// license:BSD-3-Clause // copyright-holders:Bryan McPhail /*************************************************************************** Dec0 Video emulation - Bryan McPhail, mish@tendril.co.uk *********************************************************************/ #include "emu.h" #include "includes/dec0.h" /******************************************************************************/ /******************************************************************************/ void dec0_state::hbarrel_colpri_cb(u32 &colour, u32 &pri_mask) { pri_mask = GFX_PMASK_4; // above background, foreground if (colour & 8) { pri_mask |= GFX_PMASK_2; // behind foreground } } void dec0_state::bandit_colpri_cb(u32 &colour, u32 &pri_mask) { pri_mask = 0; // above all if (m_pri == 0) { pri_mask |= GFX_PMASK_4; // behind foreground } } /* HB always keeps pf2 on top of pf3, no need explicitly support priority register */ uint32_t dec0_state::screen_update_hbarrel(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { screen.priority().fill(0,cliprect); bool flip = m_tilegen[0]->get_flip_state(); m_tilegen[0]->set_flip_screen(flip); m_tilegen[1]->set_flip_screen(flip); m_tilegen[2]->set_flip_screen(flip); m_spritegen->set_flip_screen(flip); m_tilegen[2]->deco_bac06_pf_draw(screen,bitmap,cliprect,TILEMAP_DRAW_OPAQUE, 1); m_tilegen[1]->deco_bac06_pf_draw(screen,bitmap,cliprect,0, 2); m_tilegen[0]->deco_bac06_pf_draw(screen,bitmap,cliprect,0, 4); m_spritegen->draw_sprites(screen, bitmap, cliprect, m_gfxdecode->gfx(3), m_buffered_spriteram, 0x800/2); return 0; } /******************************************************************************/ void dec0_state::baddudes_tile_cb(tile_data &tileinfo, u32 &tile, u32 &colour, u32 &flags) { tileinfo.group = BIT(colour, 3) ? 1 : 0; } uint32_t dec0_state::screen_update_baddudes(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { bool flip = m_tilegen[0]->get_flip_state(); m_tilegen[0]->set_flip_screen(flip); m_tilegen[1]->set_flip_screen(flip); m_tilegen[2]->set_flip_screen(flip); m_spritegen->set_flip_screen(flip); /* WARNING: inverted wrt Midnight Resistance */ const u8 fg = (m_pri & 0x01) ? 1 : 2; const u8 bg = (m_pri & 0x01) ? 2 : 1; m_tilegen[bg]->deco_bac06_pf_draw(screen,bitmap,cliprect,TILEMAP_DRAW_OPAQUE, 0); m_tilegen[fg]->deco_bac06_pf_draw(screen,bitmap,cliprect,TILEMAP_DRAW_LAYER0 | TILEMAP_DRAW_LAYER1, 0); if (m_pri & 2) m_tilegen[bg]->deco_bac06_pf_draw(screen,bitmap,cliprect,TILEMAP_DRAW_LAYER0, 0); // upper 8 pens of upper 8 priority marked tiles /* Foreground pens only */ m_spritegen->draw_sprites(screen, bitmap, cliprect, m_gfxdecode->gfx(3), m_buffered_spriteram, 0x800/2); if (m_pri & 4) m_tilegen[fg]->deco_bac06_pf_draw(screen,bitmap,cliprect,TILEMAP_DRAW_LAYER0, 0); // upper 8 pens of upper 8 priority marked tiles /* Foreground pens only */ m_tilegen[0]->deco_bac06_pf_draw(screen,bitmap,cliprect,0, 0); return 0; } /******************************************************************************/ /* WARNING: inverted wrt Midnight Resistance */ /* Robocop uses it only for the title screen, so this might be just */ /* completely wrong. The top 8 bits of the register might mean */ /* something (they are 0x80 in midres, 0x00 here) */ void dec0_state::robocop_colpri_cb(u32 &colour, u32 &pri_mask) { pri_mask = 0; // above background, foreground if (m_pri & 0x02) { const u32 trans = (m_pri & 0x04) ? 0x08 : 0x00; if ((colour & 0x08) == trans) pri_mask |= GFX_PMASK_2; // behind foreground } } void dec0_state::midres_colpri_cb(u32 &colour, u32 &pri_mask) { pri_mask = 0; // above background, foreground if (m_pri & 0x02) { const u32 trans = (m_pri & 0x04) ? 