diff options
Diffstat (limited to 'src/mame/video/dassault.c')
-rw-r--r-- | src/mame/video/dassault.c | 44 |
1 files changed, 22 insertions, 22 deletions
diff --git a/src/mame/video/dassault.c b/src/mame/video/dassault.c index f7b66d8c817..400f25bc27c 100644 --- a/src/mame/video/dassault.c +++ b/src/mame/video/dassault.c @@ -76,14 +76,14 @@ static void mixdassaultlayer(running_machine &machine, bitmap_rgb32 &bitmap, bit /* are the priorities 100% correct? they're the same as they were before conversion to DECO52 sprite device, but if (for example) you walk to the side of the crates in the first part of the game you appear over them... */ UINT32 dassault_state::screen_update_dassault(screen_device &screen, bitmap_rgb32 &bitmap, const rectangle &cliprect) { - address_space &space = screen.machine().driver_data()->generic_space(); + address_space &space = machine().driver_data()->generic_space(); UINT16 flip = deco16ic_pf_control_r(m_deco_tilegen1, space, 0, 0xffff); UINT16 priority = decocomn_priority_r(m_decocomn, space, 0, 0xffff); - screen.machine().device<decospr_device>("spritegen2")->draw_sprites(bitmap, cliprect, m_spriteram2->buffer(), 0x400, false); - screen.machine().device<decospr_device>("spritegen1")->draw_sprites(bitmap, cliprect, m_spriteram->buffer(), 0x400, false); - bitmap_ind16* sprite_bitmap1 = &screen.machine().device<decospr_device>("spritegen1")->get_sprite_temp_bitmap(); - bitmap_ind16* sprite_bitmap2 = &screen.machine().device<decospr_device>("spritegen2")->get_sprite_temp_bitmap(); + machine().device<decospr_device>("spritegen2")->draw_sprites(bitmap, cliprect, m_spriteram2->buffer(), 0x400, false); + machine().device<decospr_device>("spritegen1")->draw_sprites(bitmap, cliprect, m_spriteram->buffer(), 0x400, false); + bitmap_ind16* sprite_bitmap1 = &machine().device<decospr_device>("spritegen1")->get_sprite_temp_bitmap(); + bitmap_ind16* sprite_bitmap2 = &machine().device<decospr_device>("spritegen2")->get_sprite_temp_bitmap(); /* Update tilemaps */ flip_screen_set(BIT(flip, 7)); @@ -91,41 +91,41 @@ UINT32 dassault_state::screen_update_dassault(screen_device &screen, bitmap_rgb3 deco16ic_pf_update(m_deco_tilegen2, 0, m_pf4_rowscroll); /* Draw playfields/update priority bitmap */ - screen.machine().priority_bitmap.fill(0, cliprect); - bitmap.fill(screen.machine().pens[3072], cliprect); + machine().priority_bitmap.fill(0, cliprect); + bitmap.fill(machine().pens[3072], cliprect); deco16ic_tilemap_2_draw(m_deco_tilegen2, bitmap, cliprect, TILEMAP_DRAW_OPAQUE, 0); /* The middle playfields can be swapped priority-wise */ if ((priority & 3) == 0) { - mixdassaultlayer(screen.machine(), bitmap, sprite_bitmap1, cliprect, 0x0600, 0x0600, 0x400, 0xff); // 1 + mixdassaultlayer(machine(), bitmap, sprite_bitmap1, cliprect, 0x0600, 0x0600, 0x400, 0xff); // 1 deco16ic_tilemap_2_draw(m_deco_tilegen1, bitmap, cliprect, 0, 2); // 2 - mixdassaultlayer(screen.machine(), bitmap, sprite_bitmap1, cliprect, 0x0400, 0x0600, 0x400, 0xff); // 8 + mixdassaultlayer(machine(), bitmap, sprite_bitmap1, cliprect, 0x0400, 0x0600, 0x400, 0xff); // 8 