diff options
Diffstat (limited to 'src/mame/video/deco32.cpp')
-rw-r--r-- | src/mame/video/deco32.cpp | 228 |
1 files changed, 225 insertions, 3 deletions
diff --git a/src/mame/video/deco32.cpp b/src/mame/video/deco32.cpp index 2ae5678448b..c79b6edd7c8 100644 --- a/src/mame/video/deco32.cpp +++ b/src/mame/video/deco32.cpp @@ -52,6 +52,25 @@ void deco32_state::palette_dma_w(u32 data) /******************************************************************************/ +// sprite and BG2/3 color banks are changeable at run time +void nslasher_state::tilemap_color_bank_w(u8 data) +{ + m_deco_tilegen[1]->set_tilemap_colour_bank(0, ((data >> 0) & 7) << 4); + m_deco_tilegen[1]->set_tilemap_colour_bank(1, ((data >> 3) & 7) << 4); +} + +void nslasher_state::sprite1_color_bank_w(u8 data) +{ + m_gfxdecode->gfx(3)->set_colorbase((data & 7) << 8); +} + +void nslasher_state::sprite2_color_bank_w(u8 data) +{ + m_gfxdecode->gfx(4)->set_colorbase((data & 7) << 8); +} + +/******************************************************************************/ + void deco32_state::video_start() { save_item(NAME(m_pri)); @@ -236,7 +255,7 @@ u32 fghthist_state::screen_update(screen_device &screen, bitmap_rgb32 &bitmap, c reference : https://www.youtube.com/watch?v=y73dJ6UQw8M (nslasher) */ -void nslasher_state::mixDualAlphaSprites(screen_device &screen, bitmap_rgb32 &bitmap, const rectangle &cliprect, gfx_element *gfx0, gfx_element *gfx1, int mixAlphaTilemap) +void nslasher_state::mix_nslasher(screen_device &screen, bitmap_rgb32 &bitmap, const rectangle &cliprect, gfx_element *gfx0, gfx_element *gfx1, int mixAlphaTilemap) { const pen_t *pens = m_deco_ace->pens(); const pen_t *pal0 = &pens[gfx0->colorbase()]; @@ -303,6 +322,7 @@ void nslasher_state::mixDualAlphaSprites(screen_device &screen, bitmap_rgb32 &bi coloffs = (((m_pri & 4) == 0) && sprite1_drawn) ? 0x800 : 0; /* Alpha values are tied to ACE ram... */ + // TODO : verify this from real hardware int alpha = ((!alpha1) || alpha2) ? m_deco_ace->get_alpha((col1 & 0x8) ? (0x4 + ((col1 & 0x3) / 2)) : ((col1 & 0x7) / 2)) : 0xff; /* I don't really understand how object ACE ram is really hooked up, @@ -377,7 +397,209 @@ void nslasher_state::mixDualAlphaSprites(screen_device &screen, bitmap_rgb32 &bi } } -u32 nslasher_state::screen_update(screen_device &screen, bitmap_rgb32 &bitmap, const rectangle &cliprect) +u32 nslasher_state::screen_update_nslasher(screen_device &screen, bitmap_rgb32 &bitmap, const rectangle &cliprect) +{ + bool alphaTilemap = false; + m_deco_tilegen[0]->pf_update(m_pf_rowscroll[0].get(), m_pf_rowscroll[1].get()); + m_deco_tilegen[1]->pf_update(m_pf_rowscroll[2].get(), m_pf_rowscroll[3].get()); + + /* This is not a conclusive test for deciding if tilemap needs alpha blending */ + if (m_deco_ace->get_aceram(0x17) != 0x0 && (m_pri & 3)) + alphaTilemap = true; + + screen.priority().fill(0, cliprect); + + bitmap.fill(m_deco_ace->pen(0x300), cliprect); // TODO : verify this from real hardware + + /* Draw sprites to temporary bitmaps, saving alpha & priority info for later mixing */ + m_sprgen[0]->set_pix_raw_shift(8); + m_sprgen[1]->set_pix_raw_shift(8); + + // sprites are flipped relative to tilemaps + m_sprgen[0]->set_flip_screen(true); + m_sprgen[1]->set_flip_screen(true); + m_sprgen[0]->draw_sprites(bitmap, cliprect, m_spriteram16_buffered[0].get(), 0x800); + m_sprgen[1]->draw_sprites(bitmap, cliprect, m_spriteram16_buffered[1].get(), 0x800); + + /* Render alpha-blended tilemap to separate buffer for proper mixing */ + m_tilemap_alpha_bitmap->fill(0, cliprect); + + /* Draw playfields & sprites */ + if (m_pri & 2) + { + m_deco_tilegen[1]->tilemap_12_combine_draw(screen, bitmap, cliprect, 0, 1, 1); + m_deco_tilegen[0]->tilemap_2_draw(screen, bitmap, cliprect, 0, 4); + } + else + { + m_deco_tilegen[1]->tilemap_2_draw(screen, bitmap, cliprect, 0, 1); + if (m_pri & 1) + { + m_deco_tilegen[0]->tilemap_2_draw(screen, bitmap, cliprect, 0, 2); + if (alphaTilemap) + m_deco_tilegen[1]->tilemap_1_draw(screen, *m_tilemap_alpha_bitmap, cliprect, 0, 4); + else + m_deco_tilegen[1]->tilemap_1_draw(screen, bitmap, cliprect, 0, 4); + } + else + { + m_deco_tilegen[1]->tilemap_1_draw(screen, bitmap, cliprect, 0, 2); + if (alphaTilemap) + m_deco_tilegen[0]->tilemap_2_draw(screen, *m_tilemap_alpha_bitmap, cliprect, 0, 4); + else + m_deco_tilegen[0]->tilemap_2_draw(screen, bitmap, cliprect, 0, 4); + } + } + + mix_nslasher(screen, bitmap, cliprect, m_gfxdecode->gfx(3), m_gfxdecode->gfx(4), alphaTilemap); + + m_deco_tilegen[0]->tilemap_1_draw(screen, bitmap, cliprect, 0, 0); + return 0; +} + +// different alpha blending behavior, priority? TODO : verify behavior from real hardware +// reference : https://www.youtube.com/watch?v=ax-_P3meUiA (review) +void nslasher_state::mix_tattass(screen_device &screen, bitmap_rgb32 &bitmap, const rectangle &cliprect, gfx_element *gfx0, gfx_element *gfx1, int mixAlphaTilemap) +{ + const pen_t *pens = m_deco_ace->pens(); + const pen_t *pal0 = &pens[gfx0->colorbase()]; + const pen_t *pal1 = &pens[gfx1->colorbase()]; + const pen_t *pal2 = &pens[m_gfxdecode->gfx((m_pri & 1) ? 1 : 2)->colorbase()]; + bitmap_ind16& sprite0_mix_bitmap = m_sprgen[0]->get_sprite_temp_bitmap(); + bitmap_ind16& sprite1_mix_bitmap = m_sprgen[1]->get_sprite_temp_bitmap(); + + /* Mix sprites into main bitmap, based on priority & alpha */ + for (int y = cliprect.top(); y <= cliprect.bottom(); y++) + { + const u16* sprite0 = &sprite0_mix_bitmap.pix16(y); + const u16* sprite1 = &sprite1_mix_bitmap.pix16(y); + const u16* alphaTilemap = &m_tilemap_alpha_bitmap->pix16(y); + const u8* tilemapPri = &screen.priority().pix8(y); + u32* destLine = &bitmap.pix32(y); + + for (int x = cliprect.left(); x <= cliprect.right(); x++) + { + const u16 priColAlphaPal0 = sprite0[x]; + const u16 priColAlphaPal1 = sprite1[x]; + const u16 pri0 = (priColAlphaPal0 & 0x6000) >> 13; + const u16 pri1 = (priColAlphaPal1 & 0x6000) >> 13; + const u16 col0 = (((priColAlphaPal0 & 0x0f00) >> 8) % gfx0->colors()) * gfx0->granularity(); + u16 col1 = ((priColAlphaPal1 & 0x3f00) >> 8); + const bool alpha1 = (priColAlphaPal1 & 0x8000); // Unknown behavior, just priority? + + // Apply sprite bitmap 0 according to priority rules + u16 coloffs = ((m_pri & 4) == 4) ? 0x800 : 0; + bool sprite1_drawn = false; + if ((priColAlphaPal0 & 0xff) != 0) + { + /* + Sprite 0 priority rules: + + 0 = Sprite above all layers + 1 = Sprite under top playfield + 2 = Sprite under top two playfields + 3 = Sprite under all playfields + */ + if ((pri0 & 0x3) == 0 || (pri0 & 0x3) == 1 || ((pri0 & 0x3) == 2 && mixAlphaTilemap)) // Spri0 on top of everything, or under alpha playfield + { + destLine[x] = pal0[coloffs | ((priColAlphaPal0 & 0xff) + col0)]; + sprite1_drawn = true; + } + else if ((pri0 & 0x3) == 2) // Spri0 under top playfield + { + if (tilemapPri[x] < 4) + { + destLine[x] = pal0[coloffs | ((priColAlphaPal0 & 0xff) + col0)]; + sprite1_drawn = true; + } + } + else // Spri0 under top & middle playfields + { + if (tilemapPri[x] < 2) + { + destLine[x] = pal0[coloffs | ((priColAlphaPal0 & 0xff) + col0)]; + sprite1_drawn = true; + } + } + } + + coloffs = (((m_pri & 4) == 4) && sprite1_drawn) ? 