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// license:BSD-3-Clause
// copyright-holders:Nicola Salmoria
#include "emu.h"
#include "includes/galspnbl.h"
void galspnbl_state::galspnbl_palette(palette_device &palette) const
{
// initialize 555 RGB lookup
for (int i = 0; i < 32768; i++)
palette.set_pen_color(i + 1024, pal5bit(i >> 5), pal5bit(i >> 10), pal5bit(i >> 0));
}
void galspnbl_state::draw_background( bitmap_ind16 &bitmap, const rectangle &cliprect )
{
// int const screenscroll = 4 - (m_scroll[0] & 0xff);
for (offs_t offs = 0; offs < 0x20000; offs++)
{
int const y = offs >> 9;
int const x = offs & 0x1ff;
bitmap.pix(y, x) = 1024 + (m_bgvideoram[offs] >> 1);
}
}
void galspnbl_state::video_start()
{
/* allocate bitmaps */
m_screen->register_screen_bitmap(m_sprite_bitmap);
}
void galspnbl_state::mix_sprite_layer(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect, int pri)
{
for (int y = cliprect.top(); y <= cliprect.bottom(); y++)
{
uint16_t *const dd = &bitmap.pix(y);
uint16_t const *const sd2 = &m_sprite_bitmap.pix(y);
for (int x = cliprect.left(); x <= cliprect.right(); x++)
{
uint16_t sprpixel = (sd2[x]);
//uint16_t sprpri = (sprpixel >> 8) & 3;
uint16_t sprpri = (sprpixel >> 9) & 1; // only upper priority bit matters on the bootleg hw?
sprpixel &= 0xff;
if (sprpixel & 0xf)
{
if (sprpri == pri)
dd[x] = sprpixel;
}
// uint16_t sprbln = (sprpixel >> 10) & 1; // we handle 'blending' from the original as a simple on/off flicker in the bootleg sprite function, I don't think the bootleg hw can blend
}
}
}
uint32_t galspnbl_state::screen_update_galspnbl(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
int offs;
m_sprite_bitmap.fill(0, cliprect);
m_sprgen->gaiden_draw_sprites(screen, m_gfxdecode->gfx(1), cliprect, m_spriteram, 0, 0, flip_screen(), m_sprite_bitmap);
draw_background(bitmap, cliprect);
mix_sprite_layer(screen, bitmap, cliprect, 0);
for (offs = 0; offs < 0x1000 / 2; offs++)
{
int sx, sy, code, attr, color;
code = m_videoram[offs];
attr = m_colorram[offs];
color = (attr & 0x00f0) >> 4;
sx = offs % 64;
sy = offs / 64;
/* What is this? A priority/half transparency marker? */ // leftover blend flags from original spbactn game
if (!(attr & 0x0008))
{
m_gfxdecode->gfx(0)->transpen(bitmap,cliprect,
code,
color,
0,0,
// 16*sx + screenscroll,8*sy,
16*sx,8*sy,0);
}
}
mix_sprite_layer(screen, bitmap, cliprect, 1);
return 0;
}
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