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author David Haywood <mamehaze@gmail.com>2018-11-25 19:42:50 +0000
committer ajrhacker <ajrhacker@users.noreply.github.com>2018-11-25 14:42:50 -0500
commitff0150a9e8616c46ad13bccf3782fd7ff6ed8013 (patch)
treeb5ef196f1f929fad7513e0964bb8b89c6d896f1b
parent45143caaafa8d40eba79cc2c5b4499ac2939a53d (diff)
SSV - emulate rowscroll effect (#4337)
* start ssv refactoring (nw) * step1, make it horribly inefficient (nw) * bleah, variable reuse within functions for entirely different purposes is annoying * some refactor (nw) * refactor (nw) * (nw) * (nw) * (nw) * refactoring (nw) * refactor (nw0 * refactor (nw) * Revert "refactor (nw)" This reverts commit 21d7fefe1d844be44e20a044b9cd0d75b2bc9695. * refactor (nw) * name tweaks (nw) * refactor (nw) * refactor (nw) * refactor (nw) * refactor (nw) * doesn't need to be a macro (nw) * refactor (nw) * less pointer math (nw) * less variable shadowing (nw) * refactor (nw) * simpler (nw) * moving towards line renderer (nw) * moving closer to a line renderer (nw) * closer (nw) * refactor (nw) * (nw) * (nw) * terminology changes (nw) * maybe (nw) * emulate rowscroll effect
-rw-r--r--src/mame/includes/ssv.h10
-rw-r--r--src/mame/video/ssv.cpp517
2 files changed, 242 insertions, 285 deletions
diff --git a/src/mame/includes/ssv.h b/src/mame/includes/ssv.h
index 59f827c7a44..bce3ea60075 100644
--- a/src/mame/includes/ssv.h
+++ b/src/mame/includes/ssv.h
@@ -169,9 +169,15 @@ private:
void update_irq_state();
IRQ_CALLBACK_MEMBER(irq_callback);
- void drawgfx(bitmap_ind16 &bitmap, const rectangle &cliprect, gfx_element *gfx,uint32_t code,uint32_t color,int flipx,int flipy,int x0,int y0,int shadow);
- void draw_row(bitmap_ind16 &bitmap, const rectangle &cliprect, int sx, int sy, int scroll);
+ void drawgfx_line(bitmap_ind16 &bitmap, const rectangle &cliprect, gfx_element *gfx, uint32_t code, uint32_t color, int flipx, int flipy, int base_sx, int base_sy, int shadow, int realline, int line);
+ void drawgfx(bitmap_ind16 &bitmap, const rectangle &cliprect, gfx_element *gfx,uint32_t code, uint32_t color, int flipx, int flipy, int base_sx, int base_sy,int shadow);
+
+ void draw_16x16_tile_line(bitmap_ind16 &bitmap, const rectangle &cliprect, int flipx, int flipy, int mode, int code, int color, int sx, int sy, int realline, int line);
+ void get_tile(int x, int y, int size, int page, int& code, int& attr, int& flipx, int& flipy);
+ void draw_row_64pixhigh(bitmap_ind16 &bitmap, const rectangle &cliprect, int in_sy, int scroll);
void draw_layer(bitmap_ind16 &bitmap, const rectangle &cliprect, int nr);
+
+ void draw_sprites_tiles(bitmap_ind16 &bitmap, const rectangle &cliprect, int code, int flipx, int flipy, int gfx, int shadow, int color, int sx, int sy, int xnum, int ynum);
void draw_sprites(bitmap_ind16 &bitmap, const rectangle &cliprect);
void enable_video(int enable);
void init(int interrupt_ultrax);
diff --git a/src/mame/video/ssv.cpp b/src/mame/video/ssv.cpp
index 48b1bb3465b..7cfcbbf8fe2 100644
--- a/src/mame/video/ssv.cpp
+++ b/src/mame/video/ssv.cpp
@@ -93,15 +93,13 @@
2.h Scroll Y
- 4.h Priority ? (0000, 0401, 0440, 057f, 05ff)
+ 4.h Priority ? (0000, 0401, 0440, 057f, 05ff) (seems to control offsets too)
6.h fed- ---- ---- ---- Tilemap width (games only use 1 -> $200, 2 -> $400)
- ---c ---- ---- ---- ?
