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-rw-r--r--src/mame/video/cninja.c526
1 files changed, 526 insertions, 0 deletions
diff --git a/src/mame/video/cninja.c b/src/mame/video/cninja.c
new file mode 100644
index 00000000000..ca295198657
--- /dev/null
+++ b/src/mame/video/cninja.c
@@ -0,0 +1,526 @@
+/***************************************************************************
+
+ Caveman Ninja Video emulation - Bryan McPhail, mish@tendril.co.uk
+
+****************************************************************************/
+
+#include "driver.h"
+#include "deco16ic.h"
+#include "cninja.h"
+
+/******************************************************************************/
+
+static int cninja_bank_callback(const int bank)
+{
+ if ((bank>>4)&0xf) return 0x0000; /* Only 2 banks */
+ return 0x1000;
+}
+
+static int edrandy_bank_callback(const int bank)
+{
+ if ((bank>>4)&0xf) return 0x0000; /* Only 2 banks */
+ return 0x1000;
+}
+
+static int robocop2_bank_callback(const int bank)
+{
+ return (bank&0x30)<<8;
+}
+
+static int mutantf_1_bank_callback(const int bank)
+{
+ return ((bank>>4)&0x3)<<12;
+}
+
+static int mutantf_2_bank_callback(const int bank)
+{
+ return ((bank>>5)&0x1)<<14;
+}
+
+/******************************************************************************/
+
+VIDEO_START( cninja )
+{
+ deco16_2_video_init(1);
+
+ deco16_set_tilemap_bank_callback(2,cninja_bank_callback);
+ deco16_set_tilemap_bank_callback(3,cninja_bank_callback);
+ deco16_set_tilemap_colour_base(3,48);
+}
+
+VIDEO_START( stoneage )
+{
+ deco16_2_video_init(1);
+
+ deco16_set_tilemap_bank_callback(2,edrandy_bank_callback);
+ deco16_set_tilemap_bank_callback(3,edrandy_bank_callback);
+ deco16_set_tilemap_colour_base(3,48);
+
+ /* The bootleg has broken scroll registers */
+ tilemap_set_scrolldx(deco16_get_tilemap(3,0),-10,-10);
+ tilemap_set_scrolldx(deco16_get_tilemap(1,0),-10,-10);
+ tilemap_set_scrolldx(deco16_get_tilemap(0,1),2,2);
+}
+
+VIDEO_START( edrandy )
+{
+ deco16_2_video_init(0);
+
+ deco16_set_tilemap_bank_callback(2,edrandy_bank_callback);
+ deco16_set_tilemap_bank_callback(3,edrandy_bank_callback);
+ deco16_set_tilemap_colour_base(3,48);
+}
+
+VIDEO_START( robocop2 )
+{
+ deco16_2_video_init(0);
+
+ deco16_set_tilemap_bank_callback(1,robocop2_bank_callback);
+ deco16_set_tilemap_bank_callback(2,robocop2_bank_callback);
+ deco16_set_tilemap_bank_callback(3,robocop2_bank_callback);
+ deco16_set_tilemap_colour_base(3,48);
+}
+
+VIDEO_START( mutantf )
+{
+ deco16_2_video_init(0);
+
+ deco16_set_tilemap_bank_callback(0,mutantf_1_bank_callback);
+ deco16_set_tilemap_bank_callback(1,mutantf_2_bank_callback);
+ deco16_set_tilemap_bank_callback(2,mutantf_1_bank_callback);
+ deco16_set_tilemap_bank_callback(3,mutantf_1_bank_callback);
+
+ deco16_set_tilemap_colour_base(1,0x30);
+ deco16_set_tilemap_colour_base(2,0x20);
+ deco16_set_tilemap_colour_base(3,0x40);
+