deco16ic_tilemap_1_draw(m_deco_tilegen2, bitmap, cliprect, 0, 16); // 16 - mixdassaultlayer(screen.machine(), bitmap, sprite_bitmap1, cliprect, 0x0200, 0x0600, 0x400, 0xff); // 32 - mixdassaultlayer(screen.machine(), bitmap, sprite_bitmap2, cliprect, 0x0000, 0x0000, 0x800, 0x80); // 64? - mixdassaultlayer(screen.machine(), bitmap, sprite_bitmap1, cliprect, 0x0000, 0x0600, 0x400, 0xff); // 128 + mixdassaultlayer(machine(), bitmap, sprite_bitmap1, cliprect, 0x0200, 0x0600, 0x400, 0xff); // 32 + mixdassaultlayer(machine(), bitmap, sprite_bitmap2, cliprect, 0x0000, 0x0000, 0x800, 0x80); // 64? + mixdassaultlayer(machine(), bitmap, sprite_bitmap1, cliprect, 0x0000, 0x0600, 0x400, 0xff); // 128 } else if ((priority & 3) == 1) { - mixdassaultlayer(screen.machine(), bitmap, sprite_bitmap1, cliprect, 0x0600, 0x0600, 0x400, 0xff); // 1 + mixdassaultlayer(machine(), bitmap, sprite_bitmap1, cliprect, 0x0600, 0x0600, 0x400, 0xff); // 1 deco16ic_tilemap_1_draw(m_deco_tilegen2, bitmap, cliprect, 0, 2); // 2 - mixdassaultlayer(screen.machine(), bitmap, sprite_bitmap1, cliprect, 0x0400, 0x0600, 0x400, 0xff); // 8 - mixdassaultlayer(screen.machine(), bitmap, sprite_bitmap2, cliprect, 0x0000, 0x0000, 0x800, 0x80); // 16? - mixdassaultlayer(screen.machine(), bitmap, sprite_bitmap1, cliprect, 0x0200, 0x0600, 0x400, 0xff); // 32 + mixdassaultlayer(machine(), bitmap, sprite_bitmap1, cliprect, 0x0400, 0x0600, 0x400, 0xff); // 8 + mixdassaultlayer(machine(), bitmap, sprite_bitmap2, cliprect, 0x0000, 0x0000, 0x800, 0x80); // 16? + mixdassaultlayer(machine(), bitmap, sprite_bitmap1, cliprect, 0x0200, 0x0600, 0x400, 0xff); // 32 deco16ic_tilemap_2_draw(m_deco_tilegen1, bitmap, cliprect, 0, 64); // 64 - mixdassaultlayer(screen.machine(), bitmap, sprite_bitmap1, cliprect, 0x0000, 0x0600, 0x400, 0xff); // 128 + mixdassaultlayer(machine(), bitmap, sprite_bitmap1, cliprect, 0x0000, 0x0600, 0x400, 0xff); // 128 } else if ((priority & 3) == 3) { - mixdassaultlayer(screen.machine(), bitmap, sprite_bitmap1, cliprect, 0x0600, 0x0600, 0x400, 0xff); // 1 + mixdassaultlayer(machine(), bitmap, sprite_bitmap1, cliprect, 0x0600, 0x0600, 0x400, 0xff); // 1 deco16ic_tilemap_1_draw(m_deco_tilegen2, bitmap, cliprect, 0, 2); // 2 - mixdassaultlayer(screen.machine(), bitmap, sprite_bitmap1, cliprect, 0x0400, 0x0600, 0x400, 0xff); // 8 + mixdassaultlayer(machine(), bitmap, sprite_bitmap1, cliprect, 0x0400, 0x0600, 0x400, 0xff); // 8 deco16ic_tilemap_2_draw(m_deco_tilegen1, bitmap, cliprect, 0, 16); // 16 - mixdassaultlayer(screen.machine(), bitmap, sprite_bitmap1, cliprect, 0x0200, 0x0600, 0x400, 0xff); // 32 - mixdassaultlayer(screen.machine(), bitmap, sprite_bitmap2, cliprect, 0x0000, 0x0000, 0x800, 0x80); // 64? - mixdassaultlayer(screen.machine(), bitmap, sprite_bitmap1, cliprect, 0x0000, 0x0600, 0x400, 0xff); // 128 + mixdassaultlayer(machine(), bitmap, sprite_bitmap1, cliprect, 0x0200, 0x0600, 0x400, 0xff); // 32 + mixdassaultlayer(machine(), bitmap, sprite_bitmap2, cliprect, 0x0000, 0x0000, 0x800, 0x80); // 64? + mixdassaultlayer(machine(), bitmap, sprite_bitmap1, cliprect, 0x0000, 0x0600, 0x400, 0xff); // 128 } else { |