// license:GPL-2.0+ // copyright-holders:David Graves, Jarek Burczynski /*************************************************************************** Functions to emulate video hardware on these Taito games: - operation wolf ***************************************************************************/ #include "emu.h" #include "includes/opwolf.h" #include "screen.h" WRITE16_MEMBER(opwolf_state::opwolf_spritectrl_w) { if (offset == 0) { /* bits 0 and 1 always set */ /* bits 5-7 are the sprite palette bank */ /* other bits unknown */ m_pc090oj->set_sprite_ctrl((data & 0xe0) >> 5); /* If data = 4, the Piston Motor is off, otherwise it's on. */ if (data == 4) { output().set_value("Player1_Recoil_Piston", 0); } else { output().set_value("Player1_Recoil_Piston", 1); } } } /***************************************************************************/ uint32_t opwolf_state::screen_update_opwolf(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { int layer[2]; m_pc080sn->tilemap_update(); layer[0] = 0; layer[1] = 1; screen.priority().fill(0, cliprect); m_pc080sn->tilemap_draw(screen, bitmap, cliprect, layer[0], TILEMAP_DRAW_OPAQUE, 1); m_pc080sn->tilemap_draw(screen, bitmap, cliprect, layer[1], 0, 2); m_pc090oj->draw_sprites(bitmap, cliprect, screen.priority(), 1); // if (ioport("P1X")->read()) // popmessage("%d %d", machine(), "P1X"), ioport("P1Y")->read()); return 0; }