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C/C++ Source or Header  |  2000-04-27  |  7KB  |  245 lines

  1. /***************************************************************************
  2.  
  3.   vidhrdw.c
  4.  
  5.   Functions to emulate the video hardware of the machine.
  6.  
  7. ***************************************************************************/
  8.  
  9. #include "driver.h"
  10. #include "vidhrdw/generic.h"
  11.  
  12.  
  13. static int flipscreen;
  14.  
  15. /***************************************************************************
  16.  
  17.   Convert the color PROMs into a more useable format.
  18.  
  19.   digdug has one 32x8 palette PROM and two 256x4 color lookup table PROMs
  20.   (one for characters, one for sprites). Only the first 128 bytes of the
  21.   lookup tables seem to be used.
  22.   The palette PROM is connected to the RGB output this way:
  23.  
  24.   bit 7 -- 220 ohm resistor  -- BLUE
  25.         -- 470 ohm resistor  -- BLUE
  26.         -- 220 ohm resistor  -- GREEN
  27.         -- 470 ohm resistor  -- GREEN
  28.         -- 1  kohm resistor  -- GREEN
  29.         -- 220 ohm resistor  -- RED
  30.         -- 470 ohm resistor  -- RED
  31.   bit 0 -- 1  kohm resistor  -- RED
  32.  
  33. ***************************************************************************/
  34. void superpac_vh_convert_color_prom(unsigned char *palette, unsigned short *colortable,const unsigned char *color_prom)
  35. {
  36.     int i;
  37.  
  38.     for (i = 0;i < 32;i++)
  39.     {
  40.         int bit0,bit1,bit2;
  41.  
  42.         bit0 = (color_prom[31-i] >> 0) & 0x01;
  43.         bit1 = (color_prom[31-i] >> 1) & 0x01;
  44.         bit2 = (color_prom[31-i] >> 2) & 0x01;
  45.         palette[3*i] = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
  46.         bit0 = (color_prom[31-i] >> 3) & 0x01;
  47.         bit1 = (color_prom[31-i] >> 4) & 0x01;
  48.         bit2 = (color_prom[31-i] >> 5) & 0x01;
  49.         palette[3*i + 1] = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
  50.         bit0 = 0;
  51.         bit1 = (color_prom[31-i] >> 6) & 0x01;
  52.         bit2 = (color_prom[31-i] >> 7) & 0x01;
  53.         palette[3*i + 2] = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
  54.     }
  55.  
  56.     /* characters */
  57.     for (i = 0;i < 64*4;i++)
  58.         colortable[i] = (color_prom[i + 32] & 0x0f);
  59.     /* sprites */
  60.     for (i = 64*4;i < 128*4;i++)
  61.         colortable[i] = 0x1f - (color_prom[i + 32] & 0x0f);
  62. }
  63.  
  64.  
  65. static void superpac_draw_sprite(struct osd_bitmap *dest,unsigned int code,unsigned int color,
  66.                                    int flipx,int flipy,int sx,int sy)
  67. {
  68.     drawgfx(dest,Machine->gfx[1],code,color,flipx,flipy,sx,sy,&Machine->drv->visible_area,
  69.             TRANSPARENCY_COLOR,16);
  70. }
  71.  
  72.  
  73. WRITE_HANDLER(superpac_flipscreen_w)
  74. {
  75.     data &= 0x01;
  76.  
  77.     if (flipscreen != data)
  78.     {
  79.         memset(dirtybuffer, 1, videoram_size);
  80.  
  81.         flipscreen = data;
  82.     }
  83. }
  84.  
  85. READ_HANDLER(superpac_flipscreen_r)
  86. {
  87.     superpac_flipscreen_w(offset, 1);
  88.  
  89.     return flipscreen;    /* return value not used */
  90. }
  91.  
  92. /***************************************************************************
  93.  
  94.   Draw the game screen in the given osd_bitmap.
  95.   Do NOT call osd_update_display() from this function, it will be called by
  96.   the main emulation engine.
  97.  
  98. ***************************************************************************/
  99. void superpac_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
  100. {
  101.     int offs;
  102.  
  103.  
  104.     /* for every character in the Video RAM, check if it has been modified */
  105.     /* since last time and update it accordingly. */
  106.     for (offs = videoram_size - 1;offs >= 0;offs--)
  107.     {
  108.         if (dirtybuffer[offs])
  109.         {
  110.             int sx,sy,mx,my;
  111.  
  112.             dirtybuffer[offs] = 0;
  113.  
  114.     /* Even if Super Pac-Man's screen is 28x36, the memory layout is 32x32. We therefore */
  115.     /* have to convert the memory coordinates into screen coordinates. */
  116.     /* Note that 32*32 = 1024, while 28*36 = 1008: therefore 16 bytes of Video RAM */
  117.     /* don't map to a screen position. We don't check that here, however: range */
  118.     /* checking is performed by drawgfx(). */
  119.  
  120.             mx = offs % 32;
  121.             my = offs / 32;
  122.  
  123.             if (my <= 1)
  124.             {
  125.                 sx = my + 34;
  126.                 sy = mx - 2;
  127.             }
  128.             else if (my >= 30)
  129.             {
  130.                 sx = my - 30;
  131.                 sy = mx - 2;
  132.             }
  133.             else
  134.             {
  135.                 sx = mx + 2;
  136.                 sy = my - 2;
  137.             }
  138.  
