/*************************************************************************** Blue Print ***************************************************************************/ #include "emu.h" #include "includes/blueprnt.h" /*************************************************************************** Convert the color PROMs into a more useable format. Blue Print doesn't have color PROMs. For sprites, the ROM data is directly converted into colors; for characters, it is converted through the color code (bits 0-2 = RBG for 01 pixels, bits 3-5 = RBG for 10 pixels, 00 pixels always black, 11 pixels use the OR of bits 0-2 and 3-5. Bit 6 is intensity control) ***************************************************************************/ PALETTE_INIT( blueprnt ) { int i; for (i = 0; i < machine.total_colors(); i++) { UINT8 pen; int r, g, b; if (i < 0x200) /* characters */ pen = ((i & 0x100) >> 5) | ((i & 0x002) ? ((i & 0x0e0) >> 5) : 0) | ((i & 0x001) ? ((i & 0x01c) >> 2) : 0); else /* sprites */ pen = i - 0x200; r = ((pen >> 0) & 1) * ((pen & 0x08) ? 0xbf : 0xff); g = ((pen >> 2) & 1) * ((pen & 0x08) ? 0xbf : 0xff); b = ((pen >> 1) & 1) * ((pen & 0x08) ? 0xbf : 0xff); palette_set_color(machine, i, MAKE_RGB(r, g, b)); } } WRITE8_HANDLER( blueprnt_videoram_w ) { blueprnt_state *state = space->machine().driver_data(); state->m_videoram[offset] = data; tilemap_mark_tile_dirty(state->m_bg_tilemap, offset); } WRITE8_HANDLER( blueprnt_colorram_w ) { blueprnt_state *state = space->machine().driver_data(); state->m_colorram[offset] = data; tilemap_mark_tile_dirty(state->m_bg_tilemap, offset); } WRITE8_HANDLER( blueprnt_flipscreen_w ) { blueprnt_state *state = space->machine().driver_data(); flip_screen_set(space->machine(), ~data & 0x02); if (state->m_gfx_bank != ((data & 0x04) >> 2)) { state->m_gfx_bank = ((data & 0x04) >> 2); tilemap_mark_all_tiles_dirty_all(space->machine()); } } static TILE_GET_INFO( get_bg_tile_info ) { blueprnt_state *state = machine.driver_data(); int attr = state->m_colorram[tile_index]; int code = state->m_videoram[tile_index] + 256 * state->m_gfx_bank; int color = attr & 0x7f; tileinfo->category = (attr & 0x80) ? 1 : 0; SET_TILE_INFO(0, code, color, 0); } VIDEO_START( blueprnt ) { blueprnt_state *state = machine.driver_data(); state->m_bg_tilemap = tilemap_create(machine, get_bg_tile_info, tilemap_scan_cols_flip_x, 8, 8, 32, 32); tilemap_set_transparent_pen(state->m_bg_tilemap, 0); tilemap_set_scroll_cols(state->m_bg_tilemap, 32); state->save_item(NAME(state->m_gfx_bank)); } static void draw_sprites( running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect ) { blueprnt_state *state = machine.driver_data(); int offs; for (offs = 0; offs < state->m_spriteram_size; offs += 4) { int code = state->m_spriteram[offs + 1]; int sx = state->m_spriteram[offs + 3]; int sy = 240 - state->m_spriteram[offs]; int flipx = state->m_spriteram[offs + 2] & 0x40; int flipy = state->m_spriteram[offs + 2 - 4] & 0x80; // -4? Awkward, isn't it? if (flip_screen_get(machine)) { sx = 248 - sx; sy = 240 - sy; flipx = !flipx; flipy = !flipy; } // sprites are slightly misplaced, regardless of the screen flip drawgfx_transpen(bitmap, cliprect, machine.gfx[1], code, 0, flipx, flipy, 2 + sx, sy - 1, 0); } } SCREEN_UPDATE( blueprnt ) { blueprnt_state *state = screen->machine().driver_data(); int i; if (flip_screen_get(screen->machine())) for (i = 0; i < 32; i++) tilemap_set_scrolly(state->m_bg_tilemap, i, state->m_scrollram[32 - i]); else for (i = 0; i < 32; i++) tilemap_set_scrolly(state->m_bg_tilemap, i, state->m_scrollram[30 - i]); bitmap_fill(bitmap, cliprect, get_black_pen(screen->machine())); tilemap_draw(bitmap, cliprect, state->m_bg_tilemap, 0, 0); draw_sprites(screen->machine(), bitmap, cliprect); tilemap_draw(bitmap, cliprect, state->m_bg_tilemap, 1, 0); return 0; }