// license:BSD-3-Clause
// copyright-holders:David Haywood
#include "emu.h"
#include "tecmo_mix.h"
DEFINE_DEVICE_TYPE(TECMO_MIXER, tecmo_mix_device, "tecmo_mix", "Tecmo 16-bit Mixer")
tecmo_mix_device::tecmo_mix_device(const machine_config &mconfig, const char *tag, device_t *owner, uint32_t clock)
: device_t(mconfig, TECMO_MIXER, tag, owner, clock),
device_video_interface(mconfig, *this),
m_sprpri_shift(0),
m_sprbln_shift(0),
m_sprcol_shift(0),
m_spblend_source(0),
m_fgblend_source(0),
m_bgblend_comp(0),
m_fgblend_comp(0),
m_txblend_comp(0),
m_spblend_comp(0),
m_bgregular_comp(0),
m_fgregular_comp(0),
m_txregular_comp(0),
m_spregular_comp(0),
m_bgpen(0),
m_bgpen_blend(0),
m_revspritetile(0)
{
}
void tecmo_mix_device::device_start()
{
}
void tecmo_mix_device::device_reset()
{
}
uint32_t tecmo_mix_device::sum_colors(const pen_t *pal, int c1_idx, int c2_idx)
{
const pen_t c1 = pal[c1_idx];
const pen_t c2 = pal[c2_idx];
const int c1_a = (c1 >> 24) & 0xFF;
const int c1_r = (c1 >> 16) & 0xFF;
const int c1_g = (c1 >> 8) & 0xFF;
const int c1_b = c1 & 0xFF;
const int c2_a = (c2 >> 24) & 0xFF;
const int c2_r = (c2 >> 16) & 0xFF;
const int c2_g = (c2 >> 8) & 0xFF;
const int c2_b = c2 & 0xFF;
const uint8_t a = (std::min)(0xFF, c1_a + c2_a);
const uint8_t r = (std::min)(0xFF, c1_r + c2_r);
const uint8_t g = (std::min)(0xFF, c1_g + c2_g);
const uint8_t b = (std::min)(0xFF, c1_b + c2_b);
return ((a << 24) | (r << 16) | (g << 8) | b);
}
void tecmo_mix_device::mix_bitmaps(screen_device &screen, bitmap_rgb32 &bitmap, const rectangle &cliprect, palette_device &palette, bitmap_ind16* bitmap_bg, bitmap_ind16* bitmap_fg, bitmap_ind16* bitmap_tx, bitmap_ind16* bitmap_sp)
{
//int frame = (screen.frame_number()) & 1;
// note this game has no tx layer, comments relate to other drivers
int y, x;
const pen_t *paldata = palette.pens();
for (y = cliprect.min_y; y <= cliprect.max_y; y++)
{
uint32_t *dd = &bitmap.pix32(y);
uint16_t *sd2 = &bitmap_sp->pix16(y);
uint16_t *fg = &bitmap_fg->pix16(y);
uint16_t *bg = &bitmap_bg->pix16(y);
uint16_t *tx = nullptr;
if (bitmap_tx != nullptr)
tx = &bitmap_tx->pix16(y);
for (x = cliprect.min_x; x <= cliprect.max_x; x++)
{
uint16_t sprpixel = (sd2[x]);
uint16_t m_sprpri = (sprpixel >> m_sprpri_shift) & 0x3;
uint16_t m_sprbln = (sprpixel >> m_sprbln_shift) & 0x1;
uint16_t m_sprcol = (sprpixel >> m_sprcol_shift) & 0xf;
sprpixel = (sprpixel & 0xf) | (m_sprcol << 4);
//sprpixel &= 0xff;
uint16_t fgpixel = (fg[x]);
uint16_t fgbln = (fgpixel & 0x0100) >> 8;
fgpixel &= 0xff;
uint16_t bgpixel = (bg[x]);
bgpixel &= 0xff;
uint16_t txpixel = (bitmap_tx != nullptr) ? (tx[x]) : 0;
txpixel &= 0xff;
if (sprpixel&0xf)
{
if (m_sprpri == (0 ^ m_revspritetile)) // behind all
{
if (txpixel & 0xf)
{
// solid TX
dd[x] = paldata[txpixel + m_txregular_comp];
}
else if (fgpixel & 0xf) // is the fg used?
{
if (fgbln)
{
dd[x] = machine().rand();
}
else
{
// solid FG
dd[x] = paldata[fgpixel + m_fgregular_comp];
}
}
else if (bgpixel & 0xf)
{
// solid BG
dd[x] = paldata[bgpixel + m_bgregular_comp];
}
else
{
if (m_sprbln)
{ // sprite is blended with bgpen?
dd[x] = machine().rand();
}
else
{
// solid sprite
dd[x] = paldata[sprpixel + m_spregular_comp];
}
}
}
else if (m_sprpri == (1 ^ m_revspritetile)) // above bg, behind tx, fg
{
if (txpixel & 0xf)
{
// solid TX
dd[x] = paldata[txpixel + m_txregular_comp];
}
else if (fgpixel & 0xf) // is the fg used?
