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AmigActive 10
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AACD 10.iso
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vidhrdw
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warpwarp.c
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C/C++ Source or Header
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1999-11-17
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159 lines
/***************************************************************************
vidhrdw.c
Functions to emulate the video hardware of the machine.
***************************************************************************/
#include "driver.h"
#include "vidhrdw/generic.h"
unsigned char *warpwarp_bulletsram;
/***************************************************************************
Convert the color PROMs into a more useable format.
Warp Warp doesn't use PROMs - the 8-bit code is directly converted into a
color.
The color RAM is connected to the RGB output this way (I think - schematics
are fuzzy):
bit 7 -- 300 ohm resistor -- BLUE
-- 820 ohm resistor -- BLUE
-- 300 ohm resistor -- GREEN
-- 820 ohm resistor -- GREEN
-- 1.6kohm resistor -- GREEN
-- 300 ohm resistor -- RED
-- 820 ohm resistor -- RED
bit 0 -- 1.6kohm resistor -- RED
Moreover, the bullet is pure white, obtained with three 220 ohm resistors.
***************************************************************************/
void warpwarp_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;
/* red component */
bit0 = (i >> 0) & 0x01;
bit1 = (i >> 1) & 0x01;
bit2 = (i >> 2) & 0x01;
*(palette++) = 0x1f * bit0 + 0x3c * bit1 + 0xa4 * bit2;
/* green component */
bit0 = (i >> 3) & 0x01;
bit1 = (i >> 4) & 0x01;
bit2 = (i >> 5) & 0x01;
*(palette++) = 0x1f * bit0 + 0x3c * bit1 + 0xa4 * bit2;
/* blue component */
bit0 = 0;
bit1 = (i >> 6) & 0x01;
bit2 = (i >> 7) & 0x01;
*(palette++) = 0x1f * bit0 + 0x3c * bit1 + 0xa4 * bit2;
}
for (i = 0;i < TOTAL_COLORS(0);i += 2)
{
COLOR(0,i) = 0; /* black background */
COLOR(0,i + 1) = i / 2; /* colored foreground */
}
}
/***************************************************************************
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 warpwarp_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 mx,my,sx,sy;
mx = offs % 32;
my = offs / 32;
if (my == 0)
{
sx = 33;
sy = mx;
}
else if (my == 1)
{
sx = 0;
sy = mx;
}
else
{
sx = mx + 1;
sy = my;
}
drawgfx(tmpbitmap,Machine->gfx[0],
videoram[offs],
colorram[offs],
0,0,
8*sx,8*sy,
&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
dirtybuffer[offs] = 0;
}
}
/* copy the character mapped graphics */
copybitmap(bitmap,tmpbitmap,0,0,0,0,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
if (warpwarp_bulletsram[0] > 1)
{
int x,y;
x = 260 - warpwarp_bulletsram[0];
y = 252 - warpwarp_bulletsram[1];
if (x >= Machine->drv->visible_area.min_x && x+3 <= Machine->drv->visible_area.max_x &&
y >= Machine->drv->visible_area.min_y && y+3 <= Machine->drv->visible_area.max_y)
{
int colour;
int i,j;
colour = Machine->pens[0xf6]; /* white */
for (i = 0;i < 4;i++)
{
for (j = 0;j < 4;j++)
{
plot_pixel(bitmap, x+j, y+i, colour);
}
}
}
}
}