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// license:BSD-3-Clause
// copyright-holders:Aaron Giles
/***************************************************************************
Atari Arcade Classics hardware (prototypes)
Note: this video hardware has some similarities to Shuuz & company
The sprite offset registers are stored to 3EFF80
****************************************************************************/
#include "emu.h"
#include "video/atarimo.h"
#include "includes/arcadecl.h"
/*************************************
*
* Video system start
*
*************************************/
const atari_motion_objects_config arcadecl_state::s_mob_config =
{
0, /* index to which gfx system */
1, /* number of motion object banks */
1, /* are the entries linked? */
0, /* are the entries split? */
0, /* render in reverse order? */
0, /* render in swapped X/Y order? */
0, /* does the neighbor bit affect the next object? */
0, /* pixels per SLIP entry (0 for no-slip) */
0, /* pixel offset for SLIPs */
0, /* maximum number of links to visit/scanline (0=all) */
0x100, /* base palette entry */
0x100, /* maximum number of colors */
0, /* transparent pen index */
{{ 0x00ff,0,0,0 }}, /* mask for the link */
{{ 0,0x7fff,0,0 }}, /* mask for the code index */
{{ 0,0,0x000f,0 }}, /* mask for the color */
{{ 0,0,0xff80,0 }}, /* mask for the X position */
{{ 0,0,0,0xff80 }}, /* mask for the Y position */
{{ 0,0,0,0x0070 }}, /* mask for the width, in tiles*/
{{ 0,0,0,0x0007 }}, /* mask for the height, in tiles */
{{ 0,0x8000,0,0 }}, /* mask for the horizontal flip */
{{ 0 }}, /* mask for the vertical flip */
{{ 0 }}, /* mask for the priority */
{{ 0 }}, /* mask for the neighbor */
{{ 0 }}, /* mask for absolute coordinates */
{{ 0 }}, /* mask for the special value */
0 /* resulting value to indicate "special" */
};
void arcadecl_state::video_start()
{
m_mob->set_scroll(-12, 0x110);
}
/*************************************
*
* Main refresh
*
*************************************/
uint32_t arcadecl_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
// start drawing
m_mob->draw_async(cliprect);
// draw the playfield
sparkz_state::screen_update(screen, bitmap, cliprect);
// draw and merge the MO
bitmap_ind16 &mobitmap = m_mob->bitmap();
for (const sparse_dirty_rect *rect = m_mob->first_dirty_rect(cliprect); rect != nullptr; rect = rect->next())
for (int y = rect->top(); y <= rect->bottom(); y++)
{
uint16_t const *const mo = &mobitmap.pix(y);
uint16_t *const pf = &bitmap.pix(y);
for (int x = rect->left(); x <= rect->right(); x++)
if (mo[x] != 0xffff)
{
// not yet verified
pf[x] = mo[x];
}
}
return 0;
}
/*************************************
*
* Bitmap rendering
*
*************************************/
uint32_t sparkz_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
// update any dirty scanlines
for (int y = cliprect.top(); y <= cliprect.bottom(); y++)
{
const uint16_t *const src = &m_bitmap[256 * y];
uint16_t *const dst = &bitmap.pix(y);
/* regenerate the line */
for (int x = cliprect.left() & ~1; x <= cliprect.right(); x += 2)
{
int const bits = src[(x - 8) / 2];
dst[x + 0] = bits >> 8;
dst[x + 1] = bits & 0xff;
}
}
return 0;
}
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