// license:BSD-3-Clause
// copyright-holders:Bryan McPhail
/***************************************************************************
Caveman Ninja Video emulation - Bryan McPhail, mish@tendril.co.uk
****************************************************************************/
#include "emu.h"
#include "includes/cninja.h"
/******************************************************************************/
VIDEO_START_MEMBER(cninja_state,stoneage)
{
/* The bootleg has broken scroll registers */
m_deco_tilegen[0]->set_scrolldx(3, 0, -10, -10); /* pf4 16x16 tilemap */
m_deco_tilegen[0]->set_scrolldx(1, 0, -10, -10); /* pf2 16x16 tilemap */
m_deco_tilegen[0]->set_scrolldx(0, 1, 2, 2); /* pf1 8x8 tilemap */
}
/******************************************************************************/
/* The bootleg sprites are in a different format! */
void cninja_state::cninjabl_draw_sprites( screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect )
{
uint16_t *buffered_spriteram = m_spriteram[0]->buffer();
int offs;
int endoffs;
// bootleg seems to use 0x180 as an end of list marker
// find it first, so we can use normal list processing
endoffs = 0x400 - 4;
for (offs = 0; offs < 0x400 - 4 ; offs += 4)
{
int y = buffered_spriteram[offs + 1];
if (y == 0x180)
{
endoffs = offs;
offs = 0x400 - 4;
}
}
for (offs = endoffs; offs >=0 ; offs -= 4)
{
int x, y, sprite, colour, multi, fx, fy, inc, flash, mult, pri = 0;
sprite = buffered_spriteram[offs + 0]; // changed on bootleg!
y = buffered_spriteram[offs + 1]; // changed on bootleg!
if (!sprite)
continue;
x = buffered_spriteram[offs + 2];
/* Sprite/playfield priority */
switch (x & 0xc000)
{
case 0x0000: pri = 0; break;
case 0x4000: pri = 0xf0; break;
case 0x8000: pri = 0xf0 | 0xcc; break;
case 0xc000: pri = 0xf0 | 0xcc; break; /* Perhaps 0xf0|0xcc|0xaa (Sprite under bottom layer) */
}
flash = y & 0x1000;
if (flash && (m_screen->frame_number() & 1))
continue;
colour = (x >> 9) & 0x1f;
fx = y & 0x2000;
fy = y & 0x4000;
multi = (1 << ((y & 0x0600) >> 9)) - 1; /* 1x, 2x, 4x, 8x height */
y -= multi * 16; // changed on bootleg!
y += 4;
x = x & 0x01ff;
y = y & 0x01ff;
if (x >= 256) x -= 512;
if (y >= 256) y -= 512;
x = 240 - x;
y = 240 - y;
//sprite &= ~multi;
if (fy)
inc = -1;
else
{
sprite += multi;
inc = 1;
}
if (flip_screen())
{
y = 240 - y;
x = 240 - x;
if (fx) fx = 0; else fx = 1;
if (fy) fy = 0; else fy = 1;
mult = 16;
}
else
mult = -16;
while (multi >= 0)
{
m_gfxdecode->gfx(3)->prio_transpen(bitmap,cliprect,
sprite - multi * inc,
colour,
fx,fy,
x,y + mult * multi,
screen.priority(),pri,0);
multi--;
}
}
}
/******************************************************************************/
uint32_t cninja_state::screen_update_cninja(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
address_space &space = machine().dummy_space();
uint16_t flip = m_deco_tilegen[0]->pf_control_r(space, 0, 0xffff);
flip_screen_set(BIT(flip, 7));
m_sprgen[0]->set_flip_screen(BIT(flip, 7));
m_deco_tilegen[0]->pf_update(m_pf_rowscroll[0], m_pf_rowscroll[1]);
m_deco_tilegen[1]->pf_update(m_pf_rowscroll[2], m_pf_rowscroll[3]);
/* Draw playfields */
screen.priority().fill(0, cliprect);
bitmap.fill(512, cliprect);
