// license:BSD-3-Clause
// copyright-holders:Nicola Salmoria
#include "emu.h"
#include "includes/xmen.h"
/***************************************************************************
Callbacks for the K052109
***************************************************************************/
K052109_CB_MEMBER(xmen_state::tile_callback)
{
/* (color & 0x02) is flip y handled internally by the 052109 */
if (layer == 0)
*color = m_layer_colorbase[layer] + ((*color & 0xf0) >> 4);
else
*color = m_layer_colorbase[layer] + ((*color & 0x7c) >> 2);
}
/***************************************************************************
Callbacks for the K053247
***************************************************************************/
K053246_CB_MEMBER(xmen_state::sprite_callback)
{
int pri = (*color & 0x00e0) >> 4; /* ??????? */
if (pri <= m_layerpri[2])
*priority_mask = 0;
else if (pri > m_layerpri[2] && pri <= m_layerpri[1])
*priority_mask = 0xf0;
else if (pri > m_layerpri[1] && pri <= m_layerpri[0])
*priority_mask = 0xf0 | 0xcc;
else
*priority_mask = 0xf0 | 0xcc | 0xaa;
*color = m_sprite_colorbase + (*color & 0x001f);
}
/***************************************************************************
Start the video hardware emulation.
***************************************************************************/
VIDEO_START_MEMBER(xmen_state,xmen6p)
{
m_k053246->k053247_get_ram( &m_k053247_ram);
m_screen_left = std::make_unique<bitmap_ind16>(64 * 8, 32 * 8);
m_screen_right = std::make_unique<bitmap_ind16>(64 * 8, 32 * 8);
save_item(NAME(*m_screen_left));
save_item(NAME(*m_screen_right));
}
/***************************************************************************
Display refresh
***************************************************************************/
uint32_t xmen_state::screen_update_xmen(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
int layer[3], bg_colorbase;
bg_colorbase = m_k053251->get_palette_index(k053251_device::CI4);
m_sprite_colorbase = m_k053251->get_palette_index(k053251_device::CI1);
m_layer_colorbase[0] = m_k053251->get_palette_index(k053251_device::CI3);
m_layer_colorbase[1] = m_k053251->get_palette_index(k053251_device::CI0);
m_layer_colorbase[2] = m_k053251->get_palette_index(k053251_device::CI2);
m_k052109->tilemap_update();
layer[0] = 0;
m_layerpri[0] = m_k053251->get_priority(k053251_device::CI3);
layer[1] = 1;
m_layerpri[1] = m_k053251->get_priority(k053251_device::CI0);
layer[2] = 2;
m_layerpri[2] = m_k053251->get_priority(k053251_device::CI2);
konami_sortlayers3(layer, m_layerpri);
screen.priority().fill(0, cliprect);
/* note the '+1' in the background color!!! */
bitmap.fill(16 * bg_colorbase + 1, cliprect);
m_k052109->tilemap_draw(screen, bitmap, cliprect, layer[0], 0, 1);
m_k052109->tilemap_draw(screen, bitmap, cliprect, layer[1], 0, 2);
m_k052109->tilemap_draw(screen, bitmap, cliprect, layer[2], 0, 4);
/* this isn't supported anymore and it is unsure if still needed; keeping here for reference
pdrawgfx_shadow_lowpri = 1; fix shadows of boulders in front of feet */
m_k053246->k053247_sprites_draw( bitmap, cliprect);
return 0;
}
uint32_t xmen_state::screen_update_xmen6p_left(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
int x, y;
for(y = 0; y < 32 * 8; y++)
{
uint16_t* line_dest = &bitmap.pix16(y);
uint16_t* line_src = &m_screen_left->pix16(y);
for (x = 12 * 8; x < 52 * 8; x++)
line_dest[x] = line_src[x];
}
return 0;
}
uint32_t xmen_state::screen_update_xmen6p_right(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
int x, y;
for(y = 0; y < 32 * 8; y++)
{
uint16_t* line_dest = &bitmap.pix16(y);
uint16_t* line_src = &m_screen_right->pix16(y);
for (x = 12 * 8; x < 52 * 8; x++)
line_dest[x] = line_src[x];
}
return 0;
}
/* my lefts and rights are mixed up in several places.. */
WRITE_LINE_MEMBER(xmen_state::screen_vblank_xmen6p)
{
// rising edge
if (state)
{
int layer[3], bg_colorbase;
bitmap_ind16 * renderbitmap;
rectangle cliprect;
int offset;
// const rectangle *visarea = m_screen->visible_area();
// cliprect = *visarea;
cliprect.set(0, 64 * 8 - 1, 2 * 8, 30 * 8 - 1);
address_space &space = machine().dummy_space();
if (m_screen->frame_number() & 0x01)
{
/* copy the desired spritelist to the chip */
memcpy(m_k053247_ram, m_xmen6p_spriteramright, 0x1000);
/* we write the entire content of the tileram to the chip to ensure
everything gets marked as dirty and the desired tilemap is rendered
this is not very efficient!
*/
for (offset = 0; offset < (0xc000 / 2); offset++)
{
// m_k052109->lsb_w
m_k052109->write(space, offset, m_xmen6p_tilemapright[offset] & 0x00ff);
}
renderbitmap = m_screen_right.get();
}
else
{
/* copy the desired spritelist to the chip */
memcpy(m_k053247_ram, m_xmen6p_spriteramleft, 0x1000);
/* we write the entire content of the tileram to the chip to ensure
everything gets marked as dirty and the desired tilemap is rendered
this is not very efficient!
*/
for (offset = 0; offset < (0xc000 / 2); offset++)
{
// m_k052109->lsb_w
m_k052109->write(space, offset, m_xmen6p_tilemapleft[offset] & 0x00ff);
}
renderbitmap = m_screen_left.get();
}
bg_colorbase = m_k053251->get_palette_index(k053251_device::CI4);
m_sprite_colorbase = m_k053251->get_palette_index(k053251_device::CI1);
m_layer_colorbase[0] = m_k053251->get_palette_index(k053251_device::CI3);
m_layer_colorbase[1] = m_k053251->get_palette_index(k053251_device::CI0);
m_layer_colorbase[2] = m_k053251->get_palette_index(k053251_device::CI2);
m_k052109->tilemap_update();
layer[0] = 0;
m_layerpri[0] = m_k053251->get_priority(k053251_device::CI3);
layer[1] = 1;
m_layerpri[1] = m_k053251->get_priority(k053251_device::CI0);
layer[2] = 2;
m_layerpri[2] = m_k053251->get_priority(k053251_device::CI2);
konami_sortlayers3(layer, m_layerpri);
m_screen->priority().fill(0, cliprect);
/* note the '+1' in the background color!!! */
renderbitmap->fill(16 * bg_colorbase + 1, cliprect);
m_k052109->tilemap_draw(*m_screen, *renderbitmap, cliprect, layer[0], 0, 1);
m_k052109->tilemap_draw(*m_screen, *renderbitmap, cliprect, layer[1], 0, 2);
m_k052109->tilemap_draw(*m_screen, *renderbitmap, cliprect, layer[2], 0, 4);
/* this isn't supported anymore and it is unsure if still needed; keeping here for reference
pdrawgfx_shadow_lowpri = 1; fix shadows of boulders in front of feet */
m_k053246->k053247_sprites_draw( *renderbitmap, cliprect);
}
}