/*************************************************************************** video.c Functions to emulate the video hardware of the machine. ***************************************************************************/ #include "emu.h" #include "video/resnet.h" #include "includes/mario.h" static const res_net_decode_info mario_decode_info = { 1, // there may be two proms needed to construct color 0, // start at 0 255, // end at 255 // R, G, B { 0, 0, 0}, // offsets { 5, 2, 0}, // shifts {0x07,0x07,0x03} // masks }; static const res_net_info mario_net_info = { RES_NET_VCC_5V | RES_NET_VBIAS_5V | RES_NET_VIN_MB7052 | RES_NET_MONITOR_SANYO_EZV20, { { RES_NET_AMP_DARLINGTON, 470, 0, 3, { 1000, 470, 220 } }, { RES_NET_AMP_DARLINGTON, 470, 0, 3, { 1000, 470, 220 } }, { RES_NET_AMP_EMITTER, 680, 0, 2, { 470, 220, 0 } } // dkong } }; static const res_net_info mario_net_info_std = { RES_NET_VCC_5V | RES_NET_VBIAS_5V | RES_NET_VIN_MB7052, { { RES_NET_AMP_DARLINGTON, 470, 0, 3, { 1000, 470, 220 } }, { RES_NET_AMP_DARLINGTON, 470, 0, 3, { 1000, 470, 220 } }, { RES_NET_AMP_EMITTER, 680, 0, 2, { 470, 220, 0 } } // dkong } }; /*************************************************************************** Convert the color PROMs into a more useable format. Mario Bros. has a 512x8 palette PROM; interstingly, bytes 0-255 contain an inverted palette, as other Nintendo games like Donkey Kong, while bytes 256-511 contain a non inverted palette. This was probably done to allow connection to both the special Nintendo and a standard monitor. The palette PROM is connected to the RGB output this way: bit 7 -- 220 ohm resistor -- inverter -- RED -- 470 ohm resistor -- inverter -- RED -- 1 kohm resistor -- inverter -- RED -- 220 ohm resistor -- inverter -- GREEN -- 470 ohm resistor -- inverter -- GREEN -- 1 kohm resistor -- inverter -- GREEN -- 220 ohm resistor -- inverter -- BLUE bit 0 -- 470 ohm resistor -- inverter -- BLUE ***************************************************************************/ PALETTE_INIT( mario ) { rgb_t *rgb; rgb = compute_res_net_all(machine, color_prom, &mario_decode_info, &mario_net_info); palette_set_colors(machine, 0, rgb, 256); auto_free(machine, rgb); rgb = compute_res_net_all(machine, color_prom+256, &mario_decode_info, &mario_net_info_std); palette_set_colors(machine, 256, rgb, 256); auto_free(machine, rgb); palette_normalize_range(machine.palette, 0, 255, 0, 255); palette_normalize_range(machine.palette, 256, 511, 0, 255); } WRITE8_HANDLER( mario_videoram_w ) { mario_state *state = space->machine().driver_data(); state->m_videoram[offset] = data; tilemap_mark_tile_dirty(state->m_bg_tilemap, offset); } WRITE8_HANDLER( mario_gfxbank_w ) { mario_state *state = space->machine().driver_data(); if (state->m_gfx_bank != (data & 0x01)) { state->m_gfx_bank = data & 0x01; tilemap_mark_all_tiles_dirty_all(space->machine()); } } WRITE8_HANDLER( mario_palettebank_w ) { mario_state *state = space->machine().driver_data(); if (state->m_palette_bank != (data & 0x01)) { state->m_palette_bank = data & 0x01; tilemap_mark_all_tiles_dirty_all(space->machine()); } } WRITE8_HANDLER( mario_scroll_w ) { mario_state *state = space->machine().driver_data(); state->m_gfx_scroll = data + 17; } WRITE8_HANDLER( mario_flip_w ) { mario_state *state = space->machine().driver_data(); if (state->m_flip != (data & 0x01)) { state->m_flip = data & 0x01; if (state->m_flip) tilemap_set_flip_all(space->machine(), TILEMAP_FLIPX | TILEMAP_FLIPY); else tilemap_set_flip_all(space->machine(), 0); tilemap_mark_all_tiles_dirty_all(space->machine()); } } static TILE_GET_INFO( get_bg_tile_info ) { mario_state *state = machine.driver_data(); int code = state->m_videoram[tile_index] + 256 * state->m_gfx_bank; int color; color = ((state->m_videoram[tile_index] >> 2) & 0x38) | 0x40 | (state->m_palette_bank<<7) | (state->m_monitor<<8); color = color >> 2; SET_TILE_INFO(0, code, color, 0); } VIDEO_START( mario ) { mario_state *state = machine.driver_data(); state->m_bg_tilemap = tilemap_create(machine, get_bg_tile_info, tilemap_scan_rows, 8, 8, 32, 32); state->m_gfx_bank = 0; state->m_palette_bank = 0; state->m_gfx_scroll = 0; state->save_item(NAME(state->m_gfx_bank)); state->save_item(NAME(state->m_palette_bank)); state->save_item(NAME(state->m_gfx_scroll)); state->save_item(NAME(state->m_flip)); } /* * Erratic line at top when scrolling down "Marios Bros" Title * confirmed on mametests.org as being present on real PCB as well. */ static void draw_sprites(running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect) { /* TODO: draw_sprites should adopt the scanline logic from dkong.c * The schematics have the same logic for sprite buffering. */ mario_state *state = machine.driver_data(); int offs; for (offs = 0;offs < state->m_spriteram_size;offs += 4) { if (state->m_spriteram[offs]) { int x, y; // from schematics .... y = (state->m_spriteram[offs] + (state->m_flip ? 0xF7 : 0xF9) + 1) & 0xFF; x = state->m_spriteram[offs+3]; // sprite will be drawn if (y + scanline) & 0xF0 = 0xF0 y = 240 - y; /* logical screen position */ y = y ^ (state->m_flip ? 0xFF : 0x00); /* physical screen location */ x = x ^ (state->m_flip ? 0xFF : 0x00); /* physical screen location */ if (state->m_flip) { y -= 14; x -= 7; drawgfx_transpen(bitmap,cliprect,machine.gfx[1], state->m_spriteram[offs + 2], (state->m_spriteram[offs + 1] & 0x0f) + 16 * state->m_palette_bank + 32 * state->m_monitor, !(state->m_spriteram[offs + 1] & 0x80),!(state->m_spriteram[offs + 1] & 0x40), x, y,0); } else { y += 1; x -= 8; drawgfx_transpen(bitmap,cliprect,machine.gfx[1], state->m_spriteram[offs + 2], (state->m_spriteram[offs + 1] & 0x0f) + 16 * state->m_palette_bank + 32 * state->m_monitor, (state->m_spriteram[offs + 1] & 0x80),(state->m_spriteram[offs + 1] & 0x40), x, y,0); } } } } SCREEN_UPDATE( mario ) { mario_state *state = screen->machine().driver_data(); int t; t = input_port_read(screen->machine(), "MONITOR"); if (t != state->m_monitor) { state->m_monitor = t; tilemap_mark_all_tiles_dirty_all(screen->machine()); } tilemap_set_scrollx(state->m_bg_tilemap, 0, state->m_flip ? (HTOTAL-HBSTART) : 0); tilemap_set_scrolly(state->m_bg_tilemap, 0, state->m_gfx_scroll - (state->m_flip ? 8 : 0)); tilemap_draw(bitmap, cliprect, state->m_bg_tilemap, 0, 0); draw_sprites(screen->machine(), bitmap, cliprect); return 0; }