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

    Rohga Video emulation - Bryan McPhail, mish@tendril.co.uk

***************************************************************************/

#include "emu.h"
#include "includes/rohga.h"
#include "video/deco16ic.h"


WRITE16_HANDLER( rohga_buffer_spriteram16_w )
{
	// Spriteram seems to be triple buffered (no sprite lag on real pcb, but there
	// is on driver with only double buffering)
	rohga_state *state = space->machine().driver_data<rohga_state>();
	memcpy(state->m_spriteram, space->machine().generic.buffered_spriteram.u16, 0x800);
	memcpy(space->machine().generic.buffered_spriteram.u16, space->machine().generic.spriteram.u16, 0x800);
}

VIDEO_START( rohga )
{
	rohga_state *state = machine.driver_data<rohga_state>();
	state->m_spriteram = auto_alloc_array(machine, UINT16, 0x800/2);
	state->save_pointer(NAME(state->m_spriteram), 0x800/2);
}

/******************************************************************************/

static void rohga_draw_sprites( running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect, const UINT16 *spriteptr, int is_schmeisr )
{
	int offs;

	for (offs = 0x400 - 4; offs >= 0; offs -= 4)
	{
		int x, y, sprite, colour, multi, fx, fy, inc, flash, mult, pri = 0;
		sprite = spriteptr[offs + 1];
		if (!sprite)
			continue;

		x = spriteptr[offs + 2];

		/* Sprite/playfield priority */
		switch (x & 0x6000)
		{
		case 0x0000: pri = 0; break;
		case 0x4000: pri = 0xf0; break;
		case 0x6000: pri = 0xf0 | 0xcc; break;
		case 0x2000: pri = 0;//0xf0|0xcc; break; /* Perhaps 0xf0|0xcc|0xaa (Sprite under bottom layer) */
		}

		y = spriteptr[offs];
		flash = y & 0x1000;
		if (flash && (machine.primary_screen->frame_number() & 1))
			continue;

		// Sprite colour is different between Rohga (6bpp) and Schmeisr (4bpp plus wire mods on pcb)
		if (is_schmeisr)
		{
			colour = ((x >> 9) & 0xf) << 2;
			if (x & 0x8000)
				colour++;
		}
		else
		{
			colour = (x >> 9) & 0xf;
		}

		fx = y & 0x2000;
		fy = y & 0x4000;
		multi = (1 << ((y & 0x0600) >> 9)) - 1;	/* 1x, 2x, 4x, 8x height */

		x = x & 0x01ff;
		y = y & 0x01ff;
		if (x >= 320) x -= 512;
		if (y >= 256) y -= 512;

		sprite &= ~multi;
		if (fy)
			inc = -1;
		else
		{
			sprite += multi;
			inc = 1;
		}

		if (flip_screen_get(machine))
		{
			x = 304 - x;
			y = 240 - y;
			if (fx) fx = 0; else fx = 1;
			if (fy) fy = 0; else fy = 1;
			mult = -16;
		}
		else
			mult = +16;

		while (multi >= 0)
		{
			pdrawgfx_transpen(bitmap,cliprect,machine.gfx[3],
					sprite - multi * inc,
					colour,
					fx,fy,
					x,y + mult * multi,
					machine.priority_bitmap,pri,0);

			multi--;
		}
	}
}

static void wizdfire_draw_sprites( running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect, UINT16 *spriteptr, int mode, int bank )
{
	int offs;

	for (offs = 0; offs < 0x400; offs += 4)
	{
		int x, y, sprite, colour, multi, fx, fy, inc, flash, mult;
		int alpha = 0xff;

		sprite = spriteptr[offs + 1];
		if (!sprite)
			continue;

		x = spriteptr[offs + 2];

		/*
        Sprite/playfield priority - we can't use pdrawgfx because we need alpha'd sprites overlaid
        over non-alpha'd sprites, plus sprites underneath and above an alpha'd background layer.

        Hence, we rely on the hardware sorting everything correctly and not relying on any orthoganality
        effects (it doesn't seem to), and instead draw separate passes for each sprite priority.  :(
        */
		switch (mode)
		{
		case 4:
			if ((x & 0xc000) != 0xc000)
				continue;
			break;
		case 3:
			if ((x & 0xc000) != 0x8000)
				continue;
			break;
		case 2:
			if ((x & 0x8000) != 0x8000)
				continue;
			break;
		case 1:
		case 0:
		default:
			if ((x & 0x8000) != 0)
				continue;
			break;
		}

		y = spriteptr[offs];
		flash = y & 0x1000;
		if (flash && (machine.primary_screen->frame_number() & 1))
			continue;
		colour = (x >> 9) & 0x1f;

