/***************************************************************************
video.c
Functions to emulate the video hardware of the machine.
***************************************************************************/
#include "driver.h"
#include "appoooh.h"
UINT8 *appoooh_fg_videoram,*appoooh_fg_colorram;
UINT8 *appoooh_bg_videoram,*appoooh_bg_colorram;
#define CHR1_OFST 0x00 /* palette page of char set #1 */
#define CHR2_OFST 0x10 /* palette page of char set #2 */
static tilemap *fg_tilemap,*bg_tilemap;
static int scroll_x;
static int priority;
/***************************************************************************
Convert the color PROMs into a more useable format.
Palette information of appoooh is not known.
The palette decoder of Bank Panic was used for this driver.
Because these hardware is similar.
***************************************************************************/
PALETTE_INIT( appoooh )
{
int i;
#define TOTAL_COLORS(gfxn) (machine->gfx[gfxn]->total_colors * machine->gfx[gfxn]->color_granularity)
#define COLOR(gfxn,offs) (colortable[machine->drv->gfxdecodeinfo[gfxn].color_codes_start + offs])
for (i = 0;i < machine->drv->total_colors;i++)
{
int bit0,bit1,bit2,r,g,b;
/* red component */
bit0 = (*color_prom >> 0) & 0x01;
bit1 = (*color_prom >> 1) & 0x01;
bit2 = (*color_prom >> 2) & 0x01;
r = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
/* green component */
bit0 = (*color_prom >> 3) & 0x01;
bit1 = (*color_prom >> 4) & 0x01;
bit2 = (*color_prom >> 5) & 0x01;
g = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
/* blue component */
bit0 = 0;
bit1 = (*color_prom >> 6) & 0x01;
bit2 = (*color_prom >> 7) & 0x01;
b = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
palette_set_color(machine,i,MAKE_RGB(r,g,b));
color_prom++;
}
/* color_prom now points to the beginning of the lookup table */
/* charset #1 lookup table */
for (i = 0;i < TOTAL_COLORS(0);i++)
COLOR(0,i) = (*(color_prom++) & 0x0f)|CHR1_OFST;
/* charset #2 lookup table */
for (i = 0;i < TOTAL_COLORS(1);i++)
COLOR(1,i) = (*(color_prom++) & 0x0f)|CHR2_OFST;
/* TODO: the driver currently uses only 16 of the 32 color codes. */
/* 16-31 might be unused, but there might be a palette bank selector */
/* to use them somewhere in the game. */
}
PALETTE_INIT( robowres )
{
int i;
#define TOTAL_COLORS(gfxn) (machine->gfx[gfxn]->total_colors * machine->gfx[gfxn]->color_granularity)
#define COLOR(gfxn,offs) (colortable[machine->drv->gfxdecodeinfo[gfxn].color_codes_start + offs])
for (i = 0;i < machine->drv->total_colors;i++)
{
int bit0,bit1,bit2,r,g,b;
/* red component */
bit0 = (*color_prom >> 0) & 0x01;
bit1 = (*color_prom >> 1) & 0x01;
bit2 = (*color_prom >> 2) & 0x01;
r = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
/* green component */
bit0 = (*color_prom >> 3) & 0x01;
bit1 = (*color_prom >> 4) & 0x01;
bit2 = (*color_prom >> 5) & 0x01;
g = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
/* blue component */
bit0 = 0;
bit1 = (*color_prom >> 6) & 0x01;
bit2 = (*color_prom >> 7) & 0x01;
b = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
palette_set_color(machine,i,MAKE_RGB(r,g,b));
color_prom++;
}
/* color_prom now points to the beginning of the lookup table */
for (i = 0;i < 32*8;i++)
colortable[i]=(*(color_prom++) & 0x0f);
}
/***************************************************************************
Callbacks for the TileMap code
***************************************************************************/
static TILE_GET_INFO( get_fg_tile_info )
{
int code = appoooh_fg_videoram[tile_index] + 256 * ((appoooh_fg_colorram[tile_index]>>5) & 7);
SET_TILE_INFO(
0,
code,
appoooh_fg_colorram[tile_index]&0x0f,
(appoooh_fg_colorram[tile_index] & 0x10 ) ? TILEMAP_FLIPX : 0
);
}
static TILE_GET_INFO( get_bg_tile_info )
{
int code = appoooh_bg_videoram[tile_index] + 256 * ((appoooh_bg_colorram[tile_index]>>5) & 7);
SET_TILE_INFO(
1,
code,
appoooh_bg_colorram[tile_index]&0x0f,
(appoooh_bg_colorram[tile_index] & 0x10 ) ? TILEMAP_FLIPX : 0
);
}
/***************************************************************************
Start the video hardware emulation.
