/***************************************************************************
Sega Hang On hardware
***************************************************************************/
#include "emu.h"
#include "video/segaic16.h"
#include "includes/segas16.h"
/*************************************
*
* Video startup
*
*************************************/
VIDEO_START( hangon )
{
/* compute palette info */
segaic16_palette_init(0x800);
/* initialize the tile/text layers */
segaic16_tilemap_init(machine, 0, SEGAIC16_TILEMAP_HANGON, 0x000, 0, 2);
/* initialize the road */
segaic16_road_init(machine, 0, SEGAIC16_ROAD_HANGON, 0x038, 0x7c0, 0x7c0, 0);
}
VIDEO_START( sharrier )
{
/* compute palette info */
segaic16_palette_init(0x800);
/* initialize the tile/text layers */
segaic16_tilemap_init(machine, 0, SEGAIC16_TILEMAP_HANGON, 0x000, 0, 2);
/* initialize the road */
segaic16_road_init(machine, 0, SEGAIC16_ROAD_SHARRIER, 0x038, 0x7c0, 0x7c0, 0);
}
/*************************************
*
* Video update
*
*************************************/
SCREEN_UPDATE( hangon )
{
/* if no drawing is happening, fill with black and get out */
if (!segaic16_display_enable)
{
bitmap_fill(bitmap, cliprect, get_black_pen(screen->machine()));
return 0;
}
/* reset priorities */
bitmap_fill(screen->machine().priority_bitmap, cliprect, 0);
/* draw the low priority road layer */
segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_BACKGROUND);
/* draw background */
segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 0, 0x01);
segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 1, 0x02);
/* draw foreground */
segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 0, 0x02);
segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 1, 0x04);
/* draw the high priority road */
segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_FOREGROUND);
/* text layer */
/* note that we inflate the priority of the text layer to prevent sprites */
/* from drawing over the high scores */
segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 0, 0x08);
segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 1, 0x08);
/* draw the sprites */
segaic16_sprites_draw(screen, bitmap, cliprect, 0);
return 0;
}