- ---- b--- ---- ---- Shadow
+ ---c ---- ---- ---- Rowscroll enable
+ ---- b--- ---- ---- Shadow mode
---- -a98 ---- ---- Each bit enables 2 bitplanes*
- ---- ---- 7654 3210 ? some games leave it to 0, others
- use e.g 28 for scroll 0, 29 for
- scroll 1, 2a etc.
+ ---- ---- 7654 3210 Rowscroll base (multiply by 0x400)
Where scroll x&y refer to a virtual $8000 x $200 tilemap (filling the
whole spriteram) made of 16x16 tiles. A tile uses 4 bytes:
@@ -132,8 +130,6 @@
The number of low bits from the "shadowing tile" is 4 or 2, depending on
bit 7 of 1c0076.
-Note: press Z to show some info on each sprite (debug builds only)
-
***************************************************************************/
#include "emu.h"
@@ -141,52 +137,43 @@ Note: press Z to show some info on each sprite (debug builds only)
#include "render.h"
-void ssv_state::drawgfx(bitmap_ind16 &bitmap, const rectangle &cliprect, gfx_element *gfx,
- uint32_t code,uint32_t color,int flipx,int flipy,int x0,int y0,
- int shadow )
+void ssv_state::drawgfx_line(bitmap_ind16 &bitmap, const rectangle &cliprect, gfx_element *gfx, uint32_t code, uint32_t color, int flipx, int flipy, int base_sx, int base_sy, int shadow, int realline, int line)
{
- const uint8_t *addr, *source;
- uint8_t pen;
- uint16_t *dest;
- int sx, x1, dx;
- int sy, y1, dy;
-
- addr = gfx->get_data(code % gfx->elements());
- color = gfx->granularity() * (color % gfx->colors());
-
- if ( flipx ) { x1 = x0-1; x0 += gfx->width()-1; dx = -1; }
- else { x1 = x0 + gfx->width(); dx = 1; }
-
- if ( flipy ) { y1 = y0-1; y0 += gfx->height()-1; dy = -1; }
- else { y1 = y0 + gfx->height(); dy = 1; }
-
-#define SSV_DRAWGFX(SETPIXELCOLOR) \
- for ( sy = y0; sy != y1; sy += dy ) \
- { \
- if ( sy >= cliprect.min_y && sy <= cliprect.max_y ) \
- { \
- source = addr; \
- dest = &bitmap.pix16(sy); \
- \
- for ( sx = x0; sx != x1; sx += dx ) \
- { \
- pen = *source++; \
- \
- if ( pen && sx >= cliprect.min_x && sx <= cliprect.max_x ) \
- SETPIXELCOLOR \
- } \
- } \
- \
- addr += gfx->rowbytes(); \
- }
+ const uint8_t *const addr = gfx->get_data(code % gfx->elements());
+ const uint32_t realcolor = gfx->granularity() * (color % gfx->colors());
+
+ const uint8_t* const source = flipy ? addr + (7 - line) * gfx->rowbytes() : addr + line * gfx->rowbytes();
- if (shadow)
+ if (realline >= cliprect.min_y && realline <= cliprect.max_y)
{
- SSV_DRAWGFX( { dest[sx] = ((dest[sx] & m_shadow_pen_mask) | (pen << m_shadow_pen_shift)) & 0x7fff; } )
+ uint16_t* dest = &bitmap.pix16(realline);
+
+ const int x0 = flipx ? (base_sx + gfx->width() - 1) : (base_sx);
+ const int x1 = flipx ? (base_sx - 1) : (x0 + gfx->width());
+ const int dx = flipx ? (-1) : (1);
+
+ int column = 0;
+ for (int sx = x0; sx != x1; sx += dx)
+ {
+ uint8_t pen = source[column];
+
+ if (pen && sx >= cliprect.min_x && sx <= cliprect.max_x)
+ {
+ if (shadow)
+ dest[sx] = ((dest[sx] & m_shadow_pen_mask) | (pen << m_shadow_pen_shift)) & 0x7fff; \
+ else
+ dest[sx] = (realcolor + pen) & 0x7fff;
+ }
+ column++;
+ }
}
- else
+}
+
+void ssv_state::drawgfx(bitmap_ind16 &bitmap, const rectangle &cliprect, gfx_element *gfx, uint32_t code, uint32_t color, int flipx, int flipy, int base_sx, int base_sy, int shadow)
+{
+ for (int line = 0; line < 8; line++)
{
- SSV_DRAWGFX( { dest[sx] = (color + pen) & 0x7fff; } )
+ drawgfx_line(bitmap, cliprect, gfx, code, color, flipx, flipy, base_sx, base_sy, shadow, base_sy+line, line);
}
}
@@ -579,362 +566,326 @@ From the above some noteworthy cases are:
/* Draw a tilemap sprite */
-void ssv_state::draw_row(bitmap_ind16 &bitmap, const rectangle &cliprect, int sx, int sy, int scroll)
-{
- uint16_t *spriteram16 = m_spriteram;
- uint16_t *ssv_scroll = m_scroll;
- rectangle clip;
- int attr, code, color, mode, size, page, shadow;
- int x, x1, sx1, flipx, xnum, xstart, xend, xinc;
- int y, y1, sy1, flipy, ynum, ystart, yend, yinc;
- uint16_t *s3;
-
- xnum = 0x20; // width in tiles (screen-wide)
- ynum = 0x8; // height in tiles (always 64 pixels?)