+ alpha_set_level(0x80);
+}
+
+/******************************************************************************/
+
+VIDEO_EOF( cninja )
+{
+ deco16_raster_display_position=0;
+}
+
+static void raster_pf3_draw(mame_bitmap *bitmap, const rectangle *cliprect, int flags, int pri)
+{
+ tilemap *tmap=deco16_get_tilemap(2,0);
+ int ptr=0,start,end=0;
+ rectangle clip;
+ int overflow=deco16_raster_display_position;
+
+ clip.min_x = cliprect->min_x;
+ clip.max_x = cliprect->max_x;
+
+ /* Finish list up to end of visible display */
+ deco16_raster_display_list[overflow++]=255;
+ deco16_raster_display_list[overflow++]=deco16_pf12_control[1];
+ deco16_raster_display_list[overflow++]=deco16_pf12_control[2];
+ deco16_raster_display_list[overflow++]=deco16_pf12_control[3];
+ deco16_raster_display_list[overflow++]=deco16_pf12_control[4];
+ deco16_raster_display_list[overflow++]=deco16_pf34_control[1];
+ deco16_raster_display_list[overflow++]=deco16_pf34_control[2];
+ deco16_raster_display_list[overflow++]=deco16_pf34_control[3];
+ deco16_raster_display_list[overflow++]=deco16_pf34_control[4];
+
+ while (ptr<overflow) {
+ start=end;
+ end=deco16_raster_display_list[ptr++];
+
+ /* Restore state of registers before IRQ */
+ deco16_pf12_control[1]=deco16_raster_display_list[ptr++];
+ deco16_pf12_control[2]=deco16_raster_display_list[ptr++];
+ deco16_pf12_control[3]=deco16_raster_display_list[ptr++];
+ deco16_pf12_control[4]=deco16_raster_display_list[ptr++];
+ deco16_pf34_control[1]=deco16_raster_display_list[ptr++];
+ deco16_pf34_control[2]=deco16_raster_display_list[ptr++];
+ deco16_pf34_control[3]=deco16_raster_display_list[ptr++];
+ deco16_pf34_control[4]=deco16_raster_display_list[ptr++];
+
+ clip.min_y = start;
+ clip.max_y = end;
+
+ /* Update tilemap for this register state, and draw */
+ deco16_pf34_update(deco16_pf3_rowscroll,deco16_pf4_rowscroll);
+ tilemap_draw(bitmap,&clip,tmap,flags,pri);
+ }
+}
+
+/******************************************************************************/
+
+static void cninja_draw_sprites(running_machine *machine, mame_bitmap *bitmap, const rectangle *cliprect)
+{
+ int offs;
+
+ for (offs = 0x400-4;offs >=0 ;offs -= 4)
+ {
+ int x,y,sprite,colour,multi,fx,fy,inc,flash,mult,pri=0;
+
+ sprite = buffered_spriteram16[offs+1];
+ if (!sprite) continue;
+
+ x = buffered_spriteram16[offs+2];
+
+ /* Sprite/playfield priority */
+ switch (x&0xc000) {
+ case 0x0000: pri=0; break;
+ case 0x4000: pri=0xf0; break;
+ case 0x8000: pri=0xf0|0xcc; break;
+ case 0xc000: pri=0xf0|0xcc; break; /* Perhaps 0xf0|0xcc|0xaa (Sprite under bottom layer) */
+ }
+
+ y = buffered_spriteram16[offs];
+ flash=y&0x1000;
+ if (flash && (cpu_getcurrentframe() & 1)) continue;
+ colour = (x >> 9) &0x1f;
+
+ fx = y & 0x2000;
+ fy = y & 0x4000;
+ multi = (1 << ((y & 0x0600) >> 9)) - 1; /* 1x, 2x, 4x, 8x height */
+
+ x = x & 0x01ff;
+ y = y & 0x01ff;
+ if (x >= 256) x -= 512;