m_deco_tilegen[1]->tilemap_2_draw(screen, bitmap, cliprect, TILEMAP_DRAW_OPAQUE, 1);
m_deco_tilegen[1]->tilemap_1_draw(screen, bitmap, cliprect, 0, 2);
m_deco_tilegen[0]->tilemap_2_draw(screen, bitmap, cliprect, TILEMAP_DRAW_LAYER1, 2);
m_deco_tilegen[0]->tilemap_2_draw(screen, bitmap, cliprect, TILEMAP_DRAW_LAYER0, 4);
m_sprgen[0]->draw_sprites(bitmap, cliprect, m_spriteram[0]->buffer(), 0x400);
m_deco_tilegen[0]->tilemap_1_draw(screen, bitmap, cliprect, 0, 0);
return 0;
}
uint32_t cninja_state::screen_update_cninjabl2(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
/* force layers to be enabled */
m_deco_tilegen[0]->set_enable(0, 1 );
m_deco_tilegen[0]->set_enable(1, 1 );
screen_update_cninja(screen, bitmap, cliprect);
return 0;
}
uint32_t cninja_state::screen_update_cninjabl(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
address_space &space = machine().dummy_space();
uint16_t flip = m_deco_tilegen[0]->pf_control_r(space, 0, 0xffff);
/* force layers to be enabled */
m_deco_tilegen[1]->set_enable(0, 1 );
m_deco_tilegen[1]->set_enable(1, 1 );
flip_screen_set(BIT(flip, 7));
m_deco_tilegen[0]->pf_update(m_pf_rowscroll[0], m_pf_rowscroll[1]);
m_deco_tilegen[1]->pf_update(m_pf_rowscroll[2], m_pf_rowscroll[3]);
/* Draw playfields */
screen.priority().fill(0, cliprect);
bitmap.fill(512, cliprect);
m_deco_tilegen[1]->tilemap_2_draw(screen, bitmap, cliprect, TILEMAP_DRAW_OPAQUE, 1);
m_deco_tilegen[1]->tilemap_1_draw(screen, bitmap, cliprect, 0, 2);
m_deco_tilegen[0]->tilemap_2_draw(screen, bitmap, cliprect, TILEMAP_DRAW_LAYER1, 2);
m_deco_tilegen[0]->tilemap_2_draw(screen, bitmap, cliprect, TILEMAP_DRAW_LAYER0, 4);
cninjabl_draw_sprites(screen, bitmap, cliprect);
m_deco_tilegen[0]->tilemap_1_draw(screen, bitmap, cliprect, 0, 0);
return 0;
}
uint32_t cninja_state::screen_update_edrandy(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
address_space &space = machine().dummy_space();
uint16_t flip = m_deco_tilegen[0]->pf_control_r(space, 0, 0xffff);
flip_screen_set(BIT(flip, 7));
m_sprgen[0]->set_flip_screen(BIT(flip, 7));
m_deco_tilegen[0]->pf_update(m_pf_rowscroll[0], m_pf_rowscroll[1]);
m_deco_tilegen[1]->pf_update(m_pf_rowscroll[2], m_pf_rowscroll[3]);
screen.priority().fill(0, cliprect);
bitmap.fill(0, cliprect);
m_deco_tilegen[1]->tilemap_2_draw(screen, bitmap, cliprect, TILEMAP_DRAW_OPAQUE, 1);
m_deco_tilegen[1]->tilemap_1_draw(screen, bitmap, cliprect, 0, 2);
m_deco_tilegen[0]->tilemap_2_draw(screen, bitmap, cliprect, 0, 4);
m_sprgen[0]->draw_sprites(bitmap, cliprect, m_spriteram[0]->buffer(), 0x400);
m_deco_tilegen[0]->tilemap_1_draw(screen, bitmap, cliprect, 0, 0);
return 0;
}
uint32_t cninja_state::screen_update_robocop2(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
address_space &space = machine().dummy_space();
uint16_t flip = m_deco_tilegen[0]->pf_control_r(space, 0, 0xffff);
uint16_t priority = m_priority;
/* One of the tilemap chips can switch between 2 tilemaps at 4bpp, or 1 at 8bpp */
if (priority & 4)
{
m_deco_tilegen[0]->set_tilemap_colour_mask(2, 0);
m_deco_tilegen[0]->set_tilemap_colour_mask(3, 0);
m_deco_tilegen[1]->pf12_set_gfxbank(0, 4);
}
else
{
m_deco_tilegen[0]->set_tilemap_colour_mask(2, 0xf);