- scroll &= 0x7; // scroll register index
-
- /* Sign extend the position */
- sx = 0;
- sy = (sy & 0x1ff) - (sy & 0x200);
-
- /* Set up a clipping region for the tilemap slice .. */
+void ssv_state::draw_16x16_tile_line(bitmap_ind16 &bitmap, const rectangle &cliprect, int flipx, int flipy, int mode, int code, int color, int sx, int sy, int realline, int line)
+{
+ /* Force 16x16 tiles ? */
+ int realcode;
+ if (flipy)
+ {
+ if (line & 8)
+ realcode = code ;
+ else
+ realcode = code + 1;
+ }
+ else
+ {
+ if (line & 8)
+ realcode = code + 1;
+ else
+ realcode = code;
+ }
+ int tileline = line & 7;
- clip.set(sx, sx + xnum * 0x10 - 1, sy, sy + ynum * 0x8 - 1);
+ int shadow = (mode & 0x0800);
+ /* Select 256 or 64 color tiles */
+ int gfx = ((mode & 0x0100) ? 0 : 1);
- /* .. and clip it against the visible screen */
+ drawgfx_line(bitmap, cliprect, m_gfxdecode->gfx(gfx), realcode, color, flipx, flipy, sx, sy, shadow, realline, tileline);
- if (clip.min_x > cliprect.max_x) return;
- if (clip.min_y > cliprect.max_y) return;
+}
- if (clip.max_x < cliprect.min_x) return;
- if (clip.max_y < cliprect.min_y) return;
+inline void ssv_state::get_tile(int x, int y, int size, int page, int& code, int& attr, int& flipx, int& flipy)
+{
+ uint16_t* s3 = &m_spriteram[page * (size * ((0x1000 / 0x200) / 2)) +
+ ((x & ((size - 1) & ~0xf)) << 2) +
+ ((y & ((0x200 - 1) & ~0xf)) >> 3)];
- if (clip.min_x < cliprect.min_x) clip.min_x = cliprect.min_x;
- if (clip.max_x > cliprect.max_x) clip.max_x = cliprect.max_x;
+ code = s3[0]; // code high bits
+ attr = s3[1]; // code low bits + color
- if (clip.min_y < cliprect.min_y) clip.min_y = cliprect.min_y;
- if (clip.max_y > cliprect.max_y) clip.max_y = cliprect.max_y;
+ /* Code's high bits are scrambled */
+ code += m_tile_code[(attr & 0x3c00) >> 10];
+ flipy = (attr & 0x4000);
+ flipx = (attr & 0x8000);
- /* Get the scroll data */
- x = ssv_scroll[ scroll * 4 + 0 ]; // x scroll
- y = ssv_scroll[ scroll * 4 + 1 ]; // y scroll
- // ssv_scroll[ scroll * 4 + 2 ]; // ???
- mode = ssv_scroll[ scroll * 4 + 3 ]; // layer disabled, shadow, depth etc.
