/****************************************************************************
Irem M107 video hardware, Bryan McPhail, mish@tendril.co.uk
Close to M92 hardware, but with 4 playfields, not 3.
Twice as many colours, twice as many sprites.
*****************************************************************************
Port:
0x80: pf1 Y scroll
0x82: pf1 X scroll
0x84: pf2 Y scroll
0x86: pf2 X scroll
0x88: pf3 Y scroll
0x8a: pf3 X scroll
0x8c: pf4 Y scroll
0x8e: pf4 X scroll
0x90: pf1 control
0x92: pf2 control
0x94: pf3 control
0x96: pf4 control
0x98: Priority?
0x9a:
0x9c:
0x9e: Raster interrupt value
Playfield control:
Bit 0x0f00: Playfield location in VRAM (in steps of 0x1000)
Bit 0x0080: 0 = Playfield enable, 1 = disable
Bit 0x0002: 1 = Rowselect enable, 0 = disable
Bit 0x0001: 1 = Rowscroll enable, 0 = disable
*****************************************************************************/
#include "emu.h"
#include "includes/m107.h"
/*****************************************************************************/
static TILE_GET_INFO( get_pf_tile_info )
{
m107_state *state = machine.driver_data<m107_state>();
pf_layer_info *layer = (pf_layer_info *)param;
int tile, attrib;
tile_index = 2 * tile_index + layer->vram_base;
attrib = state->m_vram_data[tile_index + 1];
tile = state->m_vram_data[tile_index] + ((attrib & 0x1000) << 4);
SET_TILE_INFO(
0,
tile,
attrib & 0x7f,
TILE_FLIPYX(attrib >> 10));
/* Priority 1 = tile appears above sprites */
tileinfo->category = (attrib >> 9) & 1;
}
/*****************************************************************************/
WRITE16_HANDLER( m107_vram_w )
{
m107_state *state = space->machine().driver_data<m107_state>();
int laynum;
COMBINE_DATA(&state->m_vram_data[offset]);
for (laynum = 0; laynum < 4; laynum++)
if ((offset & 0x6000) == state->m_pf_layer[laynum].vram_base)
tilemap_mark_tile_dirty(state->m_pf_layer[laynum].tmap, (offset & 0x1fff) / 2);
}
/*****************************************************************************/
WRITE16_HANDLER( m107_control_w )
{
m107_state *state = space->machine().driver_data<m107_state>();
UINT16 old = state->m_control[offset];
pf_layer_info *layer;
COMBINE_DATA(&state->m_control[offset]);
switch (offset*2)
{
case 0x10: /* Playfield 1 (top layer) */
case 0x12: /* Playfield 2 */
case 0x14: /* Playfield 3 */
case 0x16: /* Playfield 4 (bottom layer) */
layer = &state->m_pf_layer[offset - 0x08];
/* update VRAM base (bits 8-11) */
layer->vram_base = ((state->m_control[offset] >> 8) & 15) * 0x800;
/* update enable (bit 7) */
tilemap_set_enable(layer->tmap, (~state->m_control[offset] >> 7) & 1);
/* mark everything dirty of the VRAM base changes */
if ((old ^ state->m_control[offset]) & 0x0f00)
tilemap_mark_all_tiles_dirty(layer->tmap);
if(state->m_control[offset] & 0xf07c)
printf("%04x %02x\n",state->m_control[offset],offset*2);
break;
case 0x18:
case 0x1a:
case 0x1c:
break;
case 0x1e:
state->m_raster_irq_position = state->m_control[offset] - 128;
break;
}
}
/*****************************************************************************/
VIDEO_START( m107 )
{
m107_state *state = machine.driver_data<m107_state>();
int laynum;
for (laynum = 0; laynum < 4; laynum++)
{
pf_layer_info *layer = &state->m_pf_layer[laynum];
/* allocate a tilemaps per layer */
layer->tmap = tilemap_create(machine, get_pf_tile_info, tilemap_scan_rows, 8,8, 64,64);
/* set the user data to point to the layer */
tilemap_set_user_data(layer->tmap, &state->m_pf_layer[laynum]);
