diff options
Diffstat (limited to 'src/mame/video/dec8.cpp')
-rw-r--r-- | src/mame/video/dec8.cpp | 48 |
1 files changed, 0 insertions, 48 deletions
diff --git a/src/mame/video/dec8.cpp b/src/mame/video/dec8.cpp index cf46a380697..e842fe720ed 100644 --- a/src/mame/video/dec8.cpp +++ b/src/mame/video/dec8.cpp @@ -46,54 +46,6 @@ sprites. #include "emu.h" #include "includes/dec8.h" -/*************************************************************************** - - Convert the color PROMs into a more useable format. - - Real Ghostbusters has two 1024x8 palette PROM, other games in this driver - use palette RAM. - - Real Ghostbusters, Cobra Command, Gondomania, Oscar at least are confirmed - to use two custom resistor packs marked DECO RM-C3 to convert the digital - palette for analog output. - - Each pack contains two channels with resistor values of 220 ohms, - 470 ohms, 1 kohm, 2.2 kohm and 4.8 kohm, however the highest resistance is - not used as these games are only 4 bits per channel. - - This leads to weightings per bit of 0xe, 0x1f, 0x43, 0x8f. - -***************************************************************************/ - -PALETTE_INIT_MEMBER(dec8_state,ghostb) -{ - const uint8_t *color_prom = memregion("proms")->base(); - int i; - - for (i = 0; i < palette.entries(); i++) - { - int bit0, bit1, bit2, bit3, r, g, b; - - bit0 = (color_prom[i] >> 0) & 0x01; - bit1 = (color_prom[i] >> 1) & 0x01; - bit2 = (color_prom[i] >> 2) & 0x01; - bit3 = (color_prom[i] >> 3) & 0x01; - r = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3; - bit0 = (color_prom[i] >> 4) & 0x01; - bit1 = (color_prom[i] >> 5) & 0x01; - bit2 = (color_prom[i] >> 6) & 0x01; - bit3 = (color_prom[i] >> 7) & 0x01; - g = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3; - bit0 = (color_prom[i + palette.entries()] >> 0) & 0x01; - bit1 = (color_prom[i + palette.entries()] >> 1) & 0x01; - bit2 = (color_prom[i + palette.entries()] >> 2) & 0x01; - bit3 = (color_prom[i + palette.entries()] >> 3) & 0x01; - b = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3; - - palette.set_pen_color(i, rgb_t(r, g, b)); - } -} - WRITE8_MEMBER(dec8_state::dec8_bg_data_w) { m_bg_data[offset] = data; |