#include "emu.h"
#include "includes/boogwing.h"
#include "video/deco16ic.h"
#include "video/decocomn.h"
static void draw_sprites( running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect, UINT16* spriteram_base, int gfx_region )
{
boogwing_state *state = machine.driver_data<boogwing_state>();
int offs;
int flipscreen = !flip_screen_get(machine);
UINT16 priority = decocomn_priority_r(state->m_decocomn, 0, 0xffff);
for (offs = 0x400 - 4; offs >= 0; offs -= 4)
{
int x, y, sprite, colour, multi, fx, fy, inc, flash, mult, pri = 0, spri = 0;
int alpha = 0xff;
sprite = spriteram_base[offs + 1];
if (!sprite)
continue;
y = spriteram_base[offs];
flash = y & 0x1000;
if (flash && (machine.primary_screen->frame_number() & 1))
continue;
x = spriteram_base[offs + 2];
colour = (x >> 9) & 0x1f;
fx = y & 0x2000;
fy = y & 0x4000;
multi = (1 << ((y & 0x0600) >> 9)) - 1; /* 1x, 2x, 4x, 8x height */
// Todo: This should be verified from the prom
if (gfx_region == 4)
{
// Sprite 2 priority vs sprite 1
if ((spriteram_base[offs + 2] & 0xc000) == 0xc000)
spri = 4;
else if ((spriteram_base[offs + 2] & 0xc000))
spri = 16;
else
spri = 64;
// Transparency
if (spriteram_base[offs + 2] & 0x2000)
alpha = 0x80;
if (priority == 0x2)
{
// Additional sprite alpha in this mode
if (spriteram_base[offs + 2] & 0x8000)
alpha = 0x80;
// Sprite vs playfield
if ((spriteram_base[offs + 2] & 0xc000) == 0xc000)
pri = 4;
else if ((spriteram_base[offs + 2] & 0xc000) == 0x8000)
pri = 16;
else
pri = 64;
}
else
{
if ((spriteram_base[offs + 2] & 0x8000) == 0x8000)
pri = 16;
else
pri = 64;
}
}
else
{
// Sprite 1 priority vs sprite 2
if (spriteram_base[offs + 2] & 0x8000) // todo - check only in pri mode 2??
spri = 8;
else
spri = 32;
// Sprite vs playfield
if (priority == 0x1)
{
if ((spriteram_base[offs + 2] & 0xc000))
pri = 16;
else
pri = 64;
}
else
{
if ((spriteram_base[offs + 2] & 0xc000) == 0xc000)
pri = 4;
else if ((spriteram_base[offs + 2] & 0xc000) == 0x8000)
pri = 16;
else
pri = 64;
}
}
x = x & 0x01ff;
y = y & 0x01ff;
if (x >= 320) x -= 512;
if (y >= 256) y -= 512;
y = 240 - y;
x = 304 - x;
sprite &= ~multi;
if (fy)
inc = -1;
else
{
sprite += multi;
inc = 1;
}
if (flipscreen)
{
y = 240 - y;
x = 304 - x;
if (fx) fx = 0; else fx = 1;
if (fy) fy = 0; else fy = 1;
mult = 16;
}
else
mult = -16;
while (multi >= 0)
{
decocomn_pdrawgfx(
state->m_decocomn,
bitmap, cliprect, machine.gfx[gfx_region],
sprite - multi * inc,
colour,
fx,fy,
x,y + mult * multi,
0, pri, spri, 0, alpha);
multi--;
}
}
}
SCREEN_UPDATE( boogwing )
{
boogwing_state *state = screen->machine().driver_data<boogwing_state>();
UINT16 flip = deco16ic_pf_control_r(state->m_deco_tilegen1, 0, 0xffff);
UINT16 priority = decocomn_priority_r(state->m_decocomn, 0, 0xffff);
flip_screen_set(screen->machine(), BIT(flip, 7));
deco16ic_pf_update(state->m_deco_tilegen1, state->m_pf1_rowscroll, state->m_pf2_rowscroll);
deco16ic_pf_update(state->m_deco_tilegen2, state->m_pf3_rowscroll, state->m_pf4_rowscroll);
/* Draw playfields */
decocomn_clear_sprite_priority_bitmap(state->m_decocomn);
bitmap_fill(bitmap, cliprect, screen->machine().pens[0x400]); /* pen not confirmed */
bitmap_fill(screen->machine().priority_bitmap, NULL, 0);
// bit&0x8 is definitely some kind of palette effect
// bit&0x4 combines playfields
if ((priority & 0x7) == 0x5)
{
deco16ic_tilemap_2_draw(state->m_deco_tilegen1, bitmap, cliprect, TILEMAP_DRAW_OPAQUE, 0);
deco16ic_tilemap_12_combine_draw(state->m_deco_tilegen2, bitmap, cliprect, 0, 32);
}
else if ((priority & 0x7) == 0x1 || (priority & 0x7) == 0x2)
{
deco16ic_tilemap_2_draw(state->m_deco_tilegen2, bitmap, cliprect, TILEMAP_DRAW_OPAQUE, 0);
deco16ic_tilemap_2_draw(state->m_deco_tilegen1, bitmap, cliprect, 0, 8);
deco16ic_tilemap_1_draw(state->m_deco_tilegen2, bitmap, cliprect, 0, 32);
}
else if ((priority & 0x7) == 0x3)
{
deco16ic_tilemap_2_draw(state->m_deco_tilegen2, bitmap, cliprect, TILEMAP_DRAW_OPAQUE, 0);
deco16ic_tilemap_2_draw(state->m_deco_tilegen1, bitmap, cliprect, 0, 8);
// This mode uses playfield 3 to shadow sprites & playfield 2 (instead of
// regular alpha-blending, the destination is inverted). Not yet implemented.
// deco16ic_tilemap_3_draw(state->m_deco_tilegen1, bitmap, cliprect, TILEMAP_DRAW_ALPHA(0x80), 32);
}
else
{
deco16ic_tilemap_2_draw(state->m_deco_tilegen2, bitmap, cliprect, TILEMAP_DRAW_OPAQUE, 0);
deco16ic_tilemap_1_draw(state->m_deco_tilegen2, bitmap, cliprect, 0, 8);
deco16ic_tilemap_2_draw(state->m_deco_tilegen1, bitmap, cliprect, 0, 32);
}
draw_sprites(screen->machine(), bitmap, cliprect, screen->machine().generic.buffered_spriteram.u16, 3);
draw_sprites(screen->machine(), bitmap, cliprect, screen->machine().generic.buffered_spriteram2.u16, 4);
deco16ic_tilemap_1_draw(state->m_deco_tilegen1, bitmap, cliprect, 0, 0);
return 0;
}