/***************************************************************************
Great Swordsman
Functions to emulate the video hardware of the machine.
***************************************************************************/
#include "emu.h"
#include "includes/gsword.h"
static PALETTE_INIT( common )
{
int i;
/* characters */
for (i = 0; i < 0x100; i++)
colortable_entry_set_value(machine.colortable, i, i);
/* sprites */
for (i = 0x100; i < 0x200; i++)
{
UINT8 ctabentry = (BITSWAP8(color_prom[i - 0x100],7,6,5,4,0,1,2,3) & 0x0f) | 0x80;
colortable_entry_set_value(machine.colortable, i, ctabentry);
}
}
PALETTE_INIT( josvolly )
{
int i;
/* allocate the colortable */
machine.colortable = colortable_alloc(machine, 0x100);
/* create a lookup table for the palette */
for (i = 0; i < 0x100; i++)
{
int r = pal4bit(color_prom[i + 0x000]);
int g = pal4bit(color_prom[i + 0x100]);
int b = pal4bit(color_prom[i + 0x200]);
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 += 0x300;
PALETTE_INIT_CALL(common);
}
PALETTE_INIT( gsword )
{
int i;
/* allocate the colortable */
machine.colortable = colortable_alloc(machine, 0x100);
/* create a lookup table for the palette */
for (i = 0; i < 0x100; i++)
{
int bit0, bit1, bit2;
int r, g, b;
/* red component */
bit0 = (color_prom[i + 0x100] >> 0) & 1;
bit1 = (color_prom[i + 0x100] >> 1) & 1;
bit2 = (color_prom[i + 0x100] >> 2) & 1;
r = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
/* green component */
bit0 = (color_prom[i + 0x100] >> 3) & 1;
bit1 = (color_prom[i + 0x000] >> 0) & 1;
bit2 = (color_prom[i + 0x000] >> 1) & 1;
g = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
/* blue component */
bit0 = 0;
bit1 = (color_prom[i + 0x000] >> 2) & 1;
bit2 = (color_prom[i + 0x000] >> 3) & 1;
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 += 0x200;
PALETTE_INIT_CALL(common);
}
WRITE8_HANDLER( gsword_videoram_w )
{
gsword_state *state = space->machine().driver_data<gsword_state>();
UINT8 *videoram = state->m_videoram;
videoram[offset] = data;
tilemap_mark_tile_dirty(state->m_bg_tilemap, offset);
}
WRITE8_HANDLER( gsword_charbank_w )
{
gsword_state *state = space->machine().driver_data<gsword_state>();
if (state->m_charbank != data)
{
state->m_charbank = data;
tilemap_mark_all_tiles_dirty_all(space->machine());
}
}
WRITE8_HANDLER( gsword_videoctrl_w )
{
gsword_state *state = space->machine().driver_data<gsword_state>();
if (data & 0x8f)
{
popmessage("videoctrl %02x",data);
}
/* bits 5-6 are char palette bank */
if (state->m_charpalbank != ((data & 0x60) >> 5))
{
state->m_charpalbank = (data & 0x60) >> 5;
tilemap_mark_all_tiles_dirty_all(space->machine());
}
/* bit 4 is flip screen */
if (state->m_flipscreen != (data & 0x10))
{
state->m_flipscreen = data & 0x10;
tilemap_mark_all_tiles_dirty_all(space->machine());
}
/* bit 0 could be used but unknown */
/* other bits unused */
}
WRITE8_HANDLER( gsword_scroll_w )
{
gsword_state *state = space->machine().driver_data<gsword_state>();
tilemap_set_scrolly(state->m_bg_tilemap, 0, data);
}
static TILE_GET_INFO( get_bg_tile_info )
{
gsword_state *state = machine.driver_data<gsword_state>();
UINT8 *videoram = state->m_videoram;
int code = videoram[tile_index] + ((state->m_charbank & 0x03) << 8);
int color = ((code & 0x3c0) >> 6) + 16 * state->m_charpalbank;
int flags = state->m_flipscreen ? (TILE_FLIPX | TILE_FLIPY) : 0;
SET_TILE_INFO(0, code, color, flags);
}
VIDEO_START( gsword )
{
gsword_state *state = machine.driver_data<gsword_state>();
state->m_bg_tilemap = tilemap_create(machine, get_bg_tile_info, tilemap_scan_rows,
8, 8, 32, 64);
}
static void draw_sprites(running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect)
{
gsword_state *state = machine.driver_data<gsword_state>();
int offs;
for (offs = 0; offs < state->m_spritexy_size - 1; offs+=2)
{
int sx,sy,flipx,flipy,spritebank,tile,color;
if (state->m_spritexy_ram[offs]!=0xf1)
{
spritebank = 0;
tile = state->m_spritetile_ram[offs];
color = state->m_spritetile_ram[offs+1] & 0x3f;
sy = 241-state->m_spritexy_ram[offs];
sx = state->m_spritexy_ram[offs+1]-56;
flipx = state->m_spriteattrib_ram[offs] & 0x02;
flipy = state->m_spriteattrib_ram[offs] & 0x01;
// Adjust sprites that should be far far right!
if (sx<0) sx+=256;
// Adjuste for 32x32 tiles(#128-256)
if (tile > 127)
{
spritebank = 1;
tile -= 128;
sy-=16;
}
if (state->m_flipscreen)
{
flipx = !flipx;
flipy = !flipy;
}
drawgfx_transmask(bitmap,cliprect,machine.gfx[1+spritebank],
tile,
color,
flipx,flipy,
sx,sy,
colortable_get_transpen_mask(machine.colortable, machine.gfx[1+spritebank], color, 0x8f));
}
}
}
SCREEN_UPDATE( gsword )
{
gsword_state *state = screen->machine().driver_data<gsword_state>();
tilemap_draw(bitmap, cliprect, state->m_bg_tilemap, 0, 0);
draw_sprites(screen->machine(), bitmap, cliprect);
return 0;
}