// license:BSD-3-Clause
// copyright-holders:Bryan McPhail
/*
The MLC graphics hardware is quite complicated - the usual method of having 'object ram' that
controls sprites is expanded into object ram that controls sprite blocks that may be stored
in RAM or ROM. Each tile in a block may be specified explicitly via a display list in ROM or
calculated as part of a block offset.
Blocks can be scaled and subpositioned, and are usually 4-6bpp but two 4bpp blocks can be
combined into 8bpp with a flag.
*/
#include "emu.h"
#include "includes/deco_mlc.h"
#include <algorithm>
/******************************************************************************/
void deco_mlc_state::video_start()
{
int max_color = (0x800 / m_gfxdecode->gfx(0)->granularity());
m_colour_mask = max_color - 1;
m_shadow_mask = max_color | (max_color << 1);
for (int s = 0; s <= 8; s++)
{
if (BIT(m_gfxdecode->gfx(0)->granularity(), s))
m_shadow_shift = 11 - s;
}
// temp_bitmap = std::make_unique<bitmap_rgb32>(512, 512);
m_buffered_spriteram = std::make_unique<u16[]>(0x3000 / 4);
m_spriteram_spare = std::make_unique<u16[]>(0x3000 / 4);
m_spriteram = std::make_unique<u16[]>(0x3000 / 4);
save_pointer(NAME(m_spriteram), 0x3000 / 4);
save_pointer(NAME(m_spriteram_spare), 0x3000 / 4);
save_pointer(NAME(m_buffered_spriteram), 0x3000 / 4);
}
void deco_mlc_state::drawgfxzoomline(u32* dest, u8* pri,const rectangle &clip,gfx_element *gfx,
u32 code1,u32 code2, u32 color,int flipx,int sx,
int transparent_color,int use8bpp,
int scalex, int srcline, int shadowMode )
{
if (!scalex) return;
const u32 alphaMode = m_irq_ram[0x04 / 4] & 0xc0;
/*
scalex and scaley are 16.16 fixed point numbers
1<<15 : shrink to 50%
1<<16 : uniform scale
1<<17 : double to 200%
*/
/* KW 991012 -- Added code to force clip to bitmap boundary */
const int sprite_screen_width = (scalex * 16 + (sx & 0xffff)) >> 16;
sx >>= 16;
if (sprite_screen_width)
{
/* compute sprite increment per screen pixel */
int dx = (16 << 16) / sprite_screen_width;
int ex = sx + sprite_screen_width;
int x_index_base;
if (flipx)
{
x_index_base = (sprite_screen_width - 1) * dx;
dx = -dx;
}
else
{
x_index_base = 0;
}
if (sx < clip.left())
{ /* clip left */
int pixels = clip.left() - sx;
sx += pixels;
x_index_base += pixels * dx;
}
/* NS 980211 - fixed incorrect clipping */
if (ex > clip.right() + 1)
{ /* clip right */
int pixels = ex-clip.right() - 1;
ex -= pixels;
}
if (ex>sx)
{ /* skip if inner loop doesn't draw anything */
const pen_t *pal = &m_palette->pen(gfx->colorbase() + gfx->granularity() * (color % gfx->colors()));
const u8 *code_base1 = gfx->get_data(code1 % gfx->elements());
const u8 *code_base2 = gfx->get_data(code2 % gfx->elements());
const u8 *source1 = code_base1 + (srcline) * gfx->rowbytes();
const u8 *source2 = code_base2 + (srcline) * gfx->rowbytes();