{
if (fgbln)
{
if (m_sprbln)
{
// needs if bgpixel & 0xf check?
// fg is used and blended with sprite, sprite is used and blended with bg? -- used on 'trail' of ball when ball is under the transparent area
dd[x] = sum_colors(paldata, bgpixel + m_bgblend_comp, sprpixel + m_spblend_source); // WRONG??
}
else
{
// fg is used and blended with opaque sprite
dd[x] = sum_colors(paldata, fgpixel + m_fgblend_source, sprpixel + m_spblend_comp);
}
}
else
{
// fg is used and opaque
dd[x] = paldata[fgpixel + m_fgregular_comp];
}
}
else
{
if (m_sprbln)
{
if (bgpixel & 0xf)
{
//fg isn't used, sprite is used and blended with bg? -- used on trail of ball / flippers (looks odd) -- some ninja gaiden enemy deaths (when behind fg) (looks ok?) (maybe we need to check for colour saturation?)
dd[x] = sum_colors(paldata, bgpixel + m_bgblend_comp, sprpixel + m_spblend_source);
}
else
{
//fg isn't used, sprite is used and blended with bg? -- used on trail of ball / flippers (looks odd) -- some ninja gaiden enemy deaths (when behind fg) (looks ok?) (maybe we need to check for colour saturation?)
dd[x] = sum_colors(paldata, m_bgpen_blend, sprpixel + m_spblend_source);
}
}
else
{
// fg isn't used, sprite is used and is opaque
dd[x] = paldata[sprpixel + m_spregular_comp];
}
}
}
else if (m_sprpri == (2 ^ m_revspritetile)) // above bg,fg, behind tx
{
if (txpixel & 0xf)
{
// solid TX
dd[x] = paldata[txpixel + m_txregular_comp];
}
else
{
if (m_sprbln)
{
if (fgpixel & 0xf) // is the fg used?
{
if (fgbln)
{
// blended sprite over blended fg pixel?
dd[x] = machine().rand();
}
else
{
// blended sprite over solid fgpixel?
dd[x] = sum_colors(paldata, fgpixel + m_fgblend_comp, sprpixel + m_spblend_source);
}
}
else if (bgpixel & 0xf)
{
// blended sprite over solid bg pixel
dd[x] = sum_colors(paldata, bgpixel + m_bgblend_comp, sprpixel + m_spblend_source);
// dd[x] = machine().rand();
}
else
{
// blended sprite over solid bg pixel
dd[x] = sum_colors(paldata, m_bgpen_blend, sprpixel + m_spblend_source);
// dd[x] = machine().rand();
}
}
else
{
dd[x] = paldata[sprpixel + m_spregular_comp];
//dd[x] = machine().rand();
// the bad tiles on the wildfang map (shown between levels) are drawn here.. why? looks like they should be transparent?
// most wildfang sprites use this and are fine, so what's going wrong?
}
}
}
else if (m_sprpri == (3 ^ m_revspritetile)) // above all?
{
if (m_sprbln)
{
// unusued by this game?
//dd[x] = machine().rand();
if (txpixel & 0xf)
{
// blended sprite over solid txpixel?
dd[x] = sum_colors(paldata, txpixel + m_txblend_comp, sprpixel + m_spblend_source);
}
else if (fgpixel & 0xf) // is the fg used?
{
if (fgbln)
{
// blended sprite over blended fg pixel?
dd[x] = machine().rand();
}
else
{
// blended sprite over solid fgpixel?
dd[x] = sum_colors(paldata, fgpixel + m_fgblend_comp, sprpixel + m_spblend_source);
}
}
else if (bgpixel & 0xf)
{
// blended sprite over solid bg pixel
dd[x] = sum_colors(paldata, bgpixel + m_bgblend_comp, sprpixel + m_spblend_source);
}
else
{
// blended sprite over solid bg pixel
dd[x] = sum_colors(paldata, m_bgpen_blend, sprpixel + m_spblend_source);
}
}
else
{
dd[x] = paldata[sprpixel + m_spregular_comp];
}
}
}
else // NON SPRITE CASES
{
if (txpixel & 0xf)
{
// solid TX
dd[x] = paldata[txpixel + m_txregular_comp];
}
else if (fgpixel & 0xf)
{
if (fgbln)
{
if (bgpixel & 0xf)
{
dd[x] = sum_colors(paldata, fgpixel + m_fgblend_source, bgpixel + m_bgblend_comp);
}
else
{
dd[x] = sum_colors(paldata, fgpixel + m_fgblend_source, m_bgpen_blend);
}
}
else
{
dd[x] = paldata[fgpixel + m_fgregular_comp];
}
}
else if (bgpixel & 0xf)
{
dd[x] = paldata[bgpixel + m_bgregular_comp];
}
else
{
dd[x] = paldata[m_bgpen];// pen 0x200 on raiga 0xb00 on spbactn
}
}
}
}
}