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AmigActive 10
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vidhrdw
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popeye.c
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C/C++ Source or Header
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2000-05-04
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/***************************************************************************
vidhrdw.c
Functions to emulate the video hardware of the machine.
***************************************************************************/
#include "driver.h"
#include "vidhrdw/generic.h"
unsigned char *popeye_videoram;
size_t popeye_videoram_size;
unsigned char *popeye_background_pos,*popeye_palette_bank;
static unsigned char *dirtybuffer2;
static struct osd_bitmap *tmpbitmap2;
/***************************************************************************
Convert the color PROMs into a more useable format.
Popeye has four color PROMS:
- 32x8 char palette
- 32x8 background palette
- two 256x4 sprite palette
The char and sprite PROMs are connected to the RGB output this way:
bit 7 -- 220 ohm resistor -- BLUE (inverted)
-- 470 ohm resistor -- BLUE (inverted)
-- 220 ohm resistor -- GREEN (inverted)
-- 470 ohm resistor -- GREEN (inverted)
-- 1 kohm resistor -- GREEN (inverted)
-- 220 ohm resistor -- RED (inverted)
-- 470 ohm resistor -- RED (inverted)
bit 0 -- 1 kohm resistor -- RED (inverted)
The background PROM is connected to the RGB output this way:
bit 7 -- 470 ohm resistor -- BLUE (inverted)
-- 680 ohm resistor -- BLUE (inverted)
-- 470 ohm resistor -- GREEN (inverted)
-- 680 ohm resistor -- GREEN (inverted)
-- 1.2kohm resistor -- GREEN (inverted)
-- 470 ohm resistor -- RED (inverted)
-- 680 ohm resistor -- RED (inverted)
bit 0 -- 1.2kohm resistor -- RED (inverted)
The bootleg is the same, but the outputs are not inverted.
***************************************************************************/
void popeye_vh_convert_color_prom(unsigned char *palette, unsigned short *colortable,const unsigned char *color_prom)
{
int i;
/* background - darker than the others */
for (i = 0;i < 32;i++)
{
int bit0,bit1,bit2;
/* red component */
bit0 = (*color_prom >> 0) & 0x01;
bit1 = (*color_prom >> 1) & 0x01;
bit2 = (*color_prom >> 2) & 0x01;
*(palette++) = 0x1c * bit0 + 0x31 * bit1 + 0x47 * bit2;
/* green component */
bit0 = (*color_prom >> 3) & 0x01;
bit1 = (*color_prom >> 4) & 0x01;
bit2 = (*color_prom >> 5) & 0x01;
*(palette++) = 0x1c * bit0 + 0x31 * bit1 + 0x47 * bit2;
/* blue component */
bit0 = 0;
bit1 = (*color_prom >> 6) & 0x01;
bit2 = (*color_prom >> 7) & 0x01;
*(palette++) = 0x1c * bit0 + 0x31 * bit1 + 0x47 * bit2;
color_prom++;
}
/* characters */
for (i = 0;i < 16;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 += 16; /* skip unused part of the PROM */
/* sprites */
for (i = 0;i < 256;i++)
{
int bit0,bit1,bit2;
/* red component */
bit0 = (color_prom[0] >> 0) & 0x01;
bit1 = (color_prom[0] >> 1) & 0x01;
bit2 = (color_prom[0] >> 2) & 0x01;
*(palette++) = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
/* green component */
bit0 = (color_prom[0] >> 3) & 0x01;
