#include "emu.h"
#include "video/konicdev.h"
#include "includes/labyrunr.h"
PALETTE_INIT( labyrunr )
{
int pal;
/* allocate the colortable */
machine.colortable = colortable_alloc(machine, 0x80);
for (pal = 0; pal < 8; pal++)
{
/* chars, no lookup table */
if (pal & 1)
{
int i;
for (i = 0; i < 0x100; i++)
colortable_entry_set_value(machine.colortable, (pal << 8) | i, (pal << 4) | (i & 0x0f));
}
/* sprites */
else
{
int i;
for (i = 0; i < 0x100; i++)
{
UINT8 ctabentry;
if (color_prom[i] == 0)
ctabentry = 0;
else
ctabentry = (pal << 4) | (color_prom[i] & 0x0f);
colortable_entry_set_value(machine.colortable, (pal << 8) | i, ctabentry);
}
}
}
}
static void set_pens( running_machine &machine )
{
labyrunr_state *state = machine.driver_data<labyrunr_state>();
int i;
for (i = 0x00; i < 0x100; i += 2)
{
UINT16 data = state->m_paletteram[i | 1] | (state->m_paletteram[i] << 8);
rgb_t color = MAKE_RGB(pal5bit(data >> 0), pal5bit(data >> 5), pal5bit(data >> 10));
colortable_palette_set_color(machine.colortable, i >> 1, color);
}
}
/***************************************************************************
Callbacks for the TileMap code
***************************************************************************/
static TILE_GET_INFO( get_tile_info0 )
{
labyrunr_state *state = machine.driver_data<labyrunr_state>();
UINT8 ctrl_3 = k007121_ctrlram_r(state->m_k007121, 3);
UINT8 ctrl_4 = k007121_ctrlram_r(state->m_k007121, 4);
UINT8 ctrl_5 = k007121_ctrlram_r(state->m_k007121, 5);
UINT8 ctrl_6 = k007121_ctrlram_r(state->m_k007121, 6);
int attr = state->m_videoram1[tile_index];
int code = state->m_videoram1[tile_index + 0x400];
int bit0 = (ctrl_5 >> 0) & 0x03;
int bit1 = (ctrl_5 >> 2) & 0x03;
int bit2 = (ctrl_5 >> 4) & 0x03;
int bit3 = (ctrl_5 >> 6) & 0x03;
int bank = ((attr & 0x80) >> 7) |
((attr >> (bit0+2)) & 0x02) |
((attr >> (bit1+1)) & 0x04) |
((attr >> (bit2 )) & 0x08) |
((attr >> (bit3-1)) & 0x10) |
((ctrl_3 & 0x01) << 5);
int mask = (ctrl_4 & 0xf0) >> 4;
bank = (bank & ~(mask << 1)) | ((ctrl_4 & mask) << 1);
SET_TILE_INFO(
0,
code + bank * 256,
((ctrl_6 & 0x30) * 2 + 16)+(attr & 7),
0);
}
static TILE_GET_INFO( get_tile_info1 )
{
labyrunr_state *state = machine.driver_data<labyrunr_state>();
UINT8 ctrl_3 = k007121_ctrlram_r(state->m_k007121, 3);
UINT8 ctrl_4 = k007121_ctrlram_r(state->m_k007121, 4);
UINT8 ctrl_5 = k007121_ctrlram_r(state->m_k007121, 5);
UINT8 ctrl_6 = k007121_ctrlram_r(state->m_k007121, 6);
int attr = state->m_videoram2[tile_index];
int code = state->m_videoram2[tile_index + 0x400];
int bit0 = (ctrl_5 >> 0) & 0x03;
int bit1 = (ctrl_5 >> 2) & 0x03;
int bit2 = (ctrl_5 >> 4) & 0x03;
int bit3 = (ctrl_5 >> 6) & 0x03;
int bank = ((attr & 0x80) >> 7) |
((attr >> (bit0+2)) & 0x02) |
((attr >> (bit1+1)) & 0x04) |
((attr >> (bit2 )) & 0x08) |
((attr >> (bit3-1)) & 0x10) |
((ctrl_3 & 0x01) << 5);
int mask = (ctrl_4 & 0xf0) >> 4;
bank = (bank & ~(mask << 1)) | ((ctrl_4 & mask) << 1);
SET_TILE_INFO(
0,
code+bank*256,
((ctrl_6 & 0x30) * 2 + 16) + (attr & 7),
0);
}
/***************************************************************************
Start the video hardware emulation.