+ if (y >= 256) y -= 512;
+ x = 240 - x;
+ y = 240 - y;
+
+ sprite &= ~multi;
+ if (fy)
+ inc = -1;
+ else
+ {
+ sprite += multi;
+ inc = 1;
+ }
+
+ if (flip_screen) {
+ y=240-y;
+ x=240-x;
+ if (fx) fx=0; else fx=1;
+ if (fy) fy=0; else fy=1;
+ mult=16;
+ }
+ else mult=-16;
+
+ while (multi >= 0)
+ {
+ pdrawgfx(bitmap,machine->gfx[3],
+ sprite - multi * inc,
+ colour,
+ fx,fy,
+ x,y + mult * multi,
+ cliprect,TRANSPARENCY_PEN,0,pri);
+
+ multi--;
+ }
+ }
+}
+
+static void robocop2_draw_sprites(running_machine *machine, mame_bitmap *bitmap, const rectangle *cliprect)
+{
+ int offs;
+
+ for (offs = 0x400-4;offs >=0 ;offs -= 4)
+ {
+ int x,y,sprite,colour,multi,fx,fy,inc,flash,mult,pri=0;
+ sprite = buffered_spriteram16[offs+1];
+ if (!sprite) continue;
+
+ x = buffered_spriteram16[offs+2];
+
+ /* Sprite/playfield priority */
+ switch (x&0xc000) {
+ case 0x0000: pri=0; break;
+ case 0x4000: pri=0xf0; break;
+ case 0x8000: pri=0xf0|0xcc; break;
+ case 0xc000: pri=0xf0|0xcc; break; /* Perhaps 0xf0|0xcc|0xaa (Sprite under bottom layer) */
+ }
+
+ y = buffered_spriteram16[offs];
+ flash=y&0x1000;
+ if (flash && (cpu_getcurrentframe() & 1)) continue;
+ colour = (x >> 9) &0x1f;
+
+ fx = y & 0x2000;
+ fy = y & 0x4000;
+ multi = (1 << ((y & 0x0600) >> 9)) - 1; /* 1x, 2x, 4x, 8x height */
+
+ x = x & 0x01ff;
+ y = y & 0x01ff;
+ if (x >= 320) x -= 512;
+ if (y >= 256) y -= 512;
+ x = 304 - x;
+ y = 240 - y;
+
+ sprite &= ~multi;
+ if (fy)
+ inc = -1;
+ else
+ {
+ sprite += multi;
+ inc = 1;
+ }
+
+ if (flip_screen) {
+ y=240-y;
+ x=304-x;
+ if (fx) fx=0; else fx=1;
+ if (fy) fy=0; else fy=1;
+ mult=16;
+ }
+ else mult=-16;
+
+ while (multi >= 0)
+ {
+ pdrawgfx(bitmap,machine->gfx[3],
+ sprite - multi * inc,
+ colour,
+ fx,fy,
+ x,y + mult * multi,
+ cliprect,TRANSPARENCY_PEN,0,pri);
+
+ multi--;
+ }
+ }
+}
+
+static void mutantf_draw_sprites(running_machine *machine, mame_bitmap *bitmap, const rectangle *cliprect, const UINT16 *spriteptr, int gfxbank)
+{
+ int offs,end,inc;
+
+ /*
+ Alternate format from most 16 bit games - same as Captain America
+
+ Word 0:
+ 0x8000: Y flip
+ 0x4000: X flip
+ 0x2000: Flash (Sprite toggles on/off every frame)
+ 0x1fff: Y value
+ Word 1:
+ 0xffff: X value
+ Word 2:
+ 0xf000: Block height
+ 0x0f00: Block width
+ 0x00e0: Unused?
+ 0x001f: Colour
+ Word 3:
+ 0xffff: Sprite value
+ */
+
+ /* This may look strange, but the alpha-blended sprite chip definitely draws end to
+ front, ie, reversed from normal pdrawgfx style. */
+ if (gfxbank==4) {
+ offs=0;
+ end=0x400;
+ inc=4;
+ } else {
+ offs=0x3fc;
+ end=-4;
+ inc=-4;
+ }
+
+ while (offs!=end)
+ {
+ int x,y,sprite,colour,fx,fy,w,h,sx,sy,x_mult,y_mult;
+ int trans=TRANSPARENCY_PEN;
+
+ sprite = spriteptr[offs+3];
+ if (!sprite) {
+ offs+=inc;
+ continue;
+ }
+
+ sx = spriteptr[offs+1];
+
+ h = (spriteptr[offs+2]&0xf000)>>12;
+ w = (spriteptr[offs+2]&0x0f00)>> 8;
+
+ sy = spriteptr[offs];
