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AmigActive 10
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AACD 10.iso
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AACD
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MAME
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src
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vidhrdw
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zodiack.c
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C/C++ Source or Header
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2000-05-04
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5KB
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245 lines
/***************************************************************************
vidhrdw.c
Functions to emulate the video hardware of the machine.
***************************************************************************/
#include "driver.h"
#include "vidhrdw/generic.h"
unsigned char *zodiack_videoram2;
extern unsigned char *galaxian_attributesram;
extern unsigned char *galaxian_bulletsram;
extern size_t galaxian_bulletsram_size;
extern int percuss_hardware;
static int flipscreen;
void zodiack_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])
/* first, the character/sprite palette */
for (i = 0;i < Machine->drv->total_colors-1; 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++;
}
/* white for bullets */
*(palette++) = 0xff;
*(palette++) = 0xff;
*(palette++) = 0xff;
for (i = 0;i < TOTAL_COLORS(0);i+=2)
{
COLOR(0,i ) = (32 + (i / 2));
COLOR(0,i+1) = (40 + (i / 2));
}
for (i = 0;i < TOTAL_COLORS(3);i++)
{
if ((i & 3) == 0) COLOR(3,i) = 0;
}
/* bullet */
COLOR(2, 0) = 0;
COLOR(2, 1) = 48;
}
WRITE_HANDLER( zodiac_flipscreen_w )
{
if (flipscreen != (!data))
{
flipscreen = !data;
memset(dirtybuffer, 1, videoram_size);
}
}
WRITE_HANDLER( zodiac_control_w )
{
/* Bit 0-1 - coin counters */
coin_counter_w(0, data & 0x02);
coin_counter_w(1, data & 0x01);
/* Bit 2 - ???? */
}
/***************************************************************************
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 zodiack_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
int offs;
/* draw the background characters */
for (offs = 0; offs < videoram_size; offs++)
{
int code,sx,sy,col;
if (!dirtybuffer[offs]) continue;
dirtybuffer[offs] = 0;
sy = offs / 32;
sx = offs % 32;
col = galaxian_attributesram[2 * sx + 1] & 0x07;
if (flipscreen)
{
sx = 31 - sx;
sy = 31 - sy;
}
code = videoram[offs];
drawgfx(tmpbitmap,Machine->gfx[3],
code,
col,
flipscreen, flipscreen,
8*sx, 8*sy,
0,TRANSPARENCY_NONE,0);
}
/* draw the foreground characters */
for (offs = 0; offs < videoram_size; offs++)
{
int code,sx,sy,col;
sy = offs / 32;
sx = offs % 32;
col = (galaxian_attributesram[2 * sx + 1] >> 4) & 0x07;
if (flipscreen)
{
sy = 31 - sy;
sx = 31 - sx;
}
code = zodiack_videoram2[offs];
drawgfx(bitmap,Machine->gfx[0],
code,
col,
flipscreen, flipscreen,
8*sx, 8*sy,
&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
}
/* copy the temporary bitmap to the screen */
{
int i, scroll[32];
if (flipscreen)
{
for (i = 0;i < 32;i++)
{
scroll[31-i] = galaxian_attributesram[2 * i];
}
}
else
{
for (i = 0;i < 32;i++)
{
scroll[i] = -galaxian_attributesram[2 * i];
}
}
copyscrollbitmap(bitmap,tmpbitmap,0,0,32,scroll,&Machine->drv->visible_area,TRANSPARENCY_COLOR,0);
}
/* draw the bullets */
for (offs = 0;offs < galaxian_bulletsram_size;offs += 4)
{
int x,y;
x = galaxian_bulletsram[offs + 3] + Machine->drv->gfxdecodeinfo[2].gfxlayout->width;
y = galaxian_bulletsram[offs + 1];
if (!percuss_hardware)
{
y = 255 - y;
}
drawgfx(bitmap,Machine->gfx[2],
0, /* this is just a dot, generated by the hardware */
0,
0,0,
x,y,
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
}
/* draw the sprites */
for (offs = spriteram_size - 4;offs >= 0;offs -= 4)
{
int flipx,flipy,sx,sy,spritecode;
sx = 240 - spriteram[offs + 3];
sy = 240 - spriteram[offs];
flipx = !(spriteram[offs + 1] & 0x40);
flipy = spriteram[offs + 1] & 0x80;
spritecode = spriteram[offs + 1] & 0x3f;
if (percuss_hardware)
{
sy = 240 - sy;
flipy = !flipy;
}
drawgfx(bitmap,Machine->gfx[1],
spritecode,
spriteram[offs + 2] & 0x07,
flipx,flipy,
sx,sy,
//flipscreen[0] ? &spritevisibleareaflipx : &spritevisiblearea,TRANSPARENCY_PEN,0);
//&spritevisiblearea,TRANSPARENCY_PEN,0);
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
}
}