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-rw-r--r--src/mame/video/docastle.c225
1 files changed, 225 insertions, 0 deletions
diff --git a/src/mame/video/docastle.c b/src/mame/video/docastle.c
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+++ b/src/mame/video/docastle.c
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+/***************************************************************************
+
+ video.c
+
+ Functions to emulate the video hardware of the machine.
+
+ (Cocktail mode implemented by Chad Hendrickson Aug 1, 1999)
+
+***************************************************************************/
+
+#include "driver.h"
+#include "includes/docastle.h"
+
+static tilemap *docastle_tilemap;
+
+/***************************************************************************
+
+ Convert the color PROMs into a more useable format.
+
+ Mr. Do's Castle / Wild Ride / Run Run have a 256 bytes palette PROM which
+ is connected to the RGB output this way:
+
+ bit 7 -- 200 ohm resistor -- RED
+ -- 390 ohm resistor -- RED
+ -- 820 ohm resistor -- RED
+ -- 200 ohm resistor -- GREEN
+ -- 390 ohm resistor -- GREEN
+ -- 820 ohm resistor -- GREEN
+ -- 200 ohm resistor -- BLUE
+ bit 0 -- 390 ohm resistor -- BLUE
+
+***************************************************************************/
+PALETTE_INIT( docastle )
+{
+ int i;
+
+ for (i = 0;i < 256;i++)
+ {
+ int bit0,bit1,bit2,r,g,b;
+
+ /* red component */
+ bit0 = (*color_prom >> 5) & 0x01;
+ bit1 = (*color_prom >> 6) & 0x01;
+ bit2 = (*color_prom >> 7) & 0x01;
+ r = 0x23 * bit0 + 0x4b * bit1 + 0x91 * bit2;
+ /* green component */
+ bit0 = (*color_prom >> 2) & 0x01;
+ bit1 = (*color_prom >> 3) & 0x01;
+ bit2 = (*color_prom >> 4) & 0x01;
+ g = 0x23 * bit0 + 0x4b * bit1 + 0x91 * bit2;
+ /* blue component */
+ bit0 = 0;
+ bit1 = (*color_prom >> 0) & 0x01;
+ bit2 = (*color_prom >> 1) & 0x01;
+ b = 0x23 * bit0 + 0x4b * bit1 + 0x91 * bit2;
+
+ /* because the graphics are decoded as 4bpp with the top bit used for transparency
+ or priority, we create matching 3bpp sets of palette entries, which effectively
+ ignores the value of the top bit */
+ palette_set_color(machine, ((i & 0xf8) << 1) | 0x00 | (i & 0x07), MAKE_RGB(r,g,b));
+ palette_set_color(machine, ((i & 0xf8) << 1) | 0x08 | (i & 0x07), MAKE_RGB(r,g,b));
+ color_prom++;
+ }
+}
+
+WRITE8_HANDLER( docastle_videoram_w )
+{
+ videoram[offset] = data;
+ tilemap_mark_tile_dirty(docastle_tilemap, offset);
+}
+
+WRITE8_HANDLER( docastle_colorram_w )
+{
+ colorram[offset] = data;
+ tilemap_mark_tile_dirty(docastle_tilemap, offset);
+}
+
+READ8_HANDLER( docastle_flipscreen_off_r )
+{
+ flip_screen_set(0);
+ tilemap_mark_all_tiles_dirty(docastle_tilemap);
+ return 0;
+}
+
+READ8_HANDLER( docastle_flipscreen_on_r )
+{
+ flip_screen_set(1);
+ tilemap_mark_all_tiles_dirty(docastle_tilemap);
+ return 1;
+}
+
+WRITE8_HANDLER( docastle_flipscreen_off_w )
