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Diffstat (limited to 'src/mame/konami/pingpong_v.cpp')
-rw-r--r-- | src/mame/konami/pingpong_v.cpp | 147 |
1 files changed, 0 insertions, 147 deletions
diff --git a/src/mame/konami/pingpong_v.cpp b/src/mame/konami/pingpong_v.cpp deleted file mode 100644 index 60885fd2752..00000000000 --- a/src/mame/konami/pingpong_v.cpp +++ /dev/null @@ -1,147 +0,0 @@ -// license:BSD-3-Clause -// copyright-holders:Jarek Parchanski -/*************************************************************************** - - video.c - - Functions to emulate the video hardware of the machine. - -***************************************************************************/ - -#include "emu.h" -#include "pingpong.h" - - - -/*************************************************************************** - - Convert the color PROMs into a more useable format. - - Ping Pong has a 32 bytes palette PROM and two 256 bytes color lookup table - PROMs (one for sprites, one for characters). - I don't know for sure how the palette PROM is connected to the RGB output, - but it's probably the usual: - - bit 7 -- 220 ohm resistor -- BLUE - -- 470 ohm resistor -- BLUE - -- 220 ohm resistor -- GREEN - -- 470 ohm resistor -- GREEN - -- 1 kohm resistor -- GREEN - -- 220 ohm resistor -- RED - -- 470 ohm resistor -- RED - bit 0 -- 1 kohm resistor -- RED - -***************************************************************************/ -void pingpong_state::pingpong_palette(palette_device &palette) const -{ - const uint8_t *color_prom = memregion("proms")->base(); - - // create a lookup table for the palette - for (int i = 0; i < 0x20; i++) - { - int bit0, bit1, bit2; - - // red component - bit0 = BIT(color_prom[i], 0); - bit1 = BIT(color_prom[i], 1); - bit2 = BIT(color_prom[i], 2); - int const r = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2; - - // green component - bit0 = BIT(color_prom[i], 3); - bit1 = BIT(color_prom[i], 4); - bit2 = BIT(color_prom[i], 5); - int const g = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2; - - // blue component - bit0 = 0; - bit1 = BIT(color_prom[i], 6); - bit2 = BIT(color_prom[i], 7); - int const b = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2; - - palette.set_indirect_color(i, rgb_t(r, g, b)); - } - - // color_prom now points to the beginning of the lookup table - color_prom += 0x20; - - // characters - for (int i = 0; i < 0x100; i++) - { - uint8_t const ctabentry = (color_prom[i] & 0x0f) | 0x10; - palette.set_pen_indirect(i, ctabentry); - } - - // sprites - for (int i = 0x100; i < 0x200; i++) - { - uint8_t const ctabentry = bitswap<8>(color_prom[i],7,6,5,4,0,1,2,3); - palette.set_pen_indirect(i, ctabentry); - } -} - -void pingpong_state::pingpong_videoram_w(offs_t offset, uint8_t data) -{ - m_videoram[offset] = data; - m_bg_tilemap->mark_tile_dirty(offset); -} - -void pingpong_state::pingpong_colorram_w(offs_t offset, uint8_t data) -{ - m_colorram[offset] = data; - m_bg_tilemap->mark_tile_dirty(offset); -} - -TILE_GET_INFO_MEMBER(pingpong_state::get_bg_tile_info) -{ - int attr = m_colorram[tile_index]; - int code = m_videoram[tile_index] + ((attr & 0x20) << 3); - int color = attr & 0x1f; - int flags = ((attr & 0x40) ? TILE_FLIPX : 0) | ((attr & 0x80) ? TILE_FLIPY : 0); - - tileinfo.set(0, code, color, flags); -} - -void pingpong_state::video_start() -{ - m_bg_tilemap = &machine().tilemap().create(*m_gfxdecode, tilemap_get_info_delegate(*this, FUNC(pingpong_state::get_bg_tile_info)), TILEMAP_SCAN_ROWS, 8, 8, 32, 32); -} - -void pingpong_state::draw_sprites(bitmap_ind16 &bitmap, const rectangle &cliprect ) -{ - /* This is strange; it's unlikely that the sprites actually have a hardware */ - /* clipping region, but I haven't found another way to have them masked by */ - /* the characters at the top and bottom of the screen. */ - const rectangle spritevisiblearea(0*8, 32*8-1, 4*8, 29*8-1); - - uint8_t *spriteram = m_spriteram; - int offs; - - for (offs = m_spriteram.bytes() - 4;offs >= 0;offs -= 4) - { - int sx,sy,flipx,flipy,color,schar; - - - sx = spriteram[offs + 3]; - sy = 241 - spriteram[offs + 1]; - - flipx = spriteram[offs] & 0x40; - flipy = spriteram[offs] & 0x80; - color = spriteram[offs] & 0x1f; - schar = spriteram[offs + 2] & 0x7f; - - m_gfxdecode->gfx(1)->transmask(bitmap,spritevisiblearea, - schar, - color, - flipx,flipy, - sx,sy, - m_palette->transpen_mask(*m_gfxdecode->gfx(1), color, 0)); - } -} - -uint32_t pingpong_state::screen_update_pingpong(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) -{ - m_bg_tilemap->draw(screen, bitmap, cliprect, 0, 0); - draw_sprites(bitmap, cliprect); - return 0; -} |