bit1 = (color_prom[256] >> 0) & 0x01;
bit2 = (color_prom[256] >> 1) & 0x01;
*(palette++) = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
/* blue component */
bit0 = 0;
bit1 = (color_prom[256] >> 2) & 0x01;
bit2 = (color_prom[256] >> 3) & 0x01;
*(palette++) = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
color_prom++;
}
/* palette entries 0-31 are directly used by the background */
for (i = 0;i < 16;i++) /* characters */
{
*(colortable++) = 0; /* since chars are transparent, the PROM only */
/* stores the non transparent color */
*(colortable++) = i + 32;
}
for (i = 0;i < 256;i++) /* sprites */
{
*(colortable++) = i + 32+16;
}
}
void popeyebl_vh_convert_color_prom(unsigned char *palette, unsigned short *colortable,const unsigned char *color_prom)
{
int i;
/* background - darker than the others */
for (i = 0;i < 32;i++)
{
int bit0,bit1,bit2;
/* red component */
bit0 = (*color_prom >> 0) & 0x01;
bit1 = (*color_prom >> 1) & 0x01;
bit2 = (*color_prom >> 2) & 0x01;
*(palette++) = 0x1c * bit0 + 0x31 * bit1 + 0x47 * bit2;
/* green component */
bit0 = (*color_prom >> 3) & 0x01;
bit1 = (*color_prom >> 4) & 0x01;
bit2 = (*color_prom >> 5) & 0x01;
*(palette++) = 0x1c * bit0 + 0x31 * bit1 + 0x47 * bit2;
/* blue component */
bit0 = 0;
bit1 = (*color_prom >> 6) & 0x01;
bit2 = (*color_prom >> 7) & 0x01;
*(palette++) = 0x1c * bit0 + 0x31 * bit1 + 0x47 * bit2;
color_prom++;
}
/* characters */
for (i = 0;i < 16;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 += 16; /* skip unused part of the PROM */
/* sprites */
for (i = 0;i < 256;i++)
{
int bit0,bit1,bit2;
/* red component */
bit0 = (color_prom[0] >> 0) & 0x01;
bit1 = (color_prom[0] >> 1) & 0x01;
bit2 = (color_prom[0] >> 2) & 0x01;
*(palette++) = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
/* green component */
bit0 = (color_prom[0] >> 3) & 0x01;
bit1 = (color_prom[256] >> 0) & 0x01;
bit2 = (color_prom[256] >> 1) & 0x01;
*(palette++) = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
/* blue component */
bit0 = 0;
bit1 = (color_prom[256] >> 2) & 0x01;
bit2 = (color_prom[256] >> 3) & 0x01;
*(palette++) = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
color_prom++;
}
/* palette entries 0-31 are directly used by the background */
for (i = 0;i < 16;i++) /* characters */
{
*(colortable++) = 0; /* since chars are transparent, the PROM only */
/* stores the non transparent color */
*(colortable++) = i + 32;
}
for (i = 0;i < 256;i++) /* sprites */
{
*(colortable++) = i + 32+16;
}
}
/***************************************************************************
Start the video hardware emulation.
***************************************************************************/
int popeye_vh_start(void)
{
if (generic_vh_start() != 0)
return 1;
if ((dirtybuffer2 = malloc(popeye_videoram_size)) == 0)
{
generic_vh_stop();
return 1;
}
memset(dirtybuffer2,1,popeye_videoram_size);
if ((tmpbitmap2 = osd_create_bitmap(Machine->drv->screen_width,Machine->drv->screen_height)) == 0)
{
free(dirtybuffer2);
generic_vh_stop();
return 1;
}
return 0;
}
/***************************************************************************
Stop the video hardware emulation.
