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Diffstat (limited to 'src/mame/video/toaplan1.c')
-rw-r--r--src/mame/video/toaplan1.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/mame/video/toaplan1.c b/src/mame/video/toaplan1.c
index 39c3753ce0c..51f373e5e4e 100644
--- a/src/mame/video/toaplan1.c
+++ b/src/mame/video/toaplan1.c
@@ -427,7 +427,7 @@ VIDEO_START( toaplan1 )
READ16_HANDLER( toaplan1_frame_done_r )
{
- return video_screen_get_vblank(space->machine->primary_screen);
+ return space->machine->primary_screen->vblank();
}
WRITE16_HANDLER( toaplan1_tile_offsets_w )
@@ -482,14 +482,14 @@ WRITE16_HANDLER( toaplan1_bcu_flipscreen_w )
tilemap_set_flip_all(space->machine, (data ? (TILEMAP_FLIPY | TILEMAP_FLIPX) : 0));
if (bcu_flipscreen)
{
- const rectangle *visarea = video_screen_get_visible_area(space->machine->primary_screen);
+ const rectangle &visarea = space->machine->primary_screen->visible_area();
scrollx_offs1 = 0x151 - 6;
scrollx_offs2 = 0x151 - 4;
scrollx_offs3 = 0x151 - 2;
scrollx_offs4 = 0x151 - 0;
scrolly_offs = 0x1ef;
- scrolly_offs += ((visarea->max_y + 1) - ((visarea->max_y + 1) - visarea->min_y)) * 2; /* Horizontal games are offset so adjust by +0x20 */
+ scrolly_offs += ((visarea.max_y + 1) - ((visarea.max_y + 1) - visarea.min_y)) * 2; /* Horizontal games are offset so adjust by +0x20 */
}
else
{
@@ -1079,11 +1079,11 @@ static void draw_sprites(running_machine *machine, bitmap_t *bitmap, const recta
/****** flip the sprite layer ******/
if (fcu_flipscreen)
{
- const rectangle *visarea = video_screen_get_visible_area(machine->primary_screen);
+ const rectangle &visarea = machine->primary_screen->visible_area();
- sx_base = ((visarea->max_x + 1) - visarea->min_x) - (sx_base + 8); /* visarea.x = 320 */
- sy_base = ((visarea->max_y + 1) - visarea->min_y) - (sy_base + 8); /* visarea.y = 240 */
- sy_base += ((visarea->max_y + 1) - ((visarea->max_y + 1) - visarea->min_y)) * 2; /* Horizontal games are offset so adjust by +0x20 */
+ sx_base = ((visarea.max_x + 1) - visarea.min_x) - (sx_base + 8); /* visarea.x = 320 */
+ sy_base = ((visarea.max_y + 1) - visarea.min_y) - (sy_base + 8); /* visarea.y = 240 */
+ sy_base += ((visarea.max_y + 1) - ((visarea.max_y + 1) - visarea.min_y)) * 2; /* Horizontal games are offset so adjust by +0x20 */
}
for (dim_y = 0; dim_y < sprite_sizey; dim_y += 8)