/*************************************************************************** video\quasar.c Functions to emulate the video hardware of the machine. Zaccaria S2650 games share various levels of design with the Century Video System (CVS) games, and hence some routines are shared from there. Shooting seems to mix custom boards from Zaccaria and sound boards from CVS hinting at a strong link between the two companies. Zaccaria are an italian company, Century were based in Manchester UK ***************************************************************************/ #include "driver.h" #include "video/s2636.h" #include "cpu/s2650/s2650.h" #ifdef LSB_FIRST #define BL0 0 #define BL1 1 #define BL2 2 #define BL3 3 #define WL0 0 #define WL1 1 #else #define BL0 3 #define BL1 2 #define BL2 1 #define BL3 0 #define WL0 1 #define WL1 0 #endif // All defined in video/cvs.c VIDEO_START( cvs ); extern UINT8 *cvs_bullet_ram; extern mame_bitmap *cvs_collision_bitmap; extern mame_bitmap *cvs_collision_background; extern int cvs_collision_register; // Used here //static int scroll[8]; //static int scroll_reg = 0; UINT8 *quasar_effectram; int quasar_effectcontrol; static mame_bitmap *effect_bitmap; PALETTE_INIT( quasar ) { int i,col,map; #define COLOR(gfxn,offs) (colortable[machine->drv->gfxdecodeinfo[gfxn].color_codes_start + offs]) // Standard 1 bit per colour palette (background and sprites) for(col = 0;col < 8; col++) { palette_set_color_rgb(machine,col,pal1bit(col >> 0),pal1bit(col >> 1),pal1bit(col >> 2)); } // Address 0-2 from graphic rom // 3-5 from colour ram // 6-8 from sprite chips (Used for priority) for(col = 0; col < 512; col++) { COLOR(0,col) = color_prom[col] & 7; } /* Background for collision */ COLOR(0,512) = 0; // Black for(col=1;col<8;col++) // White COLOR(0,512+col) = 7; /* Effects Colour Map */ for (i = 0;i < 256;i++) { int bit0,bit1,bit2,r,g,b; /* red component */ bit0 = BIT(i,0); bit1 = BIT(i,1); bit2 = BIT(i,2); r = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2; /* green component */ bit0 = BIT(i,3); bit1 = BIT(i,4); bit2 = BIT(i,5); g = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2; /* blue component */ bit0 = BIT(i,6); bit1 = BIT(i,7); b = 0x4f * bit0 + 0xa8 * bit1; // Intensity 1 palette_set_color_rgb(machine,256+i,r>>2,g>>2,b>>2); // Intensity 2 palette_set_color_rgb(machine,512+i,(r>>2)+(r>>3),(g>>2)+(g>>3),(b>>2)+(b>>2)); // Intensity 3 palette_set_color_rgb(machine,768+i,r>>1,g>>1,b>>1); } /* Sprites */ for(map=0;map<8;map++) { COLOR(0,map*2 + 2072) = 0; COLOR(0,map*2 + 2073) = 8 + map; } /* Set Sprite chip offsets */ s2636_x_offset = -26; s2636_y_offset = 3; memset(s2636_1_dirty,0,sizeof(s2636_1_dirty)); memset(s2636_2_dirty,0,sizeof(s2636_2_dirty)); memset(s2636_3_dirty,0,sizeof(s2636_3_dirty)); } VIDEO_START( quasar ) { quasar_effectram = auto_malloc(0x400); effect_bitmap = auto_bitmap_alloc(machine->screen[0].width,machine->screen[0].height,machine->screen[0].format); video_start_cvs(machine); } VIDEO_UPDATE( quasar ) { int offs,character; int sx,sy, ox, oy; int forecolor; /* for every