+ if ((m_scroll[0x74 / 2] & 0x1000) && ((m_scroll[0x74 / 2] & 0x2000) == 0))
+ {
+ if (flipx == 0) flipx = 1; else flipx = 0;
+ }
+ if ((m_scroll[0x74 / 2] & 0x4000) && ((m_scroll[0x74 / 2] & 0x2000) == 0))
+ {
+ if (flipy == 0) flipy = 1; else flipy = 0;
+ }
+}
- /* Background layer disabled */
- if ((mode & 0xe000) == 0)
- return;
+void ssv_state::draw_row_64pixhigh(bitmap_ind16 &bitmap, const rectangle &cliprect, int in_sy, int scrollreg)
+{
+ scrollreg &= 0x7; // scroll register index
- shadow = (mode & 0x0800);
+ /* in_sy will always be 0x00, 0x40, 0x80, 0xc0 in 'draw layer' */
+ in_sy = (in_sy & 0x1ff) - (in_sy & 0x200);
- /* Decide the actual size of the tilemap */
- size = 1 << (8 + ((mode & 0xe000) >> 13));
- page = (x & 0x7fff) / size;
+ /* Set up a clipping region for the tilemap slice .. */
+ rectangle outclip;
+ outclip.set(0, 0x20/*width in tiles*/ * 0x10, in_sy, in_sy + 0x8/*height in tiles, always 64 pixels*/ * 0x8);
- /* Given a fixed scroll value, the portion of tilemap displayed changes with the sprite position */
- x += sx;
- y += sy;
+ /* .. and clip it against the visible screen */
- /* Tweak the scroll values */
- // x += 0;
- y += ((ssv_scroll[0x70/2] & 0x1ff) - (ssv_scroll[0x70/2] & 0x200) + ssv_scroll[0x6a/2] + 2);
+ if (outclip.min_x > cliprect.max_x) return;
+ if (outclip.min_y > cliprect.max_y) return;
- // Kludge for eaglshot
- if ((ssv_scroll[ scroll * 4 + 2 ] & 0x05ff) == 0x0440) x += -0x10;
- if ((ssv_scroll[ scroll * 4 + 2 ] & 0x05ff) == 0x0401) x += -0x20;
+ if (outclip.max_x < cliprect.min_x) return;
+ if (outclip.max_y < cliprect.min_y) return;
- /* Draw the rows */
- x1 = x;
- y1 = y;
- sx1 = sx - (x & 0xf);
- sy1 = sy - (y & 0xf);
+ outclip &= cliprect;
- for (sx=sx1,x=x1; sx <= clip.max_x; sx+=0x10,x+=0x10)
+ for (int line = outclip.min_y; line <= outclip.max_y; line++)
{
- for (sy=sy1,y=y1; sy <= clip.max_y; sy+=0x10,y+=0x10)
- {
- int tx, ty, gfx;
+ rectangle clip;
+ clip.set(outclip.min_x, outclip.max_x, line, line);
- s3 = &spriteram16[ page * (size * ((0x1000/0x200)/2)) +
- ((x & ((size -1) & ~0xf)) << 2) +
- ((y & ((0x200-1) & ~0xf)) >> 3) ];
+ /* Get the scroll data */
+ int tilemap_scrollx = m_scroll[scrollreg * 4 + 0]; // x scroll
+ int tilemap_scrolly = m_scroll[scrollreg * 4 + 1]; // y scroll
+ int unknown = m_scroll[scrollreg * 4 + 2]; // ???
+ int mode = m_scroll[scrollreg * 4 + 3]; // layer disabled, shadow, depth etc.