***************************************************************************/
VIDEO_START( appoooh )
{
fg_tilemap = tilemap_create(get_fg_tile_info,tilemap_scan_rows,TILEMAP_TYPE_PEN,8,8,32,32);
bg_tilemap = tilemap_create(get_bg_tile_info,tilemap_scan_rows,TILEMAP_TYPE_PEN, 8,8,32,32);
tilemap_set_transparent_pen(fg_tilemap,0);
tilemap_set_scrolldy(fg_tilemap,8,8);
tilemap_set_scrolldy(bg_tilemap,8,8);
}
WRITE8_HANDLER( appoooh_scroll_w )
{
scroll_x = data;
}
WRITE8_HANDLER( appoooh_fg_videoram_w )
{
appoooh_fg_videoram[offset] = data;
tilemap_mark_tile_dirty(fg_tilemap,offset);
}
WRITE8_HANDLER( appoooh_fg_colorram_w )
{
appoooh_fg_colorram[offset] = data;
tilemap_mark_tile_dirty(fg_tilemap,offset);
}
WRITE8_HANDLER( appoooh_bg_videoram_w )
{
appoooh_bg_videoram[offset] = data;
tilemap_mark_tile_dirty(bg_tilemap,offset);
}
WRITE8_HANDLER( appoooh_bg_colorram_w )
{
appoooh_bg_colorram[offset] = data;
tilemap_mark_tile_dirty(bg_tilemap,offset);
}
WRITE8_HANDLER( appoooh_out_w )
{
/* bit 0 controls NMI */
interrupt_enable_w(0,data & 0x01);
/* bit 1 flip screen */
flip_screen_set(data & 0x02);
/* bits 2-3 unknown */
/* bits 4-5 are playfield/sprite priority */
/* TODO: understand how this works, currently the only thing I do is draw */
/* the front layer behind sprites when priority == 0, and invert the sprite */
/* order when priority == 1 */
priority = (data & 0x30) >> 4;
/* bit 6 ROM bank select */
{
UINT8 *RAM = memory_region(REGION_CPU1);
memory_set_bankptr(1,&RAM[data&0x40 ? 0x10000 : 0x0a000]);
}
/* bit 7 unknown (used) */
}
static void appoooh_draw_sprites(mame_bitmap *dest_bmp,
const rectangle *cliprect,
const gfx_element *gfx,
UINT8 *sprite)
{
int offs;
for (offs = 0x20 - 4;offs >= 0;offs -= 4)
{
int sy = 240 - sprite[offs+0];
int code = (sprite[offs+1]>>2) + ((sprite[offs+2]>>5) & 0x07)*0x40;
int color = sprite[offs+2]&0x0f; /* TODO: bit 4 toggles continuously, what is it? */
int sx = sprite[offs+3];
int flipx = sprite[offs+1]&0x01;
if(sx>=248) sx -= 256;
if (flip_screen)
{
sx = 239 - sx;
sy = 239 - sy;
flipx = !flipx;
}
drawgfx( dest_bmp, gfx,
code,
color,
flipx,flip_screen,
sx, sy,
cliprect,
TRANSPARENCY_PEN , 0);
}
}
static void robowres_draw_sprites(mame_bitmap *dest_bmp,
const rectangle *cliprect,
const gfx_element *gfx,
UINT8 *sprite)
{
int offs;
for (offs = 0x20 - 4;offs >= 0;offs -= 4)
{
int sy = 240 - sprite[offs+0];
int code = 0x200 + (sprite[offs+1]>>2) + ((sprite[offs+2]>>5) & 0x07)*0x40;
int color = sprite[offs+2]&0x0f; /* TODO: bit 4 toggles continuously, what is it? */
int sx = sprite[offs+3];
int flipx = sprite[offs+1]&0x01;
if(sx>=248) sx -= 256;
if (flip_screen)
{
sx = 239 - sx;
sy = 239 - sy;
flipx = !flipx;
}
drawgfx( dest_bmp, gfx,
code,
color,
flipx,flip_screen,
sx, sy,
cliprect,
TRANSPARENCY_PEN , 0);
}
}
VIDEO_UPDATE( appoooh )
{
tilemap_draw(bitmap,cliprect,bg_tilemap,0,0);
if (priority == 0) /* fg behind sprites */
tilemap_draw(bitmap,cliprect,fg_tilemap,0,0);
/* draw sprites */
if (priority == 1)
{
/* sprite set #1 */
appoooh_draw_sprites( bitmap, cliprect, machine->gfx[2],spriteram);
/* sprite set #2 */
appoooh_draw_sprites( bitmap, cliprect, machine->gfx[3],spriteram_2);
}
else
{
/* sprite set #2 */
appoooh_draw_sprites( bitmap, cliprect, machine->gfx[3],spriteram_2);
/* sprite set #1 */
appoooh_draw_sprites( bitmap, cliprect, machine->gfx[2],spriteram);
}
if (priority != 0) /* fg in front of sprites */
tilemap_draw(bitmap,cliprect,fg_tilemap,0,0);
return 0;
}
VIDEO_UPDATE( robowres )
{
tilemap_draw(bitmap,cliprect,bg_tilemap,0,0);
if (priority == 0) /* fg behind sprites */
tilemap_draw(bitmap,cliprect,fg_tilemap,0,0);
/* draw sprites */
if (priority == 1)
{
/* sprite set #1 */
robowres_draw_sprites( bitmap, cliprect, machine->gfx[2],spriteram);
/* sprite set #2 */
robowres_draw_sprites( bitmap, cliprect, machine->gfx[3],spriteram_2);
}
else
{
/* sprite set #2 */
robowres_draw_sprites( bitmap, cliprect, machine->gfx[3],spriteram_2);
/* sprite set #1 */
robowres_draw_sprites( bitmap, cliprect, machine->gfx[2],spriteram);
}
if (priority != 0) /* fg in front of sprites */
tilemap_draw(bitmap,cliprect,fg_tilemap,0,0);
return 0;
}