#include "emu.h"
#include "includes/gunsmoke.h"
/***************************************************************************
Convert the color PROMs into a more useable format.
Gunsmoke has three 256x4 palette PROMs (one per gun) and a lot ;-) of
256x4 lookup table PROMs.
The palette PROMs are connected to the RGB output this way:
bit 3 -- 220 ohm resistor -- RED/GREEN/BLUE
-- 470 ohm resistor -- RED/GREEN/BLUE
-- 1 kohm resistor -- RED/GREEN/BLUE
bit 0 -- 2.2kohm resistor -- RED/GREEN/BLUE
***************************************************************************/
PALETTE_INIT( gunsmoke )
{
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;
/* characters use colors 0x40-0x4f */
for (i = 0; i < 0x80; i++)
{
UINT8 ctabentry = color_prom[i] | 0x40;
colortable_entry_set_value(machine.colortable, i, ctabentry);
}
/* background tiles use colors 0-0x3f */
for (i = 0x100; i < 0x200; i++)
{
UINT8 ctabentry = color_prom[i] | ((color_prom[i + 0x100] & 0x03) << 4);
colortable_entry_set_value(machine.colortable, i - 0x80, ctabentry);
}
/* sprites use colors 0x80-0xff */
for (i = 0x300; i < 0x400; i++)
{
UINT8 ctabentry = color_prom[i] | ((color_prom[i + 0x100] & 0x07) << 4) | 0x80;
colortable_entry_set_value(machine.colortable, i - 0x180, ctabentry);
}
}
WRITE8_HANDLER( gunsmoke_videoram_w )
{
gunsmoke_state *state = space->machine().driver_data<gunsmoke_state>();
state->m_videoram[offset] = data;
tilemap_mark_tile_dirty(state->m_fg_tilemap, offset);
}
WRITE8_HANDLER( gunsmoke_colorram_w )
{
gunsmoke_state *state = space->machine().driver_data<gunsmoke_state>();
state->m_colorram[offset] = data;
tilemap_mark_tile_dirty(state->m_fg_tilemap, offset);
}
WRITE8_HANDLER( gunsmoke_c804_w )
{
gunsmoke_state *state = space->machine().driver_data<gunsmoke_state>();
/* bits 0 and 1 are for coin counters */
coin_counter_w(space->machine(), 1, data & 0x01);
coin_counter_w(space->machine(), 0, data & 0x02);
/* bits 2 and 3 select the ROM bank */
memory_set_bank(space->machine(), "bank1", (data & 0x0c) >> 2);
/* bit 5 resets the sound CPU? - we ignore it */
/* bit 6 flips screen */
flip_screen_set(space->machine(), data & 0x40);
/* bit 7 enables characters? */
state->m_chon = data & 0x80;
}
WRITE8_HANDLER( gunsmoke_d806_w )
{
gunsmoke_state *state = space->machine().driver_data<gunsmoke_state>();
/* bits 0-2 select the sprite 3 bank */
state->m_sprite3bank = data & 0x07;
/* bit 4 enables bg 1? */
state->m_bgon = data & 0x10;
/* bit 5 enables sprites? */
state->m_objon = data & 0x20;
}
static TILE_GET_INFO( get_bg_tile_info )
{
UINT8 *tilerom = machine.region("gfx4")->base();
int offs = tile_index * 2;
int attr = tilerom[offs + 1];
int code = tilerom[offs] + ((attr & 0x01) << 8);
int color = (attr & 0x3c) >> 2;
int flags = TILE_FLIPYX((attr & 0xc0) >> 6);
SET_TILE_INFO(1, code, color, flags);
}
static TILE_GET_INFO( get_fg_tile_info )
{
gunsmoke_state *state = machine.driver_data<gunsmoke_state>();
int attr = state->m_colorram[tile_index];
int code = state->m_videoram[tile_index] + ((attr & 0xe0) << 2);
int color = attr & 0x1f;
tileinfo->group = color;
SET_TILE_INFO(0, code, color, 0);
}
VIDEO_START( gunsmoke )
{
gunsmoke_state *state = machine.driver_data<gunsmoke_state>();
state->m_bg_tilemap = tilemap_create(machine, get_bg_tile_info, tilemap_scan_cols, 32, 32, 2048, 8);
state->m_fg_tilemap = tilemap_create(machine, get_fg_tile_info, tilemap_scan_rows, 8, 8, 32, 32);
colortable_configure_tilemap_groups(machine.colortable, state->m_fg_tilemap, machine.gfx[0], 0x4f);
}
static void draw_sprites( running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect )
{
gunsmoke_state *state = machine.driver_data<gunsmoke_state>();
UINT8 *spriteram = state->m_spriteram;
int offs;
for (offs = state->m_spriteram_size - 32; offs >= 0; offs -= 32)
{
int attr = spriteram[offs + 1];
int bank = (attr & 0xc0) >> 6;
int code = spriteram[offs];
int color = attr & 0x0f;
int flipx = 0;
int flipy = attr & 0x10;
int sx = spriteram[offs + 3] - ((attr & 0x20) << 3);
int sy = spriteram[offs + 2];
if (bank == 3)
bank += state->m_sprite3bank;
code += 256 * bank;
if (flip_screen_get(machine))
{
sx = 240 - sx;
sy = 240 - sy;
flipx = !flipx;
flipy = !flipy;
}
drawgfx_transpen(bitmap, cliprect, machine.gfx[2], code, color, flipx, flipy, sx, sy, 0);
}
}
SCREEN_UPDATE( gunsmoke )
{
gunsmoke_state *state = screen->machine().driver_data<gunsmoke_state>();
tilemap_set_scrollx(state->m_bg_tilemap, 0, state->m_scrollx[0] + 256 * state->m_scrollx[1]);
tilemap_set_scrolly(state->m_bg_tilemap, 0, state->m_scrolly[0]);
if (state->m_bgon)
tilemap_draw(bitmap, cliprect, state->m_bg_tilemap, 0, 0);
else
bitmap_fill(bitmap, cliprect, get_black_pen(screen->machine()));
if (state->m_objon)
draw_sprites(screen->machine(), bitmap, cliprect);
if (state->m_chon)
tilemap_draw(bitmap, cliprect, state->m_fg_tilemap, 0, 0);
return 0;
}