0x00 : 0x08; if ((colour & 0x08) == trans) pri_mask |= GFX_PMASK_2; // behind foreground } } uint32_t dec0_state::screen_update_robocop(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { screen.priority().fill(0,cliprect); bool flip = m_tilegen[0]->get_flip_state(); m_tilegen[0]->set_flip_screen(flip); m_tilegen[1]->set_flip_screen(flip); m_tilegen[2]->set_flip_screen(flip); m_spritegen->set_flip_screen(flip); const u8 fg = (m_pri & 0x01) ? 2 : 1; const u8 bg = (m_pri & 0x01) ? 1 : 2; m_tilegen[bg]->deco_bac06_pf_draw(screen,bitmap,cliprect,TILEMAP_DRAW_OPAQUE, 1); m_tilegen[fg]->deco_bac06_pf_draw(screen,bitmap,cliprect,0, 2); m_spritegen->draw_sprites(screen, bitmap, cliprect, m_gfxdecode->gfx(3), m_buffered_spriteram, 0x800/2); m_tilegen[0]->deco_bac06_pf_draw(screen,bitmap,cliprect,0, 0); return 0; } uint32_t dec0_automat_state::screen_update_automat(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { screen.priority().fill(0,cliprect); // layer enables seem different... where are they? // the bootleg doesn't write these registers, I think they're hardcoded?, so fake them for compatibility with our implementation.. m_tilegen[0]->pf_control_0_w(0,0x0003, 0x00ff); // 8x8 m_tilegen[0]->pf_control_0_w(1,0x0003, 0x00ff); m_tilegen[0]->pf_control_0_w(2,0x0000, 0x00ff); m_tilegen[0]->pf_control_0_w(3,0x0001, 0x00ff); // dimensions m_tilegen[1]->pf_control_0_w(0,0x0082, 0x00ff); // 16x16 m_tilegen[1]->pf_control_0_w(1,0x0000, 0x00ff); m_tilegen[1]->pf_control_0_w(2,0x0000, 0x00ff); m_tilegen[1]->pf_control_0_w(3,0x0001, 0x00ff); // dimensions m_tilegen[2]->pf_control_0_w(0,0x0082, 0x00ff); // 16x16 m_tilegen[2]->pf_control_0_w(1,0x0003, 0x00ff); m_tilegen[2]->pf_control_0_w(2,0x0000, 0x00ff); m_tilegen[2]->pf_control_0_w(3,0x0001, 0x00ff); // dimensions // scroll registers got written elsewhere, copy them across m_tilegen[0]->pf_control_1_w(0,0x0000, 0xffff); // no scroll? m_tilegen[0]->pf_control_1_w(1,0x0000, 0xffff); // no scroll? m_tilegen[1]->pf_control_1_w(0,m_automat_scroll_regs[3] - 0x010a, 0xffff); m_tilegen[1]->pf_control_1_w(1,m_automat_scroll_regs[2], 0xffff); m_tilegen[2]->pf_control_1_w(0,m_automat_scroll_regs[1] - 0x0108, 0xffff); m_tilegen[2]->pf_control_1_w(1,m_automat_scroll_regs[0], 0xffff); bool flip = m_tilegen[0]->get_flip_state(); m_tilegen[0]->set_flip_screen(flip); m_tilegen[1]->set_flip_screen(flip); m_tilegen[2]->set_flip_screen(flip); m_spritegen->set_flip_screen(flip); const u8 fg = (m_pri & 0x01) ? 2 : 1; const u8 bg = (m_pri & 0x01) ? 1 : 2; m_tilegen[bg]->deco_bac06_pf_draw(screen,bitmap,cliprect,TILEMAP_DRAW_OPAQUE, 1); m_tilegen[fg]->deco_bac06_pf_draw(screen,bitmap,cliprect,0, 2); m_spritegen->draw_sprites_bootleg(screen, bitmap, cliprect, m_gfxdecode->gfx(3), m_buffered_spriteram, 0x800/2); // TODO : RAM size m_tilegen[0]->deco_bac06_pf_draw(screen,bitmap,cliprect,0, 0); return 0; } /******************************************************************************/ uint32_t dec0_state::screen_update_birdtry(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { bool flip = m_tilegen[0]->get_flip_state(); m_tilegen[0]->set_flip_screen(flip); m_tilegen[1]->set_flip_screen(flip); m_spritegen->set_flip_screen(flip); /* This game doesn't have the extra playfield chip on the game board, but the palette does show through. */ bitmap.fill(m_palette->pen(768), cliprect); m_tilegen[1]->deco_bac06_pf_draw(screen,bitmap,cliprect,0, 0); m_spritegen->draw_sprites(screen, bitmap, cliprect, m_gfxdecode->gfx(3), m_buffered_spriteram, 0x800/2); m_tilegen[0]->deco_bac06_pf_draw(screen,bitmap,cliprect,0, 0); return 0; } /******************************************************************************/ uint32_t dec0_state::screen_update_slyspy(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { bool flip = m_tilegen[0]->get_flip_state(); m_tilegen[0]->set_flip_screen(flip); m_tilegen[1]->set_flip_screen(flip); m_tilegen[2]->set_flip_screen(flip); m_spritegen->set_flip_screen(flip); m_tilegen[2]->deco_bac06_pf_draw(screen,bitmap,cliprect,TILEMAP_DRAW_OPAQUE, 