+{
+ flip_screen_set(0);
+ tilemap_mark_all_tiles_dirty(docastle_tilemap);
+}
+
+WRITE8_HANDLER( docastle_flipscreen_on_w )
+{
+ flip_screen_set(1);
+ tilemap_mark_all_tiles_dirty(docastle_tilemap);
+}
+
+static TILE_GET_INFO( get_tile_info )
+{
+ int code = videoram[tile_index] + 8 * (colorram[tile_index] & 0x20);
+ int color = colorram[tile_index] & 0x1f;
+
+ SET_TILE_INFO(0, code, color, 0);
+}
+
+static void video_start_common(running_machine *machine, UINT32 tile_transmask)
+{
+ docastle_tilemap = tilemap_create(get_tile_info, tilemap_scan_rows, TILEMAP_TYPE_PEN, 8, 8, 32, 32);
+ tilemap_set_transmask(docastle_tilemap, 0, tile_transmask, 0x0000);
+}
+
+VIDEO_START( docastle )
+{
+ video_start_common(machine, 0x00ff);
+}
+
+VIDEO_START( dorunrun )
+{
+ video_start_common(machine, 0xff00);
+}
+
+static void draw_sprites(running_machine *machine, mame_bitmap *bitmap, const rectangle *cliprect)
+{
+ int offs;
+
+ fillbitmap(priority_bitmap,1,NULL);
+
+ for (offs = spriteram_size - 4;offs >= 0;offs -= 4)
+ {
+ int sx,sy,flipx,flipy,code,color;
+
+ if (machine->gfx[1]->total_elements > 256)
+ {
+ /* spriteram
+
+ indoor soccer appears to have a slightly different spriteram
+ format to the other games, allowing a larger number of sprite
+ tiles
+
+ yyyy yyyy xxxx xxxx TX-T pppp tttt tttt
+
+ y = ypos
+ x = xpos
+ X = x-flip
+ T = extra tile number bits
+ p = palette
+ t = tile number
+
+ */
+
+ code = spriteram[offs + 3];
+ color = spriteram[offs + 2] & 0x0f;
+ sx = ((spriteram[offs + 1] + 8) & 0xff) - 8;
+ sy = spriteram[offs];
+ flipx = spriteram[offs + 2] & 0x40;
+ flipy = 0;
+ if (spriteram[offs + 2] & 0x10) code += 0x100;
+ if (spriteram[offs + 2] & 0x80) code += 0x200;
+ }
+ else
+ {
+ /* spriteram
+
+ this is the standard spriteram layout, used by most games
+
+ yyyy yyyy xxxx xxxx YX-p pppp tttt tttt
+
+ y = ypos
+ x = xpos
+ X = x-flip
+ Y = y-flip
+ p = palette
+ t = tile number
+
+ */
+
+ code = spriteram[offs + 3];
+ color = spriteram[offs + 2] & 0x1f;
+ sx = ((spriteram[offs + 1] + 8) & 0xff) - 8;
+ sy = spriteram[offs];
+ flipx = spriteram[offs + 2] & 0x40;
+ flipy = spriteram[offs + 2] & 0x80;
+ }
+
+ if (flip_screen)
+ {
+ sx = 240 - sx;
+ sy = 240 - sy;
+ flipx = !flipx;
+ flipy = !flipy;
+ }
+
+ /* first draw the sprite, visible */
+ pdrawgfx(bitmap,machine->gfx[1],
+ code,
+ color,
+ flipx,flipy,
+ sx,sy,
+ cliprect,TRANSPARENCY_PENS,0x80ff,
+ 0x00);
+
+ /* then draw the mask, behind the background but obscuring following sprites */
+ pdrawgfx(bitmap,machine->gfx[1],
+ code,
+ color,
+ flipx,flipy,
+ sx,sy,
+ cliprect,TRANSPARENCY_PENS,0x7fff,
+ 0x02);
+ }
+}
+
+VIDEO_UPDATE( docastle )
+{
+ tilemap_draw(bitmap, cliprect, docastle_tilemap, TILEMAP_DRAW_OPAQUE, 0);
+ draw_sprites(machine, bitmap, cliprect);
+ tilemap_draw(bitmap, cliprect, docastle_tilemap, TILEMAP_DRAW_LAYER0, 0);
+ return 0;
+}