0x800 : 0; + /* Alpha values are tied to ACE ram... */ + int alpha = m_deco_ace->get_alpha(col1 / 8); + + /* I don't really understand how object ACE ram is really hooked up, + the only obvious place in Night Slashers is the stagecoach in level 2 */ + + col1 = ((col1 & 0xf) % gfx1->colors()) * gfx1->granularity(); + // Apply sprite bitmap 1 according to priority rules + if ((priColAlphaPal1 & 0xff) != 0) + { + // Apply alpha for this pixel based on Ace setting + if (alpha1) + { + /* + Alpha rules: + + Pri 0 - Over all tilemaps, but under sprite 0 pri 0, pri 1, pri 2 + Pri 1 - Under uppermost tilemap, sprite 0 pri 0, pri 1? + Pri 2 - + Pri 3 - + */ + + if (pri1 == 0 && (((priColAlphaPal0 & 0xff) == 0 || ((pri0 & 0x3) != 0 && (pri0 & 0x3) != 1 && (pri0 & 0x3) != 2)))) + { + if ((m_pri & 1) == 0 || ((m_pri & 1) == 1 && tilemapPri[x] < 4) || ((m_pri & 1) == 1 && + (mixAlphaTilemap && ((alphaTilemap[x] & 0xf) == 0)))) + destLine[x] = alpha_blend_r32(destLine[x], pal1[coloffs | ((priColAlphaPal1 & 0xff) + col1)], alpha); + } + else if (pri1 == 1 && ((m_pri & 1) == 0 || tilemapPri[x] < 4) + && ((priColAlphaPal0 & 0xff) == 0 || ((pri0 & 0x3) != 0 && (pri0 & 0x3) != 1))) + destLine[x] = alpha_blend_r32(destLine[x], pal1[coloffs | ((priColAlphaPal1 & 0xff) + col1)], alpha); + else if (pri1 == 2) // TODO + destLine[x] = alpha_blend_r32(destLine[x], pal1[coloffs | ((priColAlphaPal1 & 0xff) + col1)], alpha); + else if (pri1 == 3) // TODO + destLine[x] = alpha_blend_r32(destLine[x], pal1[coloffs | ((priColAlphaPal1 & 0xff) + col1)], alpha); + } + else + { + /* + Non alpha rules: + + Pri 0 - Under sprite 0 pri 0, over all tilemaps + */ + if (pri1 == 0 && ((priColAlphaPal0 & 0xff) == 0 || ((pri0 & 0x3) != 0))) + destLine[x] = alpha_blend_r32(destLine[x], pal1[coloffs | ((priColAlphaPal1 & 0xff) + col1)], alpha); + else if (pri1 == 1) // TODO + destLine[x] = alpha_blend_r32(destLine[x], pal1[coloffs | ((priColAlphaPal1 & 0xff) + col1)], alpha); + else if (pri1 == 2) // TODO + destLine[x] = alpha_blend_r32(destLine[x], pal1[coloffs | ((priColAlphaPal1 & 0xff) + col1)], alpha); + else if (pri1 == 3) // TODO + destLine[x] = alpha_blend_r32(destLine[x], pal1[coloffs | ((priColAlphaPal1 & 0xff) + col1)], alpha); + } + } + + /* Optionally mix in alpha tilemap */ + if (mixAlphaTilemap) + { + const u16 p = alphaTilemap[x]; + if (p & 0xf) + { + /* Alpha tilemap under top two sprite 0 priorities */ + if (((priColAlphaPal0 & 0xff) == 0 || (pri0 & 0x3) == 2 || (pri0 & 0x3) == 3) + && ((priColAlphaPal1 & 0xff) == 0 || (pri1 & 0x3) == 2 || (pri1 & 0x3) == 3 || alpha1)) + { + /* Alpha values are tied to ACE ram */ + int alpha = m_deco_ace->get_alpha(0x17 + (((p & 0xf0) >> 4) / 2)); + + destLine[x] = alpha_blend_r32(destLine[x], pal2[coloffs | p], alpha); + } + } + } + } + } +} + +u32 nslasher_state::screen_update_tattass(screen_device &screen, bitmap_rgb32 &bitmap, const rectangle &cliprect) { bool alphaTilemap = false; m_deco_tilegen[0]->pf_update(m_pf_rowscroll[0].get(), m_pf_rowscroll[1].get()); @@ -431,7 +653,7 @@ u32 nslasher_state::screen_update(screen_device &screen, bitmap_rgb32 &bitmap, c } } - mixDualAlphaSprites(screen, bitmap, cliprect, m_gfxdecode->gfx(3), m_gfxdecode->gfx(4), alphaTilemap); + mix_tattass(screen, bitmap, cliprect, m_gfxdecode->gfx(3), m_gfxdecode->gfx(4), alphaTilemap); m_deco_tilegen[0]->tilemap_1_draw(screen, bitmap, cliprect, 0, 0); return 0; |