// alphaMode & 0xc0 = 0xc0 : Shadow, 0 : Alpha or Pre-shadowed, Other bits unknown
if (shadowMode && (alphaMode & 0xc0))
{ /* TODO : 8bpp and shadow can use simultaneously? */
int x, x_index = x_index_base;
for (x = sx; x < ex; x++)
{
if (!(pri[x] & 0x80))
{
int c = source1[x_index >> 16];
if (use8bpp)
c = (c << 4) | source2[x_index >> 16];
if (c != transparent_color)
pri[x] |= shadowMode; // Mark it shadow / hilighted
}
x_index += dx;
}
}
else
{
int x, x_index = x_index_base;
for (x = sx; x < ex; x++)
{
if (!(pri[x] & 0x80))
{
int c = source1[x_index >> 16];
if (use8bpp)
c = (c << 4) | source2[x_index >> 16];
if (c != transparent_color)
{
dest[x] = pal[c];
pri[x] |= 0x80 | shadowMode; // Mark it drawn
}
}
x_index += dx;
}
}
}
}
}
void deco_mlc_state::draw_sprites(const rectangle &cliprect, int scanline, u32* dest, u8* pri)
{
u32 *index_ptr = nullptr;
int sprite,h,w,fx1,fy1;
int xoffs,yoffs;
const u8 *index_ptr8;
int blockIsTilemapIndex = 0;
int sprite2 = 0,use8bppMode = 0;
int useIndicesInRom = 0;
int hibits = 0;
int tileFormat = 0;
rectangle user_clip;
const u16* spriteram = m_buffered_spriteram.get();
//printf("%d - (%08x %08x %08x) (%08x %08x %08x) (%08x %08x %08x)\n", scanline, m_irq_ram[6], m_irq_ram[7], m_irq_ram[8], m_irq_ram[9], m_irq_ram[10], m_irq_ram[11] , m_irq_ram[12] , m_irq_ram[13] , m_irq_ram[14]);
for (int offs = 0; offs < (0x3000 / 4); offs += 8)
{
/* If this bit is set, combine this block with the next one */
use8bppMode = (offs + 8 < (0x3000 / 4)) && (spriteram[offs + 8 + 1] & 0x1000);
if (use8bppMode)
offs += 8;
if ((spriteram[offs + 0] & 0x8000) == 0)
continue;
if ((spriteram[offs + 1] & 0x2000) && (m_screen->frame_number() & 1))
continue;
/*
Spriteram (1) format (16 bit):
Word 0: 0x8000 - Sprite enable
0x4000 - Use ROM or RAM for spriteram 2 (really top bit of index)
0x3fff - Index into spriteram 2
Word 1: 0x8000 - X flip
0x4000 - Y flip
0x2000 - Auto-flicker (display sprite only every other frame)
0x1000 - If set combine this 4bpp sprite & next one, into 8bpp sprite
0x0800 - upper clip bit (stadhr96 view of bases)
0x0400 - Use raster IRQ lookup table when drawing object - or not? (OK for stadhr96, NOT enabled for avengrgs)
0x0300 - lower clipping window to use (swapped) - and upper bits of raster select (stadhr96)
0x0080 - seems to be both the lower bit of the raster select (stadhr96) AND the upper bit of colour / alpha (avngrgs?) - might depend on other bits?
0x007f - Colour/alpha shadow enable
Word 2: 0x07ff - Y position
Word 3: 0x07ff - X position
Word 4: 0x03ff - X scale
Word 5: 0x03ff - Y scale
Spriteram (2) format (16 bit):
Word 0: 0xe000 - ? (Always 0x2000?)
0x1000 - X flip
0x0f00 - Width in tiles (0==16)
0x00ff - X position offset
Word 1: 0xe000 - ? (Always 0x2000?)
0x1000 - Y flip
0x0f00 - Height in tiles (0==16)
0x00ff - Y position offset
Word 2: 0xff00 - ? (Always 0?)