		if (bank == 4 && colour & 0x10)
		{
			alpha = 0x80;
			colour &= 0xf;
		}

		fx = y & 0x2000;
		fy = y & 0x4000;
		multi = (1 << ((y & 0x0600) >> 9)) - 1;	/* 1x, 2x, 4x, 8x height */

		x = x & 0x01ff;
		y = y & 0x01ff;
		if (x >= 320) x -= 512;
		if (y >= 256) y -= 512;

		sprite &= ~multi;
		if (fy)
			inc = -1;
		else
		{
			sprite += multi;
			inc = 1;
		}

		if (flip_screen_get(machine))
		{
			x = 304 - x;
			y = 240 - y;
			if (fx) fx = 0; else fx = 1;
			if (fy) fy = 0; else fy = 1;
			mult = -16;
		}
		else
			mult = +16;

		if (fx) fx = 0; else fx = 1;
		if (fy) fy = 0; else fy = 1;

		while (multi >= 0)
		{
			drawgfx_alpha(bitmap,cliprect,machine.gfx[bank],
					sprite - multi * inc,
					colour,
					fx,fy,
					x,y + mult * multi,
					0,alpha);

			multi--;
		}
	}
}

static void nitrobal_draw_sprites( running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect, const UINT16 *spriteptr, int gfxbank )
{
	rohga_state *state = machine.driver_data<rohga_state>();
	int offs, end, inc;
	UINT16 priority = decocomn_priority_r(state->m_decocomn, 0, 0xffff);

	/*
        Alternate format from most 16 bit games - same as Captain America and Mutant Fighter

        Word 0:
            0x8000: Y flip
            0x4000: X flip
            0x2000: Flash (Sprite toggles on/off every frame)
            0x1fff: Y value
        Word 1:
            0xffff: X value
        Word 2:
            0xf000: Block height
            0x0f00: Block width
            0x00e0: Unused?

sprites1:
    bit 0x40 set for under PF2
    bit 0x20 set on others...
    bit 0x80 set in game pf3 (split)

Sprites 2:
    bit 0x10 set on alpha sprites..
    bit 0x80 set is above pf2 else under pf2

            0x001f: Colour
        Word 3:
            0xffff: Sprite value
    */

	offs = 0x3fc;
	end = -4;
	inc = -4;

	while (offs != end)
	{
		int x, y, sprite, colour, fx, fy, w, h, sx, sy, x_mult, y_mult, tilemap_pri, sprite_pri;
		int alpha = 0xff;

		sprite = spriteptr[offs + 3];
		if (!sprite)
		{
			offs += inc;
			continue;
		}

		sx = spriteptr[offs + 1];

		h = (spriteptr[offs + 2] & 0xf000) >> 12;
		w = (spriteptr[offs + 2] & 0x0f00) >>  8;

		sy = spriteptr[offs];
		if ((sy & 0x2000) && (machine.primary_screen->frame_number() & 1))
		{
			offs += inc;
			continue;
		}

		colour = (spriteptr[offs + 2] >> 0) & 0x1f;

		// PRIORITIES - TODO
		if (gfxbank == 3)
		{
			/* Sprite chip 1 */
			switch (spriteptr[offs + 2] & 0xe0)
			{
//          case 0xc0: colour = rand()%0xff; tilemap_pri = 256; break; //todo
			case 0xc0: tilemap_pri = 8; break; //? under other sprites
			case 0x80: tilemap_pri = 32; break; //? under other sprites
			case 0x20: tilemap_pri = 32; break; /* Over pf2 and under other sprite chip */
			case 0x40: tilemap_pri = 8; break; /* Under pf2 and under other sprite chip */
			case 0xa0: tilemap_pri = 32; break;
			case 0:
				tilemap_pri = 128; break;
			default:
				tilemap_pri = 128;
				break;
			}

/*
Intro:
    0x40 is under pf2 and other sprites
    0x20 is under pf2

Level 1
    0xa0 means under other sprites and pf2?

Level 2 (tank scene)

    Chip 1:

  0x20 set means under pf2 else above??
  0x80 set means under other sprites else above

Level 3:
    0xc0 means under other sprites and pf2      check??
    0x40 means under pf2
    0xa0 means under pf2..

    always over other sprites..?


