// license:BSD-3-Clause
// copyright-holders:Paul Priest, David Haywood, Luca Elia
/***************************************************************************
-= Fuuki 32 Bit Games (FG-3) =-
driver by Paul Priest and David Haywood
based on fuukifg2 by Luca Elia
[ 4 Scrolling Layers ]
[ Layer 0 ] [ Layer 1 ] [ Layer 2 (double-buffered) ]
Tile Size: 16 x 16 x 8 16 x 16 x 8 8 x 8 x 4
Layer Size (tiles): 64 x 32 64 x 32 64 x 32
[ 1024? Zooming Sprites ]
Sprites are made of 16 x 16 x 4 tiles. Size can vary from 1 to 16
tiles both horizontally and vertically.
There is zooming (from full size to half size) and 4 levels of
priority (wrt layers)
Per-line raster effects used on many stages
Sprites buffered by two frames
Tilebank buffered by 3 frames? Only 2 in attract
Sprite pens needs to be buffered by 3 frames? Or lazy programming? Probably 2
***************************************************************************/
#include "emu.h"
#include "includes/fuukifg3.h"
/***************************************************************************
Tilemaps
Offset: Bits: Value:
0.w Code
2.w fedc ba98 ---- ----
---- ---- 7--- ---- Flip Y
---- ---- -6-- ---- Flip X
---- ---- --54 3210 Color
***************************************************************************/
template<int Layer, int ColShift>
TILE_GET_INFO_MEMBER(fuuki32_state::get_tile_info)
{
const int buffer = (Layer < 2) ? 0 : (m_vregs[0x1e / 2] & 0x40) >> 6;
const u16 code = (m_vram[Layer|buffer][tile_index] & 0xffff0000) >> 16;
const u16 attr = (m_vram[Layer|buffer][tile_index] & 0x0000ffff);
SET_TILE_INFO_MEMBER(Layer, code, (attr & 0x3f) >> ColShift, TILE_FLIPYX(attr >> 6));
}
/***************************************************************************
Video Hardware Init
***************************************************************************/
void fuuki32_state::video_start()
{
const u32 spriteram_size = m_spriteram.bytes();
m_buf_spriteram[0] = make_unique_clear<u16[]>(spriteram_size / 2);
m_buf_spriteram[1] = make_unique_clear<u16[]>(spriteram_size / 2);
m_tilemap[0] = &machine().tilemap().create(*m_gfxdecode, tilemap_get_info_delegate(*this, NAME((&fuuki32_state::get_tile_info<0, 4>))), TILEMAP_SCAN_ROWS, 16, 16, 64, 32);
m_tilemap[1] = &machine().tilemap().create(*m_gfxdecode, tilemap_get_info_delegate(*this, NAME((&fuuki32_state::get_tile_info<1, 4>))), TILEMAP_SCAN_ROWS, 16, 16, 64, 32);
m_tilemap[2] = &machine().tilemap().create(*m_gfxdecode, tilemap_get_info_delegate(*this, NAME((&fuuki32_state::get_tile_info<2, 0>))), TILEMAP_SCAN_ROWS, 8, 8, 64, 32);
m_tilemap[0]->set_transparent_pen(0xff); // 8 bits
m_tilemap[1]->set_transparent_pen(0xff); // 8 bits
m_tilemap[2]->set_transparent_pen(0x0f); // 4 bits
//m_gfxdecode->gfx(0)->set_granularity(16); /* 256 colour tiles with palette selectable on 16 colour boundaries */
//m_gfxdecode->gfx(1)->set_granularity(16);
save_pointer(NAME(m_buf_spriteram[0]), spriteram_size / 2);
save_pointer(NAME(m_buf_spriteram[1]), spriteram_size / 2);
}
void fuuki32_state::sprram_w(offs_t offset, u16 data, u16 mem_mask)
{
COMBINE_DATA(&m_spriteram[offset]);
};
u16 fuuki32_state::sprram_r(offs_t offset)
{
return m_spriteram[offset];
}
void fuuki32_state::fuuki32_tile_cb(u32 &code)
{
const u32 bank = (code & 0xc000) >> 14;
const u32 bank_lookedup = ((m_spr_buffered_tilebank[1] & 0xffff0000) >> (16 + bank * 4)) & 0xf;
code &= 0x3fff;
code += bank_lookedup * 0x4000;
}
void fuuki32_state::fuuki32_colpri_cb(u32 &colour, u32 &pri_mask)
{
const u8 priority = (colour >> 6) & 3;
switch (priority)
{
case 3: pri_mask = 0xf0 | 0xcc | 0xaa; break; // behind all layers
case 2: pri_mask = 0xf0 | 0xcc; break; // behind fg + middle layer
case 1: pri_mask = 0xf0; break; // behind fg layer
case 0:
default: pri_mask = 0; // above all
}
colour &= 0x3f;
}
/***************************************************************************
Screen Drawing
Video Registers (vregs):
00.w Layer 0 Scroll Y
02.w Layer 0 Scroll X
04.w Layer 1 Scroll Y
06.w Layer 1 Scroll X
08.w Layer 2 Scroll Y
0a.w Layer 2 Scroll X
0c.w Layers Y Offset
0e.w Layers X Offset
10-1a.w ? 0
1c.w Trigger a level 5 irq on this raster line
1e.w ? $3390/$3393 (Flip Screen Off/On), $0040 is buffer for tilemap 2
Priority Register (priority):
fedc ba98 7654 3---
---- ---- ---- -210 Layer Order
Unknown Registers ($de0000.l):
00.w ? $0200/$0201 (Flip Screen Off/On)
02.w ? $f300/$0330
***************************************************************************/
/* Wrapper to handle bg and bg2 ttogether */
void fuuki32_state::draw_layer(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect, u8 i, int flag, u8 pri, u8 primask)
{
m_tilemap[i]->draw(screen, bitmap, cliprect, flag, pri, primask);
}
u32 fuuki32_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
/*
It's not independent bits causing layers to switch, that wouldn't make sense with 3 bits.
