/***************************************************************************
Atari Arcade Classics hardware (prototypes)
Note: this video hardware has some similarities to Shuuz & company
The sprite offset registers are stored to 3EFF80
****************************************************************************/
#include "driver.h"
#include "machine/atarigen.h"
#include "arcadecl.h"
/*************************************
*
* Statics
*
*************************************/
static UINT8 has_mo;
/*************************************
*
* Video system start
*
*************************************/
VIDEO_START( arcadecl )
{
static const struct atarimo_desc modesc =
{
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 }}, /* mask for the graphics bank */
{{ 0,0x7fff,0,0 }}, /* mask for the code index */
{{ 0 }}, /* mask for the upper 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" */
0, /* callback routine for special entries */
};
/* initialize the playfield */
rampart_bitmap_init(machine, 43*8, 30*8);
/* initialize the motion objects */
atarimo_init(machine, 0, &modesc);
/* set the intial scroll offset */
atarimo_set_xscroll(0, -4);
atarimo_set_yscroll(0, 0x110);
has_mo = (machine->gfx[0]->total_elements > 10);
}
/*************************************
*
* Main refresh
*
*************************************/
VIDEO_UPDATE( arcadecl )
{
/* draw the playfield */
rampart_bitmap_render(machine, bitmap, cliprect);
/* draw and merge the MO */
if (has_mo)
{
struct atarimo_rect_list rectlist;
mame_bitmap *mobitmap;
int x, y, r;
mobitmap = atarimo_render(machine, 0, cliprect, &rectlist);
for (r = 0; r < rectlist.numrects; r++, rectlist.rect++)
for (y = rectlist.rect->min_y; y <= rectlist.rect->max_y; y++)
{
UINT16 *mo = (UINT16 *)mobitmap->base + mobitmap->rowpixels * y;
UINT16 *pf = (UINT16 *)bitmap->base + bitmap->rowpixels * y;
for (x = rectlist.rect->min_x; x <= rectlist.rect->max_x; x++)
if (mo[x])
{
/* not yet verified
*/
pf[x] = mo[x];
/* erase behind ourselves */
mo[x] = 0;
}
}
}
return 0;
}