/***************************************************************************
cosmic.c
emulation of video hardware of cosmic machines of 1979-1980(ish)
***************************************************************************/
#include "emu.h"
#include "includes/cosmic.h"
WRITE8_HANDLER( cosmic_color_register_w )
{
cosmic_state *state = space->machine().driver_data<cosmic_state>();
state->m_color_registers[offset] = data ? 1 : 0;
}
static pen_t panic_map_color( running_machine &machine, UINT8 x, UINT8 y )
{
cosmic_state *state = machine.driver_data<cosmic_state>();
offs_t offs = (state->m_color_registers[0] << 9) | (state->m_color_registers[2] << 10) | ((x >> 4) << 5) | (y >> 3);
pen_t pen = machine.region("user1")->base()[offs];
if (state->m_color_registers[1])
pen >>= 4;
return pen & 0x0f;
}
static pen_t cosmica_map_color( running_machine &machine, UINT8 x, UINT8 y )
{
cosmic_state *state = machine.driver_data<cosmic_state>();
offs_t offs = (state->m_color_registers[0] << 9) | ((x >> 4) << 5) | (y >> 3);
pen_t pen = machine.region("user1")->base()[offs];
if (state->m_color_registers[1]) // 0 according to the schematics, but that breaks alien formation colors
pen >>= 4;
return pen & 0x07;
}
static pen_t cosmicg_map_color( running_machine &machine, UINT8 x, UINT8 y )
{
cosmic_state *state = machine.driver_data<cosmic_state>();
offs_t offs = (state->m_color_registers[0] << 8) | (state->m_color_registers[1] << 9) | ((y >> 4) << 4) | (x >> 4);
pen_t pen = machine.region("user1")->base()[offs];
/* the upper 4 bits are for cocktail mode support */
return pen & 0x0f;
}
static pen_t magspot_map_color( running_machine &machine, UINT8 x, UINT8 y )
{
cosmic_state *state = machine.driver_data<cosmic_state>();
offs_t offs = (state->m_color_registers[0] << 9) | ((x >> 3) << 4) | (y >> 4);
pen_t pen = machine.region("user1")->base()[offs];
if (state->m_color_registers[1])
pen >>= 4;
return pen & state->m_magspot_pen_mask;
}
/*
* Panic Color table setup
*
* Bit 0 = RED, Bit 1 = GREEN, Bit 2 = BLUE
*
* First 8 colors are normal intensities
*
* But, bit 3 can be used to pull Blue via a 2k resistor to 5v
* (1k to ground) so second version of table has blue set to 2/3
*/
PALETTE_INIT( panic )
{
cosmic_state *state = machine.driver_data<cosmic_state>();
int i;
/* allocate the colortable */
machine.colortable = colortable_alloc(machine, 0x10);
/* create a lookup table for the palette */
for (i = 0; i < 0x10; i++)
{
int r = pal1bit(i >> 0);
int g = pal1bit(i >> 1);
int b = ((i & 0x0c) == 0x08) ? 0xaa : pal1bit(i >> 2);
colortable_palette_set_color(machine.colortable, i, MAKE_RGB(r, g, b));
}
/* background uses colors 0x00-0x0f */
for (i = 0; i < 0x0f; i++)
colortable_entry_set_value(machine.colortable, i, i);
/* sprites use colors 0x00-0x07 */
for (i = 0x10; i < 0x30; i++)
{
UINT8 ctabentry = color_prom[i - 0x10] & 0x07;
colortable_entry_set_value(machine.colortable, i, ctabentry);
}
state->m_map_color = panic_map_color;
}
/*
* Cosmic Alien Color table setup
*
* 8 colors, 16 sprite color codes
*
* Bit 0 = RED, Bit 1 = GREEN, Bit 2 = BLUE
*
*/
PALETTE_INIT( cosmica )
{
cosmic_state *state = machine.driver_data<cosmic_state>();
int i;
/* allocate the colortable */
machine.colortable = colortable_alloc(machine, 0x08);
/* create a lookup table for the palette */
for (i = 0; i < 0x08; i++)
{
rgb_t color = MAKE_RGB(pal1bit(i >> 0), pal1bit(i >> 1), pal1bit(i >> 2));
colortable_palette_set_color(machine.colortable, i, color);
}
/* background and sprites use colors 0x00-0x07 */
for (i = 0; i < 0x08; i++)
colortable_entry_set_value(machine.colortable, i, i);
for (i = 0x08; i < 0x28; i++)
{
UINT8 ctabentry;
ctabentry = (color_prom[i - 0x08] >> 0) & 0x07;
colortable_entry_set_value(machine.colortable, i + 0x00, ctabentry);
ctabentry = (color_prom[i - 0x08] >> 4) & 0x07;
colortable_entry_set_value(machine.colortable, i + 0x20, ctabentry);
}
state->m_map_color = cosmica_map_color;
}
/*
* Cosmic guerilla table setup
*
* Use AA for normal, FF for Full Red
* Bit 0 = R, bit 1 = G, bit 2 = B, bit 4 = High Red
*
* It's possible that the background is dark gray and not black, as the
* resistor chain would never drop to zero, Anybody know ?
