// license:BSD-3-Clause
// copyright-holders:Luca Elia, David Haywood
/*
emulation of Seta sprite chips
X1-001A X1-002A (SDIP64)
these always seem to be used as a pair, some board have been seen without the
'A', so it's probably a chip revision / bugfix.
used by:
seta.cpp
taito_x.cpp
tnzs.cpp
srmp2.cpp
champbwl.cpp
cchance.cpp
thedealr.cpp
note: the data bus is almost certainly 8-bit, dating back to the earliest
hardware the games were used on. the RAM arrangements changes
slightly between games depending on how the RAM is hooked up to the
main cpu.
'y' low bits are NEVER buffered?
TODO:
use getter callbacks in drivers for spriterams rather than allocating memory
here, then we won't have to allocate extra memory for seta.cpp games which
appear to have 0x800 bytes of RAM that isn't connceted to the sprite chip
between the banks.
*/
#include "emu.h"
#include "seta001.h"
#include "screen.h"
DEFINE_DEVICE_TYPE(SETA001_SPRITE, seta001_device, "seta001", "Seta SETA001 Sprites")
seta001_device::seta001_device(const machine_config &mconfig, const char *tag, device_t *owner, uint32_t clock)
: device_t(mconfig, SETA001_SPRITE, tag, owner, clock)
, m_gfxdecode(*this, finder_base::DUMMY_TAG)
, m_gfxbank_cb(*this)
{
}
void seta001_device::device_start()
{
m_spriteylow = std::make_unique<uint8_t[]>(0x300); // 0x200 low y + 0x100 bg stuff
m_spritecodelow = std::make_unique<uint8_t[]>(0x2000);
m_spritecodehigh = std::make_unique<uint8_t[]>(0x2000);
/* chukatai draws a column on the left from uninitialized RAM which causes garbage
the reason for this is because the m_spriteylow only gets populated from 0x000 to 0x17d
with the remainder of the ram (0x17e - 0x1ff) never being written to.
If we initialize ram to 0xff it has a single line in the top left instead, but
the PCB has no error at all, initializing to 0xf8 is better, but unlikely from a hardware
perspective.
jjsquawk has a garbage tile in the bottom left instead, but in this case the entire
m_spriteylow is initalized (to 0), but sprite entry 0 for the other tables is never
written to, again meaning it picks up whatever we clear the RAM to as positional
values.
we can't simply skip sprite 0 as other games (mostly tnzs.cpp ones, eg. kabukiz) rely
on it being rendered, even if a number of seta.cpp games specifically avoid it.
maybe other components on the board determine the sprite start / end limits on a per
game basis?
*/
memset(m_spritectrl,0xff,4);
memset(m_spriteylow.get(),0xff,0x300);
memset(m_spritecodelow.get(),0xff,0x2000);
memset(m_spritecodehigh.get(),0xff,0x2000);
m_fg_flipxoffs = 0;
m_fg_noflipxoffs = 0;
m_fg_flipyoffs = 0;
m_fg_noflipyoffs = 0;
m_bg_flipyoffs = 0;
m_bg_noflipyoffs = 0;
m_bg_flipxoffs = 0;
m_bg_noflipxoffs = 0;
m_transpen = 0;
m_colorbase = 0;
m_spritelimit = 0x1ff;
m_bgflag = 0x00;
m_gfxbank_cb.resolve();
save_item(NAME(m_bgflag));
save_item(NAME(m_spritectrl));
save_pointer(NAME(m_spriteylow),0x300);
save_pointer(NAME(m_spritecodelow),0x2000);
save_pointer(NAME(m_spritecodehigh),0x2000);
}
void seta001_device::device_reset()
{
}
READ16_MEMBER( seta001_device::spritectrl_r16 )
{
return m_spritectrl[offset];
}
WRITE16_MEMBER( seta001_device::spritectrl_w16 )
{
if (ACCESSING_BITS_0_7)
{
m_spritectrl[offset] = data;
}
}
READ8_MEMBER( seta001_device::spritectrl_r8 )
{
return m_spritectrl[offset];
}
WRITE8_MEMBER( seta001_device::spritectrl_w8 )
{
m_spritectrl[offset] = data;
}
READ16_MEMBER( seta001_device::spriteylow_r16 )
{
return m_spriteylow[offset];
}
WRITE16_MEMBER( seta001_device::spriteylow_w16 )
{
if (ACCESSING_BITS_0_7)
{
m_spriteylow[offset] = data;
}
}
READ8_MEMBER( seta001_device::spriteylow_r8 )
{
return m_spriteylow[offset];
}
WRITE8_MEMBER( seta001_device::spriteylow_w8 )
{
m_spriteylow[offset] = data;
}
READ8_MEMBER( seta001_device::spritecodelow_r8 )
{
return m_spritecodelow[offset];
}
WRITE8_MEMBER( seta001_device::spritecodelow_w8 )
{
m_spritecodelow[offset] = data;
}
READ8_MEMBER( seta001_device::spritecodehigh_r8 )
{
return m_spritecodehigh[offset];
}
WRITE8_MEMBER( seta001_device::spritecodehigh_w8 )
{
m_spritecodehigh[offset] = data;
}
READ16_MEMBER( seta001_device::spritecode_r16 )
{
uint16_t ret = m_spritecodelow[offset];
ret |= m_spritecodehigh[offset] << 8;
return ret;
}
WRITE16_MEMBER( seta001_device::spritecode_w16 )
{
if (ACCESSING_BITS_0_7) m_spritecodelow[offset] = data & 0x00ff;
if (ACCESSING_BITS_8_15) m_spritecodehigh[offset] = (data & 0xff00)>>8;
}
WRITE8_MEMBER( seta001_device::spritebgflag_w8 )
{
m_bgflag = data;
}
/***************************************************************************
Sprites Drawing
***************************************************************************/
/*
these mostly seem to be controlling the tilemap part of the chip
twineagl: 10 2d 0f 10 (ship)
tndrcade: 58 2d 07 18 (start of game - yes, flip on!)
