#include "emu.h" #include "includes/deadang.h" /******************************************************************************/ WRITE16_HANDLER( deadang_foreground_w ) { deadang_state *state = space->machine().driver_data(); COMBINE_DATA(&state->m_video_data[offset]); tilemap_mark_tile_dirty( state->m_pf1_layer, offset ); } WRITE16_HANDLER( deadang_text_w ) { deadang_state *state = space->machine().driver_data(); UINT16 *videoram = state->m_videoram; COMBINE_DATA(&videoram[offset]); tilemap_mark_tile_dirty( state->m_text_layer, offset ); } WRITE16_HANDLER( deadang_bank_w ) { deadang_state *state = space->machine().driver_data(); if (ACCESSING_BITS_0_7) { state->m_deadangle_tilebank = data&1; if (state->m_deadangle_tilebank!=state->m_deadangle_oldtilebank) { state->m_deadangle_oldtilebank = state->m_deadangle_tilebank; tilemap_mark_all_tiles_dirty (state->m_pf1_layer); } } } /******************************************************************************/ static TILEMAP_MAPPER( bg_scan ) { return (col&0xf) | ((row&0xf)<<4) | ((col&0x70)<<4) | ((row&0xf0)<<7); } static TILE_GET_INFO( get_pf3_tile_info ) { const UINT16 *bgMap = (const UINT16 *)machine.region("gfx6")->base(); int code= bgMap[tile_index]; SET_TILE_INFO(4,code&0x7ff,code>>12,0); } static TILE_GET_INFO( get_pf2_tile_info ) { const UINT16 *bgMap = (const UINT16 *)machine.region("gfx7")->base(); int code= bgMap[tile_index]; SET_TILE_INFO(3,code&0x7ff,code>>12,0); } static TILE_GET_INFO( get_pf1_tile_info ) { deadang_state *state = machine.driver_data(); int tile=state->m_video_data[tile_index]; int color=tile >> 12; tile=tile&0xfff; SET_TILE_INFO(2,tile+state->m_deadangle_tilebank*0x1000,color,0); } static TILE_GET_INFO( get_text_tile_info ) { deadang_state *state = machine.driver_data(); UINT16 *videoram = state->m_videoram; int tile=(videoram[tile_index] & 0xff) | ((videoram[tile_index] >> 6) & 0x300); int color=(videoram[tile_index] >> 8)&0xf; SET_TILE_INFO(0,tile,color,0); } VIDEO_START( deadang ) { deadang_state *state = machine.driver_data(); state->m_pf3_layer = tilemap_create(machine, get_pf3_tile_info,bg_scan, 16,16,128,256); state->m_pf2_layer = tilemap_create(machine, get_pf2_tile_info,bg_scan, 16,16,128,256); state->m_pf1_layer = tilemap_create(machine, get_pf1_tile_info,tilemap_scan_cols,16,16, 32, 32); state->m_text_layer = tilemap_create(machine, get_text_tile_info,tilemap_scan_rows, 8, 8, 32, 32); tilemap_set_transparent_pen(state->m_pf2_layer, 15); tilemap_set_transparent_pen(state->m_pf1_layer, 15); tilemap_set_transparent_pen(state->m_text_layer, 15); } static void draw_sprites(running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect) { deadang_state *state = machine.driver_data(); UINT16 *spriteram16 = state->m_spriteram; int offs,fx,fy,x,y,color,sprite,pri; for (offs = 0; offs<0x800/2; offs+=4) { /* Don't draw empty sprite table entries */ if ((spriteram16[offs+3] & 0xff00)!=0xf00) continue; switch (spriteram16[offs+2]&0xc000) { default: case 0xc000: pri=0; break; /* Unknown */ case 0x8000: pri=0; break; /* Over all playfields */ case 0x4000: pri=0xf0; break; /* Under top playfield */ case 0x0000: pri=0xf0|0xcc; break; /* Under middle playfield */ } fx= spriteram16[offs+0]&0x2000; fy= spriteram16[offs+0]&0x4000; y = spriteram16[offs+0] & 0xff; x = spriteram16[offs+2] & 0xff; if (fy) fy=0; else fy=1; if (spriteram16[offs+2]&0x100) x=0-(0xff-x); color = (spriteram16[offs+1]>>12)&0xf; sprite = spriteram16[offs+1]&0xfff; if (flip_screen_get(machine)) { x=240-x; y=240-y; if (fx) fx=0; else fx=1; if (fy) fy=0; else fy=1; } pdrawgfx_transpen(bitmap,cliprect,machine.gfx[1], sprite, color,fx,fy,x,y, machine.priority_bitmap,pri,15); } } SCREEN_UPDATE( deadang ) { deadang_state *state = screen->machine().driver_data(); /* Setup the tilemaps */ tilemap_set_scrolly( state->m_pf3_layer,0, ((state->m_scroll_ram[0x01]&0xf0)<<4)+((state->m_scroll_ram[0x02]&0x7f)<<1)+((state->m_scroll_ram[0x02]&0x80)>>7) ); tilemap_set_scrollx( state->m_pf3_layer,0, ((state->m_scroll_ram[0x09]&0xf0)<<4)+((state->m_scroll_ram[0x0a]&0x7f)<<1)+((state->m_scroll_ram[0x0a]&0x80)>>7) ); tilemap_set_scrolly( state->m_pf1_layer,0, ((state->m_scroll_ram[0x11]&0x10)<<4)+((state->m_scroll_ram[0x12]&0x7f)<<1)+((state->m_scroll_ram[0x12]&0x80)>>7) ); tilemap_set_scrollx( state->m_pf1_layer,0, ((state->m_scroll_ram[0x19]&0x10)<<4)+((state->m_scroll_ram[0x1a]&0x7f)<<1)+((state->m_scroll_ram[0x1a]&0x80)>>7) ); tilemap_set_scrolly( state->m_pf2_layer,0, ((state->m_scroll_ram[0x21]&0xf0)<<4)+((state->m_scroll_ram[0x22]&0x7f)<<1)+((state->m_scroll_ram[0x22]&0x80)>>7) ); tilemap_set_scrollx( state->m_pf2_layer,0, ((state->m_scroll_ram[0x29]&0xf0)<<4)+((state->m_scroll_ram[0x2a]&0x7f)<<1)+((state->m_scroll_ram[0x2a]&0x80)>>7) ); /* Control byte: 0x01: Background playfield disable 0x02: Middle playfield disable 0x04: Top playfield disable 0x08: ? Toggles at start of game 0x10: Sprite disable 0x20: Unused? 0x40: Flipscreen 0x80: Always set? */ tilemap_set_enable(state->m_pf3_layer,!(state->m_scroll_ram[0x34]&1)); tilemap_set_enable(state->m_pf1_layer,!(state->m_scroll_ram[0x34]&2)); tilemap_set_enable(state->m_pf2_layer,!(state->m_scroll_ram[0x34]&4)); flip_screen_set(screen->machine(), state->m_scroll_ram[0x34]&0x40 ); bitmap_fill(bitmap,cliprect,get_black_pen(screen->machine())); bitmap_fill(screen->machine().priority_bitmap,cliprect,0); tilemap_draw(bitmap,cliprect,state->m_pf3_layer,0,1); tilemap_draw(bitmap,cliprect,state->m_pf1_layer,0,2); tilemap_draw(bitmap,cliprect,state->m_pf2_layer,0,4); if (!(state->m_scroll_ram[0x34]&0x10)) draw_sprites(screen->machine(),bitmap,cliprect); tilemap_draw(bitmap,cliprect,state->m_text_layer,0,0); return 0; }