*/
PALETTE_INIT( cosmicg )
{
cosmic_state *state = machine.driver_data<cosmic_state>();
int i;
for (i = 0; i < machine.total_colors(); i++)
{
int r = (i > 8) ? 0xff : 0xaa * ((i >> 0) & 1);
int g = 0xaa * ((i >> 1) & 1);
int b = 0xaa * ((i >> 2) & 1);
palette_set_color(machine, i, MAKE_RGB(r, g, b));
}
state->m_map_color = cosmicg_map_color;
}
PALETTE_INIT( magspot )
{
cosmic_state *state = machine.driver_data<cosmic_state>();
int i;
/* allocate the colortable */
machine.colortable = colortable_alloc(machine, 0x10);
/* create a lookup table for the palette */
for (i = 0; i < 0x10; i++)
{
int r = ((i & 0x09) == 0x08) ? 0xaa : pal1bit(i >> 0);
int g = pal1bit(i >> 1);
int b = pal1bit(i >> 2);
colortable_palette_set_color(machine.colortable, i, MAKE_RGB(r, g, b));
}
/* background uses colors 0x00-0x0f */
for (i = 0; i < 0x0f; i++)
colortable_entry_set_value(machine.colortable, i, i);
/* sprites use colors 0x00-0x0f */
for (i = 0x10; i < 0x30; i++)
{
UINT8 ctabentry = color_prom[i - 0x10] & 0x0f;
colortable_entry_set_value(machine.colortable, i, ctabentry);
}
state->m_map_color = magspot_map_color;
state->m_magspot_pen_mask = 0x0f;
}
PALETTE_INIT( nomnlnd )
{
cosmic_state *state = machine.driver_data<cosmic_state>();
int i;
/* allocate the colortable */
machine.colortable = colortable_alloc(machine, 0x10);
/* create a lookup table for the palette */
for (i = 0; i < 0x10; i++)
{
rgb_t color = MAKE_RGB(pal1bit(i >> 0), pal1bit(i >> 1), pal1bit(i >> 2));
colortable_palette_set_color(machine.colortable, i, color);
}
/* background uses colors 0x00-0x07 */
for (i = 0; i < 0x07; i++)
colortable_entry_set_value(machine.colortable, i, i);
/* sprites use colors 0x00-0x07 */
for (i = 0x10; i < 0x30; i++)
{
UINT8 ctabentry = color_prom[i - 0x10] & 0x07;
colortable_entry_set_value(machine.colortable, i, ctabentry);
}
state->m_map_color = magspot_map_color;
state->m_magspot_pen_mask = 0x07;
}
WRITE8_HANDLER( cosmic_background_enable_w )
{
cosmic_state *state = space->machine().driver_data<cosmic_state>();
state->m_background_enable = data;
}
static void draw_bitmap( running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect )
{
cosmic_state *state = machine.driver_data<cosmic_state>();
offs_t offs;
for (offs = 0; offs < state->m_videoram_size; offs++)
{
int i;
UINT8 data = state->m_videoram[offs];
UINT8 x = offs << 3;
UINT8 y = offs >> 5;
pen_t pen = state->m_map_color(machine, x, y);
for (i = 0; i < 8; i++)
{
if (data & 0x80)
{
if (flip_screen_get(machine))
*BITMAP_ADDR16(bitmap, 255-y, 255-x) = pen;
else
*BITMAP_ADDR16(bitmap, y, x) = pen;
}
x++;
data <<= 1;
}
}
}
static void draw_sprites( running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect, int color_mask, int extra_sprites )
{
cosmic_state *state = machine.driver_data<cosmic_state>();
int offs;
for (offs = state->m_spriteram_size - 4;offs >= 0;offs -= 4)
{
if (state->m_spriteram[offs] != 0)
{
int code, color;
code = ~state->m_spriteram[offs] & 0x3f;
color = ~state->m_spriteram[offs + 3] & color_mask;