  139.             if (flipscreen)
  140.             {
  141.                 sx = 35 - sx;
  142.                 sy = 27 - sy;
  143.             }
  144.  
  145.             drawgfx(tmpbitmap,Machine->gfx[0],
  146.                     videoram[offs],
  147.                     colorram[offs],
  148.                     flipscreen,flipscreen,
  149.                     8*sx,8*sy,
  150.                     &Machine->drv->visible_area,TRANSPARENCY_NONE,0);
  151.         }
  152.     }
  153.  
  154.     /* copy the character mapped graphics */
  155.     copybitmap(bitmap,tmpbitmap,0,0,0,0,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
  156.  
  157.     /* Draw the sprites. */
  158.     for (offs = 0;offs < spriteram_size;offs += 2)
  159.     {
  160.         /* is it on? */
  161.         if ((spriteram_3[offs+1] & 2) == 0)
  162.         {
  163.             int sprite = spriteram[offs];
  164.             int color = spriteram[offs+1];
  165.             int x = (spriteram_2[offs+1]-40) + 0x100*(spriteram_3[offs+1] & 1);
  166.             int y = 28*8-spriteram_2[offs]+1;
  167.             int flipx = spriteram_3[offs] & 1;
  168.             int flipy = spriteram_3[offs] & 2;
  169.  
  170.             if (flipscreen)
  171.             {
  172.                 flipx = !flipx;
  173.                 flipy = !flipy;
  174.             }
  175.  
  176.             switch (spriteram_3[offs] & 0x0c)
  177.             {
  178.             case 0:        /* normal size */
  179.                 superpac_draw_sprite(bitmap,sprite,color,flipx,flipy,x,y);
  180.                 break;
  181.  
  182.             case 4:        /* 2x horizontal */
  183.                 sprite &= ~1;
  184.                 if (!flipx)
  185.                 {
  186.                     superpac_draw_sprite(bitmap,sprite,color,flipx,flipy,x,y);
  187.                     superpac_draw_sprite(bitmap,1+sprite,color,flipx,flipy,x+16,y);
  188.                 }
  189.                 else
  190.                 {
  191.                     superpac_draw_sprite(bitmap,sprite,color,flipx,flipy,x+16,y);
  192.                     superpac_draw_sprite(bitmap,1+sprite,color,flipx,flipy,x,y);
  193.                 }
  194.                 break;
  195.  
  196.             case 8:        /* 2x vertical */
  197.                 sprite &= ~2;
  198.                 if (!flipy)
  199.                 {
  200.                     superpac_draw_sprite(bitmap,2+sprite,color,flipx,flipy,x,y);
  201.                     superpac_draw_sprite(bitmap,sprite,color,flipx,flipy,x,y-16);
  202.                 }
  203.                 else
  204.                 {
  205.                     superpac_draw_sprite(bitmap,sprite,color,flipx,flipy,x,y);
  206.                     superpac_draw_sprite(bitmap,2+sprite,color,flipx,flipy,x,y-16);
  207.                 }
  208.                 break;
  209.  
  210.             case 12:        /* 2x both ways */
  211.                 sprite &= ~3;
  212.                 if (!flipx && !flipy)
  213.                 {
  214.                     superpac_draw_sprite(bitmap,2+sprite,color,flipx,flipy,x,y);
  215.                     superpac_draw_sprite(bitmap,3+sprite,color,flipx,flipy,x+16,y);
  216.                     superpac_draw_sprite(bitmap,sprite,color,flipx,flipy,x,y-16);
  217.                     superpac_draw_sprite(bitmap,1+sprite,color,flipx,flipy,x+16,y-16);
  218.                 }
  219.                 else if (flipx && flipy)
  220.                 {
  221.                     superpac_draw_sprite(bitmap,1+sprite,color,flipx,flipy,x,y);
  222.                     superpac_draw_sprite(bitmap,sprite,color,flipx,flipy,x+16,y);
  223.                     superpac_draw_sprite(bitmap,3+sprite,color,flipx,flipy,x,y-16);
  224.                     superpac_draw_sprite(bitmap,2+sprite,color,flipx,flipy,x+16,y-16);
  225.                 }
  226.                 else if (flipy)
  227.                 {
  228.                     superpac_draw_sprite(bitmap,sprite,color,flipx,flipy,x,y);
  229.                     superpac_draw_sprite(bitmap,1+sprite,color,flipx,flipy,x+16,y);
  230.                     superpac_draw_sprite(bitmap,2+sprite,color,flipx,flipy,x,y-16);
  231.                     superpac_draw_sprite(bitmap,3+sprite,color,flipx,flipy,x+16,y-16);
  232.                 }
  233.                 else /* flipx */
  234.                 {
  235.                     superpac_draw_sprite(bitmap,3+sprite,color,flipx,flipy,x,y);
  236.                     superpac_draw_sprite(bitmap,2+sprite,color,flipx,flipy,x+16,y);
  237.                     superpac_draw_sprite(bitmap,1+sprite,color,flipx,flipy,x,y-16);
  238.                     superpac_draw_sprite(bitmap,sprite,color,flipx,flipy,x+16,y-16);
  239.                 }
  240.                 break;
  241.             }
  242.         }
  243.     }
  244. }
  245.