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Diffstat (limited to 'src/mame/video/atarifb.c')
-rw-r--r--src/mame/video/atarifb.c190
1 files changed, 190 insertions, 0 deletions
diff --git a/src/mame/video/atarifb.c b/src/mame/video/atarifb.c
new file mode 100644
index 00000000000..d483de49d91
--- /dev/null
+++ b/src/mame/video/atarifb.c
@@ -0,0 +1,190 @@
+/*************************************************************************
+
+ Atari Football hardware
+
+*************************************************************************/
+
+#include "driver.h"
+#include "atarifb.h"
+#include "ui.h"
+
+/* local */
+size_t atarifb_alphap1_vram_size;
+size_t atarifb_alphap2_vram_size;
+UINT8 *atarifb_alphap1_vram;
+UINT8 *atarifb_alphap2_vram;
+UINT8 *atarifb_scroll_register;
+
+
+static const rectangle bigfield_area = { 4*8, 34*8-1, 0*8, 32*8-1 };
+static const rectangle left_area = { 0*8, 3*8-1, 0*8, 32*8-1 };
+static const rectangle right_area = { 34*8, 38*8-1, 0*8, 32*8-1 };
+
+/***************************************************************************
+***************************************************************************/
+WRITE8_HANDLER( atarifb_alphap1_vram_w )
+{
+ atarifb_alphap1_vram[offset] = data;
+}
+
+WRITE8_HANDLER( atarifb_alphap2_vram_w )
+{
+ atarifb_alphap2_vram[offset] = data;
+}
+
+/***************************************************************************
+***************************************************************************/
+WRITE8_HANDLER( atarifb_scroll_w )
+{
+ *atarifb_scroll_register = data - 8;
+}
+
+
+VIDEO_UPDATE( atarifb )
+{
+ int offs,obj;
+ int sprite_bank;
+
+ /* Soccer uses a different graphics set for sprites */
+ if (atarifb_game == 4)
+ sprite_bank = 2;
+ else
+ sprite_bank = 1;
+
+ for (offs = atarifb_alphap1_vram_size - 1;offs >= 0;offs--)
+ {
+ int charcode;
+ int flipbit;
+ int disable;
+ int sx,sy;
+
+ sx = 8 * (offs / 32) + 35*8;
+ sy = 8 * (offs % 32) + 8;
+
+ charcode = atarifb_alphap1_vram[offs] & 0x3f;
+ flipbit = (atarifb_alphap1_vram[offs] & 0x40) >> 6;
+ disable = (atarifb_alphap1_vram[offs] & 0x80) >> 7;
+
+ if (!disable)
+ {
+ drawgfx(bitmap,machine->gfx[0],
+ charcode, 0,
+ flipbit,flipbit,sx,sy,
+ &right_area,TRANSPARENCY_NONE,0);
+ }
+ }
+
+ for (offs = atarifb_alphap2_vram_size - 1;offs >= 0;offs--)
+ {
+ int charcode;
+ int flipbit;
+ int disable;
+ int sx,sy;
+
+ sx = 8 * (offs / 32);
+ sy = 8 * (offs % 32) + 8;
+
+ charcode = atarifb_alphap2_vram[offs] & 0x3f;
+ flipbit = (atarifb_alphap2_vram[offs] & 0x40) >> 6;
+ disable = (atarifb_alphap2_vram[offs] & 0x80) >> 7;
+
+ if (!disable)
+ {
+ drawgfx(bitmap,machine->gfx[0],
+ charcode, 0,
+ flipbit,flipbit,sx,sy,
+ &left_area,TRANSPARENCY_NONE,0);
+ }
+ }
+
+ for (offs = videoram_size - 1;offs >= 0;offs--)
+ {
+ int charcode;
+ int flipx,flipy;
+ int sx,sy;
+
+ dirtybuffer[offs]=0;
+
+ charcode = videoram[offs] & 0x3f;
+ flipx = (videoram[offs] & 0x40) >> 6;
+ flipy = (videoram[offs] & 0x80) >> 7;
+
+ sx = (8 * (offs % 32) - *atarifb_scroll_register);
+ sy = 8 * (offs / 32) + 8;
+
+ /* Soccer hack */
+ if (atarifb_game == 4)
+ {
+ sy += 8;
+ }
+
+ /* Baseball hack */
+ if (atarifb_game == 0x03) sx -= 8;
+
+ if (sx < 0) sx += 256;
+ if (sx > 255) sx -= 256;
+
+ drawgfx(tmpbitmap,machine->gfx[1],
+ charcode, 0,
+ flipx,flipy,sx,sy,
+ 0,TRANSPARENCY_NONE,0);
+ }
+
+ /* copy the character mapped graphics */
+ copybitmap(bitmap,tmpbitmap,0,0,8*3,0,&bigfield_area,TRANSPARENCY_NONE,0);
+
+ /* Draw our motion objects */
+ for (obj=0;obj<16;obj++)
+ {
+ int charcode;
+ int flipx,flipy;
+ int sx,sy;
+ int shade = 0;
+
+ sy = 255 - spriteram[obj*2 + 1];
+ if (sy == 255) continue;
+
+ charcode = spriteram[obj*2] & 0x3f;
+ flipx = (spriteram[obj*2] & 0x40);
+ flipy = (spriteram[obj*2] & 0x80);
+ sx = spriteram[obj*2 + 0x20] + 8*3;
+
+ /* Note on Atari Soccer: */
+ /* There are 3 sets of 2 bits each, where the 2 bits represent */
+ /* black, dk grey, grey and white. I think the 3 sets determine the */
+ /* color of each bit in the sprite, but I haven't implemented it that way. */
+ if (atarifb_game == 4)
+ {
+ shade = ((spriteram[obj*2+1 + 0x20]) & 0x07);
+
+ drawgfx(bitmap,machine->gfx[sprite_bank+1],
+ charcode, shade,
+ flipx,flipy,sx,sy,
+ &bigfield_area,TRANSPARENCY_PEN,0);
+
+ shade = ((spriteram[obj*2+1 + 0x20]) & 0x08) >> 3;
+ }
+
+ drawgfx(bitmap,machine->gfx[sprite_bank],
+ charcode, shade,
+ flipx,flipy,sx,sy,
+ &bigfield_area,TRANSPARENCY_PEN,0);
+
+ /* If this isn't soccer, handle the multiplexed sprites */
+ if (atarifb_game != 4)
+ {
+ /* The down markers are multiplexed by altering the y location during */
+ /* mid-screen. We'll fake it by essentially doing the same thing here. */
+ if ((charcode == 0x11) && (sy == 0x07))
+ {
+ sy = 0xf1; /* When multiplexed, it's 0x10...why? */
+ drawgfx(bitmap,machine->gfx[sprite_bank],
+ charcode, 0,
+ flipx,flipy,sx,sy,
+ &bigfield_area,TRANSPARENCY_PEN,0);
+ }
+ }
+ }
+
+ return 0;
+}