/*************************************************************************** 1943 Video Hardware This board handles tile/tile and tile/sprite priority with a PROM. Its working is hardcoded in the driver. The PROM have address inputs wired as follows: A0 bg (SCR) opaque A1 bit 2 of sprite (OBJ) attribute (guess) A2 bit 3 of sprite (OBJ) attribute (guess) A3 sprite (OBJ) opaque A4 fg (CHAR) opaque A5 wired to mass A6 wired to mass A7 wired to mass 2 bits of the output selects the active layer, it can be: (output & 0x03) 0 bg2 (SCR2) 1 bg (SCR) 2 sprite (OBJ) 3 fg (CHAR) other 2 bits (output & 0x0c) unknown ***************************************************************************/ #include "emu.h" #include "includes/1943.h" /*************************************************************************** Convert the color PROMs into a more useable format. 1943 has three 256x4 palette PROMs (one per gun) and a lot ;-) of 256x4 lookup table PROMs. The palette PROMs are connected to the RGB output this way: bit 3 -- 220 ohm resistor -- RED/GREEN/BLUE -- 470 ohm resistor -- RED/GREEN/BLUE -- 1 kohm resistor -- RED/GREEN/BLUE bit 0 -- 2.2kohm resistor -- RED/GREEN/BLUE ***************************************************************************/ PALETTE_INIT( 1943 ) { int i; /* allocate the colortable */ machine.colortable = colortable_alloc(machine, 0x100); for (i = 0; i < 0x100; i++) { int bit0, bit1, bit2, bit3; int r, g, b; /* red component */ bit0 = (color_prom[i + 0x000] >> 0) & 0x01; bit1 = (color_prom[i + 0x000] >> 1) & 0x01; bit2 = (color_prom[i + 0x000] >> 2) & 0x01; bit3 = (color_prom[i + 0x000] >> 3) & 0x01; r = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3; /* green component */ bit0 = (color_prom[i + 0x100] >> 0) & 0x01; bit1 = (color_prom[i + 0x100] >> 1) & 0x01; bit2 = (color_prom[i + 0x100] >> 2) & 0x01; bit3 = (color_prom[i + 0x100] >> 3) & 0x01; g = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3; /* blue component */ bit0 = (color_prom[i + 0x200] >> 0) & 0x01; bit1 = (color_prom[i + 0x200] >> 1) & 0x01; bit2 = (color_prom[i + 0x200] >> 2) & 0x01; bit3 = (color_prom[i + 0x200] >> 3) & 0x01; b = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3; colortable_palette_set_color(machine.colortable, i, MAKE_RGB(r, g, b)); } /* color_prom now points to the beginning of the lookup table */ color_prom += 0x300; /* characters use colors 0x40-0x4f */ for (i = 0x00; i < 0x80; i++) { UINT8 ctabentry = (color_prom[i] & 0x0f) | 0x40; colortable_entry_set_value(machine.colortable, i, ctabentry); } /* foreground tiles use colors 0x00-0x3f */ for (i = 0x80; i < 0x180; i++) { UINT8 ctabentry = ((color_prom[0x200 + (i - 0x080)] & 0x03) << 4) | ((color_prom[0x100 + (i - 0x080)] & 0x0f) << 0); colortable_entry_set_value(machine.colortable, i, ctabentry); } /* background tiles also use colors 0x00-0x3f */ for (i = 0x180; i < 0x280; i++) { UINT8 ctabentry = ((color_prom[0x400 + (i - 0x180)] & 0x03) << 4) | ((color_prom[0x300 + (i - 0x180)] & 0x0f) << 0); colortable_entry_set_value(machine.colortable, i, ctabentry); } /* sprites use colors 0x80-0xff bit 3 of BMPROM.07 selects priority over the background, but we handle it differently for speed reasons */ for (i = 0x280; i < 0x380; i++) { UINT8 ctabentry = ((color_prom[0x600 + (i - 0x280)] & 0x07) << 4) | ((color_prom[0x500 + (i - 0x280)] & 0x0f) << 0) | 0x80; colortable_entry_set_value(machine.colortable, i, ctabentry); } } WRITE8_HANDLER( c1943_videoram_w ) { _1943_state *state = space->machine().driver_data<_1943_state>(); state->m_videoram[offset] = data; tilemap_mark_tile_dirty(state->m_fg_tilemap, offset); } WRITE8_HANDLER( c1943_colorram_w ) { _1943_state *state = space->machine().driver_data<_1943_state>(); state->m_colorram[offset] = data; tilemap_mark_tile_dirty(state->m_fg_tilemap, offset); } WRITE8_HANDLER( c1943_c804_w ) { _1943_state *state = space->machine().driver_data<_1943_state>(); int bank; /* bits 0 and 1 are coin counters */ coin_counter_w(space->machine(), 0, data & 0x01); coin_counter_w(space->machine(), 1, data & 0x02); /* bits 2, 3 and 4 select the ROM