#include "emu.h"
#include "video/konicdev.h"
#include "includes/thunderx.h"
/***************************************************************************
Callbacks for the K052109
***************************************************************************/
void thunderx_tile_callback( running_machine &machine, int layer, int bank, int *code, int *color, int *flags, int *priority )
{
thunderx_state *state = machine.driver_data<thunderx_state>();
*code |= ((*color & 0x1f) << 8) | (bank << 13);
*color = state->m_layer_colorbase[layer] + ((*color & 0xe0) >> 5);
}
/***************************************************************************
Callbacks for the K051960
***************************************************************************/
void thunderx_sprite_callback( running_machine &machine, int *code,int *color, int *priority_mask, int *shadow )
{
thunderx_state *state = machine.driver_data<thunderx_state>();
/* Sprite priority 1 means appear behind background, used only to mask sprites */
/* in the foreground */
/* Sprite priority 3 means don't draw (not used) */
switch (*color & 0x30)
{
case 0x00: *priority_mask = 0xf0; break;
case 0x10: *priority_mask = 0xf0 | 0xcc | 0xaa; break;
case 0x20: *priority_mask = 0xf0 | 0xcc; break;
case 0x30: *priority_mask = 0xffff; break;
}
*color = state->m_sprite_colorbase + (*color & 0x0f);
}
/***************************************************************************
Start the video hardware emulation.
***************************************************************************/
VIDEO_START( scontra )
{
thunderx_state *state = machine.driver_data<thunderx_state>();
state->m_layer_colorbase[0] = 48;
state->m_layer_colorbase[1] = 0;
state->m_layer_colorbase[2] = 16;
state->m_sprite_colorbase = 32;
palette_set_shadow_factor(machine,7.0/8.0);
}
/***************************************************************************
Display refresh
***************************************************************************/
SCREEN_UPDATE( scontra )
{
thunderx_state *state = screen->machine().driver_data<thunderx_state>();
k052109_tilemap_update(state->m_k052109);
bitmap_fill(screen->machine().priority_bitmap, cliprect, 0);
/* The background color is always from layer 1 - but it's always black anyway */
// bitmap_fill(bitmap,cliprect,16 * state->m_layer_colorbase[1]);
if (state->m_priority)
{
k052109_tilemap_draw(state->m_k052109, bitmap, cliprect, 2, TILEMAP_DRAW_OPAQUE, 1);
k052109_tilemap_draw(state->m_k052109, bitmap, cliprect, 1, 0, 2);
}
else
{
k052109_tilemap_draw(state->m_k052109, bitmap, cliprect, 1, TILEMAP_DRAW_OPAQUE, 1);
k052109_tilemap_draw(state->m_k052109, bitmap, cliprect, 2, 0, 2);
}
k052109_tilemap_draw(state->m_k052109, bitmap, cliprect, 0, 0, 4);
k051960_sprites_draw(state->m_k051960, bitmap, cliprect, -1, -1);
return 0;
}