+ if ((sy&0x2000) && (cpu_getcurrentframe() & 1)) {
+ offs+=inc;
+ continue;
+ }
+
+ colour = (spriteptr[offs+2] >>0) & 0x1f;
+
+ if (gfxbank==4) { /* Seems to be always alpha'd */
+ trans=TRANSPARENCY_ALPHA;
+ colour&=0xf;
+ }
+
+ fx = (spriteptr[offs+0]&0x4000);
+ fy = (spriteptr[offs+0]&0x8000);
+
+ if (flip_screen) {
+ if (fx) fx=0; else fx=1;
+ if (fy) fy=0; else fy=1;
+
+ sx = sx & 0x01ff;
+ sy = sy & 0x01ff;
+ if (sx>0x180) sx=-(0x200 - sx);
+ if (sy>0x180) sy=-(0x200 - sy);
+
+ if (fx) { x_mult=-16; sx+=16*w; } else { x_mult=16; sx-=16; }
+ if (fy) { y_mult=-16; sy+=16*h; } else { y_mult=16; sy-=16; }
+ } else {
+ sx = sx & 0x01ff;
+ sy = sy & 0x01ff;
+ if (sx&0x100) sx=-(0x100 - (sx&0xff));
+ if (sy&0x100) sy=-(0x100 - (sy&0xff));
+ sx = 304 - sx;
+ sy = 240 - sy;
+ if (sx >= 432) sx -= 512;
+ if (sy >= 384) sy -= 512;
+ if (fx) { x_mult=-16; sx+=16; } else { x_mult=16; sx-=16*w; }
+ if (fy) { y_mult=-16; sy+=16; } else { y_mult=16; sy-=16*h; }
+ }
+
+ for (x=0; x<w; x++) {
+ for (y=0; y<h; y++) {
+ pdrawgfx(bitmap,machine->gfx[gfxbank],
+ sprite + y + h * x,
+ colour,
+ fx,fy,
+ sx + x_mult * (w-x),sy + y_mult * (h-y),
+ cliprect,trans,0,0);
+ }
+ }
+
+ offs+=inc;
+ }
+}
+
+/******************************************************************************/
+
+VIDEO_UPDATE( cninja )
+{
+ flip_screen_set( deco16_pf12_control[0]&0x80 );
+ deco16_pf12_update(deco16_pf1_rowscroll,deco16_pf2_rowscroll);
+ deco16_pf34_update(deco16_pf3_rowscroll,deco16_pf4_rowscroll);
+
+ /* Draw playfields */
+ fillbitmap(priority_bitmap,0,cliprect);
+ fillbitmap(bitmap,machine->pens[512],cliprect);
+ deco16_tilemap_4_draw(bitmap,cliprect,TILEMAP_DRAW_OPAQUE,1);
+ deco16_tilemap_3_draw(bitmap,cliprect,0,2);
+ deco16_tilemap_2_draw(bitmap,cliprect,TILEMAP_DRAW_LAYER1,2);
+ deco16_tilemap_2_draw(bitmap,cliprect,TILEMAP_DRAW_LAYER0,4);
+ cninja_draw_sprites(machine,bitmap,cliprect);
+ deco16_tilemap_1_draw(bitmap,cliprect,0,0);
+ return 0;
+}
+
+VIDEO_UPDATE( edrandy )
+{
+ flip_screen_set( deco16_pf12_control[0]&0x80 );
+ deco16_pf12_update(deco16_pf1_rowscroll,deco16_pf2_rowscroll);
+ deco16_pf34_update(deco16_pf3_rowscroll,deco16_pf4_rowscroll);
+
+ fillbitmap(priority_bitmap,0,cliprect);
+ fillbitmap(bitmap,machine->pens[0],cliprect);
+ deco16_tilemap_4_draw(bitmap,cliprect,TILEMAP_DRAW_OPAQUE,1);
+ if (deco16_raster_display_position)
+ raster_pf3_draw(bitmap,cliprect,0,2);
+ else
+ deco16_tilemap_3_draw(bitmap,cliprect,0,2);
+ deco16_tilemap_2_draw(bitmap,cliprect,0,4);
+ cninja_draw_sprites(machine,bitmap,cliprect);
+ deco16_tilemap_1_draw(bitmap,cliprect,0,0);
+ return 0;
+}
+
+VIDEO_UPDATE( robocop2 )
+{
+ /* One of the tilemap chips can switch between 2 tilemaps at 4bpp, or 1 at 8bpp */
+ if (deco16_priority&4) {
+ deco16_set_tilemap_colour_mask(2,0);
+ deco16_set_tilemap_colour_mask(3,0);
+ deco16_pf34_set_gfxbank(0,4);
+ } else {
+ deco16_set_tilemap_colour_mask(2,0xf);