***************************************************************************/
VIDEO_START( labyrunr )
{
labyrunr_state *state = machine.driver_data<labyrunr_state>();
state->m_layer0 = tilemap_create(machine, get_tile_info0, tilemap_scan_rows, 8, 8, 32, 32);
state->m_layer1 = tilemap_create(machine, get_tile_info1, tilemap_scan_rows, 8, 8, 32, 32);
tilemap_set_transparent_pen(state->m_layer0, 0);
tilemap_set_transparent_pen(state->m_layer1, 0);
state->m_clip0 = machine.primary_screen->visible_area();
state->m_clip0.min_x += 40;
state->m_clip1 = machine.primary_screen->visible_area();
state->m_clip1.max_x = 39;
state->m_clip1.min_x = 0;
tilemap_set_scroll_cols(state->m_layer0, 32);
}
/***************************************************************************
Memory Handlers
***************************************************************************/
WRITE8_HANDLER( labyrunr_vram1_w )
{
labyrunr_state *state = space->machine().driver_data<labyrunr_state>();
state->m_videoram1[offset] = data;
tilemap_mark_tile_dirty(state->m_layer0, offset & 0x3ff);
}
WRITE8_HANDLER( labyrunr_vram2_w )
{
labyrunr_state *state = space->machine().driver_data<labyrunr_state>();
state->m_videoram2[offset] = data;
tilemap_mark_tile_dirty(state->m_layer1, offset & 0x3ff);
}
/***************************************************************************
Screen Refresh
***************************************************************************/
SCREEN_UPDATE( labyrunr )
{
labyrunr_state *state = screen->machine().driver_data<labyrunr_state>();
UINT8 ctrl_0 = k007121_ctrlram_r(state->m_k007121, 0);
rectangle finalclip0, finalclip1;
set_pens(screen->machine());
bitmap_fill(screen->machine().priority_bitmap, cliprect,0);
bitmap_fill(bitmap, cliprect, get_black_pen(screen->machine()));
if (~k007121_ctrlram_r(state->m_k007121, 3) & 0x20)
{
int i;
finalclip0 = state->m_clip0;
finalclip1 = state->m_clip1;
sect_rect(&finalclip0, cliprect);
sect_rect(&finalclip1, cliprect);
tilemap_set_scrollx(state->m_layer0, 0, ctrl_0 - 40);
tilemap_set_scrollx(state->m_layer1, 0, 0);
for(i = 0; i < 32; i++)
{
/* enable colscroll */
if((k007121_ctrlram_r(state->m_k007121, 1) & 6) == 6) // it's probably just one bit, but it's only used once in the game so I don't know which it's
tilemap_set_scrolly(state->m_layer0, (i + 2) & 0x1f, k007121_ctrlram_r(state->m_k007121, 2) + state->m_scrollram[i]);
else
tilemap_set_scrolly(state->m_layer0, (i + 2) & 0x1f, k007121_ctrlram_r(state->m_k007121, 2));
}
tilemap_draw(bitmap, &finalclip0, state->m_layer0, TILEMAP_DRAW_OPAQUE, 0);
k007121_sprites_draw(state->m_k007121, bitmap, cliprect, screen->machine().gfx[0], screen->machine().colortable, state->m_spriteram,(k007121_ctrlram_r(state->m_k007121, 6) & 0x30) * 2, 40,0,(k007121_ctrlram_r(state->m_k007121, 3) & 0x40) >> 5);
/* we ignore the transparency because layer1 is drawn only at the top of the screen also covering sprites */
tilemap_draw(bitmap, &finalclip1, state->m_layer1, TILEMAP_DRAW_OPAQUE, 0);
}
else
{
int use_clip3[2] = { 0, 0 };
rectangle finalclip3;
/* custom cliprects needed for the weird effect used in the endinq sequence to hide and show the needed part of text */
finalclip0.min_y = finalclip1.min_y = cliprect->min_y;
finalclip0.max_y = finalclip1.max_y = cliprect->max_y;
if(k007121_ctrlram_r(state->m_k007121, 1) & 1)
{
finalclip0.min_x = cliprect->max_x - ctrl_0 + 8;
finalclip0.max_x = cliprect->max_x;
if(ctrl_0 >= 40)
{
finalclip1.min_x = cliprect->min_x;
}
else
{
use_clip3[0] = 1;
finalclip1.min_x = 40 - ctrl_0;
}
finalclip1.max_x = cliprect->max_x - ctrl_0 + 8;
}
else
{
if(ctrl_0 >= 40)
{
finalclip0.min_x = cliprect->min_x;
}
else
{
use_clip3[1] = 1;
finalclip0.min_x = 40 - ctrl_0;
}
finalclip0.max_x = cliprect->max_x - ctrl_0 + 8;
finalclip1.min_x = cliprect->max_x - ctrl_0 + 8;
finalclip1.max_x = cliprect->max_x;
}
if(use_clip3[0] || use_clip3[1])
{
finalclip3.min_y = cliprect->min_y;
finalclip3.max_y = cliprect->max_y;
finalclip3.min_x = cliprect->min_x;
finalclip3.max_x = 40 - ctrl_0 - 8;
}
tilemap_set_scrollx(state->m_layer0, 0, ctrl_0 - 40);
tilemap_set_scrollx(state->m_layer1, 0, ctrl_0 - 40);
tilemap_draw(bitmap, &finalclip0, state->m_layer0, 0, 1);
if(use_clip3[0])
tilemap_draw(bitmap, &finalclip3, state->m_layer0, 0, 1);
tilemap_draw(bitmap, &finalclip1, state->m_layer1, 0, 1);
if(use_clip3[1])
tilemap_draw(bitmap, &finalclip3, state->m_layer1, 0, 1);
k007121_sprites_draw(state->m_k007121, bitmap, cliprect, screen->machine().gfx[0], screen->machine().colortable, state->m_spriteram, (k007121_ctrlram_r(state->m_k007121, 6) & 0x30) * 2,40,0,(k007121_ctrlram_r(state->m_k007121, 3) & 0x40) >> 5);
}
return 0;
}