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path: root/src/mame/video/m107.c
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/****************************************************************************

    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;
}