_PEN,0);
}
/***************************************************************************
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 phozon_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
int offs;
/* 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,mx,my;
dirtybuffer[offs] = 0;
/* Even if Phozon screen is 28x36, the memory layout is 32x32. We therefore
have to convert the memory coordinates into screen coordinates.
Note that 32*32 = 1024, while 28*36 = 1008: therefore 16 bytes of Video RAM
don't map to a screen position. We don't check that here, however: range
checking is performed by drawgfx(). */
mx = offs % 32;
my = offs / 32;
if (my <= 1)
{ /* bottom screen characters */
sx = my + 34;
sy = mx - 2;
}
else if (my >= 30)
{ /* top screen characters */
sx = my - 30;
sy = mx - 2;
}
else
{ /* middle screen characters */
sx = mx + 2;
sy = my - 2;
}
drawgfx(tmpbitmap,Machine->gfx[(colorram[offs] & 0x80) ? 1 : 0],
videoram[offs],
colorram[offs] & 0x3f,
0,0,
8*sx,8*sy,
&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
}
}
copybitmap(bitmap,tmpbitmap,0,0,0,0,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
/* Draw the sprites. */
for (offs = 0;offs < spriteram_size;offs += 2){
/* is it on? */
if ((spriteram_3[offs+1] & 2) == 0){
int sprite = spriteram[offs];
int color = spriteram[offs+1];
int x = (spriteram_2[offs+1]-69) + 0x100*(spriteram_3[offs+1] & 1);
int y = ( Machine->drv->screen_height ) - spriteram_2[offs] - 8;
int flipx = spriteram_3[offs] & 1;
int flipy = spriteram_3[offs] & 2;
switch (spriteram_3[offs] & 0x3c)
{
case 0x00: /* 16x16 */
phozon_draw_sprite(bitmap,sprite,color,flipx,flipy,x,y);
break;
case 0x14: /* 8x8 */
sprite = (sprite << 2) | ((spriteram_3[offs] & 0xc0) >> 6);
phozon_draw_sprite8(bitmap,sprite,color,flipx,flipy,x,y+8);
break;
case 0x04: /* 8x16 */
sprite = (sprite << 2) | ((spriteram_3[offs] & 0xc0) >> 6);
if (!flipy){
phozon_draw_sprite8(bitmap,2+sprite,color,flipx,flipy,x,y+8);
phozon_draw_sprite8(bitmap,sprite,color,flipx,flipy,x,y);
}
else{
phozon_draw_sprite8(bitmap,2+sprite,color,flipx,flipy,x,y);
phozon_draw_sprite8(bitmap,sprite,color,flipx,flipy,x,y+8);
}
break;
case 0x24: /* 8x32 */
sprite = (sprite << 2) | ((spriteram_3[offs] & 0xc0) >> 6);
if (!flipy){
phozon_draw_sprite8(bitmap,10+sprite,color,flipx,flipy,x,y+8);
phozon_draw_sprite8(bitmap,8+sprite,color,flipx,flipy,x,y);
phozon_draw_sprite8(bitmap,2+sprite,color,flipx,flipy,x,y-8);
phozon_draw_sprite8(bitmap,sprite,color,flipx,flipy,x,y-16);
}
else{
phozon_draw_sprite8(bitmap,10+sprite,color,flipx,flipy,x,y-16);
phozon_draw_sprite8(bitmap,8+sprite,color,flipx,flipy,x,y-8);
phozon_draw_sprite8(bitmap,2+sprite,color,flipx,flipy,x,y);
phozon_draw_sprite8(bitmap,sprite,color,flipx,flipy,x,y+8);
}
break;
default:
#ifdef MAME_DEBUG
{
char buf[40];
sprintf(buf,"%02x",spriteram_3[offs] & 0x3c);
usrintf_showmessage(buf);
}
#endif
phozon_draw_sprite(bitmap,rand(),color,flipx,flipy,x,y);
break;
}
}
}
/* redraw high priority chars */
for (offs = videoram_size - 1;offs >= 0;offs--)
{
if (colorram[offs] & 0x40)
{
int sx,sy,mx,my;
/* Even if Phozon screen is 28x36, the memory layout is 32x32. We therefore
have to convert the memory coordinates into screen coordinates.
Note that 32*32 = 1024, while 28*36 = 1008: therefore 16 bytes of Video RAM
don't map to a screen position. We don't check that here, however: range
checking is performed by drawgfx(). */
mx = offs % 32;
my = offs / 32;
if (my <= 1)
{ /* bottom screen characters */
sx = my + 34;
sy = mx - 2;
}
else if (my >= 30)
{ /* top screen characters */
sx = my - 30;
sy = mx - 2;
}
else
{ /* middle screen characters */
sx = mx + 2;
sy = my - 2;
}
drawgfx(bitmap,Machine->gfx[(colorram[offs] & 0x80) ? 1 : 0],
videoram[offs],
colorram[offs] & 0x3f,
0,0,
8*sx,8*sy,
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
}
}
}