0x00c0 - If set use tile index as pointer into tile index array, else use as tile index directly
0x0080 - If set tile index array format is 12 bit tile, 4 bit colour
0x0040 - If set tile index array is 16 bit tile, 0 bit colour
0x003c - Hi-bits of tile index after array lookup
0x0003 - Hi-bits of tile index, selects ROM or RAM for array
Word 3: 0xffff - Low-bits of tile index
*/
int y = spriteram[offs + 2] & 0x7ff;
int x = spriteram[offs + 3] & 0x7ff;
if (x & 0x400) x = -(0x400 - (x & 0x3ff));
if (y & 0x400) y = -(0x400 - (y & 0x3ff));
int fx = spriteram[offs + 1] & 0x8000;
int fy = spriteram[offs + 1] & 0x4000;
int color = spriteram[offs + 1] & 0xff;
const int raster_select = (spriteram[offs + 1] & 0x0180)>>7;
// there are 3 different sets of raster values, must be a way to selects
// between them? furthermore avengrgs doesn't even enable this
// although it doesn't seem to set the scroll values very often either
// so the irq mechanism might be wrong
//
// actually avengrgs has our current clipper&1 set on the areas that should
// have the scroll effect applied to them. all clip windows are the same
// so there is no reason to select a clip window other than to be using it
// to select a set of raster-set scroll regs?
int rasterMode = (spriteram[offs + 1] >> 10) & 0x1;
int clipper = (spriteram[offs + 1] >> 8) & 0x3;
int indx = spriteram[offs + 0] & 0x7fff;
int yscale = spriteram[offs + 4] & 0x3ff;
int xscale = spriteram[offs + 5] & 0x3ff;
int colorOffset = 0;
/* Clip windows - this mapping seems odd, but is correct for Skull Fang and StadHr96,
however there are space for 8 clipping windows, where is the high bit? (Or is it ~0x400?) */
clipper = ((clipper & 2) >> 1) | ((clipper & 1) << 1); // Swap low two bits
int upperclip = (spriteram[offs + 1] >> 10) & 0x2;
// this is used on some ingame gfx in stadhr96
// to clip the images of your guys on the bases
if (upperclip)
clipper |= 0x4;
int min_y = m_clip_ram[(clipper * 4) + 0];
int max_y = m_clip_ram[(clipper * 4) + 1];
if ((scanline < min_y) || (scanline > max_y))
continue;
user_clip.setx(m_clip_ram[(clipper * 4) + 2], m_clip_ram[(clipper * 4) + 3]);
user_clip &= cliprect;
/* Any colours out of range (for the bpp value) trigger 'shadow' mode */
int shadowMode = (color & m_shadow_mask) >> m_shadow_shift; // shadow mode (OK for skullfng)
color &= m_colour_mask;
/* In 8bpp the palette base is stored in the next block */
if (use8bppMode)
{
color = (spriteram[offs + 1 - 8] & 0x7f);
}
/* Lookup tiles / size in sprite index ram OR in the lookup rom */
if (indx & 0x4000)
{
index_ptr8 = m_gfx2 + indx * 8; /* Byte ptr */
h = (index_ptr8[1] >> 0) & 0xf;
w = (index_ptr8[3] >> 0) & 0xf;
