/*************************************************************************** Atari Arcade Classics hardware (prototypes) Note: this video hardware has some similarities to Shuuz & company The sprite offset registers are stored to 3EFF80 ****************************************************************************/ #include "emu.h" #include "video/atarimo.h" #include "includes/arcadecl.h" static void arcadecl_bitmap_render(running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect); /************************************* * * Video system start * *************************************/ VIDEO_START( arcadecl ) { static const atarimo_desc modesc = { 0, /* index to which gfx system */ 1, /* number of motion object banks */ 1, /* are the entries linked? */ 0, /* are the entries split? */ 0, /* render in reverse order? */ 0, /* render in swapped X/Y order? */ 0, /* does the neighbor bit affect the next object? */ 0, /* pixels per SLIP entry (0 for no-slip) */ 0, /* pixel offset for SLIPs */ 0, /* maximum number of links to visit/scanline (0=all) */ 0x100, /* base palette entry */ 0x100, /* maximum number of colors */ 0, /* transparent pen index */ {{ 0x00ff,0,0,0 }}, /* mask for the link */ {{ 0 }}, /* mask for the graphics bank */ {{ 0,0x7fff,0,0 }}, /* mask for the code index */ {{ 0 }}, /* mask for the upper code index */ {{ 0,0,0x000f,0 }}, /* mask for the color */ {{ 0,0,0xff80,0 }}, /* mask for the X position */ {{ 0,0,0,0xff80 }}, /* mask for the Y position */ {{ 0,0,0,0x0070 }}, /* mask for the width, in tiles*/ {{ 0,0,0,0x0007 }}, /* mask for the height, in tiles */ {{ 0,0x8000,0,0 }}, /* mask for the horizontal flip */ {{ 0 }}, /* mask for the vertical flip */ {{ 0 }}, /* mask for the priority */ {{ 0 }}, /* mask for the neighbor */ {{ 0 }}, /* mask for absolute coordinates */ {{ 0 }}, /* mask for the special value */ 0, /* resulting value to indicate "special" */ 0, /* callback routine for special entries */ }; arcadecl_state *state = machine.driver_data(); /* initialize the motion objects */ atarimo_init(machine, 0, &modesc); /* set the intial scroll offset */ atarimo_set_xscroll(0, -12); atarimo_set_yscroll(0, 0x110); state->m_has_mo = (machine.gfx[0]->total_elements > 10); } /************************************* * * Main refresh * *************************************/ SCREEN_UPDATE( arcadecl ) { arcadecl_state *state = screen->machine().driver_data(); /* draw the playfield */ arcadecl_bitmap_render(screen->machine(), bitmap, cliprect); /* draw and merge the MO */ if (state->m_has_mo) { atarimo_rect_list rectlist; bitmap_t *mobitmap; int x, y, r; mobitmap = atarimo_render(0, cliprect, &rectlist); for (r = 0; r < rectlist.numrects; r++, rectlist.rect++) for (y = rectlist.rect->min_y; y <= rectlist.rect->max_y; y++) { UINT16 *mo = (UINT16 *)mobitmap->base + mobitmap->rowpixels * y; UINT16 *pf = (UINT16 *)bitmap->base + bitmap->rowpixels * y; for (x = rectlist.rect->min_x; x <= rectlist.rect->max_x; x++) if (mo[x]) { /* not yet verified */ pf[x] = mo[x]; /* erase behind ourselves */ mo[x] = 0; } } } return 0; } /************************************* * * Bitmap rendering * *************************************/ static void arcadecl_bitmap_render(running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect) { arcadecl_state *state = machine.driver_data(); int x, y; /* update any dirty scanlines */ for (y = cliprect->min_y; y <= cliprect->max_y; y++) { const UINT16 *src = &state->m_bitmap[256 * y]; UINT16 *dst = BITMAP_ADDR16(bitmap, y, 0); /* regenerate the line */ for (x = cliprect->min_x & ~1; x <= cliprect->max_x; x += 2) { int bits = src[(x - 8) / 2]; dst[x + 0] = bits >> 8; dst[x + 1] = bits & 0xff; } } }