/***************************************************************************
Pang Video Hardware
***************************************************************************/
#include "emu.h"
#include "sound/okim6295.h"
#include "includes/mitchell.h"
/***************************************************************************
Callbacks for the TileMap code
***************************************************************************/
static TILE_GET_INFO( get_tile_info )
{
mitchell_state *state = machine.driver_data<mitchell_state>();
UINT8 attr = state->m_colorram[tile_index];
int code = state->m_videoram[2 * tile_index] + (state->m_videoram[2 * tile_index + 1] << 8);
SET_TILE_INFO(
0,
code,
attr & 0x7f,
(attr & 0x80) ? TILE_FLIPX : 0);
}
/***************************************************************************
Start the video hardware emulation.
***************************************************************************/
VIDEO_START( pang )
{
mitchell_state *state = machine.driver_data<mitchell_state>();
state->m_bg_tilemap = tilemap_create(machine, get_tile_info, tilemap_scan_rows, 8, 8, 64, 32);
tilemap_set_transparent_pen(state->m_bg_tilemap, 15);
/* OBJ RAM */
state->m_objram = auto_alloc_array_clear(machine, UINT8, state->m_videoram_size);
/* Palette RAM */
machine.generic.paletteram.u8 = auto_alloc_array_clear(machine, UINT8, 2 * machine.total_colors());
state->save_pointer(NAME(state->m_objram), state->m_videoram_size);
state_save_register_global_pointer(machine, machine.generic.paletteram.u8, 2 * machine.total_colors());
}
/***************************************************************************
Memory handlers
***************************************************************************/
/***************************************************************************
OBJ / CHAR RAM HANDLERS (BANK 0 = CHAR, BANK 1=OBJ)
***************************************************************************/
WRITE8_HANDLER( pang_video_bank_w )
{
mitchell_state *state = space->machine().driver_data<mitchell_state>();
/* Bank handler (sets base pointers for video write) (doesn't apply to mgakuen) */
state->m_video_bank = data;
}
WRITE8_HANDLER( mstworld_video_bank_w )
{
mitchell_state *state = space->machine().driver_data<mitchell_state>();
/* Monsters World seems to freak out if more bits are used.. */
state->m_video_bank = data & 1;
}
WRITE8_HANDLER( mgakuen_videoram_w )
{
mitchell_state *state = space->machine().driver_data<mitchell_state>();
state->m_videoram[offset] = data;
tilemap_mark_tile_dirty(state->m_bg_tilemap, offset / 2);
}
READ8_HANDLER( mgakuen_videoram_r )
{
mitchell_state *state = space->machine().driver_data<mitchell_state>();
return state->m_videoram[offset];
}
WRITE8_HANDLER( mgakuen_objram_w )
{
mitchell_state *state = space->machine().driver_data<mitchell_state>();
state->m_objram[offset] = data;
}
READ8_HANDLER( mgakuen_objram_r )
{
mitchell_state *state = space->machine().driver_data<mitchell_state>();
return state->m_objram[offset];
}
WRITE8_HANDLER( pang_videoram_w )
{
mitchell_state *state = space->machine().driver_data<mitchell_state>();
if (state->m_video_bank)
mgakuen_objram_w(space, offset, data);
else
mgakuen_videoram_w(space, offset, data);
}
READ8_HANDLER( pang_videoram_r )
{
mitchell_state *state = space->machine().driver_data<mitchell_state>();
if (state->m_video_bank)
return mgakuen_objram_r(space, offset);
else
return mgakuen_videoram_r(space, offset);
}
/***************************************************************************
COLOUR RAM
****************************************************************************/
WRITE8_HANDLER( pang_colorram_w )
{
mitchell_state *state = space->machine().driver_data<mitchell_state>();
state->m_colorram[offset] = data;
tilemap_mark_tile_dirty(state->m_bg_tilemap, offset);
}
READ8_HANDLER( pang_colorram_r )
{
mitchell_state *state = space->machine().driver_data<mitchell_state>();
return state->m_colorram[offset];
}
/***************************************************************************
PALETTE HANDLERS (COLOURS: BANK 0 = 0x00-0x3f BANK 1=0x40-0xff)
****************************************************************************/
WRITE8_HANDLER( pang_gfxctrl_w )
{
mitchell_state *state = space->machine().driver_data<mitchell_state>();
logerror("PC %04x: pang_gfxctrl_w %02x\n",cpu_get_pc(&space->device()),data);
{
#if 0
char baf[40];
sprintf(baf,"%02x",data);
popmessage(baf);
#endif
}
/* bit 0 is unknown (used, maybe back color enable?) */
/* bit 1 is coin counter */
coin_counter_w(space->machine(), 0, data & 2);
/* bit 2 is flip screen */
if (state->m_flipscreen != (data & 0x04))
{
state->m_flipscreen = data & 0x04;
tilemap_set_flip_all(space->machine(), state->m_flipscreen ? (TILEMAP_FLIPY | TILEMAP_FLIPX) : 0);
}
/* bit 3 is unknown (used, e.g. marukin pulses it on the title screen) */