PRI MODE 2:  (Level 4)
sprite 1:
    mode 0xa0 is under pf2 (sprites unknown)
    mode 0x40 is under pf2 (sprites unknown)

sprite 2:

    mode 0x40 is under pf2
    mode 0 is under pf2


Level 5 (Space, pri mode 1)

sprite 1:
    mode 0x80 is over pf2 and over other sprites



sprite 2:

    mode 0 is over pf2

  */

			sprite_pri = 1;
		}
		else
		{
			/* Sprite chip 2 (with alpha blending) */

			/* Sprite above playfield 2, but still below other sprite chip */
//          if (spriteptr[offs + 2] & 0x80)
				tilemap_pri = 64;
//          else
//              tilemap_pri = 8;

			if (priority)
				tilemap_pri = 8;
			else
				tilemap_pri = 64;

			sprite_pri = 2;
		}

		if (gfxbank == 4 && colour & 0x10)
		{
			alpha = 0x80;
			colour &= 0xf;
		}

		fx = (spriteptr[offs + 0] & 0x4000);
		fy = (spriteptr[offs + 0] & 0x8000);

		if (!flip_screen_get(machine))
		{ /* Inverted from Mutant Fighter! */
			if (fx) fx = 0; else fx = 1;
			if (fy) fy = 0; else fy = 1;

			sx = sx & 0x01ff;
			sy = sy & 0x01ff;
			if (sx > 0x180) sx = -(0x200 - sx);
			if (sy > 0x180) sy = -(0x200 - sy);

			if (fx) { x_mult = -16; sx += 16 * w; } else { x_mult = 16; sx -= 16; }
			if (fy) { y_mult = -16; sy += 16 * h; } else { y_mult = 16; sy -= 16; }
		}
		else
		{
			sx = sx & 0x01ff;
			sy = sy & 0x01ff;
			if (sx & 0x100) sx = -(0x100 - (sx & 0xff));
			if (sy & 0x100) sy = -(0x100 - (sy & 0xff));
			sx = 304 - sx;
			sy = 240 - sy;
			if (sx >= 432) sx -= 512;
			if (sy >= 384) sy -= 512;
			if (fx) { x_mult = -16; sx += 16; } else { x_mult = 16; sx -= 16 * w; }
			if (fy) { y_mult = -16; sy += 16; } else { y_mult = 16; sy -= 16 * h; }
		}

		for (x = 0; x < w; x++)
		{
			for (y = 0; y < h; y++)
			{
				decocomn_pdrawgfx(
						state->m_decocomn,
						bitmap,cliprect,machine.gfx[gfxbank],
						sprite + y + h * x,
						colour,
						fx,fy,
						sx + x_mult * (w-x),sy + y_mult * (h-y),
						0,tilemap_pri,sprite_pri,1,alpha);
			}
		}

		offs += inc;
	}
}

/******************************************************************************/

static void update_rohga( device_t *screen, bitmap_t *bitmap, const rectangle *cliprect, int is_schmeisr )
{
	rohga_state *state = screen->machine().driver_data<rohga_state>();
	UINT16 flip = deco16ic_pf_control_r(state->m_deco_tilegen1, 0, 0xffff);
	UINT16 priority = decocomn_priority_r(state->m_decocomn, 0, 0xffff);

	/* Update playfields */
	flip_screen_set(screen->machine(), BIT(flip, 7));
	deco16ic_pf_update(state->m_deco_tilegen1, state->m_pf1_rowscroll, state->m_pf2_rowscroll);
	deco16ic_pf_update(state->m_deco_tilegen2, state->m_pf3_rowscroll, state->m_pf4_rowscroll);

	/* Draw playfields */
	bitmap_fill(screen->machine().priority_bitmap, cliprect, 0);
	bitmap_fill(bitmap, cliprect, screen->machine().pens[768]);

	switch (priority & 3)
	{
	case 0:
		if (priority & 4)
		{
			// Draw as 1 8BPP layer
			deco16ic_tilemap_12_combine_draw(state->m_deco_tilegen2, bitmap, cliprect, TILEMAP_DRAW_OPAQUE, 3);
		}
		else
		{
			// Draw as 2 4BPP layers
			deco16ic_tilemap_2_draw(state->m_deco_tilegen2, bitmap, cliprect, TILEMAP_DRAW_OPAQUE, 1);
			deco16ic_tilemap_1_draw(state->m_deco_tilegen2, bitmap, cliprect, 0, 2);
		}
		deco16ic_tilemap_2_draw(state->m_deco_tilegen1, bitmap, cliprect, 0, 4);
		break;
	case 1:
		deco16ic_tilemap_2_draw(state->m_deco_tilegen2, bitmap, cliprect, TILEMAP_DRAW_OPAQUE, 1);
		deco16ic_tilemap_2_draw(state->m_deco_tilegen1, bitmap, cliprect, 0, 2);
		deco16ic_tilemap_1_draw(state->m_deco_tilegen2, bitmap, cliprect, 0, 4);
		break;
	case 2:
		deco16ic_tilemap_2_draw(state->m_deco_tilegen1, bitmap, cliprect, TILEMAP_DRAW_OPAQUE, 1);
		deco16ic_tilemap_2_draw(state->m_deco_tilegen2, bitmap, cliprect, 0, 2);
		deco16ic_tilemap_1_draw(state->m_deco_tilegen2, bitmap, cliprect, 0, 4);
		break;
	}

	rohga_draw_sprites(screen->machine(), bitmap, cliprect, state->m_spriteram, is_schmeisr);
	deco16ic_tilemap_1_draw(state->m_deco_tilegen1, bitmap, cliprect, 0, 0);
}