*/
static const u8 pri_table[6][3] = {
{ 0, 1, 2 }, // Special moves 0>1, 0>2 (0,1,2 or 0,2,1)
{ 0, 2, 1 }, // Two Levels - 0>1 (0,1,2 or 0,2,1 or 2,0,1)
{ 1, 0, 2 }, // Most Levels - 2>1 1>0 2>0 (1,0,2)
{ 1, 2, 0 }, // Not used?
{ 2, 0, 1 }, // Title etc. - 0>1 (0,1,2 or 0,2,1 or 2,0,1)
{ 2, 1, 0 }}; // Char Select, prison stage 1>0 (leaves 1,2,0 or 2,1,0)
const u8 tm_front = pri_table[(m_priority[0] >> 16) & 0x0f][0];
const u8 tm_middle = pri_table[(m_priority[0] >> 16) & 0x0f][1];
const u8 tm_back = pri_table[(m_priority[0] >> 16) & 0x0f][2];
flip_screen_set(m_vregs[0x1e / 2] & 1);
/* Layers scrolling */
const u16 scrolly_offs = m_vregs[0xc / 2] - (flip_screen() ? 0x103 : 0x1f3);
const u16 scrollx_offs = m_vregs[0xe / 2] - (flip_screen() ? 0x2c7 : 0x3f6);
const u16 layer0_scrolly = m_vregs[0x0 / 2] + scrolly_offs;
const u16 layer0_scrollx = m_vregs[0x2 / 2] + scrollx_offs;
const u16 layer1_scrolly = m_vregs[0x4 / 2] + scrolly_offs;
const u16 layer1_scrollx = m_vregs[0x6 / 2] + scrollx_offs;
const u16 layer2_scrolly = m_vregs[0x8 / 2];
const u16 layer2_scrollx = m_vregs[0xa / 2];
m_tilemap[0]->set_scrollx(0, layer0_scrollx);
m_tilemap[0]->set_scrolly(0, layer0_scrolly);
m_tilemap[1]->set_scrollx(0, layer1_scrollx);
m_tilemap[1]->set_scrolly(0, layer1_scrolly);
m_tilemap[2]->set_scrollx(0, layer2_scrollx);
m_tilemap[2]->set_scrolly(0, layer2_scrolly);
/* The bg colour is the last pen i.e. 0x1fff */
bitmap.fill((0x800 * 4) - 1, cliprect);
screen.priority().fill(0, cliprect);
draw_layer(screen, bitmap, cliprect, tm_back, 0, 1);
draw_layer(screen, bitmap, cliprect, tm_middle, 0, 2);
draw_layer(screen, bitmap, cliprect, tm_front, 0, 4);
m_fuukivid->draw_sprites(screen, bitmap, cliprect, flip_screen(), m_buf_spriteram[1].get(), m_spriteram.bytes() / 2);
return 0;
}
WRITE_LINE_MEMBER(fuuki32_state::screen_vblank)
{
// rising edge
if (state)
{
/* Buffer sprites and tilebank by 2 frames */
m_spr_buffered_tilebank[1] = m_spr_buffered_tilebank[0];
m_spr_buffered_tilebank[0] = m_tilebank[0];
memcpy(m_buf_spriteram[1].get(), m_buf_spriteram[0].get(), m_spriteram.bytes());
memcpy(m_buf_spriteram[0].get(), m_spriteram, m_spriteram.bytes());
}
}