// license:GPL-2.0+ // copyright-holders:Jarek Burczynski /*************************************************************************** Functions to emulate video hardware on these Taito games: - rastan ***************************************************************************/ #include "emu.h" #include "includes/rastan.h" #include "screen.h" /***************************************************************************/ void rastan_state::rastan_colpri_cb(u32 &sprite_colbank, u32 &pri_mask, u16 sprite_ctrl) { /* bits 5-7 are the sprite palette bank */ sprite_colbank = (sprite_ctrl & 0xe0) >> 1; pri_mask = 0; /* sprites over everything */ } void rastan_state::spritectrl_w(u16 data) { m_pc090oj->sprite_ctrl_w(data); /* bit 4 unused */ /* bits 0 and 1 are coin lockout */ machine().bookkeeping().coin_lockout_w(1, ~data & 0x01); machine().bookkeeping().coin_lockout_w(0, ~data & 0x02); /* bits 2 and 3 are the coin counters */ machine().bookkeeping().coin_counter_w(1, data & 0x04); machine().bookkeeping().coin_counter_w(0, data & 0x08); } /***************************************************************************/ u32 rastan_state::screen_update(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(screen, bitmap, cliprect); return 0; }