// license:BSD-3-Clause // copyright-holders:Aaron Giles /*************************************************************************** Atari Gauntlet hardware ****************************************************************************/ #include "emu.h" #include "machine/atarigen.h" #include "video/atarimo.h" #include "includes/gauntlet.h" /************************************* * * Tilemap callbacks * *************************************/ TILE_GET_INFO_MEMBER(gauntlet_state::get_alpha_tile_info) { uint16_t data = m_alpha_tilemap->basemem_read(tile_index); int code = data & 0x3ff; int color = ((data >> 10) & 0x0f) | ((data >> 9) & 0x20); int opaque = data & 0x8000; SET_TILE_INFO_MEMBER(1, code, color, opaque ? TILE_FORCE_LAYER0 : 0); } TILE_GET_INFO_MEMBER(gauntlet_state::get_playfield_tile_info) { uint16_t data = m_playfield_tilemap->basemem_read(tile_index); int code = ((m_playfield_tile_bank * 0x1000) + (data & 0xfff)) ^ 0x800; int color = 0x10 + (m_playfield_color_bank * 8) + ((data >> 12) & 7); SET_TILE_INFO_MEMBER(0, code, color, (data >> 15) & 1); } /************************************* * * Video system start * *************************************/ const atari_motion_objects_config gauntlet_state::s_mob_config = { 0, /* index to which gfx system */ 1, /* number of motion object banks */ 1, /* are the entries linked? */ 1, /* 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? */ 8, /* pixels per SLIP entry (0 for no-slip) */ 1, /* 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 */ {{ 0,0,0,0x03ff }}, /* mask for the link */ {{ 0x7fff,0,0,0 }}, /* mask for the code index */ {{ 0,0x000f,0,0 }}, /* mask for the color */ {{ 0,0xff80,0,0 }}, /* mask for the X position */ {{ 0,0,0xff80,0 }}, /* mask for the Y position */ {{ 0,0,0x0038,0 }}, /* mask for the width, in tiles*/ {{ 0,0,0x0007,0 }}, /* mask for the height, in tiles */ {{ 0,0,0x0040,0 }}, /* 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 gauntlet_state::video_start() { /* modify the motion object code lookup table to account for the code XOR */ std::vector &codelookup = m_mob->code_lookup(); for (auto & elem : codelookup) elem ^= 0x800; /* set up the base color for the playfield */ m_playfield_color_bank = m_vindctr2_screen_refresh ? 0 : 1; /* save states */ save_item(NAME(m_playfield_tile_bank)); save_item(NAME(m_playfield_color_bank)); } /************************************* * * Horizontal scroll register * *************************************/ WRITE16_MEMBER( gauntlet_state::gauntlet_xscroll_w ) { uint16_t oldxscroll = *m_xscroll; COMBINE_DATA(m_xscroll); /* if something changed, force a partial update */ if (*m_xscroll != oldxscroll) { m_screen->update_partial(m_screen->vpos()); /* adjust the scrolls */ m_playfield_tilemap->set_scrollx(0, *m_xscroll); m_mob->set_xscroll(*m_xscroll & 0x1ff); } } /************************************* * * Vertical scroll/PF bank register * *************************************/ WRITE16_MEMBER( gauntlet_state::gauntlet_yscroll_w ) { uint16_t oldyscroll = *m_yscroll; COMBINE_DATA(m_yscroll); /* if something changed, force a partial update */ if (*m_yscroll != oldyscroll) { m_screen->update_partial(m_screen->vpos()); /* if the bank changed, mark all tiles dirty */ if (m_playfield_tile_bank != (*m_yscroll & 3)) { m_playfield_tile_bank = *m_yscroll & 3; m_playfield_tilemap->mark_all_dirty(); } /* adjust the scrolls */ m_playfield_tilemap->set_scrolly(0, *m_yscroll >> 7); m_mob->set_yscroll((*m_yscroll >> 7) & 0x1ff); } } /************************************* * * Main refresh * *************************************/ uint32_t gauntlet_state::screen_update_gauntlet(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { // start drawing m_mob->draw_async(cliprect); /* draw the playfield */ m_playfield_tilemap->draw(screen, bitmap, cliprect, 0, 0); /* 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) { /* verified via schematics: MO pen 1 clears PF color bit 0x80 */ if ((mo[x] & 0x0f) == 1) { /* Vindicators Part II has extra logic here for the bases */ if (!m_vindctr2_screen_refresh || (mo[x] & 0xf0) != 0) pf[x] ^= 0x80; } else pf[x] = mo[x]; } } /* add the alpha on top */ m_alpha_tilemap->draw(screen, bitmap, cliprect, 0, 0); return 0; }