- code = s3[0]; // code high bits
- attr = s3[1]; // code low bits + color
-
- /* Code's high bits are scrambled */
- code += m_tile_code[(attr & 0x3c00)>>10];
- flipy = (attr & 0x4000);
- flipx = (attr & 0x8000);
-
- if ((ssv_scroll[0x74/2] & 0x1000) && ((ssv_scroll[0x74/2] & 0x2000) == 0))
- {
- if (flipx == 0) flipx = 1; else flipx = 0;
- }
- if ((ssv_scroll[0x74/2] & 0x4000) && ((ssv_scroll[0x74/2] & 0x2000) == 0))
- {
- if (flipy == 0) flipy = 1; else flipy = 0;
- }
+ /* Background layer disabled */
+ if ((mode & 0xe000) == 0)
+ return;
- color = attr;
+ /* Decide the actual size of the tilemap */
+ int size = 1 << (8 + ((mode & 0xe000) >> 13));
+ int page = (tilemap_scrollx & 0x7fff) / size;
- /* Select 256 or 64 color tiles */
- gfx = ((mode & 0x0100) ? 0 : 1);
+ /* Given a fixed scroll value, the portion of tilemap displayed changes with the sprite position */
+ tilemap_scrolly += in_sy;
- /* Force 16x16 tiles ? */
- if (flipx) { xstart = 1-1; xend = -1; xinc = -1; }
- else { xstart = 0; xend = 1; xinc = +1; }
+ /* Tweak the scroll values */
+ tilemap_scrolly += ((m_scroll[0x70 / 2] & 0x1ff) - (m_scroll[0x70 / 2] & 0x200) + m_scroll[0x6a / 2] + 2);
- if (flipy) { ystart = 2-1; yend = -1; yinc = -1; }
- else { ystart = 0; yend = 2; yinc = +1; }
+ // Kludge for eaglshot
+ if ((unknown & 0x05ff) == 0x0440) tilemap_scrollx += -0x10;
+ if ((unknown & 0x05ff) == 0x0401) tilemap_scrollx += -0x20;
- /* Draw a tile (16x16) */
- for (tx = xstart; tx != xend; tx += xinc)
- {
- for (ty = ystart; ty != yend; ty += yinc)
- {
- drawgfx( bitmap, clip, m_gfxdecode->gfx(gfx),
- code++,
- color,
- flipx, flipy,
- sx + tx * 16, sy + ty * 8,
- shadow );
- } /* ty */
- } /* tx */
-
- } /* sy */
- } /* sx */
+ int realy = tilemap_scrolly + (line - in_sy);
+ if ((mode & 0x1000))
+ {
+ uint32_t scrolltable_base = ((mode & 0x00ff) * 0x400 ) /2;
+ //logerror("line %d realy %04x: scrolltable base is %08x\n", line,realy&0x1ff, scrolltable_base*2);
+ tilemap_scrollx += m_spriteram[(scrolltable_base+(realy&0x1ff)) & 0x1ffff];
+ }
+
+ /* Draw the rows */
+ int sx1 = 0 - (tilemap_scrollx & 0xf);
+ int x = tilemap_scrollx;
+ for (int sx = sx1; sx <= clip.max_x; sx += 0x10)
+ {
+ int code, attr, flipx, flipy;
+ get_tile(x, realy, size, page, code, attr, flipx, flipy);
+ draw_16x16_tile_line(bitmap, clip, flipx, flipy, mode, code, attr, sx, realy, line,realy & 0xf);
+ x += 0x10;
+ } /* sx */
+ } /* line */
}
/* Draw the "background layer" using multiple tilemap sprites */
void ssv_state::draw_layer(bitmap_ind16 &bitmap, const rectangle &cliprect, int nr)
{
- int sy;
- for ( sy = 0; sy <= m_screen->visible_area().max_y; sy += 0x40 )
- draw_row(bitmap, cliprect, 0, sy, nr);
+ for ( int sy = 0; sy <= m_screen->visible_area().max_y; sy += 0x40 )
+ draw_row_64pixhigh(bitmap, cliprect, sy, nr);
+}
+
+void ssv_state::draw_sprites_tiles(bitmap_ind16 &bitmap, const rectangle &cliprect, int code, int flipx, int flipy, int gfx, int shadow, int color, int sx, int sy, int xnum, int ynum)
+{
+ int xstart, xend, xinc;