if (!h) h = 16;
if (!w) w = 16;
sprite = (index_ptr8[7] << 8) | index_ptr8[6];
sprite |= (index_ptr8[4] & 3) << 16;
//unused byte 5
yoffs = index_ptr8[0] & 0xff;
xoffs = index_ptr8[2] & 0xff;
fy1 = (index_ptr8[1] & 0x10) >> 4;
fx1 = (index_ptr8[3] & 0x10) >> 4;
tileFormat = index_ptr8[4] & 0x80;
if (index_ptr8[4] & 0xc0)
blockIsTilemapIndex = 1;
else
blockIsTilemapIndex = 0;
useIndicesInRom = 0;
}
else
{
indx &= 0x1fff;
index_ptr = m_vram + indx * 4;
h = (index_ptr[0] >> 8) & 0xf;
w = (index_ptr[1] >> 8) & 0xf;
if (!h) h = 16;
if (!w) w = 16;
sprite = ((index_ptr[2] & 0x3) << 16) | (index_ptr[3] & 0xffff);
if (index_ptr[2] & 0xc0)
blockIsTilemapIndex = 1;
else
blockIsTilemapIndex = 0;
tileFormat = index_ptr[2] & 0x80;
hibits = (index_ptr[2] & 0x3c) << 10;
useIndicesInRom = index_ptr[2] & 3;
yoffs = index_ptr[0] & 0xff;
xoffs = index_ptr[1] & 0xff;
fy1 = (index_ptr[0] & 0x1000) >> 12;
fx1 = (index_ptr[1] & 0x1000) >> 12;
}
if (use8bppMode)
{
indx = spriteram[offs + 0 - 8] & 0x7fff;
if (indx & 0x4000)
{
index_ptr8 = m_gfx2 + indx * 8;
sprite2 = (index_ptr8[7] << 8) | index_ptr8[6];
}
else
{
indx &= 0x1fff;
index_ptr = m_vram + indx * 4;
sprite2 = ((index_ptr[2] & 0x3) << 16) | (index_ptr[3] & 0xffff);
}
}
if (fx1) fx ^= 0x8000;
if (fy1) fy ^= 0x4000;
int extra_x_scale = 0x100;
// I think we need some hardware tests..
// see notes about how this can't be our enable register (avengrgs doesn't touch it
// and relies on something else, probably just the bits we use to select the window)
// (although as previously noted, it isn't writing valid per-scanline values either)
if (rasterMode)
{
// use of these is a bit weird. (it's probably just 16-bit .. like spriteram so the upper dupes are ignored?)
// -ZZZ -yyy ---- -xxx -YYY -zzz
// xxx = x offset?
// yyy = y offset?
// zzz = xzoom (confirmed? stadium hero)
// 0x100 = no zoom
//
// YYY = duplicate bits of yyy?
// ZZZ = (sometimes) duplicate bits of zzz
if (raster_select == 1 || raster_select == 2 || raster_select == 3)
{
//shadowMode = 0; // TODO : Raster enable and shadow mode can use simultaneously?
int irq_base_reg; /* 6, 9, 12 are possible */
if (raster_select == 1) irq_base_reg = 6; // OK upper screen.. left?
else if (raster_select == 2) irq_base_reg = 9; // OK upper screen.. main / center
else irq_base_reg = 12;
int extra_y_off = m_irq_ram[irq_base_reg + 0] & 0x7ff;
int extra_x_off = m_irq_ram[irq_base_reg + 1] & 0x7ff;
extra_x_scale = (m_irq_ram[irq_base_reg + 2] >> 0) & 0x3ff;
if (extra_x_off & 0x400) { extra_x_off -= 0x800; }
if (extra_y_off & 0x400) { extra_y_off -= 0x800; }
x += extra_x_off;
y += extra_y_off;
}
else if (raster_select == 0x0)
{
// possibly disabled?
