/***************************************************************************
Atari "Round" hardware
****************************************************************************/
#include "emu.h"
#include "machine/atarigen.h"
#include "video/atarimo.h"
#include "includes/relief.h"
/*************************************
*
* Tilemap callbacks
*
*************************************/
static TILE_GET_INFO( get_playfield_tile_info )
{
relief_state *state = machine.driver_data<relief_state>();
UINT16 data1 = state->m_playfield[tile_index];
UINT16 data2 = state->m_playfield_upper[tile_index] & 0xff;
int code = data1 & 0x7fff;
int color = 0x20 + (data2 & 0x0f);
SET_TILE_INFO(0, code, color, (data1 >> 15) & 1);
}
static TILE_GET_INFO( get_playfield2_tile_info )
{
relief_state *state = machine.driver_data<relief_state>();
UINT16 data1 = state->m_playfield2[tile_index];
UINT16 data2 = state->m_playfield_upper[tile_index] >> 8;
int code = data1 & 0x7fff;
int color = data2 & 0x0f;
SET_TILE_INFO(0, code, color, (data1 >> 15) & 1);
}
/*************************************
*
* Video system start
*
*************************************/
VIDEO_START( relief )
{
static const atarimo_desc modesc =
{
1, /* index to which gfx system */
1, /* number of motion object banks */
1, /* are the entries linked? */
0, /* are the entries split? */
0, /* render in reverse order? */
0, /* render in swapped X/Y order? */
0, /* does the neighbor bit affect the next object? */
8, /* pixels per SLIP entry (0 for no-slip) */
0, /* pixel offset for SLIPs */
0, /* maximum number of links to visit/scanline (0=all) */
0x100, /* base palette entry */
0x100, /* maximum number of colors */
0, /* transparent pen index */
{{ 0x00ff,0,0,0 }}, /* mask for the link */
{{ 0 }}, /* mask for the graphics bank */
{{ 0,0x7fff,0,0 }}, /* mask for the code index */
{{ 0 }}, /* mask for the upper code index */
{{ 0,0,0x000f,0 }}, /* mask for the color */
{{ 0,0,0xff80,0 }}, /* mask for the X position */
{{ 0,0,0,0xff80 }}, /* mask for the Y position */
{{ 0,0,0,0x0070 }}, /* mask for the width, in tiles*/
{{ 0,0,0,0x0007 }}, /* mask for the height, in tiles */
{{ 0,0x8000,0,0 }}, /* mask for the horizontal flip */
{{ 0 }}, /* mask for the vertical flip */
{{ 0 }}, /* mask for the priority */
{{ 0 }}, /* mask for the neighbor */
{{ 0 }}, /* mask for absolute coordinates */
{{ 0 }}, /* mask for the special value */
0, /* resulting value to indicate "special" */
0 /* callback routine for special entries */
};
relief_state *state = machine.driver_data<relief_state>();
/* MOs are 5bpp but with a 4-bit color granularity */
machine.gfx[1]->color_granularity = 16;
/* initialize the playfield */
state->m_playfield_tilemap = tilemap_create(machine, get_playfield_tile_info, tilemap_scan_cols, 8,8, 64,64);
/* initialize the second playfield */
state->m_playfield2_tilemap = tilemap_create(machine, get_playfield2_tile_info, tilemap_scan_cols, 8,8, 64,64);
tilemap_set_transparent_pen(state->m_playfield2_tilemap, 0);
/* initialize the motion objects */
atarimo_init(machine, 0, &modesc);
}
/*************************************
*
* Main refresh
*
*************************************/
SCREEN_UPDATE( relief )
{
relief_state *state = screen->machine().driver_data<relief_state>();
bitmap_t *priority_bitmap = screen->machine().priority_bitmap;
atarimo_rect_list rectlist;
bitmap_t *mobitmap;
int x, y, r;
/* draw the playfield */
bitmap_fill(priority_bitmap, cliprect, 0);
tilemap_draw(bitmap, cliprect, state->m_playfield_tilemap, 0, 0);
tilemap_draw(bitmap, cliprect, state->m_playfield2_tilemap, 0, 1);
/* draw and merge the MO */
mobitmap = atarimo_render(0, cliprect, &rectlist);
for (r = 0; r < rectlist.numrects; r++, rectlist.rect++)
for (y = rectlist.rect->min_y; y <= rectlist.rect->max_y; y++)
{
UINT16 *mo = (UINT16 *)mobitmap->base + mobitmap->rowpixels * y;
UINT16 *pf = (UINT16 *)bitmap->base + bitmap->rowpixels * y;
UINT8 *pri = (UINT8 *)priority_bitmap->base + priority_bitmap->rowpixels * y;
for (x = rectlist.rect->min_x; x <= rectlist.rect->max_x; x++)
if (mo[x])
{
/* verified from the GALs on the real PCB; equations follow
*
* --- PF/M is 1 if playfield has priority, or 0 if MOs have priority
* PF/M = PFXS
*
* --- CS0 is set to 1 if the MO is transparent
* CS0=!MPX0*!MPX1*!MPX2*!MPX3
*
* --- CS1 is 1 to select playfield pixels or 0 to select MO pixels
* !CS1=MPX5*MPX6*MPX7*!CS0
* +!MPX4*MPX5*MPX6*MPX7
* +PFXS*!CS0
* +!MPX4*PFXS
*
* --- CRA10 is the 0x200 bit of the color RAM index; set for the top playfield only
* CRA10:=CS1*PFXS
*
* --- CRA9 is the 0x100 bit of the color RAM index; set for MOs only
* !CA9:=CS1
*
* --- CRA8-1 are the low 8 bits of the color RAM index; set as expected
*/
int cs0 = 0;
int cs1 = 1;
/* compute the CS0 signal */
cs0 = ((mo[x] & 0x0f) == 0);
/* compute the CS1 signal */
if ((!cs0 && (mo[x] & 0xe0) == 0xe0) ||
((mo[x] & 0xf0) == 0xe0) ||
(!pri[x] && !cs0) ||
(!pri[x] && !(mo[x] & 0x10)))
cs1 = 0;
/* MO is displayed if cs1 == 0 */
if (!cs1)
pf[x] = mo[x];
/* erase behind ourselves */
mo[x] = 0;
}
}
return 0;
}