// license:BSD-3-Clause
// copyright-holders:Mike Coates
/***************************************************************************
Functions to emulate video hardware on these Taito games:
- rainbow islands
- jumping (bootleg)
***************************************************************************/
#include "emu.h"
#include "includes/rbisland.h"
#include "screen.h"
/***************************************************************************/
WRITE16_MEMBER(rbisland_state::rbisland_spritectrl_w)
{
if (offset == 0)
{
/* bits 0 and 1 always set */
/* bits 5-7 are the sprite palette bank */
/* other bits unknown */
m_pc090oj->set_sprite_ctrl((data & 0xe0) >> 5);
}
}
WRITE16_MEMBER(rbisland_state::jumping_spritectrl_w)
{
if (offset == 0)
{
/* bits 0 and 1 are set after 15 seconds */
/* bits 5-7 are the sprite palette bank */
/* other bits unknown */
m_sprite_ctrl = data;
}
}
/***************************************************************************/
uint32_t rbisland_state::screen_update_rainbow(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
int layer[2];
m_pc080sn->tilemap_update();
layer[0] = 0;
layer[1] = 1;
screen.priority().fill(0, cliprect);
m_pc080sn->tilemap_draw(screen, bitmap, cliprect, layer[0], TILEMAP_DRAW_OPAQUE, 1);
m_pc080sn->tilemap_draw(screen, bitmap, cliprect, layer[1], 0, 2);
m_pc090oj->draw_sprites(bitmap, cliprect, screen.priority(), 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_MEMBER(rbisland_state,jumping)
{
m_pc080sn->set_trans_pen(1, 15);
m_sprite_ctrl = 0;
m_sprites_flipscreen = 0;
/* not 100% sure Jumping needs to save both... */
save_item(NAME(m_sprite_ctrl));
save_item(NAME(m_sprites_flipscreen));
}
uint32_t rbisland_state::screen_update_jumping(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
uint16_t *spriteram = m_spriteram;
int offs, layer[2];
int sprite_colbank = (m_sprite_ctrl & 0xe0) >> 1;
m_pc080sn->tilemap_update();
/* Override values, or foreground layer is in wrong position */
m_pc080sn->set_scroll(1, 16, 0);
layer[0] = 0;
layer[1] = 1;
screen.priority().fill(0, cliprect);
m_pc080sn->tilemap_draw(screen, bitmap, cliprect, layer[0], TILEMAP_DRAW_OPAQUE, 0);
/* Draw the sprites. 128 sprites in total */
for (offs = m_spriteram.bytes() / 2 - 8; offs >= 0; offs -= 8)
{
int tile = spriteram[offs];
if (tile < m_gfxdecode->gfx(1)->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;
m_gfxdecode->gfx(0)->transpen(bitmap,cliprect,
tile,
color,
data1 & 0x40, data1 & 0x80,
sx,sy+1,15);
}
}
m_pc080sn->tilemap_draw(screen, bitmap, cliprect, layer[1], 0, 0);
#if 0
{
char buf[80];
sprintf(buf,"sprite_ctrl: %04x", m_sprite_ctrl);
popmessage(buf);
}
#endif
return 0;
}