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AmigActive 10
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AACD 10.iso
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vidhrdw
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zaccaria.c
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C/C++ Source or Header
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2000-04-04
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6KB
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211 lines
/***************************************************************************
vidhrdw.c
Functions to emulate the video hardware of the machine.
***************************************************************************/
#include "driver.h"
#include "vidhrdw/generic.h"
unsigned char *zaccaria_attributesram;
static struct rectangle spritevisiblearea =
{
2*8+1, 29*8-1,
2*8, 30*8-1
};
/***************************************************************************
Convert the color PROMs into a more useable format.
Here's the hookup from the proms (82s131) to the r-g-b-outputs
Prom 9F 74LS374
----------- ____________
12 | 3 2 |---680 ohm----| blue out
11 | 4 5 |---1k ohm-----|
10 | 7 6 |---820 ohm-------|
9 | 8 9 |---1k ohm--------| green out
Prom 9G | | |
12 | 13 12 |---1.2k ohm------|
11 | 14 15 |---820 ohm----------|
10 | 17 16 |---1k ohm-----------| red out
9 | 18 19 |---1.2k ohm---------|
|__________|
***************************************************************************/
void zaccaria_vh_convert_color_prom(unsigned char *palette, unsigned short *colortable,const unsigned char *color_prom)
{
int i,j,k;
#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;
/* I'm not sure, but I think that pen 0 must always be black, otherwise */
/* there's some junk brown background in Jack Rabbit */
if (((i % 64) / 8) == 0)
{
*(palette++) = 0;
*(palette++) = 0;
*(palette++) = 0;
}
else
{
/* red component */
bit0 = (color_prom[0] >> 3) & 0x01;
bit1 = (color_prom[0] >> 2) & 0x01;
bit2 = (color_prom[0] >> 1) & 0x01;
*(palette++) = 0x46 * bit0 + 0x53 * bit1 + 0x66 * bit2;
/* green component */
bit0 = (color_prom[0] >> 0) & 0x01;
bit1 = (color_prom[Machine->drv->total_colors] >> 3) & 0x01;
bit2 = (color_prom[Machine->drv->total_colors] >> 2) & 0x01;
*(palette++) = 0x46 * bit0 + 0x53 * bit1 + 0x66 * bit2;
/* blue component */
bit0 = (color_prom[Machine->drv->total_colors] >> 1) & 0x01;
bit1 = (color_prom[Machine->drv->total_colors] >> 0) & 0x01;
*(palette++) = 0x53 * bit0 + 0x7b * bit1;
}
color_prom++;
}
/* There are 512 unique colors, which seem to be organized in 8 blocks */
/* of 64. In each block, colors are not in the usual sequential order */
/* but in interleaved order, like Phoenix. Additionally, colors for */
/* background and sprites are interleaved. */
for (i = 0;i < 8;i++)
{
for (j = 0;j < 4;j++)
{
for (k = 0;k < 8;k++)
{
/* swap j and k to make the colors sequential */
COLOR(0,32 * i + 8 * j + k) = 64 * i + 8 * k + 2*j;
}
}
}
for (i = 0;i < 8;i++)
{
for (j = 0;j < 4;j++)
{
for (k = 0;k < 8;k++)
{
/* swap j and k to make the colors sequential */
COLOR(1,32 * i + 8 * j + k) = 64 * i + 8 * k + 2*j+1;
}
}
}
}
WRITE_HANDLER( zaccaria_attributes_w )
{
if ((offset & 1) && zaccaria_attributesram[offset] != data)
{
int i;
for (i = offset / 2;i < videoram_size;i += 32)
dirtybuffer[i] = 1;
}
zaccaria_attributesram[offset] = 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 zaccaria_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;
dirtybuffer[offs] = 0;
sx = offs % 32;
sy = offs / 32;
drawgfx(tmpbitmap,Machine->gfx[0],
videoram[offs] + ((colorram[offs] & 0x03) << 8),
4 * (zaccaria_attributesram[2 * (offs % 32) + 1] & 0x07)
+ ((colorram[offs] & 0x0c) >> 2),
0,0,
8*sx,8*sy,
0,TRANSPARENCY_NONE,0);
}
}
/* copy the temporary bitmap to the screen */
{
int scroll[32];
for (offs = 0;offs < 32;offs++)
scroll[offs] = -zaccaria_attributesram[2 * offs];
copyscrollbitmap(bitmap,tmpbitmap,0,0,32,scroll,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
}
/* draw sprites */
/* TODO: sprites have 32 color codes, but we are using only 8. In Jack */
/* Rabbit the extra codes are all duplicates, but there is a quadruple */
/* of codes in Money Money which contains two different combinations. */
/* TODO: sprite placement is not perfect, I made the Jack Rabbit mouth */
/* animation correct but this moves one pixel to the left the sprite */
/* which masks the holes when you fall in them. The hardware is probably */
/* similar to Amidar, but the code in the Amidar driver is not good either. */
for (offs = 0;offs < spriteram_2_size;offs += 4)
{
drawgfx(bitmap,Machine->gfx[1],
(spriteram_2[offs + 2] & 0x3f) + (spriteram_2[offs + 1] & 0xc0),
4 * (spriteram_2[offs + 1] & 0x07),
spriteram_2[offs + 2] & 0x40,spriteram_2[offs + 2] & 0x80,
spriteram_2[offs + 3] + 1,242 - spriteram_2[offs],
&spritevisiblearea,TRANSPARENCY_PEN,0);
}
for (offs = 0;offs < spriteram_size;offs += 4)
{
drawgfx(bitmap,Machine->gfx[1],
(spriteram[offs + 1] & 0x3f) + (spriteram[offs + 2] & 0xc0),
4 * (spriteram[offs + 2] & 0x07),
spriteram[offs + 1] & 0x40,spriteram[offs + 1] & 0x80,
spriteram[offs + 3] + 1,242 - spriteram[offs],
&spritevisiblearea,TRANSPARENCY_PEN,0);
}
}