arbalest: 18 2d 0f 10 (logo)
metafox : 18 21 0f f0 (bomb)
zingzip : 10 2c 00 0f (bomb)
wrofaero: 10 21 00 ff (test mode)
thunderl: 10 6c 00 ff (always?)
krzybowl: 11 28 c0 ff (game)
kiwame : 16 21 7f 00 (logo)
oisipuzl: 59 20 00 00 (game - yes, flip on!)
superman: 10 21 07 38 (game)
twineagl: 00 27 00 0f (test mode)
doraemon: 19 2a 00 03 (always)
srmp2: 1e 20 xx xx
tnzs: 1a 20 xx xx
format
byte 0 byte 1 byte 2 byte3
-f-e uUss -Bb- cccc ---- ---- ---- ----
f = flipy
e = possible enable (only disabled in twineagl test mode? check if it needs sprites)
u = sometimes set
U = sometimes set (srmp2)
s = start column
B = buffering control - toggles often (kabukiz doesn't seem to use these like the other games)
b = buffering control
c = number of columns, 0x0 = disabled, 0x01 = 16 columns 0x2 = 2 coluns ... 0xf = 15 columns
bytes 2 and 3 get set in a bitwize way in the tnzs driver games while horizontal scrolling happens, dependong on how
far we've scrolled, what they actually do is unclear.
*/
void seta001_device::draw_background( bitmap_ind16 &bitmap, const rectangle &cliprect, int bank_size)
{
int transpen;
int offs, col;
int xoffs, yoffs;
int const total_color_codes = m_gfxdecode->gfx(0)->colors();
int const ctrl = m_spritectrl[0];
int const ctrl2 = m_spritectrl[1];
int const flip = ctrl & 0x40;
int numcol = ctrl2 & 0x0f;
int scrollx, scrolly;
uint32_t upper;
const uint8_t* scrollram = &m_spriteylow[0x200];
/* Sprites Banking and/or Sprites Buffering */
uint16_t bank = ( ((ctrl2 ^ (~ctrl2<<1)) & 0x40) ? bank_size : 0 );
int const max_y = 0xf0;
int startcol = 0;
if (ctrl & 0x01)
startcol += 0x4;
if (ctrl & 0x02)
startcol += 0x8;
xoffs = flip ? m_bg_flipxoffs : m_bg_noflipxoffs;
yoffs = flip ? m_bg_flipyoffs : m_bg_noflipyoffs;
if (m_bgflag & 0x80)
transpen = -1;
else
transpen = m_transpen;
if (numcol == 1)
numcol = 16;
upper = m_spritectrl[2] + m_spritectrl[3] * 256;
for (col = 0; col < numcol; col++)
{
scrollx = scrollram[col * 0x10 + 4];
scrolly = scrollram[col * 0x10];
/* draw this column */
for ( offs = 0 ; offs < 0x20; offs += 1 )
{
int i = ((col+startcol)&0xf) * 32 + offs;
int code = ((m_spritecodehigh[i+0x400+bank]) << 8) | m_spritecodelow[i+0x400+bank];
int color =((m_spritecodehigh[i+0x600+bank]) << 8) | m_spritecodelow[i+0x600+bank];
int flipx = code & 0x8000;
int flipy = code & 0x4000;
int sx = scrollx + xoffs + (offs & 1) * 16;
int sy = -(scrolly + yoffs) + (offs / 2) * 16;
if (upper & (1 << col)) sx -= 256;
if (flip)
{
sy = max_y - sy;
flipx = !flipx;
flipy = !flipy;
}
color = ( color >> (16-5) ) % total_color_codes;
code &= 0x3fff;
m_gfxdecode->gfx(0)->transpen(bitmap,cliprect,
code,
color,
flipx,flipy,
((sx) & 0x1ff),((sy) & 0x0ff),
transpen);
m_gfxdecode->gfx(0)->transpen(bitmap,cliprect,
code,
color,
flipx,flipy,
((sx) & 0x1ff)-512,((sy) & 0x0ff),
transpen);
m_gfxdecode->gfx(0)->transpen(bitmap,cliprect,
code,
color,
flipx,flipy,
((sx) & 0x1ff),((sy) & 0x0ff)-256,
transpen);
m_gfxdecode->gfx(0)->transpen(bitmap,cliprect,
code,
color,
flipx,flipy,
((sx) & 0x1ff)-512,((sy) & 0x0ff)-256,
transpen);
}
}
}
void seta001_device::draw_foreground( screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect, int bank_size)
{
int const screenflip = (m_spritectrl[0] & 0x40) >> 6;
int i;
int const ctrl2 = m_spritectrl[1];