/* set scroll offsets */
tilemap_set_scrolldx(layer->tmap, -3 + 2 * laynum, -3 + 2 * laynum);
tilemap_set_scrolldy(layer->tmap, -128, -128);
/* set pen 0 to transparent for all tilemaps except #4 */
if (laynum != 3)
tilemap_set_transparent_pen(layer->tmap, 0);
}
state->m_buffered_spriteram = auto_alloc_array_clear(machine, UINT16, 0x1000/2);
}
/*****************************************************************************/
static void draw_sprites(running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect)
{
m107_state *state = machine.driver_data<m107_state>();
UINT16 *spriteram = state->m_buffered_spriteram;
int offs;
UINT8 *rom = machine.region("user1")->base();
for (offs = 0;offs < 0x800;offs += 4)
{
int x,y,sprite,colour,fx,fy,y_multi,i,s_ptr,pri_mask;
pri_mask = (!(spriteram[offs+2]&0x80)) ? 2 : 0;
y=spriteram[offs+0];
x=spriteram[offs+3];
x&=0x1ff;
y&=0x1ff;
if (x==0 || y==0) continue; /* offscreen */
sprite=spriteram[offs+1]&0x7fff;
x = x - 16;
y = 384 - 16 - y;
colour=spriteram[offs+2]&0x7f;
fx=(spriteram[offs+2]>>8)&0x1;
fy=(spriteram[offs+2]>>8)&0x2;
y_multi=(spriteram[offs+0]>>11)&0x3;
if (state->m_spritesystem == 0)
{
y_multi=1 << y_multi; /* 1, 2, 4 or 8 */
s_ptr = 0;
if (!fy) s_ptr+=y_multi-1;
for (i=0; i<y_multi; i++)
{
pdrawgfx_transpen(bitmap,cliprect,machine.gfx[1],
sprite + s_ptr,
colour,
fx,fy,
x,y-i*16,
machine.priority_bitmap,pri_mask,0);
/* wrap-around y */
pdrawgfx_transpen(bitmap,cliprect,machine.gfx[1],
sprite + s_ptr,
colour,
fx,fy,
x,(y-i*16) - 0x200,
machine.priority_bitmap,pri_mask,0);
if (fy) s_ptr++; else s_ptr--;
}
}
else
{
int rom_offs = sprite*8;
if (rom[rom_offs+1] || rom[rom_offs+3] || rom[rom_offs+5] || rom[rom_offs+7])
{
while (rom_offs < 0x40000) /* safety check */
{
/*
[1]
x--- ---- end of block marker
---- --x- Flip Y
---- ---x Flip X
[2]
xxxx xxxx Y offs lo byte
[3]
---- xxx- height (1/2/4/8)
---- ---x Y offs hi byte
[4]
xxxx xxxx sprite number lo byte
[5]
xxxx xxxx sprite number hi byte
[6]
xxxx xxxx X offs lo byte
[7]
---- ---x X offs hi byte
*/
int xdisp = rom[rom_offs+6]+256*rom[rom_offs+7];
int ydisp = rom[rom_offs+2]+256*rom[rom_offs+3];
int ffx=fx^(rom[rom_offs+1]&1);
int ffy=fy^(rom[rom_offs+1]&2);
sprite=rom[rom_offs+4]+256*rom[rom_offs+5];
y_multi=1<<((rom[rom_offs+3]>>1)&0x3);
if (fx) xdisp = -xdisp-16;
if (fy) ydisp = -ydisp - (16*y_multi-1);
if (!ffy) sprite+=y_multi-1;
for (i=0; i<y_multi; i++)
{
pdrawgfx_transpen(bitmap,cliprect,machine.gfx[1],
sprite+(ffy?i:-i),
colour,
ffx,ffy,
(x+xdisp)&0x1ff,(y-ydisp-16*i)&0x1ff,
machine.priority_bitmap,pri_mask,0);
/* wrap-around y */
pdrawgfx_transpen(bitmap,cliprect,machine.gfx[1],
sprite+(ffy?i:-i),
colour,
ffx,ffy,
(x+xdisp)&0x1ff,((y-ydisp-16*i)&0x1ff)-0x200,
machine.priority_bitmap,pri_mask,0);
}
if (rom[rom_offs+1]&0x80) break; /* end of block */
rom_offs += 8;
}
}
}
}
}
/*****************************************************************************/
static void m107_update_scroll_positions(running_machine &machine)
{
m107_state *state = machine.driver_data<m107_state>();
int laynum;
int i;
/*
rowscroll is at 0xde000 - 0xde7ff, every layer has dedicated 0x200 bytes inside this area, enabled with bit 0 of the layer video register
rowselect is at 0xde800 - 0xdefff, every layer has dedicated 0x200 bytes inside this area, enabled with bit 1 of the layer video register
Perhaps 0xdf000 - 0xdffff and bit 2-3 are respectively colscroll and colselect?