character in the Video RAM, check if it has been modified */ /* since last time and update it accordingly. */ for (offs = videoram_size - 1;offs >= 0;offs--) { character = videoram[offs]; sx = (offs % 32) * 8; sy = (offs / 32) * 8; // While we have the current character code, draw the effects layer // intensity / on and off controlled by latch if (quasar_effectcontrol == 0x30) forecolor = 0; else forecolor = quasar_effectram[offs] + (256 * (((quasar_effectcontrol >> 4) ^ 3) & 3)); for(ox=0;ox<8;ox++) for(oy=0;oy<8;oy++) *BITMAP_ADDR16(effect_bitmap, sy+oy, sx+ox) = forecolor; /* Main Screen */ drawgfx(tmpbitmap,machine->gfx[0], character, colorram[offs], 0,0, sx,sy, 0,TRANSPARENCY_NONE,0); /* background for Collision Detection (it can only hit certain items) */ if((colorram[offs] & 7) == 0) { drawgfx(cvs_collision_background,machine->gfx[0], character, 64, 0,0, sx,sy, 0,TRANSPARENCY_NONE,0); } } /* Update screen */ copybitmap(bitmap,effect_bitmap,0,0,0,0,&machine->screen[0].visarea,TRANSPARENCY_NONE,0); copybitmap(bitmap,tmpbitmap,0,0,0,0,&machine->screen[0].visarea,TRANSPARENCY_PEN,0); /* 2636's */ fillbitmap(s2636_1_bitmap,0,0); s2636_update_bitmap(machine,s2636_1_bitmap,s2636_1_ram,s2636_1_dirty,2,cvs_collision_bitmap); fillbitmap(s2636_2_bitmap,0,0); s2636_update_bitmap(machine,s2636_2_bitmap,s2636_2_ram,s2636_2_dirty,3,cvs_collision_bitmap); fillbitmap(s2636_3_bitmap,0,0); s2636_update_bitmap(machine,s2636_3_bitmap,s2636_3_ram,s2636_3_dirty,4,cvs_collision_bitmap); /* Bullet Hardware */ for (offs = 8; offs < 256; offs++ ) { if(cvs_bullet_ram[offs] != 0) { int ct; for(ct=0;ct<1;ct++) { int bx=255-9-cvs_bullet_ram[offs]-ct; /* Bullet/Object Collision */ if (*BITMAP_ADDR8(s2636_1_bitmap, offs, bx) != 0) cvs_collision_register |= 4; if (*BITMAP_ADDR8(s2636_3_bitmap, offs, bx) != 0) cvs_collision_register |= 8; *BITMAP_ADDR16(bitmap, offs, bx) = machine->pens[7]; } } } /* Update 2636 images */ { UINT32 S1,S2,S3,SB,pen; for(sx=255;sx>7;sx--) { UINT32 *sp1 = (UINT32 *)BITMAP_ADDR8(s2636_1_bitmap, sx, 0); UINT32 *sp2 = (UINT32 *)BITMAP_ADDR8(s2636_2_bitmap, sx, 0); UINT32 *sp3 = (UINT32 *)BITMAP_ADDR8(s2636_3_bitmap, sx, 0); UINT64 *dst = (UINT64 *)BITMAP_ADDR16(bitmap, sx, 0); UINT8 *spb = (UINT8 *)BITMAP_ADDR8(cvs_collision_background, sx, 0); for(offs=0;offs<62;offs++) { S1 = (*sp1++); S2 = (*sp2++); S3 = (*sp3++); pen = S1 | S2 | S3; if(pen) { UINT16 *address = (UINT16 *)dst; if (pen & 0xff000000) address[BL3] = machine->pens[(pen >> 24) & 15]; if (pen & 0x00ff0000) address[BL2] = machine->pens[(pen >> 16) & 15]; if (pen & 0x0000ff00) address[BL1] = machine->pens[(pen >> 8) & 15]; if (pen & 0x000000ff) address[BL0] = machine->pens[(pen & 15)]; /* Collision Detection */ SB = 0; if (spb[BL3] != machine->pens[0]) SB = 0x08000000; if (spb[BL2] != machine->pens[0]) SB |= 0x00080000; if (spb[BL1] != machine->pens[0]) SB |= 0x00000800; if (spb[BL0] != machine->pens[0]) SB |= 0x00000008; if (SB) { if (S1 & SB) cvs_collision_register |= 1; if (S3 & SB) cvs_collision_register |= 2; } } dst++; spb+=4; } } } return 0; }