+ deco16_set_tilemap_colour_mask(3,0xf);
+ deco16_pf34_set_gfxbank(0,2);
+ }
+
+ /* Update playfields */
+ flip_screen_set( deco16_pf12_control[0]&0x80 );
+ deco16_pf12_update(deco16_pf1_rowscroll,deco16_pf2_rowscroll);
+ deco16_pf34_update(deco16_pf3_rowscroll,deco16_pf4_rowscroll);
+
+ /* Draw playfields */
+ fillbitmap(priority_bitmap,0,cliprect);
+ fillbitmap(bitmap,machine->pens[0x200],cliprect);
+ if ((deco16_priority&4)==0)
+ deco16_tilemap_4_draw(bitmap,cliprect,TILEMAP_DRAW_OPAQUE,1);
+
+ /* Switchable priority */
+ switch (deco16_priority&0x8) {
+ case 8:
+ deco16_tilemap_2_draw(bitmap,cliprect,0,2);
+ if (deco16_raster_display_position)
+ raster_pf3_draw(bitmap,cliprect,0,4);
+ else
+ deco16_tilemap_3_draw(bitmap,cliprect,0,4);
+ break;
+ default:
+ case 0:
+ if (deco16_raster_display_position)
+ raster_pf3_draw(bitmap,cliprect,0,2);
+ else
+ deco16_tilemap_3_draw(bitmap,cliprect,0,2);
+ deco16_tilemap_2_draw(bitmap,cliprect,0,4);
+ break;
+ }
+
+ robocop2_draw_sprites(machine,bitmap,cliprect);
+ deco16_tilemap_1_draw(bitmap,cliprect,0,0);
+ return 0;
+}
+
+VIDEO_UPDATE( mutantf )
+{
+ flip_screen_set( deco16_pf12_control[0]&0x80 );
+ deco16_pf12_update(deco16_pf1_rowscroll,deco16_pf2_rowscroll);
+ deco16_pf34_update(deco16_pf3_rowscroll,deco16_pf4_rowscroll);
+
+ /* Draw playfields */
+ fillbitmap(bitmap,machine->pens[0x400],cliprect); /* Confirmed */
+
+ /* There is no priority prom on this board, but there is a
+ priority control word, the only values used in game appear
+ to be 2, 6 & 7 though:
+
+ Bit 0: If set sprite chip 2 above sprite chip 1 else vice versa
+ Bit 1: Always set?
+ Bit 2: Almost always set (Sometimes not set on screen transitions)
+
+ The other bits may control alpha blend on the 2nd sprite chip, or
+ layer order.
+ */
+ deco16_tilemap_4_draw(bitmap,cliprect,TILEMAP_DRAW_OPAQUE,0);
+ deco16_tilemap_2_draw(bitmap,cliprect,0,0);
+ deco16_tilemap_3_draw(bitmap,cliprect,0,0);
+
+ /* We need to abuse the priority bitmap a little by clearing it before
+ drawing each sprite layer. This is because there is no priority
+ orthogonality between sprite layers, but the alpha layer must obey
+ priority between sprites in each layer. Ie, if we didn't do this,
+ then when two alpha blended shadows overlapped then they would be 25%
+ transparent against the background, rather than 50% */
+ if (deco16_priority&1) {
+ fillbitmap(priority_bitmap,0,cliprect);
+ mutantf_draw_sprites(machine,bitmap,cliprect,buffered_spriteram16,3);
+ fillbitmap(priority_bitmap,0,cliprect);
+ mutantf_draw_sprites(machine,bitmap,cliprect,buffered_spriteram16_2,4);
+ } else {
+ fillbitmap(priority_bitmap,0,cliprect);
+ mutantf_draw_sprites(machine,bitmap,cliprect,buffered_spriteram16_2,4);
+ fillbitmap(priority_bitmap,0,cliprect);
+ mutantf_draw_sprites(machine,bitmap,cliprect,buffered_spriteram16,3);
+ }
+ deco16_tilemap_1_draw(bitmap,cliprect,0,0);
+ return 0;
+}