/***************************************************************************
video.c
Functions to emulate the video hardware of the machine.
***************************************************************************/
#include "emu.h"
#include "includes/wiz.h"
static const rectangle spritevisiblearea =
{
2*8, 32*8-1,
2*8, 30*8-1
};
static const rectangle spritevisibleareaflipx =
{
0*8, 30*8-1,
2*8, 30*8-1
};
VIDEO_START( wiz )
{
wiz_state *state = machine.driver_data<wiz_state>();
state_save_register_global_array(machine, state->m_char_bank);
state_save_register_global_array(machine, state->m_palbank);
state_save_register_global(machine, state->m_flipx);
state_save_register_global(machine, state->m_flipy);
state_save_register_global(machine, state->m_bgpen);
}
/***************************************************************************
Convert the color PROMs into a more useable format.
Stinger has three 256x4 palette PROMs (one per gun).
The palette PROMs are connected to the RGB output this way:
bit 3 -- 100 ohm resistor -- RED/GREEN/BLUE
-- 220 ohm resistor -- RED/GREEN/BLUE
-- 470 ohm resistor -- RED/GREEN/BLUE
bit 0 -- 1 kohm resistor -- RED/GREEN/BLUE
***************************************************************************/
PALETTE_INIT( wiz )
{
int i;
for (i = 0;i < machine.total_colors();i++)
{
int bit0,bit1,bit2,bit3,r,g,b;
bit0 = (color_prom[0] >> 0) & 0x01;
bit1 = (color_prom[0] >> 1) & 0x01;
bit2 = (color_prom[0] >> 2) & 0x01;
bit3 = (color_prom[0] >> 3) & 0x01;
r = 0x0e * bit0 + 0x1f * bit1 + 0x42 * bit2 + 0x90 * bit3;
bit0 = (color_prom[machine.total_colors()] >> 0) & 0x01;
bit1 = (color_prom[machine.total_colors()] >> 1) & 0x01;
bit2 = (color_prom[machine.total_colors()] >> 2) & 0x01;
bit3 = (color_prom[machine.total_colors()] >> 3) & 0x01;
g = 0x0e * bit0 + 0x1f * bit1 + 0x42 * bit2 + 0x90 * bit3;
bit0 = (color_prom[2*machine.total_colors()] >> 0) & 0x01;
bit1 = (color_prom[2*machine.total_colors()] >> 1) & 0x01;
bit2 = (color_prom[2*machine.total_colors()] >> 2) & 0x01;
bit3 = (color_prom[2*machine.total_colors()] >> 3) & 0x01;
b = 0x0e * bit0 + 0x1f * bit1 + 0x42 * bit2 + 0x90 * bit3;
palette_set_color(machine,i,MAKE_RGB(r,g,b));
color_prom++;
}
}
WRITE8_HANDLER( wiz_palettebank_w )
{
wiz_state *state = space->machine().driver_data<wiz_state>();
state->m_palbank[offset] = data & 1;
state->m_palette_bank = state->m_palbank[0] + 2 * state->m_palbank[1];
}
WRITE8_HANDLER( wiz_bgcolor_w )
{
wiz_state *state = space->machine().driver_data<wiz_state>();
state->m_bgpen = data;
}
WRITE8_HANDLER( wiz_char_bank_select_w )
{
wiz_state *state = space->machine().driver_data<wiz_state>();
state->m_char_bank[offset] = data & 1;
}
WRITE8_HANDLER( wiz_flipx_w )
{
wiz_state *state = space->machine().driver_data<wiz_state>();
state->m_flipx = data;
}
WRITE8_HANDLER( wiz_flipy_w )
{
wiz_state *state = space->machine().driver_data<wiz_state>();
state->m_flipy = data;
}
static void draw_background(running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect, int bank, int colortype)
{
wiz_state *state = machine.driver_data<wiz_state>();
UINT8 *videoram = state->m_videoram;
int offs;
/* for every character in the Video RAM, check if it has been modified */
/* since last time and update it accordingly. */
for (offs = 0x400 - 1; offs >= 0; offs--)
{
int scroll,sx,sy,col;
sx = offs % 32;
sy = offs / 32;
