/***************************************************************************
Jaleco fcombat
***************************************************************************/
#include "emu.h"
#include "includes/fcombat.h"
static TILE_GET_INFO( get_bg_tile_info )
{
int tileno, palno; //32*16 x 32
//palno = (tile_index - (tile_index / 32 * 16) * 32 * 16) / 32;
tileno = machine.region("user1")->base()[tile_index];
palno = 0x18; //machine.region("user2")->base()[tile_index] >> 3;
SET_TILE_INFO(2, tileno, palno, 0);
}
/***************************************************************************
Convert the color PROMs into a more useable format.
The palette PROM is connected to the RGB output this way:
bit 7 -- 220 ohm resistor -- BLUE
-- 470 ohm resistor -- BLUE
-- 220 ohm resistor -- GREEN
-- 470 ohm resistor -- GREEN
-- 1 kohm resistor -- GREEN
-- 220 ohm resistor -- RED
-- 470 ohm resistor -- RED
bit 0 -- 1 kohm resistor -- RED
***************************************************************************/
PALETTE_INIT( fcombat )
{
int i;
/* allocate the colortable */
machine.colortable = colortable_alloc(machine, 0x20);
/* create a lookup table for the palette */
for (i = 0; i < 0x20; i++)
{
int bit0, bit1, bit2;
int r, g, b;
/* red component */
bit0 = (color_prom[i] >> 0) & 0x01;
bit1 = (color_prom[i] >> 1) & 0x01;
bit2 = (color_prom[i] >> 2) & 0x01;
r = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
/* green component */
bit0 = (color_prom[i] >> 3) & 0x01;
bit1 = (color_prom[i] >> 4) & 0x01;
bit2 = (color_prom[i] >> 5) & 0x01;
g = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
/* blue component */
bit0 = 0;
bit1 = (color_prom[i] >> 6) & 0x01;
bit2 = (color_prom[i] >> 7) & 0x01;
b = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
colortable_palette_set_color(machine.colortable, i, MAKE_RGB(r, g, b));
}
/* color_prom now points to the beginning of the lookup table */
color_prom += 0x20;
/* fg chars/sprites */
for (i = 0; i < 0x200; i++)
{
UINT8 ctabentry = (color_prom[(i & 0x1c0) | ((i & 3) << 4) | ((i >> 2) & 0x0f)] & 0x0f) | 0x10;
colortable_entry_set_value(machine.colortable, i, ctabentry);
}
/* bg chars (this is not the full story... there are four layers mixed */
/* using another PROM */
for (i = 0x200; i < 0x300; i++)
{
UINT8 ctabentry = color_prom[i] & 0x0f;
colortable_entry_set_value(machine.colortable, i, ctabentry);
}
}
/*************************************
*
* Video system startup
*
*************************************/
VIDEO_START( fcombat )
{
fcombat_state *state = machine.driver_data<fcombat_state>();
state->m_bgmap = tilemap_create(machine, get_bg_tile_info, tilemap_scan_rows, 16, 16, 32 * 8 * 2, 32);
}
/*************************************
*
* Video register I/O
*
*************************************/
WRITE8_HANDLER( fcombat_videoreg_w )
{
fcombat_state *state = space->machine().driver_data<fcombat_state>();
/* bit 0 = flip screen and joystick input multiplexor */
state->m_cocktail_flip = data & 1;
/* bits 1-2 char lookup table bank */
state->m_char_palette = (data & 0x06) >> 1;
/* bits 3 char bank */
state->m_char_bank = (data & 0x08) >> 3;
/* bits 4-5 unused */
/* bits 6-7 sprite lookup table bank */
state->m_sprite_palette = 0;//(data & 0xc0) >> 6;
//popmessage("%08x",data);
}
SCREEN_UPDATE( fcombat )
{
fcombat_state *state = screen->machine().driver_data<fcombat_state>();
int sx, sy, offs, i;
/* draw background */
tilemap_set_scrolly(state->m_bgmap, 0, state->m_fcombat_sh);
tilemap_set_scrollx(state->m_bgmap, 0, state->m_fcombat_sv - 24);
tilemap_mark_all_tiles_dirty(state->m_bgmap);
tilemap_draw(bitmap, cliprect, state->m_bgmap, 0, 0);
//draw_background(bitmap, cliprect);
/* draw sprites */
for (i = 0; i < state->m_spriteram_size; i += 4)
{
int flags = state->m_spriteram[i + 0];
int y = state->m_spriteram[i + 1] ^ 255;
int code = state->m_spriteram[i + 2] + ((flags & 0x20) << 3);
int x = state->m_spriteram[i + 3] * 2 + 72;
int xflip = flags & 0x80;
int yflip = flags & 0x40;
int doubled =0;// flags & 0x10;
int wide = flags & 0x08;
int code2 = code;
int color = ((flags >> 1) & 0x03) | ((code >> 5) & 0x04) | (code & 0x08) | (state->m_sprite_palette * 16);
const gfx_element *gfx = screen->machine().gfx[1];
if (state->m_cocktail_flip)
{
x = 64 * 8 - gfx->width - x;
y = 32 * 8 - gfx->height - y;
if (wide) y -= gfx->height;
xflip = !xflip;
yflip = !yflip;
}
if (wide)
{
if (yflip)
code |= 0x10, code2 &= ~0x10;
else
code &= ~0x10, code2 |= 0x10;
drawgfx_transpen(bitmap, cliprect, gfx, code2, color, xflip, yflip, x, y + gfx->height, 0);
}
if(flags&0x10)
{
drawgfx_transpen(bitmap, cliprect, gfx, code2 + 16, color, xflip, yflip, x, y + gfx->height, 0);
drawgfx_transpen(bitmap, cliprect, gfx, code2 + 16 * 2, color, xflip, yflip, x, y + 2 * gfx->height, 0);
drawgfx_transpen(bitmap, cliprect, gfx, code2 + 16 * 3, color, xflip, yflip, x, y + 3 * gfx->height, 0);
}
drawgfx_transpen(bitmap, cliprect, gfx, code, color, xflip, yflip, x, y, 0);
if (doubled) i += 4;
}
/* draw the visible text layer */
for (sy = VISIBLE_Y_MIN/8; sy < VISIBLE_Y_MAX/8; sy++)
for (sx = VISIBLE_X_MIN/8; sx < VISIBLE_X_MAX/8; sx++)
{
int x = state->m_cocktail_flip ? (63 * 8 - 8 * sx) : 8 * sx;
int y = state->m_cocktail_flip ? (31 * 8 - 8 * sy) : 8 * sy;
offs = sx + sy * 64;
drawgfx_transpen(bitmap, cliprect, screen->machine().gfx[0],
state->m_videoram[offs] + 256 * state->m_char_bank,
((state->m_videoram[offs] & 0xf0) >> 4) + state->m_char_palette * 16,
state->m_cocktail_flip, state->m_cocktail_flip, x, y, 0);
}
return 0;
}