if (extra_sprites)
code |= (state->m_spriteram[offs + 3] & 0x08) << 3;
if (state->m_spriteram[offs] & 0x80)
/* 16x16 sprite */
drawgfx_transpen(bitmap,cliprect,machine.gfx[0],
code, color,
0, ~state->m_spriteram[offs] & 0x40,
256-state->m_spriteram[offs + 2],state->m_spriteram[offs + 1],0);
else
/* 32x32 sprite */
drawgfx_transpen(bitmap,cliprect,machine.gfx[1],
code >> 2, color,
0, ~state->m_spriteram[offs] & 0x40,
256-state->m_spriteram[offs + 2],state->m_spriteram[offs + 1],0);
}
}
}
static void cosmica_draw_starfield( screen_device *screen, bitmap_t *bitmap, const rectangle *cliprect )
{
UINT8 y = 0;
UINT8 map = 0;
UINT8 *PROM = screen->machine().region("user2")->base();
while (1)
{
int va = y & 0x01;
int vb = (y >> 1) & 0x01;
UINT8 x = 0;
while (1)
{
UINT8 x1;
int hc, hb_;
if (flip_screen_get(screen->machine()))
x1 = x - screen->frame_number();
else
x1 = x + screen->frame_number();
hc = (x1 >> 2) & 0x01;
hb_ = (x >> 5) & 0x01; /* not a bug, this one is the real x */
if ((x1 & 0x1f) == 0)
// flip-flop at IC11 is clocked
map = PROM[(x1 >> 5) | (y >> 1 << 3)];
if (((!(hc & va)) & (vb ^ hb_)) && /* right network */
(((x1 ^ map) & (hc | 0x1e)) == 0x1e)) /* left network */
{
/* RGB order is reversed -- bit 7=R, 6=G, 5=B */
int col = (map >> 7) | ((map >> 5) & 0x02) | ((map >> 3) & 0x04);
*BITMAP_ADDR16(bitmap, y, x) = col;
}
x++;
if (x == 0) break;
}
y++;
if (y == 0) break;
}
}
static void devzone_draw_grid( running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect )
{
UINT8 y;
UINT8 *horz_PROM = machine.region("user2")->base();
UINT8 *vert_PROM = machine.region("user3")->base();
offs_t horz_addr = 0;
UINT8 count = 0;
UINT8 horz_data = 0;
UINT8 vert_data;
for (y = 32; y < 224; y++)
{
UINT8 x = 0;
while (1)
{
int x1;
/* for the vertical lines, each bit indicates
if there should be a line at the x position */
vert_data = vert_PROM[x >> 3];
/* the horizontal (perspective) lines are RLE encoded.
When the screen is flipped, the address should be
decrementing. But since it's just a mirrored image,
this is easier. */
if (count == 0)
count = horz_PROM[horz_addr++];
count++;
if (count == 0)
horz_data = horz_PROM[horz_addr++];
for (x1 = 0; x1 < 8; x1++)
{
if (!(vert_data & horz_data & 0x80)) /* NAND gate */
{
/* blue */
if (flip_screen_get(machine))
*BITMAP_ADDR16(bitmap, 255-y, 255-x) = 4;
else
*BITMAP_ADDR16(bitmap, y, x) = 4;
}
horz_data = (horz_data << 1) | 0x01;
vert_data = (vert_data << 1) | 0x01;
x++;
}
if (x == 0) break;
}
}
}
static void nomnlnd_draw_background( screen_device *screen, bitmap_t *bitmap, const rectangle *cliprect )
{
UINT8 y = 0;
UINT8 water = screen->frame_number();
UINT8 *PROM = screen->machine().region("user2")->base();
/* all positioning is via logic gates:
tree is displayed where
__ __
HD' ^ HC' ^ HB'
and
__ __ __
(VB' ^ VC' ^ VD') X (VB' ^ VC' ^ VD')
water is displayed where
__ __
HD' ^ HC' ^ HB ^ HA'
and vertically the same equation as the trees,
but the final result is inverted.
