// license:BSD-3-Clause // copyright-holders:Bryan McPhail /*************************************************************************** video.c Functions to emulate the video hardware of the machine. ***************************************************************************/ #include "emu.h" #include "includes/mainevt.h" #include "screen.h" /*************************************************************************** Callbacks for the K052109 ***************************************************************************/ K052109_CB_MEMBER(mainevt_state::mainevt_tile_callback) { static const int layer_colorbase[] = { 0 / 16, 128 / 16, 64 / 16 }; *flags = (*color & 0x02) ? TILE_FLIPX : 0; /* priority relative to HALF priority sprites */ *priority = (layer == 2) ? (*color & 0x20) >> 5 : 0; *code |= ((*color & 0x01) << 8) | ((*color & 0x1c) << 7); *color = layer_colorbase[layer] + ((*color & 0xc0) >> 6); } K052109_CB_MEMBER(mainevt_state::dv_tile_callback) { static const int layer_colorbase[] = { 0 / 16, 0 / 16, 64 / 16 }; /* (color & 0x02) is flip y handled internally by the 052109 */ *code |= ((*color & 0x01) << 8) | ((*color & 0x3c) << 7); *color = layer_colorbase[layer] + ((*color & 0xc0) >> 6); } /*************************************************************************** Callbacks for the K051960 ***************************************************************************/ K051960_CB_MEMBER(mainevt_state::mainevt_sprite_callback) { enum { sprite_colorbase = 192 / 16 }; /* bit 5 = priority over layer B (has precedence) */ /* bit 6 = HALF priority over layer B (used for crowd when you get out of the ring) */ if (*color & 0x20) *priority = 0xff00; else if (*color & 0x40) *priority = 0xff00 | 0xf0f0; else *priority = 0xff00 | 0xf0f0 | 0xcccc; /* bit 7 is shadow, not used */ *color = sprite_colorbase + (*color & 0x03); } K051960_CB_MEMBER(mainevt_state::dv_sprite_callback) { enum { sprite_colorbase = 128 / 16 }; // enable shadow if upper bits are 0 *shadow = ((*color & 0xe0) >> 5) == 0; /* TODO: the priority/shadow handling (bits 5-7) seems to be quite complex (see PROM) */ *color = sprite_colorbase + (*color & 0x07); } /*****************************************************************************/ uint32_t mainevt_state::screen_update_mainevt(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { m_k052109->tilemap_update(); screen.priority().fill(0, cliprect); m_k052109->tilemap_draw(screen, bitmap, cliprect, 1, TILEMAP_DRAW_OPAQUE, 1); m_k052109->tilemap_draw(screen, bitmap, cliprect, 2, 1, 2); /* low priority part of layer */ m_k052109->tilemap_draw(screen, bitmap, cliprect, 2, 0, 4); /* high priority part of layer */ m_k052109->tilemap_draw(screen, bitmap, cliprect, 0, 0, 8); m_k051960->k051960_sprites_draw(bitmap, cliprect, screen.priority(), -1, -1); return 0; } uint32_t mainevt_state::screen_update_dv(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { m_k052109->tilemap_update(); m_k052109->tilemap_draw(screen, bitmap, cliprect, 1, TILEMAP_DRAW_OPAQUE, 0); m_k052109->tilemap_draw(screen, bitmap, cliprect, 2, 0, 0); m_k051960->k051960_sprites_draw(bitmap, cliprect, screen.priority(), 0, 0); m_k052109->tilemap_draw(screen, bitmap, cliprect, 0, 0, 0); return 0; }