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author angelosa <lordkale4@gmail.com>2020-03-20 21:26:49 +0100
committer angelosa <lordkale4@gmail.com>2020-03-20 21:26:49 +0100
commit2b544e3450296ffc41442e54fead2c360ae0850c (patch)
treece4e11494ed00254c77dc2a6e9f2164522a50ad0
parent82bc3311e819a63883a45340e96d62d548903a33 (diff)
boogwing.cpp: fix 1st boss shadow effect [Angelo Salese]
-rw-r--r--src/mame/drivers/boogwing.cpp1
-rw-r--r--src/mame/video/boogwing.cpp16
2 files changed, 15 insertions, 2 deletions
diff --git a/src/mame/drivers/boogwing.cpp b/src/mame/drivers/boogwing.cpp
index 24821e9b749..bfd56abcc60 100644
--- a/src/mame/drivers/boogwing.cpp
+++ b/src/mame/drivers/boogwing.cpp
@@ -60,7 +60,6 @@
(Addendum - all known issues seem to be correct - see Sprite Priority Notes below).
* There may be some kind of fullscreen palette effect (controlled by bit 3 in priority
word - used at end of each level, and on final boss).
- * A shadow effect (used in level 1) is not implemented.
* ACE Chip aren't fully emulated.
Sprite Priority Notes:
diff --git a/src/mame/video/boogwing.cpp b/src/mame/video/boogwing.cpp
index 16b31b3b1da..db4c8f09090 100644
--- a/src/mame/video/boogwing.cpp
+++ b/src/mame/video/boogwing.cpp
@@ -14,6 +14,15 @@ void boogwing_state::video_start()
save_item(NAME(m_priority));
}
+constexpr u32 sub_blend_r32(u32 d, u32 s, u8 level)
+{
+ // stage 1 boss for ragtime, inverts source layer for a shadow effect,
+ // >> 9 instead of >> 8 is a guess
+ s^=0xffffff;
+ return ((((s & 0x0000ff) * level + (d & 0x0000ff) * int(256 - level)) >> 9)) |
+ ((((s & 0x00ff00) * level + (d & 0x00ff00) * int(256 - level)) >> 9) & 0x00ff00) |
+ ((((s & 0xff0000) * level + (d & 0xff0000) * int(256 - level)) >> 9) & 0xff0000);
+}
/* Mix the 2 sprite planes with the already rendered tilemaps..
note, if we implement tilemap blending etc. too we'll probably have to mix those in here as well..
@@ -239,7 +248,12 @@ void boogwing_state::mix_boogwing(screen_device &screen, bitmap_rgb32 &bitmap, c
if ((bg2_drawed) || ((sprite1_drawed && (~drawnpixe1 & 2)) || (sprite2_drawed && (~drawnpixe1 & 1)) || (sprite1_drawed && sprite2_drawed)))
{
if (((pix2 & 0x900) != 0x900) || ((spri2 <= spri1) && sprite1_drawed))
- dstline[x] = alpha_blend_r32(dstline[x], paldata[((drawnpixe1 & 3) ? calculated_coloffs : 0) | pix3], alpha3);
+ {
+ // TODO: make it functional, check out modes 0x21 and 0x1000.
+ dstline[x] = (m_deco_ace->get_aceram(0x1f) == 0x22) ?
+ sub_blend_r32(dstline[x], paldata[((drawnpixe1 & 3) ? calculated_coloffs : 0) | pix3], alpha3) :
+ alpha_blend_r32(dstline[x], paldata[((drawnpixe1 & 3) ? calculated_coloffs : 0) | pix3], alpha3);
+ }
}
}
}