}
}
const int yscale_frac = (yscale << 8);
const int real_h = h * 16;
xscale *= extra_x_scale;
int ybase = y << 16;
const int yinc = yscale_frac * 16;
if (fy)
ybase += (yoffs - 15) * yscale_frac - ((h - 1) * yinc);
else
ybase -= yoffs * yscale_frac;
int xbase = x << 16;
const int xinc = xscale * 16;
if (fx)
xbase += (xoffs - 15) * xscale - ((w - 1) * xinc);
else
xbase -= xoffs * xscale;
const int full_realybase = ybase;
const int full_sprite_screen_height = (yscale_frac * real_h + 0);
const int full_sprite_screen_height_unscaled = (1 * real_h + 0);
if (!full_sprite_screen_height_unscaled)
continue;
const int ratio = full_sprite_screen_height / full_sprite_screen_height_unscaled;
if (!ratio)
continue;
const int bby = scanline - (full_realybase >> 16);
if (bby < 0)
continue;
if (bby >= full_sprite_screen_height >> 16)
continue;
// color = machine().rand();
int srcline = ((bby << 16) / ratio);
const int by = srcline >> 4;
srcline &= 0xf;
if (fy)
{
srcline = 15 - srcline;
}
for (int bx = 0; bx < w; bx++)
{
const int realxbase = xbase + bx * xinc;
int count = 0;
if (fx)
{
if (fy)
count = (h - 1 - by) * w + (w - 1 - bx);
else
count = by * w + (w - 1 - bx);
}
else
{
if (fy)
count = (h - 1 - by) * w + bx;
else
count = by * w + bx;
}
int tile = sprite + count;
int tile2 = sprite2 + count;
if (blockIsTilemapIndex)
{
if (useIndicesInRom)
{
const u8* ptr = m_gfx2 + (tile * 2);
tile = (*ptr) + ((*(ptr + 1)) << 8);
if (use8bppMode)
{
const u8* ptr2 = m_gfx2 + (tile2 * 2);
tile2 = (*ptr2) + ((*(ptr2 + 1)) << 8);
}
else
{
tile2 = 0;
}
if (tileFormat)
{
colorOffset = (tile & 0xf000) >> 12;
tile = (tile & 0x0fff) | hibits;
tile2 = (tile2 & 0x0fff) | hibits;
}
else
{
colorOffset = 0;
tile = (tile & 0xffff) | (hibits << 2);
tile2 = (tile2 & 0xffff) | (hibits << 2);
}
}
else
{
const u32* ptr = m_vram + (tile & 0x7fff);
tile = (*ptr) & 0xffff;
if (tileFormat)
{
colorOffset = (tile & 0xf000) >> 12;
tile = (tile & 0x0fff) | hibits;
}
else
{
colorOffset = 0;
tile = (tile & 0xffff) | (hibits << 2);
}
tile2 = 0;
}
}
drawgfxzoomline(dest,pri,user_clip,m_gfxdecode->gfx(0),
tile,tile2,
color + colorOffset,fx,realxbase,
0,
use8bppMode,xscale, srcline,
shadowMode);
}
}
}
WRITE_LINE_MEMBER(deco_mlc_state::screen_vblank_mlc)
{
// rising edge
if (state)
{
/* Spriteram is definitely double buffered, as the vram lookup tables
are often updated a frame after spriteram is setup to point to a new
lookup table. Without buffering incorrect one frame glitches are seen
in several places, especially in Hoops.
*/
std::copy(&m_spriteram[0], &m_spriteram[0x3000 / 4], &m_buffered_spriteram[0]);
}
}
u32 deco_mlc_state::screen_update(screen_device &screen, bitmap_rgb32 &bitmap, const rectangle &cliprect)
{
// temp_bitmap->fill(0, cliprect);
screen.priority().fill(0, cliprect);
bitmap.fill(m_palette->pen(0), cliprect); /* Pen 0 fill colour confirmed from Skull Fang level 2 */
for (int i = cliprect.top(); i <= cliprect.bottom(); i++)
{
u32 *dest = &bitmap.pix32(i);
u8 *pri = &screen.priority().pix8(i);
/*
printf("%d -", i);
for (int j = 0; j < 0x20; j++)
{
printf("%08x, ",m_irq_ram[j]);
}
printf("\n");
*/
draw_sprites(cliprect, i, dest, pri);
for (int x = cliprect.left(); x <= cliprect.right(); x++)
{
u32 col = dest[x];
const u8 shadow_flag = pri[x] & 3;
if ((shadow_flag & 3) && (shadow_flag != 3))
{
if (shadow_flag & 1) // shadow
col = (col & 0xff000000) | ((col & 0xfefefe) >> 1);
else if (shadow_flag & 2) // hilight
col = (col & 0xff000000) | ((col & 0xfefefe) >> 1) | 0x808080;
dest[x] = col;
}
}
}
return 0;
}