+ int ystart, yend, yinc;
+
+ /* Draw the tiles */
+ if (flipx) { xstart = xnum - 1; xend = -1; xinc = -1; }
+ else { xstart = 0; xend = xnum; xinc = +1; }
+
+ if (flipy) { ystart = ynum - 1; yend = -1; yinc = -1; }
+ else { ystart = 0; yend = ynum; yinc = +1; }
+
+ for (int x = xstart; x != xend; x += xinc)
+ {
+ for (int y = ystart; y != yend; y += yinc)
+ {
+ drawgfx(bitmap, cliprect, m_gfxdecode->gfx(gfx),
+ code++,
+ color,
+ flipx, flipy,
+ sx + x * 16, sy + y * 8,
+ shadow);
+ }
+ }
}
+
/* Draw sprites in the sprites list */
void ssv_state::draw_sprites(bitmap_ind16 &bitmap, const rectangle &cliprect)
{
/* Sprites list */
- uint16_t *ssv_scroll = m_scroll;
- uint16_t *spriteram16 = m_spriteram;
-
- uint16_t *s1 = spriteram16;
- uint16_t *end1 = spriteram16 + 0x02000/2;
- uint16_t *end2 = spriteram16 + 0x40000/2;
- uint16_t *s2;
+ uint16_t *spritelist_global = m_spriteram;
+ uint16_t *spritelist_global_end = m_spriteram + 0x02000 / 2;
- for ( ; s1 < end1; s1+=4 )
+ for (; spritelist_global < spritelist_global_end; spritelist_global += 4)
{
- int attr, code, color, num, sprite;
- int sx, x, xoffs, flipx, xnum, xstart, xend, xinc, sprites_offsx;
- int sy, y, yoffs, flipy, ynum, ystart, yend, yinc, sprites_offsy, tilemaps_offsy;
- int mode,global_depth,global_xnum,global_ynum;
-
- mode = s1[ 0 ];
- sprite = s1[ 1 ];
- xoffs = s1[ 2 ];
- yoffs = s1[ 3 ];
+ int sprite = spritelist_global[1];
/* Last sprite */
if (sprite & 0x8000) break;
/* Single-sprite address */
- s2 = &spriteram16[ (sprite & 0x7fff) * 4 ];
- tilemaps_offsy = ((s2[3] & 0x1ff) - (s2[3] & 0x200));
+ uint16_t* spritelist_local = &m_spriteram[(sprite & 0x7fff) * 4];
+ int tilemaps_offsy = ((spritelist_local[3] & 0x1ff) - (spritelist_local[3] & 0x200));
- /* Every single sprite is offset by x & yoffs, and additionally
- by one of the 8 x & y offsets in the 1c0040-1c005f area */
+ int mode = spritelist_global[0];
- xoffs += ssv_scroll[((mode & 0x00e0) >> 4) + 0x40/2];
- yoffs += ssv_scroll[((mode & 0x00e0) >> 4) + 0x42/2];
+ /* Number of single-sprites int local list (1-32) */
+ int local_num = (mode & 0x001f);
- /* Number of single-sprites (1-32) */
- num = (mode & 0x001f) + 1;
- global_ynum = (mode & 0x0300) << 2;
- global_xnum = (mode & 0x0c00);
- global_depth = (mode & 0xf000);
-
- for( ; num > 0; num--,s2+=4 )
+ for (int count = 0; count <= local_num; count++, spritelist_local += 4)
{
- int depth, local_depth, local_xnum, local_ynum;
+ uint16_t *spritelist_local_end = m_spriteram + 0x40000 / 2;
- if (s2 >= end2) break;
+ if (spritelist_local >= spritelist_local_end) break;
- sx = s2[ 2 ];
- sy = s2[ 3 ];
+ int sx = spritelist_local[2];
+ int sy = spritelist_local[3];
- local_depth = sx & 0xf000;
- local_xnum = sx & 0x0c00;
- local_ynum = sy & 0x0c00;
+ /* do we use local sizes (set here) or global ones (set in previous list) */
+ int use_local = m_scroll[0x76 / 2] & 0x4000;
- if (ssv_scroll[0x76/2] & 0x4000)
- {
- xnum = local_xnum;
- ynum = local_ynum;
- depth = local_depth;
- }
- else
- {
- xnum = global_xnum;
