/***************************************************************************
Blue Print
***************************************************************************/
#include "emu.h"
#include "includes/blueprnt.h"
/***************************************************************************
Convert the color PROMs into a more useable format.
Blue Print doesn't have color PROMs. For sprites, the ROM data is directly
converted into colors; for characters, it is converted through the color
code (bits 0-2 = RBG for 01 pixels, bits 3-5 = RBG for 10 pixels, 00 pixels
always black, 11 pixels use the OR of bits 0-2 and 3-5. Bit 6 is intensity
control)
***************************************************************************/
PALETTE_INIT( blueprnt )
{
int i;
for (i = 0; i < machine.total_colors(); i++)
{
UINT8 pen;
int r, g, b;
if (i < 0x200)
/* characters */
pen = ((i & 0x100) >> 5) |
((i & 0x002) ? ((i & 0x0e0) >> 5) : 0) |
((i & 0x001) ? ((i & 0x01c) >> 2) : 0);
else
/* sprites */
pen = i - 0x200;
r = ((pen >> 0) & 1) * ((pen & 0x08) ? 0xbf : 0xff);
g = ((pen >> 2) & 1) * ((pen & 0x08) ? 0xbf : 0xff);
b = ((pen >> 1) & 1) * ((pen & 0x08) ? 0xbf : 0xff);
palette_set_color(machine, i, MAKE_RGB(r, g, b));
}
}
WRITE8_HANDLER( blueprnt_videoram_w )
{
blueprnt_state *state = space->machine().driver_data<blueprnt_state>();
state->m_videoram[offset] = data;
tilemap_mark_tile_dirty(state->m_bg_tilemap, offset);
}
WRITE8_HANDLER( blueprnt_colorram_w )
{
blueprnt_state *state = space->machine().driver_data<blueprnt_state>();
state->m_colorram[offset] = data;
tilemap_mark_tile_dirty(state->m_bg_tilemap, offset);
}
WRITE8_HANDLER( blueprnt_flipscreen_w )
{
blueprnt_state *state = space->machine().driver_data<blueprnt_state>();
flip_screen_set(space->machine(), ~data & 0x02);
if (state->m_gfx_bank != ((data & 0x04) >> 2))
{
state->m_gfx_bank = ((data & 0x04) >> 2);
tilemap_mark_all_tiles_dirty_all(space->machine());
}
}
static TILE_GET_INFO( get_bg_tile_info )
{
blueprnt_state *state = machine.driver_data<blueprnt_state>();
int attr = state->m_colorram[tile_index];
int code = state->m_videoram[tile_index] + 256 * state->m_gfx_bank;
int color = attr & 0x7f;
tileinfo->category = (attr & 0x80) ? 1 : 0;
SET_TILE_INFO(0, code, color, 0);
}
VIDEO_START( blueprnt )
{
blueprnt_state *state = machine.driver_data<blueprnt_state>();
state->m_bg_tilemap = tilemap_create(machine, get_bg_tile_info, tilemap_scan_cols_flip_x, 8, 8, 32, 32);
tilemap_set_transparent_pen(state->m_bg_tilemap, 0);
tilemap_set_scroll_cols(state->m_bg_tilemap, 32);
state->save_item(NAME(state->m_gfx_bank));
}
static void draw_sprites( running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect )
{
blueprnt_state *state = machine.driver_data<blueprnt_state>();
int offs;
for (offs = 0; offs < state->m_spriteram_size; offs += 4)
{
int code = state->m_spriteram[offs + 1];
int sx = state->m_spriteram[offs + 3];
int sy = 240 - state->m_spriteram[offs];
int flipx = state->m_spriteram[offs + 2] & 0x40;
int flipy = state->m_spriteram[offs + 2 - 4] & 0x80; // -4? Awkward, isn't it?
if (flip_screen_get(machine))
{
sx = 248 - sx;
sy = 240 - sy;
flipx = !flipx;
flipy = !flipy;
}
// sprites are slightly misplaced, regardless of the screen flip
drawgfx_transpen(bitmap, cliprect, machine.gfx[1], code, 0, flipx, flipy, 2 + sx, sy - 1, 0);
}
}
SCREEN_UPDATE( blueprnt )
{
blueprnt_state *state = screen->machine().driver_data<blueprnt_state>();
int i;
if (flip_screen_get(screen->machine()))
for (i = 0; i < 32; i++)
tilemap_set_scrolly(state->m_bg_tilemap, i, state->m_scrollram[32 - i]);
else
for (i = 0; i < 32; i++)
tilemap_set_scrolly(state->m_bg_tilemap, i, state->m_scrollram[30 - i]);
bitmap_fill(bitmap, cliprect, get_black_pen(screen->machine()));
tilemap_draw(bitmap, cliprect, state->m_bg_tilemap, 0, 0);
draw_sprites(screen->machine(), bitmap, cliprect);
tilemap_draw(bitmap, cliprect, state->m_bg_tilemap, 1, 0);
return 0;
}