bank */ bank = data & 0x1c; memory_set_bank(space->machine(), "bank1", bank); memory_set_bank(space->machine(), "bank2", bank); memory_set_bank(space->machine(), "bank3", bank); memory_set_bank(space->machine(), "bank4", bank); /* bit 5 resets the sound CPU - we ignore it */ /* bit 6 flips screen */ flip_screen_set(space->machine(), data & 0x40); /* bit 7 enables characters */ state->m_char_on = data & 0x80; } WRITE8_HANDLER( c1943_d806_w ) { _1943_state *state = space->machine().driver_data<_1943_state>(); /* bit 4 enables bg 1 */ state->m_bg1_on = data & 0x10; /* bit 5 enables bg 2 */ state->m_bg2_on = data & 0x20; /* bit 6 enables sprites */ state->m_obj_on = data & 0x40; } static TILE_GET_INFO( c1943_get_bg2_tile_info ) { UINT8 *tilerom = machine.region("gfx5")->base() + 0x8000; int offs = tile_index * 2; int attr = tilerom[offs + 1]; int code = tilerom[offs]; int color = (attr & 0x3c) >> 2; int flags = TILE_FLIPYX((attr & 0xc0) >> 6); SET_TILE_INFO(2, code, color, flags); } static TILE_GET_INFO( c1943_get_bg_tile_info ) { UINT8 *tilerom = machine.region("gfx5")->base(); int offs = tile_index * 2; int attr = tilerom[offs + 1]; int code = tilerom[offs] + ((attr & 0x01) << 8); int color = (attr & 0x3c) >> 2; int flags = TILE_FLIPYX((attr & 0xc0) >> 6); tileinfo->group = color; SET_TILE_INFO(1, code, color, flags); } static TILE_GET_INFO( c1943_get_fg_tile_info ) { _1943_state *state = machine.driver_data<_1943_state>(); int attr = state->m_colorram[tile_index]; int code = state->m_videoram[tile_index] + ((attr & 0xe0) << 3); int color = attr & 0x1f; SET_TILE_INFO(0, code, color, 0); } VIDEO_START( 1943 ) { _1943_state *state = machine.driver_data<_1943_state>(); state->m_bg2_tilemap = tilemap_create(machine, c1943_get_bg2_tile_info, tilemap_scan_cols, 32, 32, 2048, 8); state->m_bg_tilemap = tilemap_create(machine, c1943_get_bg_tile_info, tilemap_scan_cols, 32, 32, 2048, 8); state->m_fg_tilemap = tilemap_create(machine, c1943_get_fg_tile_info, tilemap_scan_rows, 8, 8, 32, 32); colortable_configure_tilemap_groups(machine.colortable, state->m_bg_tilemap, machine.gfx[1], 0x0f); tilemap_set_transparent_pen(state->m_fg_tilemap, 0); state->save_item(NAME(state->m_char_on)); state->save_item(NAME(state->m_obj_on)); state->save_item(NAME(state->m_bg1_on)); state->save_item(NAME(state->m_bg2_on)); } static void draw_sprites( running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect, int priority ) { _1943_state *state = machine.driver_data<_1943_state>(); int offs; for (offs = state->m_spriteram_size - 32; offs >= 0; offs -= 32) { int attr = state->m_spriteram[offs + 1]; int code = state->m_spriteram[offs] + ((attr & 0xe0) << 3); int color = attr & 0x0f; int sx = state->m_spriteram[offs + 3] - ((attr & 0x10) << 4); int sy = state->m_spriteram[offs + 2]; if (flip_screen_get(machine)) { sx = 240 - sx; sy = 240 - sy; } // the priority is actually selected by bit 3 of BMPROM.07 if (priority) { if (color != 0x0a && color != 0x0b) drawgfx_transpen(bitmap, cliprect, machine.gfx[3], code, color, flip_screen_get(machine), flip_screen_get(machine), sx, sy, 0); } else { if (color == 0x0a || color == 0x0b) drawgfx_transpen(bitmap, cliprect, machine.gfx[3], code, color, flip_screen_get(machine), flip_screen_get(machine), sx, sy, 0); } } } SCREEN_UPDATE( 1943 ) { _1943_state *state = screen->machine().driver_data<_1943_state>(); tilemap_set_scrollx(state->m_bg2_tilemap, 0, state->m_bgscrollx[0] + 256 * state->m_bgscrollx[1]); tilemap_set_scrollx(state->m_bg_tilemap, 0, state->m_scrollx[0] + 256 * state->m_scrollx[1]); tilemap_set_scrolly(state->m_bg_tilemap, 0, state->m_scrolly[0]); if (state->m_bg2_on) tilemap_draw(bitmap, cliprect, state->m_bg2_tilemap, 0, 0); else bitmap_fill(bitmap, cliprect, get_black_pen(screen->machine())); if (state->m_obj_on) draw_sprites(screen->machine(), bitmap, cliprect, 0); if (state->m_bg1_on) tilemap_draw(bitmap, cliprect, state->m_bg_tilemap, 0, 0); if (state->m_obj_on) draw_sprites(screen->machine(), bitmap, cliprect, 1); if (state->m_char_on) tilemap_draw(bitmap, cliprect, state->m_fg_tilemap, 0, 0); return 0; }