- ynum = global_ynum;
- depth = global_depth;
- }
+ int xnum = use_local ? (sx & 0x0c00) : (mode & 0x0c00);
+ int ynum = use_local ? (sy & 0x0c00) : (mode & 0x0300) << 2;
+ int depth = use_local ? (sx & 0xf000) : (mode & 0xf000);
- if ( s2[0] <= 7 && s2[1] == 0 && xnum == 0 && ynum == 0x0c00)
+ if (spritelist_local[0] <= 7 && spritelist_local[1] == 0 && xnum == 0 && ynum == 0x0c00)
{
// Tilemap Sprite
int scroll;
- scroll = s2[ 0 ]; // scroll index
+ scroll = spritelist_local[0]; // scroll index
- if (ssv_scroll[0x76/2] & 0x1000)
+ if (m_scroll[0x76 / 2] & 0x1000)
sy -= 0x20; // eaglshot
else
{
- if (ssv_scroll[0x7a/2] & 0x0800)
+ if (m_scroll[0x7a / 2] & 0x0800)
{
- if (ssv_scroll[0x7a/2] & 0x1000) // drifto94, dynagear, keithlcy, mslider, stmblade, gdfs, ultrax, twineag2
+ if (m_scroll[0x7a / 2] & 0x1000) // drifto94, dynagear, keithlcy, mslider, stmblade, gdfs, ultrax, twineag2
sy -= tilemaps_offsy;
else // srmp4
sy += tilemaps_offsy;
}
}
- if ((mode & 0x001f) != 0)
- draw_row(bitmap, cliprect, sx, sy, scroll);
+ if (local_num != 0)
+ draw_row_64pixhigh(bitmap, cliprect, sy, scroll);
}
else
{
// "Normal" Sprite
-/*
- hot spots:
- "warning" in hypreac2 has mode & 0x0100 and is not 16x16
- keithlcy high scores has mode & 0x0100 and y & 0x0c00 can be 0x0c00
- drifto94 "you have proved yOur".. has mode & 0x0100 and x & 0x0c00 can be 0x0c00
- ultrax (begin of lev1): 100010: 6b60 4280 0016 00a0
- 121400: 51a0 0042 6800 0c00 needs to be a normal sprite
-*/
-
- int shadow, gfx;
- if (s2 >= end2) break;
-
- code = s2[0]; // code high bits
- attr = s2[1]; // code low bits + color
+ /*
+ hot spots:
+ "warning" in hypreac2 has mode & 0x0100 and is not 16x16
+ keithlcy high scores has mode & 0x0100 and y & 0x0c00 can be 0x0c00
+ drifto94 "you have proved yOur".. has mode & 0x0100 and x & 0x0c00 can be 0x0c00
+ ultrax (begin of lev1): 100010: 6b60 4280 0016 00a0
+ 121400: 51a0 0042 6800 0c00 needs to be a normal sprite
+ */
+
+ int code = spritelist_local[0]; // code high bits
+ int attr = spritelist_local[1]; // code low bits + color
/* Code's high bits are scrambled */
- code += m_tile_code[(attr & 0x3c00)>>10];
- flipy = (attr & 0x4000);
- flipx = (attr & 0x8000);
+ code += m_tile_code[(attr & 0x3c00) >> 10];
+ int flipy = (attr & 0x4000);
+ int flipx = (attr & 0x8000);
- if ((ssv_scroll[0x74/2] & 0x1000) && ((ssv_scroll[0x74/2] & 0x2000) == 0))
+ if ((m_scroll[0x74 / 2] & 0x1000) && ((m_scroll[0x74 / 2] & 0x2000) == 0))
{
if (flipx == 0) flipx = 1; else flipx = 0;
}
- if ((ssv_scroll[0x74/2] & 0x4000) && ((ssv_scroll[0x74/2] & 0x2000) == 0))
+ if ((m_scroll[0x74 / 2] & 0x4000) && ((m_scroll[0x74 / 2] & 0x2000) == 0))
{
if (flipy == 0) flipy = 1; else flipy = 0;
}
- color = attr;
-
/* Select 256 or 64 color tiles */
- gfx = (depth & 0x1000) ? 0 : 1;
- shadow = (depth & 0x8000);
+ int gfx = (depth & 0x1000) ? 0 : 1;
+ int shadow = (depth & 0x8000);
- /* Single-sprite tile size */
- xnum = 1 << (xnum >> 10); // 1, 2, 4 or 8 tiles
- ynum = 1 << (ynum >> 10); // 1, 2, 4 tiles (8 means tilemap sprite?)
