/***************************************************************************
Functions to emulate video hardware on these Taito games:
- rainbow islands
- jumping (bootleg)
***************************************************************************/
#include "emu.h"
#include "video/taitoic.h"
#include "includes/rainbow.h"
/***************************************************************************/
WRITE16_HANDLER( rainbow_spritectrl_w )
{
rainbow_state *state = space->machine().driver_data<rainbow_state>();
if (offset == 0)
{
/* bits 0 and 1 always set */
/* bits 5-7 are the sprite palette bank */
/* other bits unknown */
pc090oj_set_sprite_ctrl(state->m_pc090oj, (data & 0xe0) >> 5);
}
}
WRITE16_HANDLER( jumping_spritectrl_w )
{
rainbow_state *state = space->machine().driver_data<rainbow_state>();
if (offset == 0)
{
/* bits 0 and 1 are set after 15 seconds */
/* bits 5-7 are the sprite palette bank */
/* other bits unknown */
state->m_sprite_ctrl = data;
}
}
/***************************************************************************/
SCREEN_UPDATE( rainbow )
{
rainbow_state *state = screen->machine().driver_data<rainbow_state>();
int layer[2];
pc080sn_tilemap_update(state->m_pc080sn);
layer[0] = 0;
layer[1] = 1;
bitmap_fill(screen->machine().priority_bitmap, cliprect, 0);
pc080sn_tilemap_draw(state->m_pc080sn, bitmap, cliprect, layer[0], TILEMAP_DRAW_OPAQUE, 1);
pc080sn_tilemap_draw(state->m_pc080sn, bitmap, cliprect, layer[1], 0, 2);
pc090oj_draw_sprites(state->m_pc090oj, bitmap, cliprect, 1);
return 0;
}
/***************************************************************************
Jumping uses different sprite controller
than rainbow island. - values are remapped
at address 0x2EA in the code. Apart from
physical layout, the main change is that
the Y settings are active low.
*/
VIDEO_START( jumping )
{
rainbow_state *state = machine.driver_data<rainbow_state>();
pc080sn_set_trans_pen(state->m_pc080sn, 1, 15);
state->m_sprite_ctrl = 0;
state->m_sprites_flipscreen = 0;
/* not 100% sure Jumping needs to save both... */
state->save_item(NAME(state->m_sprite_ctrl));
state->save_item(NAME(state->m_sprites_flipscreen));
}
SCREEN_UPDATE( jumping )
{
rainbow_state *state = screen->machine().driver_data<rainbow_state>();
UINT16 *spriteram = state->m_spriteram;
int offs, layer[2];
int sprite_colbank = (state->m_sprite_ctrl & 0xe0) >> 1;
pc080sn_tilemap_update(state->m_pc080sn);
/* Override values, or foreground layer is in wrong position */
pc080sn_set_scroll(state->m_pc080sn, 1, 16, 0);
layer[0] = 0;
layer[1] = 1;
bitmap_fill(screen->machine().priority_bitmap,cliprect,0);
pc080sn_tilemap_draw(state->m_pc080sn, bitmap, cliprect, layer[0], TILEMAP_DRAW_OPAQUE, 0);
/* Draw the sprites. 128 sprites in total */
for (offs = state->m_spriteram_size / 2 - 8; offs >= 0; offs -= 8)
{
int tile = spriteram[offs];
if (tile < screen->machine().gfx[1]->total_elements)
{
int sx,sy,color,data1;
sy = ((spriteram[offs + 1] - 0xfff1) ^ 0xffff) & 0x1ff;
if (sy > 400) sy = sy - 512;
sx = (spriteram[offs + 2] - 0x38) & 0x1ff;
if (sx > 400) sx = sx - 512;
data1 = spriteram[offs + 3];
color = (spriteram[offs + 4] & 0x0f) | sprite_colbank;
drawgfx_transpen(bitmap,cliprect,screen->machine().gfx[0],
tile,
color,
data1 & 0x40, data1 & 0x80,
sx,sy+1,15);
}
}
pc080sn_tilemap_draw(state->m_pc080sn, bitmap, cliprect, layer[1], 0, 0);
#if 0
{
char buf[80];
sprintf(buf,"sprite_ctrl: %04x", state->m_sprite_ctrl);
popmessage(buf);
}
#endif
return 0;
}