// license:BSD-3-Clause // copyright-holders:Aaron Giles /*************************************************************************** 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" /************************************* * * Video system start * *************************************/ const atari_motion_objects_config arcadecl_state::s_mob_config = { 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 */ {{ 0,0x7fff,0,0 }}, /* mask for the 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" */ }; void arcadecl_state::video_start() { m_mob->set_scroll(-12, 0x110); } /************************************* * * Main refresh * *************************************/ uint32_t arcadecl_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { // start drawing m_mob->draw_async(cliprect); // draw the playfield sparkz_state::screen_update(screen, bitmap, cliprect); // draw and merge the MO bitmap_ind16 &mobitmap = m_mob->bitmap(); for (const sparse_dirty_rect *rect = m_mob->first_dirty_rect(cliprect); rect != nullptr; rect = rect->next()) for (int y = rect->top(); y <= rect->bottom(); y++) { uint16_t *mo = &mobitmap.pix16(y); uint16_t *pf = &bitmap.pix16(y); for (int x = rect->left(); x <= rect->right(); x++) if (mo[x] != 0xffff) { // not yet verified pf[x] = mo[x]; } } return 0; } /************************************* * * Bitmap rendering * *************************************/ uint32_t sparkz_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { // update any dirty scanlines for (int y = cliprect.top(); y <= cliprect.bottom(); y++) { const uint16_t *const src = &m_bitmap[256 * y]; uint16_t *const dst = &bitmap.pix16(y); /* regenerate the line */ for (int x = cliprect.left() & ~1; x <= cliprect.right(); x += 2) { int bits = src[(x - 8) / 2]; dst[x + 0] = bits >> 8; dst[x + 1] = bits & 0xff; } } return 0; }