0); m_tilegen[1]->deco_bac06_pf_draw(screen,bitmap,cliprect,TILEMAP_DRAW_LAYER0 | TILEMAP_DRAW_LAYER1, 0); m_spritegen->draw_sprites(screen, bitmap, cliprect, m_gfxdecode->gfx(3), m_buffered_spriteram, 0x800/2); /* Redraw top 8 pens of top 8 palettes over sprites */ if (m_pri & 0x80) m_tilegen[1]->deco_bac06_pf_draw(screen,bitmap,cliprect,TILEMAP_DRAW_LAYER0, 0); // upper 8 pens of upper 8 priority marked tiles m_tilegen[0]->deco_bac06_pf_draw(screen,bitmap,cliprect,0,0); return 0; } uint32_t dec0_automat_state::screen_update_secretab(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { // layer enables seem different... where are they? // the bootleg doesn't write these registers, I think they're hardcoded?, so fake them for compatibility with our implementation.. m_tilegen[0]->pf_control_0_w(0,0x0003, 0x00ff); // 8x8 m_tilegen[0]->pf_control_0_w(1,0x0003, 0x00ff); m_tilegen[0]->pf_control_0_w(2,0x0000, 0x00ff); m_tilegen[0]->pf_control_0_w(3,0x0001, 0x00ff); // dimensions m_tilegen[1]->pf_control_0_w(0,0x0082, 0x00ff); // 16x16 m_tilegen[1]->pf_control_0_w(1,0x0000, 0x00ff); m_tilegen[1]->pf_control_0_w(2,0x0000, 0x00ff); m_tilegen[1]->pf_control_0_w(3,0x0001, 0x00ff); // dimensions m_tilegen[2]->pf_control_0_w(0,0x0082, 0x00ff); // 16x16 m_tilegen[2]->pf_control_0_w(1,0x0003, 0x00ff); m_tilegen[2]->pf_control_0_w(2,0x0000, 0x00ff); m_tilegen[2]->pf_control_0_w(3,0x0001, 0x00ff); // dimensions // scroll registers got written elsewhere, copy them across m_tilegen[0]->pf_control_1_w(0,0x0000, 0xffff); // no scroll? m_tilegen[0]->pf_control_1_w(1,0x0000, 0xffff); // no scroll? m_tilegen[1]->pf_control_1_w(0,m_automat_scroll_regs[3] - 0x010a, 0xffff); m_tilegen[1]->pf_control_1_w(1,m_automat_scroll_regs[2], 0xffff); m_tilegen[2]->pf_control_1_w(0,m_automat_scroll_regs[1] - 0x0108, 0xffff); m_tilegen[2]->pf_control_1_w(1,m_automat_scroll_regs[0], 0xffff); bool flip = m_tilegen[0]->get_flip_state(); m_tilegen[0]->set_flip_screen(flip); m_tilegen[1]->set_flip_screen(flip); m_tilegen[2]->set_flip_screen(flip); m_spritegen->set_flip_screen(flip); m_tilegen[2]->deco_bac06_pf_draw(screen,bitmap,cliprect,TILEMAP_DRAW_OPAQUE, 0); m_tilegen[1]->deco_bac06_pf_draw(screen,bitmap,cliprect,TILEMAP_DRAW_LAYER0 | TILEMAP_DRAW_LAYER1, 0); m_spritegen->draw_sprites_bootleg(screen, bitmap, cliprect, m_gfxdecode->gfx(3), m_buffered_spriteram, 0x800/2); // TODO : RAM size /* Redraw top 8 pens of top 8 palettes over sprites */ if (m_pri & 0x80) m_tilegen[1]->deco_bac06_pf_draw(screen,bitmap,cliprect,TILEMAP_DRAW_LAYER0, 0); // upper 8 pens of upper 8 priority marked tiles m_tilegen[0]->deco_bac06_pf_draw(screen,bitmap,cliprect,0,0); return 0; } /******************************************************************************/ void dec0_state::priority_w(offs_t offset, uint16_t data, uint16_t mem_mask) { COMBINE_DATA(&m_pri); } VIDEO_START_MEMBER(dec0_state,dec0_nodma) { save_item(NAME(m_pri)); m_buffered_spriteram = m_spriteram->live(); save_pointer(NAME(m_buffered_spriteram), 0x800/2); m_pri = 0; } VIDEO_START_MEMBER(dec0_state,dec0) { save_item(NAME(m_pri)); m_buffered_spriteram = m_spriteram->buffer(); save_pointer(NAME(m_buffered_spriteram), 0x800/2); m_pri = 0; } VIDEO_START_MEMBER(dec0_state,baddudes) { VIDEO_START_CALL_MEMBER(dec0); m_tilegen[1]->set_transmask(0, 0xffff, 0x0001); m_tilegen[1]->set_transmask(1, 0x00ff, 0xff01); m_tilegen[2]->set_transmask(0, 0xffff, 0x0001); m_tilegen[2]->set_transmask(1, 0x00ff, 0xff01); } VIDEO_START_MEMBER(dec0_state,slyspy) { VIDEO_START_CALL_MEMBER(dec0_nodma); m_tilegen[1]->set_transmask(0, 0xffff, 0x0001); m_tilegen[1]->set_transmask(1, 0x00ff, 0xff01); } /******************************************************************************/