-
- if (flipx) { xstart = xnum-1; xend = -1; xinc = -1; }
- else { xstart = 0; xend = xnum; xinc = +1; }
-
- if (flipy) { ystart = ynum-1; yend = -1; yinc = -1; }
- else { ystart = 0; yend = ynum; yinc = +1; }
+ /* Every single sprite is offset by x & yoffs, and additionally
+ by one of the 8 x & y offsets in the 1c0040-1c005f area */
/* Apply global offsets */
- sx += xoffs;
- sy += yoffs;
+ int scrollreg = ((mode & 0x00e0) >> 4);
+
+ sx += spritelist_global[2] + m_scroll[scrollreg + (0x40 / 2)];
+ sy += spritelist_global[3] + m_scroll[scrollreg + (0x42 / 2)];
/* Sign extend the position */
- sx = (sx & 0x1ff) - (sx & 0x200);
- sy = (sy & 0x1ff) - (sy & 0x200);
+ sx = (sx & 0x1ff) - (sx & 0x200);
+ sy = (sy & 0x1ff) - (sy & 0x200);
- sprites_offsx = ((ssv_scroll[0x74/2] & 0x7f) - (ssv_scroll[0x74/2] & 0x80));
+ int sprites_offsx = ((m_scroll[0x74 / 2] & 0x7f) - (m_scroll[0x74 / 2] & 0x80));
- sprites_offsy = -((ssv_scroll[0x70/2] & 0x1ff) - (ssv_scroll[0x70/2] & 0x200) + ssv_scroll[0x6a/2] + 1);
+ int sprites_offsy = -((m_scroll[0x70 / 2] & 0x1ff) - (m_scroll[0x70 / 2] & 0x200) + m_scroll[0x6a / 2] + 1);
- if (ssv_scroll[0x74/2] & 0x4000) // flipscreen y
+ if (m_scroll[0x74 / 2] & 0x4000) // flipscreen y
{
sy = -sy;
- if (ssv_scroll[0x74/2] & 0x8000)
+ if (m_scroll[0x74 / 2] & 0x8000)
sy += 0x00; //
else
sy -= 0x10; // vasara (hack)
}
- if (ssv_scroll[0x74/2] & 0x1000) // flipscreen x
+ if (m_scroll[0x74 / 2] & 0x1000) // flipscreen x
{
sx = -sx + 0x100;
}
+ /* Single-sprite tile size */
+ xnum = 1 << (xnum >> 10); // 1, 2, 4 or 8 tiles
+ ynum = 1 << (ynum >> 10); // 1, 2, 4 tiles (8 means tilemap sprite?)
+
// sprites can be relative to a side, the other side or the center
- if (ssv_scroll[0x7a/2] == 0x7140)
+ if (m_scroll[0x7a / 2] == 0x7140)
{
// srmp7
- sx = sprites_offsx + sx;
- sy = sprites_offsy - sy;
+ sx = sprites_offsx + sx;
+ sy = sprites_offsy - sy;
}
- else if (ssv_scroll[0x7a/2] & 0x0800)
+ else if (m_scroll[0x7a / 2] & 0x0800)
{
// dynagear, drifto94, eaglshot, keithlcy, mslider, srmp4, stmblade, twineag2, ultrax
- sx = sprites_offsx + sx - (xnum * 8) ;
- sy = sprites_offsy - sy - (ynum * 8) / 2;
+ sx = sprites_offsx + sx - (xnum * 8);
+ sy = sprites_offsy - sy - (ynum * 8) / 2;
}
else
{
- // hypreact, hypreac2, janjans1, meosism, ryorioh, survarts, sxyreact, sxyreac2, vasara, vasara2
- sx = sprites_offsx + sx;
- sy = sprites_offsy - sy - (ynum * 8);
+ // hypreact, hypreac2, janjanspritelist_global, meosism, ryorioh, survarts, sxyreact, sxyreac2, vasara, vasara2
+ sx = sprites_offsx + sx;
+ sy = sprites_offsy - sy - (ynum * 8);
}
-
/* Sprite code masking */
if (xnum == 2 && ynum == 4) // needed by hypreact
{
code &= ~7;
}
- /* Draw the tiles */
-
- for (x = xstart; x != xend; x += xinc)
- {
- for (y = ystart; y != yend; y += yinc)
- {
- drawgfx( bitmap, cliprect, m_gfxdecode->gfx(gfx),
- code++,
- color,
- flipx, flipy,
- sx + x * 16, sy + y * 8,
- shadow );
- }
- }
-
-// #ifdef MAME_DEBUG
-// if (machine().input().code_pressed(KEYCODE_Z)) /* Display some info on each sprite */
-// { char buf[30];
-// sprintf(buf, "%02X",/*(s2[2] & ~0x3ff)>>8*/mode>>8);
-// machine().ui().draw_text(&machine().render().ui_container(), buf, sx, sy);
-// }
-// #endif
+ draw_sprites_tiles(bitmap, cliprect, code, flipx, flipy, gfx, shadow, attr, sx, sy, xnum, ynum);
} /* sprite type */