***************************************************************************/
void popeye_vh_stop(void)
{
osd_free_bitmap(tmpbitmap2);
free(dirtybuffer2);
generic_vh_stop();
}
WRITE_HANDLER( popeye_videoram_w )
{
if (data & 0x80) /* write to the upper nibble */
{
if ((popeye_videoram[offset] & 0xf0) != ((data << 4) & 0xf0))
{
dirtybuffer2[offset] = 1;
popeye_videoram[offset] = (popeye_videoram[offset] & 0x0f) | ((data << 4) & 0xf0);
}
}
else /* write to the lower nibble */
{
if ((popeye_videoram[offset] & 0x0f) != (data & 0x0f))
{
dirtybuffer2[offset] = 1;
popeye_videoram[offset] = (popeye_videoram[offset] & 0xf0) | (data & 0x0f);
}
}
}
WRITE_HANDLER( popeye_palettebank_w )
{
if ((data & 0x08) != (*popeye_palette_bank & 0x08))
{
memset(dirtybuffer,1,videoram_size);
memset(dirtybuffer2,1,popeye_videoram_size);
}
*popeye_palette_bank = data;
}
/***************************************************************************
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 popeye_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 = popeye_videoram_size - 1 - 128;offs >= 128;offs--)
{
if (dirtybuffer2[offs])
{
int sx,sy,x,y,colour;
dirtybuffer2[offs] = 0;
sx = 8 * (offs % 64);
sy = 8 * (offs / 64) - 16;
if (sx >= Machine->drv->visible_area.min_x &&
sx+7 <= Machine->drv->visible_area.max_x &&
sy >= Machine->drv->visible_area.min_y &&
sy+7 <= Machine->drv->visible_area.max_y)
{
/* this is slow, but the background doesn't change during game */
colour = Machine->pens[(popeye_videoram[offs] & 0x0f) + 2*(*popeye_palette_bank & 0x08)];
for (y = 0; y < 4; y++)
{
for (x = 0; x < 8; x++)
{
plot_pixel(tmpbitmap2, sx+x, sy+y, colour);
}
}
colour = Machine->pens[(popeye_videoram[offs] >> 4) + 2*(*popeye_palette_bank & 0x08)];
for (y = 4;y < 8;y++)
{
for (x = 0; x < 8; x++)
{
plot_pixel(tmpbitmap2, sx+x, sy+y, colour);
}
}
}
}
}
{
static int lastpos[2] = { -1, -1 };
if (popeye_background_pos[0] != lastpos[0] ||
popeye_background_pos[1] != lastpos[1])
{
/* mark the whole screen dirty if we're scrolling */
osd_mark_dirty (Machine->drv->visible_area.min_x, Machine->drv->visible_area.min_y,
Machine->drv->visible_area.max_x, Machine->drv->visible_area.max_y, 0);
lastpos[0] = popeye_background_pos[0];
lastpos[1] = popeye_background_pos[1];
}
}
if (popeye_background_pos[0] == 0) /* no background */
{
for (offs = videoram_size - 1;offs >= 0;offs--)
{
if (dirtybuffer[offs])
{
int sx,sy;
dirtybuffer[offs] = 0;
sx = 16 * (offs % 32);
sy = 16 * (offs / 32) - 16;
drawgfx(tmpbitmap,Machine->gfx[0],
videoram[offs],colorram[offs],
0,0,sx,sy,
&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
}
}
/* copy the frontmost playfield (should be in front of sprites, but never mind) */
copybitmap(bitmap,tmpbitmap,0,0,0,0,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
}
else
{
/* copy the background graphics */
int x = 400 - 2 * popeye_background_pos[0];
int y = 2 * (256 - popeye_background_pos[1]);
copybitmap(bitmap,tmpbitmap2,0,0,
x,
y,
&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
}
/* Draw the sprites. Note that it is important to draw them exactly in this */
/* order, to have the correct priorities. */
for (offs = 0;offs < spriteram_size;offs += 4)
{
int code,color;
/*
* offs+3:
* bit 7 ?
* bit 6 ?
* bit 5 ?
* bit 4 MSB of sprite code
* bit 3 vertical flip
* bit 2 sprite bank
* bit 1 \ color (with bit 2 as well)
* bit 0 /
*/
code = (spriteram[offs + 2] & 0x7f) + ((spriteram[offs + 3] & 0x10) << 3)
+ ((spriteram[offs + 3] & 0x04) << 6);
color = (spriteram[offs + 3] & 0x07) + 8*(*popeye_palette_bank & 0x07);
if (spriteram[offs] != 0)
drawgfx(bitmap,Machine->gfx[1],
code ^ 0x1ff,
color,
spriteram[offs + 2] & 0x80,spriteram[offs + 3] & 0x08,
/* sprite placement IS correct - the squares on level 1 leave one pixel */
/* of the house background uncovered */
2*(spriteram[offs])-7,2*(256-spriteram[offs + 1]) - 16,
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
}
if (popeye_background_pos[0] != 0) /* background is present */
{
/* draw the frontmost playfield. They are characters, but draw them as sprites */
for (offs = videoram_size - 1;offs >= 0;offs--)
{
int sx,sy;
sx = 16 * (offs % 32);
sy = 16 * (offs / 32) - 16;
drawgfx(bitmap,Machine->gfx[0],
videoram[offs],colorram[offs],
0,0,sx,sy,
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
}
}
}