*/
for (laynum = 0; laynum < 4; laynum++)
{
pf_layer_info *layer = &state->m_pf_layer[laynum];
int scrolly = state->m_control[0 + 2 * laynum];
int scrollx = state->m_control[1 + 2 * laynum];
if (state->m_control[0x08 + laynum] & 0x01) //used by World PK Soccer goal scrolling and Fire Barrel sea wave effect (stage 2) / canyon parallax effect (stage 6)
{
const UINT16 *scrolldata = state->m_vram_data + (0xe000 + 0x200 * laynum) / 2;
tilemap_set_scroll_rows(layer->tmap, 512);
for (i = 0; i < 512; i++)
tilemap_set_scrollx(layer->tmap, i, scrolldata[((i+0xff80)-(scrolly))&0x1ff] + scrollx);
}
else
{
tilemap_set_scroll_rows(layer->tmap, 1);
tilemap_set_scrollx(layer->tmap, 0, scrollx);
}
tilemap_set_scrolly(layer->tmap, 0,scrolly);
}
}
/*****************************************************************************/
static void m107_tilemap_draw(running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect, int laynum, int category,int opaque)
{
m107_state *state = machine.driver_data<m107_state>();
int line;
rectangle clip;
const rectangle &visarea = machine.primary_screen->visible_area();
clip.min_x = visarea.min_x;
clip.max_x = visarea.max_x;
clip.min_y = visarea.min_y;
clip.max_y = visarea.max_y;
if (state->m_control[0x08 + laynum] & 0x02)
{
for (line = cliprect->min_y; line <= cliprect->max_y;line++)
{
const UINT16 *scrolldata = state->m_vram_data + (0xe800 + 0x200 * laynum) / 2;
clip.min_y = clip.max_y = line;
tilemap_set_scrollx(state->m_pf_layer[laynum].tmap,0, state->m_control[1 + 2 * laynum]);
tilemap_set_scrolly(state->m_pf_layer[laynum].tmap,0, (state->m_control[0 + 2 * laynum] + scrolldata[line]));
tilemap_draw(bitmap, &clip, state->m_pf_layer[laynum].tmap, category | opaque, category);
}
}
else
tilemap_draw(bitmap, cliprect, state->m_pf_layer[laynum].tmap, category | opaque, category);
}
static void m107_screenrefresh(running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect)
{
m107_state *state = machine.driver_data<m107_state>();
bitmap_fill(machine.priority_bitmap, cliprect, 0);
if ((~state->m_control[0x0b] >> 7) & 1)
{
m107_tilemap_draw(machine, bitmap, cliprect, 3, 0,0);
m107_tilemap_draw(machine, bitmap, cliprect, 3, 1,0);
}
else
bitmap_fill(bitmap, cliprect, 0);
/* note: the opaque flag is used if layer 3 is disabled, noticeable in World PK Soccer title and gameplay screens */
m107_tilemap_draw(machine, bitmap, cliprect, 2, 0,(((state->m_control[0x0b] >> 7) & 1) ? TILEMAP_DRAW_OPAQUE : 0));
m107_tilemap_draw(machine, bitmap, cliprect, 1, 0,0);
m107_tilemap_draw(machine, bitmap, cliprect, 0, 0,0);
m107_tilemap_draw(machine, bitmap, cliprect, 2, 1,0);
m107_tilemap_draw(machine, bitmap, cliprect, 1, 1,0);
m107_tilemap_draw(machine, bitmap, cliprect, 0, 1,0);
if(state->m_sprite_display)
draw_sprites(machine, bitmap, cliprect);
/* This hardware probably has more priority values - but I haven't found
any used yet */
}
/*****************************************************************************/
WRITE16_HANDLER( m107_spritebuffer_w )
{
m107_state *state = space->machine().driver_data<m107_state>();
if (ACCESSING_BITS_0_7) {
/*
TODO: this register looks a lot more complex than how the game uses it. All of them seems to test various bit combinations during POST.
*/
// logerror("%04x: buffered spriteram\n",cpu_get_pc(&space->device()));
state->m_sprite_display = (!(data & 0x1000));
memcpy(state->m_buffered_spriteram, state->m_spriteram, 0x1000);
}
}
/*****************************************************************************/
SCREEN_UPDATE( m107 )
{
m107_update_scroll_positions(screen->machine());
m107_screenrefresh(screen->machine(), bitmap, cliprect);
return 0;
}