m_deco_tilegen[0]->set_tilemap_colour_mask(3, 0xf);
m_deco_tilegen[1]->pf12_set_gfxbank(0, 2);
}
/* Update playfields */
flip_screen_set(BIT(flip, 7));
m_sprgen[0]->set_flip_screen(BIT(flip, 7));
m_deco_tilegen[0]->pf_update(m_pf_rowscroll[0], m_pf_rowscroll[1]);
m_deco_tilegen[1]->pf_update(m_pf_rowscroll[2], m_pf_rowscroll[3]);
/* Draw playfields */
screen.priority().fill(0, cliprect);
bitmap.fill(0x200, cliprect);
if ((priority & 4) == 0)
m_deco_tilegen[1]->tilemap_2_draw(screen, bitmap, cliprect, TILEMAP_DRAW_OPAQUE, 1);
/* Switchable priority */
switch (priority & 0x8)
{
case 8:
m_deco_tilegen[0]->tilemap_2_draw(screen, bitmap, cliprect, 0, 2);
m_deco_tilegen[1]->tilemap_1_draw(screen, bitmap, cliprect, 0, 4);
break;
default:
case 0:
m_deco_tilegen[1]->tilemap_1_draw(screen, bitmap, cliprect, 0, 2);
m_deco_tilegen[0]->tilemap_2_draw(screen, bitmap, cliprect, 0, 4);
break;
}
m_sprgen[0]->draw_sprites(bitmap, cliprect, m_spriteram[0]->buffer(), 0x400);
m_deco_tilegen[0]->tilemap_1_draw(screen, bitmap, cliprect, 0, 0);
return 0;
}
VIDEO_START_MEMBER(cninja_state,mutantf)
{
m_sprgen[0]->alloc_sprite_bitmap();
m_sprgen[1]->alloc_sprite_bitmap();
}
uint32_t cninja_state::screen_update_mutantf(screen_device &screen, bitmap_rgb32 &bitmap, const rectangle &cliprect)
{
address_space &space = machine().dummy_space();
uint16_t flip = m_deco_tilegen[0]->pf_control_r(space, 0, 0xffff);
uint16_t priority = m_priority;
// sprites are flipped relative to tilemaps
flip_screen_set(BIT(flip, 7));
m_sprgen[0]->set_flip_screen(!BIT(flip, 7));
m_sprgen[1]->set_flip_screen(!BIT(flip, 7));
m_deco_tilegen[0]->pf_update(m_pf_rowscroll[0], m_pf_rowscroll[1]);
m_deco_tilegen[1]->pf_update(m_pf_rowscroll[2], m_pf_rowscroll[3]);
/* Draw playfields */
bitmap.fill(0x400, cliprect); /* Confirmed */
m_sprgen[0]->set_alt_format(true);
m_sprgen[1]->set_alt_format(true);
m_sprgen[1]->draw_sprites(bitmap, cliprect, m_spriteram[1]->buffer(), 0x400);
m_sprgen[0]->draw_sprites(bitmap, cliprect, m_spriteram[0]->buffer(), 0x400);
/* There is no priority prom on this board, but there is a
priority control word, the only values used in game appear
to be 2, 6 & 7 though:
Bit 0: If set sprite chip 2 above sprite chip 1 else vice versa
Bit 1: Always set?
Bit 2: Almost always set (Sometimes not set on screen transitions)
The other bits may control alpha blend on the 2nd sprite chip, or
layer order.
*/
m_deco_tilegen[1]->tilemap_2_draw(screen, bitmap, cliprect, TILEMAP_DRAW_OPAQUE, 0);
m_deco_tilegen[0]->tilemap_2_draw(screen, bitmap, cliprect, 0, 0);
m_deco_tilegen[1]->tilemap_1_draw(screen, bitmap, cliprect, 0, 0);
if (priority & 1)
{
m_sprgen[0]->inefficient_copy_sprite_bitmap(bitmap, cliprect, 0x0000, 0x0000, 0x100, 0x1ff);
m_sprgen[1]->inefficient_copy_sprite_bitmap(bitmap, cliprect, 0x0000, 0x0000, 1024+768, 0x0ff, 0x80); // fixed alpha of 0x80 for this layer?
}
else
{
m_sprgen[1]->inefficient_copy_sprite_bitmap(bitmap, cliprect, 0x0000, 0x0000, 1024+768, 0x0ff, 0x80); // fixed alpha of 0x80 for this layer?
m_sprgen[0]->inefficient_copy_sprite_bitmap(bitmap, cliprect, 0x0000, 0x0000, 0x100, 0x1ff);
}
m_deco_tilegen[0]->tilemap_1_draw(screen, bitmap, cliprect, 0, 0);
return 0;
}