SCREEN_UPDATE( rohga )
{
	update_rohga(screen, bitmap, cliprect, 0);
	return 0;
}

SCREEN_UPDATE( schmeisr )
{
	// The Schmeisr pcb has wire mods which seem to remap sprite palette indices.
	// Otherwise video update is the same as Rohga.
	update_rohga(screen, bitmap, cliprect, 1);
	return 0;
}

SCREEN_UPDATE( wizdfire )
{
	rohga_state *state = screen->machine().driver_data<rohga_state>();
	UINT16 flip = deco16ic_pf_control_r(state->m_deco_tilegen1, 0, 0xffff);
	UINT16 priority = decocomn_priority_r(state->m_decocomn, 0, 0xffff);

	/* Update playfields */
	flip_screen_set(screen->machine(), BIT(flip, 7));
	deco16ic_pf_update(state->m_deco_tilegen1, 0, 0);
	deco16ic_pf_update(state->m_deco_tilegen2, state->m_pf3_rowscroll, state->m_pf4_rowscroll);

	/* Draw playfields - Palette of 2nd playfield chip visible if playfields turned off */
	bitmap_fill(bitmap, cliprect, screen->machine().pens[512]);

	deco16ic_tilemap_2_draw(state->m_deco_tilegen2, bitmap, cliprect, TILEMAP_DRAW_OPAQUE, 0);
	wizdfire_draw_sprites(screen->machine(), bitmap, cliprect, screen->machine().generic.buffered_spriteram.u16, 4, 3);
	deco16ic_tilemap_2_draw(state->m_deco_tilegen1, bitmap, cliprect, 0, 0);
	wizdfire_draw_sprites(screen->machine(), bitmap, cliprect, screen->machine().generic.buffered_spriteram.u16, 3, 3);

	if ((priority & 0x1f) == 0x1f) /* Wizdfire has bit 0x40 always set, Dark Seal 2 doesn't?! */
		deco16ic_tilemap_1_draw(state->m_deco_tilegen2, bitmap, cliprect, TILEMAP_DRAW_ALPHA(0x80), 0);
	else
		deco16ic_tilemap_1_draw(state->m_deco_tilegen2, bitmap, cliprect, 0, 0);

	/* See notes in wizdfire_draw_sprites about this */
	wizdfire_draw_sprites(screen->machine(), bitmap, cliprect, screen->machine().generic.buffered_spriteram.u16,  0, 3);
	wizdfire_draw_sprites(screen->machine(), bitmap, cliprect, screen->machine().generic.buffered_spriteram2.u16, 2, 4);
	wizdfire_draw_sprites(screen->machine(), bitmap, cliprect, screen->machine().generic.buffered_spriteram2.u16, 1, 4);

	deco16ic_tilemap_1_draw(state->m_deco_tilegen1, bitmap, cliprect, 0, 0);
	return 0;
}

SCREEN_UPDATE( nitrobal )
{
	rohga_state *state = screen->machine().driver_data<rohga_state>();
	UINT16 flip = deco16ic_pf_control_r(state->m_deco_tilegen1, 0, 0xffff);

	/* Update playfields */
	flip_screen_set(screen->machine(), BIT(flip, 7));
	deco16ic_pf_update(state->m_deco_tilegen1, state->m_pf1_rowscroll, state->m_pf2_rowscroll);
	deco16ic_pf_update(state->m_deco_tilegen2, state->m_pf3_rowscroll, state->m_pf4_rowscroll);

	/* Draw playfields - Palette of 2nd playfield chip visible if playfields turned off */
	bitmap_fill(bitmap, cliprect, screen->machine().pens[512]);
	bitmap_fill(screen->machine().priority_bitmap, NULL, 0);
	decocomn_clear_sprite_priority_bitmap(state->m_decocomn);

	/* pf3 and pf4 are combined into a single 8bpp bitmap */
	deco16ic_tilemap_12_combine_draw(state->m_deco_tilegen2, bitmap, cliprect, TILEMAP_DRAW_OPAQUE, 0);

	deco16ic_tilemap_2_draw(state->m_deco_tilegen1, bitmap, cliprect, 0, 16);
	nitrobal_draw_sprites(screen->machine(), bitmap, cliprect, screen->machine().generic.buffered_spriteram.u16, 3);
	nitrobal_draw_sprites(screen->machine(), bitmap, cliprect, screen->machine().generic.buffered_spriteram2.u16, 4);

	deco16ic_tilemap_1_draw(state->m_deco_tilegen1, bitmap, cliprect, 0, 0);
	return 0;
}