home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
AmigActive 10
/
AACD 10.iso
/
AACD
/
Games
/
MAME
/
src
/
vidhrdw
/
wiz.c
< prev
next >
Wrap
C/C++ Source or Header
|
2000-04-04
|
7KB
|
309 lines
/***************************************************************************
vidhrdw.c
Functions to emulate the video hardware of the machine.
***************************************************************************/
#include "driver.h"
#include "vidhrdw/generic.h"
static struct rectangle spritevisiblearea =
{
2*8, 32*8-1,
2*8, 30*8-1
};
static struct rectangle spritevisibleareaflipx =
{
0*8, 30*8-1,
2*8, 30*8-1
};
unsigned char *wiz_videoram2;
unsigned char *wiz_colorram2;
unsigned char *wiz_attributesram;
unsigned char *wiz_attributesram2;
static int flipx, flipy;
unsigned char *wiz_sprite_bank;
static unsigned char char_bank[2];
static unsigned char palbank[2];
static int palette_bank;
/***************************************************************************
Convert the color PROMs into a more useable format.
Stinger has three 256x4 palette PROMs (one per gun).
The palette PROMs are connected to the RGB output this way:
bit 3 -- 100 ohm resistor -- RED/GREEN/BLUE
-- 220 ohm resistor -- RED/GREEN/BLUE
-- 470 ohm resistor -- RED/GREEN/BLUE
bit 0 -- 1 kohm resistor -- RED/GREEN/BLUE
***************************************************************************/
void wiz_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;
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 + 0x42 * bit2 + 0x90 * bit3;
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 + 0x42 * bit2 + 0x90 * bit3;
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 + 0x42 * bit2 + 0x90 * bit3;
color_prom++;
}
}
WRITE_HANDLER( wiz_attributes_w )
{
if ((offset & 1) && wiz_attributesram[offset] != data)
{
int i;
for (i = offset / 2;i < videoram_size;i += 32)
{
dirtybuffer[i] = 1;
}
}
wiz_attributesram[offset] = data;
}
WRITE_HANDLER( wiz_palettebank_w )
{
if (palbank[offset] != (data & 1))
{
palbank[offset] = data & 1;
palette_bank = palbank[0] + 2 * palbank[1];
memset(dirtybuffer,1,videoram_size);
}
}
WRITE_HANDLER( wiz_char_bank_select_w )
{
if (char_bank[offset] != (data & 1))
{
char_bank[offset] = data & 1;
memset(dirtybuffer,1,videoram_size);
}
}
WRITE_HANDLER( wiz_flipx_w )
{
if (flipx != data)
{
flipx = data;
memset(dirtybuffer, 1, videoram_size);
}
}
WRITE_HANDLER( wiz_flipy_w )
{
if (flipy != data)
{
flipy = data;
memset(dirtybuffer, 1, videoram_size);
}
}
static void draw_background(struct osd_bitmap *bitmap, int bank, int colortype)
{
int i,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,col;
dirtybuffer[offs] = 0;
sx = offs % 32;
sy = offs / 32;
if (colortype)
{
col = (wiz_attributesram[2 * sx + 1] & 0x07);
}
else
{
col = (colorram[offs] & 0x07);
}
if (flipx) sx = 31 - sx;
if (flipy) sy = 31 - sy;
drawgfx(tmpbitmap,Machine->gfx[bank],
videoram[offs],
(wiz_attributesram[2 * (offs % 32) + 1] & 0x07) + 8 * palette_bank,
flipx,flipy,
8*sx,8*sy,
0,TRANSPARENCY_NONE,0);
}
}
/* copy the temporary bitmap to the screen */
{
int scroll[32];
if (flipx)
{
for (i = 0;i < 32;i++)
{
scroll[31-i] = -wiz_attributesram[2 * i];
if (flipy) scroll[31-i] = -scroll[31-i];
}
}
else
{
for (i = 0;i < 32;i++)
{
scroll[i] = -wiz_attributesram[2 * i];
if (flipy) scroll[i] = -scroll[i];
}
}
copyscrollbitmap(bitmap,tmpbitmap,0,0,32,scroll,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
}
}
static void draw_foreground(struct osd_bitmap *bitmap, int colortype)
{
int offs;
/* draw the frontmost playfield. They are characters, but draw them as sprites. */
for (offs = videoram_size - 1;offs >= 0;offs--)
{
int scroll,sx,sy,col;
sx = offs % 32;
sy = offs / 32;
if (colortype)
{
col = (wiz_attributesram2[2 * sx + 1] & 0x07);
}
else
{
col = (wiz_colorram2[offs] & 0x07);
}
scroll = (8*sy + 256 - wiz_attributesram2[2 * sx]) % 256;
if (flipy)
{
scroll = (248 - scroll) % 256;
}
if (flipx) sx = 31 - sx;
drawgfx(bitmap,Machine->gfx[char_bank[1]],
wiz_videoram2[offs],
col + 8 * palette_bank,
flipx,flipy,
8*sx,scroll,
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
}
}
static void draw_sprites(struct osd_bitmap *bitmap, unsigned char* sprite_ram,
int bank, const struct rectangle* visible_area)
{
int offs;
for (offs = spriteram_size - 4;offs >= 0;offs -= 4)
{
int sx,sy;
sx = sprite_ram[offs + 3];
sy = sprite_ram[offs];
if (!sx || !sy) continue;
if ( flipx) sx = 240 - sx;
if (!flipy) sy = 240 - sy;
drawgfx(bitmap,Machine->gfx[bank],
sprite_ram[offs + 1],
(sprite_ram[offs + 2] & 0x07) + 8 * palette_bank,
flipx,flipy,
sx,sy,
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 wiz_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
int bank;
const struct rectangle* visible_area;
draw_background(bitmap, 2 + ((char_bank[0] << 1) | char_bank[1]), 0);
draw_foreground(bitmap, 0);
visible_area = flipx ? &spritevisibleareaflipx : &spritevisiblearea;
/* I seriously doubt that the real hardware works this way */
if ((spriteram[1] & 0x80) || !spriteram[3] || !spriteram[0])
{
bank = 7 + *wiz_sprite_bank;
}
else
{
bank = 8; // Dragon boss
}
draw_sprites(bitmap, spriteram_2, 6, visible_area);
draw_sprites(bitmap, spriteram , bank, visible_area);
}
void stinger_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
draw_background(bitmap, 2 + char_bank[0], 1);
draw_foreground(bitmap, 1);
draw_sprites(bitmap, spriteram_2, 4, &Machine->drv->visible_area);
draw_sprites(bitmap, spriteram , 5, &Machine->drv->visible_area);
}