int xoffs, yoffs;
int const total_color_codes = m_gfxdecode->gfx(0)->colors();
uint8_t *char_pointer = &m_spritecodelow[0x0000];
uint8_t *x_pointer = &m_spritecodelow[0x0200];
uint8_t *ctrl_pointer = &m_spritecodehigh[0x0000];
uint8_t *color_pointer = &m_spritecodehigh[0x0200];
xoffs = screenflip ? m_fg_flipxoffs : m_fg_noflipxoffs;
yoffs = screenflip ? m_fg_flipyoffs : m_fg_noflipyoffs;
if ((ctrl2 ^ (~ctrl2 << 1)) & 0x40)
{
char_pointer += bank_size;
x_pointer += bank_size;
ctrl_pointer += bank_size;
color_pointer += bank_size;
}
int const max_y = screen.height();
/* Draw up to 512 sprites, mjyuugi has glitches if you draw them all.. */
for (i = m_spritelimit; i >= 0; i--)
{
int code, color, sx, sy, flipx, flipy;
code = char_pointer[i] + ((ctrl_pointer[i] & 0x3f) << 8);
color = (color_pointer[i] & 0xf8) >> 3;
sx = x_pointer[i] - ((color_pointer[i] & 1) << 8);
sy = (m_spriteylow[i] & 0xff);
flipx = ctrl_pointer[i] & 0x80;
flipy = ctrl_pointer[i] & 0x40;
if (!m_gfxbank_cb.isnull()) code = m_gfxbank_cb(code, color_pointer[i]);
color %= total_color_codes;
color += m_colorbase;
if (screenflip)
{
sy = max_y - sy
+(screen.height() - (screen.visible_area().max_y + 1));
flipx = !flipx;
flipy = !flipy;
}
m_gfxdecode->gfx(0)->transpen(bitmap,cliprect,
code,
color,
flipx,flipy,
((sx + xoffs)&0x1ff),
max_y - ((sy + yoffs) & 0x0ff),m_transpen);
/* wrap around x */
m_gfxdecode->gfx(0)->transpen(bitmap,cliprect,
code,
color,
flipx,flipy,
((sx + xoffs)&0x1ff) - 512,
max_y - ((sy + yoffs) & 0x0ff),m_transpen);
m_gfxdecode->gfx(0)->transpen(bitmap,cliprect,
code,
color,
flipx,flipy,
((sx + xoffs)&0x1ff),
max_y - ((sy + yoffs) & 0x0ff)-256,m_transpen);
/* wrap around x */
m_gfxdecode->gfx(0)->transpen(bitmap,cliprect,
code,
color,
flipx,flipy,
((sx + xoffs)&0x1ff) - 512,
max_y - ((sy + yoffs) & 0x0ff)-256,m_transpen);
}
}
void seta001_device::setac_eof()
{
// is this handling right?
// it differs to tnzs, and thundercade has sprite flickering issues (not related to the devicification)
int const ctrl2 = m_spritectrl[1];
if (~ctrl2 & 0x20)
{
if (ctrl2 & 0x40)
{
memcpy( &m_spritecodelow[0x0000], &m_spritecodelow[0x1000],0x800);
memcpy(&m_spritecodehigh[0x0000],&m_spritecodehigh[0x1000],0x800);
}
else
{
memcpy( &m_spritecodelow[0x1000], &m_spritecodelow[0x0000],0x800);
memcpy(&m_spritecodehigh[0x1000],&m_spritecodehigh[0x0000],0x800);
}
}
}
void seta001_device::tnzs_eof( void )
{
int const ctrl2 = m_spritectrl[1];
if (~ctrl2 & 0x20)
{
// note I copy sprites only. setac implementation also copies the "floating tilemap"
if (ctrl2 & 0x40)
{
memcpy( &m_spritecodelow[0x0000], &m_spritecodelow[0x0800], 0x0400);
memcpy(&m_spritecodehigh[0x0000], &m_spritecodehigh[0x0800], 0x0400);
}
else
{
memcpy( &m_spritecodelow[0x0800], &m_spritecodelow[0x0000], 0x0400);
memcpy(&m_spritecodehigh[0x0800], &m_spritecodehigh[0x0000], 0x0400);
}
// and I copy the "floating tilemap" BACKWARDS - this fixes kabukiz
memcpy( &m_spritecodelow[0x0400], &m_spritecodelow[0x0c00], 0x0400);
memcpy(&m_spritecodehigh[0x0400], &m_spritecodehigh[0x0c00], 0x0400);
}
}
void seta001_device::draw_sprites(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect, int bank_size)
{
draw_background(bitmap, cliprect, bank_size);
draw_foreground(screen, bitmap, cliprect, bank_size);
}