The colors are coded in logic gates:
trees:
P1 P2 BGR
R = Plane1 ^ Plane2 0 0 000
G = Plane2 0 1 010
B = Plane1 ^ ~Plane2 1 0 100
1 1 011
water:
P1 P2 BGR or
R = Plane1 ^ Plane2 0 0 100 000
G = Plane2 v Plane2 0 1 110 010
B = ~Plane1 or 1 0 010 010
0 based oh HD 1 1 011 011
Not sure about B, the logic seems convulated for such
a simple result.
*/
while (1)
{
int vb_ = (y >> 5) & 0x01;
int vc_ = (y >> 6) & 0x01;
int vd_ = y >> 7;
UINT8 x = 0;
while (1)
{
int color = 0;
int hd = (x >> 3) & 0x01;
int ha_ = (x >> 4) & 0x01;
int hb_ = (x >> 5) & 0x01;
int hc_ = (x >> 6) & 0x01;
int hd_ = x >> 7;
if (((!vb_) & vc_ & (!vd_)) ^ (vb_ & (!vc_) & vd_))
{
/* tree */
if ((!hd_) & hc_ & (!hb_))
{
offs_t offs = ((x >> 3) & 0x03) | ((y & 0x1f) << 2) |
(flip_screen_get(screen->machine()) ? 0x80 : 0);
UINT8 plane1 = PROM[offs ] << (x & 0x07);
UINT8 plane2 = PROM[offs | 0x0400] << (x & 0x07);
plane1 >>= 7;
plane2 >>= 7;
color = (plane1 & plane2) | // R
(plane2 ) << 1 | // G
(plane1 & !plane2) << 2; // B
}
}
else
{
/* water */
if (hd_ & !hc_ & hb_ & !ha_)
{
offs_t offs = hd | (water << 1) | 0x0200;
UINT8 plane1 = PROM[offs ] << (x & 0x07);
UINT8 plane2 = PROM[offs | 0x0400] << (x & 0x07);
plane1 >>= 7;
plane2 >>= 7;
color = ( plane1 & plane2) | // R
( plane1 | plane2) << 1 | // G
((!plane1) & hd) << 2; // B - see above
}
}
if (color != 0)
{
if (flip_screen_get(screen->machine()))
*BITMAP_ADDR16(bitmap, 255-y, 255-x) = color;
else
*BITMAP_ADDR16(bitmap, y, x) = color;
}
x++;
if (x == 0) break;
}
// this is obviously wrong
// if (vb_)
water++;
y++;
if (y == 0) break;
}
}
SCREEN_UPDATE( cosmicg )
{
bitmap_fill(bitmap, cliprect, 0);
draw_bitmap(screen->machine(), bitmap, cliprect);
return 0;
}
SCREEN_UPDATE( panic )
{
bitmap_fill(bitmap, cliprect, 0);
draw_bitmap(screen->machine(), bitmap, cliprect);
draw_sprites(screen->machine(), bitmap, cliprect, 0x07, 1);
return 0;
}
SCREEN_UPDATE( cosmica )
{
bitmap_fill(bitmap, cliprect, 0);
cosmica_draw_starfield(screen, bitmap, cliprect);
draw_bitmap(screen->machine(), bitmap, cliprect);
draw_sprites(screen->machine(), bitmap, cliprect, 0x0f, 0);
return 0;
}
SCREEN_UPDATE( magspot )
{
bitmap_fill(bitmap, cliprect, 0);
draw_bitmap(screen->machine(), bitmap, cliprect);
draw_sprites(screen->machine(), bitmap, cliprect, 0x07, 0);
return 0;
}
SCREEN_UPDATE( devzone )
{
cosmic_state *state = screen->machine().driver_data<cosmic_state>();
bitmap_fill(bitmap, cliprect, 0);
if (state->m_background_enable)
devzone_draw_grid(screen->machine(), bitmap, cliprect);
draw_bitmap(screen->machine(), bitmap, cliprect);
draw_sprites(screen->machine(), bitmap, cliprect, 0x07, 0);
return 0;
}
SCREEN_UPDATE( nomnlnd )
{
cosmic_state *state = screen->machine().driver_data<cosmic_state>();
/* according to the video summation logic on pg4, the trees and river
have the highest priority */
bitmap_fill(bitmap, cliprect, 0);
draw_bitmap(screen->machine(), bitmap, cliprect);
draw_sprites(screen->machine(), bitmap, cliprect, 0x07, 0);
if (state->m_background_enable)
nomnlnd_draw_background(screen, bitmap, cliprect);
return 0;
}