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// license:BSD-3-Clause
// copyright-holders:Bryan McPhail, Charles MacDonald, David Haywood
/***************************************************************************
Uses Data East custom chip 55 for backgrounds, with a special 8bpp mode
2 times custom chips 52/71 for sprites.
***************************************************************************/
#include "emu.h"
#include "includes/sshangha.h"
/******************************************************************************/
void sshangha_state::video_w(uint16_t data)
{
/* 0x4: Special video mode, other bits unknown */
m_video_control = data;
// popmessage("%04x", data);
}
/******************************************************************************/
void sshangha_state::video_start()
{
m_sprgen1->alloc_sprite_bitmap();
m_sprgen2->alloc_sprite_bitmap();
save_item(NAME(m_video_control));
}
/******************************************************************************/
uint32_t sshangha_state::screen_update(screen_device &screen, bitmap_rgb32 &bitmap, const rectangle &cliprect)
{
const bool combine_tilemaps = (m_video_control&4) ? false : true;
// sprites are flipped relative to tilemaps
uint16_t flip = m_tilegen->pf_control_r(0);
flip_screen_set(BIT(flip, 7));
m_sprgen1->set_flip_screen(!BIT(flip, 7));
m_sprgen2->set_flip_screen(!BIT(flip, 7));
// render sprites to temp bitmaps
m_sprgen1->draw_sprites(bitmap, cliprect, m_spriteram, 0x400);
m_sprgen2->draw_sprites(bitmap, cliprect, m_spriteram2, 0x400);
// draw / mix
bitmap.fill(m_palette->black_pen(), cliprect);
m_tilegen->pf_update(m_pf1_rowscroll, m_pf2_rowscroll);
// TODO: fully verify draw order / priorities
/* the tilemap 4bpp + 4bpp = 8bpp mixing actually seems external to the tilemap, note video_control is not part of the tilemap chip */
if (combine_tilemaps)
m_tilegen->tilemap_12_combine_draw(screen, bitmap, cliprect, 0, 0);
else
m_tilegen->tilemap_2_draw(screen, bitmap, cliprect, 0, 0);
// pri, primask,palbase,palmask
m_sprgen1->inefficient_copy_sprite_bitmap(bitmap, cliprect, 0x000, 0x000, 0x200, 0x0ff); // low+high pri spr1 (definitely needs to be below low pri spr2 - game tiles & definitely needs to be below tilemap1 - lightning on win screen in traditional mode)
m_sprgen2->inefficient_copy_sprite_bitmap(bitmap, cliprect, 0x200, 0x200, 0x000, 0x0ff); // low pri spr2 (definitely needs to be below tilemap1 - 2nd level failure screen etc.)
if (!combine_tilemaps)
m_tilegen->tilemap_1_draw(screen, bitmap, cliprect, 0, 0);
// pri, primask,palbase,palmask
m_sprgen2->inefficient_copy_sprite_bitmap(bitmap, cliprect, 0x000, 0x200, 0x000, 0x0ff); // high pri spr2 (definitely needs to be above tilemap1 - title logo)
return 0;
}
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