if (colortype)
{
col = (state->m_attributesram[2 * sx + 1] & 0x07);
}
else
{
col = (state->m_attributesram[2 * (offs % 32) + 1] & 0x04) + (videoram[offs] & 3);
}
scroll = (8*sy + 256 - state->m_attributesram[2 * sx]) % 256;
if (state->m_flipy)
{
scroll = (248 - scroll) % 256;
}
if (state->m_flipx) sx = 31 - sx;
drawgfx_transpen(bitmap,cliprect,machine.gfx[bank],
videoram[offs],
col + 8 * state->m_palette_bank,
state->m_flipx,state->m_flipy,
8*sx,scroll,0);
}
}
static void draw_foreground(running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect, int colortype)
{
wiz_state *state = machine.driver_data<wiz_state>();
int offs;
/* draw the frontmost playfield. They are characters, but draw them as sprites. */
for (offs = 0x400 - 1; offs >= 0; offs--)
{
int scroll,sx,sy,col;
sx = offs % 32;
sy = offs / 32;
if (colortype)
{
col = (state->m_attributesram2[2 * sx + 1] & 0x07);
}
else
{
col = (state->m_colorram2[offs] & 0x07);
}
scroll = (8*sy + 256 - state->m_attributesram2[2 * sx]) % 256;
if (state->m_flipy)
{
scroll = (248 - scroll) % 256;
}
if (state->m_flipx) sx = 31 - sx;
drawgfx_transpen(bitmap,cliprect,machine.gfx[state->m_char_bank[1]],
state->m_videoram2[offs],
col + 8 * state->m_palette_bank,
state->m_flipx,state->m_flipy,
8*sx,scroll,0);
}
}
static void draw_sprites(running_machine &machine, bitmap_t *bitmap,
const rectangle *cliprect, UINT8* sprite_ram,
int bank)
{
wiz_state *state = machine.driver_data<wiz_state>();
int offs;
for (offs = state->m_spriteram_size - 4;offs >= 0;offs -= 4)
{
int sx,sy;
sx = sprite_ram[offs + 3];
sy = sprite_ram[offs];
if (!sx || !sy) continue;
if ( state->m_flipx) sx = 240 - sx;
if (!state->m_flipy) sy = 240 - sy;
drawgfx_transpen(bitmap,cliprect,machine.gfx[bank],
sprite_ram[offs + 1],
(sprite_ram[offs + 2] & 0x07) + 8 * state->m_palette_bank,
state->m_flipx,state->m_flipy,
sx,sy,0);
}
}
SCREEN_UPDATE( kungfut )
{
wiz_state *state = screen->machine().driver_data<wiz_state>();
bitmap_fill(bitmap,cliprect,state->m_bgpen);
draw_background(screen->machine(), bitmap, cliprect, 2 + state->m_char_bank[0] , 0);
draw_foreground(screen->machine(), bitmap, cliprect, 0);
draw_sprites(screen->machine(), bitmap, cliprect, state->m_spriteram2, 4);
draw_sprites(screen->machine(), bitmap, cliprect, state->m_spriteram , 5);
return 0;
}
SCREEN_UPDATE( wiz )
{
wiz_state *state = screen->machine().driver_data<wiz_state>();
int bank;
const rectangle* visible_area;
bitmap_fill(bitmap,cliprect,state->m_bgpen);
draw_background(screen->machine(), bitmap, cliprect, 2 + ((state->m_char_bank[0] << 1) | state->m_char_bank[1]), 0);
draw_foreground(screen->machine(), bitmap, cliprect, 0);
visible_area = state->m_flipx ? &spritevisibleareaflipx : &spritevisiblearea;
bank = 7 + *state->m_sprite_bank;
draw_sprites(screen->machine(), bitmap, visible_area, state->m_spriteram2, 6);
draw_sprites(screen->machine(), bitmap, visible_area, state->m_spriteram , bank);
return 0;
}
SCREEN_UPDATE( stinger )
{
wiz_state *state = screen->machine().driver_data<wiz_state>();
bitmap_fill(bitmap,cliprect,state->m_bgpen);
draw_background(screen->machine(), bitmap, cliprect, 2 + state->m_char_bank[0], 1);
draw_foreground(screen->machine(), bitmap, cliprect, 1);
draw_sprites(screen->machine(), bitmap, cliprect, state->m_spriteram2, 4);
draw_sprites(screen->machine(), bitmap, cliprect, state->m_spriteram , 5);
return 0;
}