diff options
Diffstat (limited to 'src/mame/video/asuka.cpp')
-rw-r--r-- | src/mame/video/asuka.cpp | 42 |
1 files changed, 11 insertions, 31 deletions
diff --git a/src/mame/video/asuka.cpp b/src/mame/video/asuka.cpp index 33f98594e31..7fc322895ed 100644 --- a/src/mame/video/asuka.cpp +++ b/src/mame/video/asuka.cpp @@ -8,10 +8,16 @@ SPRITE READ AND WRITE HANDLERS **************************************************************/ -void asuka_state::asuka_spritectrl_w(u16 data) +void asuka_state::asuka_colpri_cb(u32 &sprite_colbank, u32 &pri_mask, u16 sprite_ctrl) { - /* Bits 2-5 are color bank; in asuka games bit 0 is global priority */ - m_pc090oj->set_sprite_ctrl(((data & 0x3c) >> 2) | ((data & 0x1) << 15)); + sprite_colbank = (sprite_ctrl & 0x3c) << 2; + pri_mask = (sprite_ctrl & 1) ? 0xfc : 0xf0; /* variable sprite/tile priority */ +} + +void asuka_state::bonzeadv_colpri_cb(u32 &sprite_colbank, u32 &pri_mask, u16 sprite_ctrl) +{ + sprite_colbank = (sprite_ctrl & 0x3c) << 2; + pri_mask = 0xf0; /* sprites over top bg layer */ } @@ -19,32 +25,7 @@ void asuka_state::asuka_spritectrl_w(u16 data) SCREEN REFRESH **************************************************************/ -uint32_t asuka_state::screen_update_asuka(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) -{ - u8 layer[3]; - - m_tc0100scn->tilemap_update(); - - layer[0] = m_tc0100scn->bottomlayer(); - layer[1] = layer[0] ^ 1; - layer[2] = 2; - - screen.priority().fill(0, cliprect); - - /* Ensure screen blanked even when bottom layer not drawn due to disable bit */ - bitmap.fill(0, cliprect); - - m_tc0100scn->tilemap_draw(screen, bitmap, cliprect, layer[0], TILEMAP_DRAW_OPAQUE, 1); - m_tc0100scn->tilemap_draw(screen, bitmap, cliprect, layer[1], 0, 2); - m_tc0100scn->tilemap_draw(screen, bitmap, cliprect, layer[2], 0, 4); - - /* Sprites may be over or under top bg layer */ - m_pc090oj->draw_sprites(bitmap, cliprect, screen.priority(), 2); - return 0; -} - - -uint32_t asuka_state::screen_update_bonzeadv(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) +uint32_t asuka_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { u8 layer[3]; @@ -63,7 +44,6 @@ uint32_t asuka_state::screen_update_bonzeadv(screen_device &screen, bitmap_ind16 m_tc0100scn->tilemap_draw(screen, bitmap, cliprect, layer[1], 0, 2); m_tc0100scn->tilemap_draw(screen, bitmap, cliprect, layer[2], 0, 4); - /* Sprites are always over both bg layers */ - m_pc090oj->draw_sprites(bitmap, cliprect, screen.priority(), 0); + m_pc090oj->draw_sprites(screen, bitmap, cliprect); return 0; } |