/* bit 4 selects OKI M6295 bank */
if (state->m_oki != NULL)
state->m_oki->set_bank_base((data & 0x10) ? 0x40000 : 0x00000);
/* bit 5 is palette RAM bank selector (doesn't apply to mgakuen) */
state->m_paletteram_bank = data & 0x20;
/* bits 6 and 7 are unknown, used in several places. At first I thought */
/* they were bg and sprites enable, but this screws up spang (screen flickers */
/* every time you pop a bubble). However, not using them as enable bits screws */
/* up marukin - you can see partially built up screens during attract mode. */
}
WRITE8_HANDLER( pangbl_gfxctrl_w )
{
mitchell_state *state = space->machine().driver_data<mitchell_state>();
logerror("PC %04x: pang_gfxctrl_w %02x\n",cpu_get_pc(&space->device()),data);
{
#if 0
char baf[40];
sprintf(baf,"%02x",data);
popmessage(baf);
#endif
}
/* bit 0 is unknown (used, maybe back color enable?) */
/* bit 1 is coin counter */
coin_counter_w(space->machine(), 0, data & 2);
/* bit 2 is flip screen */
if (state->m_flipscreen != (data & 0x04))
{
state->m_flipscreen = data & 0x04;
tilemap_set_flip_all(space->machine(), state->m_flipscreen ? (TILEMAP_FLIPY | TILEMAP_FLIPX) : 0);
}
/* bit 3 is unknown (used, e.g. marukin pulses it on the title screen) */
/* bit 4 selects OKI M6295 bank, nop'ed here */
/* bit 5 is palette RAM bank selector (doesn't apply to mgakuen) */
state->m_paletteram_bank = data & 0x20;
/* bits 6 and 7 are unknown, used in several places. At first I thought */
/* they were bg and sprites enable, but this screws up spang (screen flickers */
/* every time you pop a bubble). However, not using them as enable bits screws */
/* up marukin - you can see partially built up screens during attract mode. */
}
WRITE8_HANDLER( mstworld_gfxctrl_w )
{
mitchell_state *state = space->machine().driver_data<mitchell_state>();
logerror("PC %04x: pang_gfxctrl_w %02x\n",cpu_get_pc(&space->device()),data);
{
char baf[40];
sprintf(baf,"%02x",data);
// popmessage(baf);
}
/* bit 0 is unknown (used, maybe back color enable?) */
/* bit 1 is coin counter */
coin_counter_w(space->machine(), 0, data & 2);
/* bit 2 is flip screen */
if (state->m_flipscreen != (data & 0x04))
{
state->m_flipscreen = data & 0x04;
tilemap_set_flip_all(space->machine(), state->m_flipscreen ? (TILEMAP_FLIPY | TILEMAP_FLIPX) : 0);
}
/* bit 3 is unknown (used, e.g. marukin pulses it on the title screen) */
/* bit 4 here does not select OKI M6295 bank: mstworld has its own z80 + sound banking */
/* bit 5 is palette RAM bank selector (doesn't apply to mgakuen) */
state->m_paletteram_bank = data & 0x20;
/* bits 6 and 7 are unknown, used in several places. At first I thought */
/* they were bg and sprites enable, but this screws up spang (screen flickers */
/* every time you pop a bubble). However, not using them as enable bits screws */
/* up marukin - you can see partially built up screens during attract mode. */
}
WRITE8_HANDLER( pang_paletteram_w )
{
mitchell_state *state = space->machine().driver_data<mitchell_state>();
if (state->m_paletteram_bank)
paletteram_xxxxRRRRGGGGBBBB_le_w(space, offset + 0x800, data);
else
paletteram_xxxxRRRRGGGGBBBB_le_w(space, offset, data);
}
READ8_HANDLER( pang_paletteram_r )
{
mitchell_state *state = space->machine().driver_data<mitchell_state>();
if (state->m_paletteram_bank)
return space->machine().generic.paletteram.u8[offset + 0x800];
return space->machine().generic.paletteram.u8[offset];
}
WRITE8_HANDLER( mgakuen_paletteram_w )
{
paletteram_xxxxRRRRGGGGBBBB_le_w(space, offset, data);
}
READ8_HANDLER( mgakuen_paletteram_r )
{
return space->machine().generic.paletteram.u8[offset];
}
/***************************************************************************
Display refresh
***************************************************************************/
static void draw_sprites( running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect )
{
mitchell_state *state = machine.driver_data<mitchell_state>();
int offs, sx, sy;
/* the last entry is not a sprite, we skip it otherwise spang shows a bubble */
/* moving diagonally across the screen */
for (offs = 0x1000 - 0x40; offs >= 0; offs -= 0x20)
{
int code = state->m_objram[offs];
int attr = state->m_objram[offs + 1];
int color = attr & 0x0f;
sx = state->m_objram[offs + 3] + ((attr & 0x10) << 4);
sy = ((state->m_objram[offs + 2] + 8) & 0xff) - 8;
code += (attr & 0xe0) << 3;
if (state->m_flipscreen)
{
sx = 496 - sx;
sy = 240 - sy;
}
drawgfx_transpen(bitmap,cliprect,machine.gfx[1],
code,
color,
state->m_flipscreen, state->m_flipscreen,
sx,sy,15);
}
}
SCREEN_UPDATE( pang )
{
mitchell_state *state = screen->machine().driver_data<mitchell_state>();
bitmap_fill(bitmap, cliprect, 0);
tilemap_draw(bitmap, cliprect, state->m_bg_tilemap, 0, 0);
draw_sprites(screen->machine(), bitmap, cliprect);
return 0;
}