#include "emu.h" #include "includes/scotrsht.h" /* Similar as Iron Horse */ PALETTE_INIT( scotrsht ) { int i; /* allocate the colortable */ machine.colortable = colortable_alloc(machine, 0x100); /* create a lookup table for the palette */ for (i = 0; i < 0x100; i++) { int r = pal4bit(color_prom[i + 0x000]); int g = pal4bit(color_prom[i + 0x100]); int b = pal4bit(color_prom[i + 0x200]); colortable_palette_set_color(machine.colortable, i, MAKE_RGB(r, g, b)); } /* color_prom now points to the beginning of the lookup table */ color_prom += 0x300; /* characters use colors 0x80-0xff, sprites use colors 0-0x7f */ for (i = 0; i < 0x200; i++) { int j; for (j = 0; j < 8; j++) { UINT8 ctabentry = ((~i & 0x100) >> 1) | (j << 4) | (color_prom[i] & 0x0f); colortable_entry_set_value(machine.colortable, ((i & 0x100) << 3) | (j << 8) | (i & 0xff), ctabentry); } } } WRITE8_HANDLER( scotrsht_videoram_w ) { scotrsht_state *state = space->machine().driver_data(); state->m_videoram[offset] = data; tilemap_mark_tile_dirty(state->m_bg_tilemap, offset); } WRITE8_HANDLER( scotrsht_colorram_w ) { scotrsht_state *state = space->machine().driver_data(); state->m_colorram[offset] = data; tilemap_mark_tile_dirty(state->m_bg_tilemap, offset); } WRITE8_HANDLER( scotrsht_charbank_w ) { scotrsht_state *state = space->machine().driver_data(); if (state->m_charbank != (data & 0x01)) { state->m_charbank = data & 0x01; tilemap_mark_all_tiles_dirty(state->m_bg_tilemap); } /* other bits unknown */ } WRITE8_HANDLER( scotrsht_palettebank_w ) { scotrsht_state *state = space->machine().driver_data(); if (state->m_palette_bank != ((data & 0x70) >> 4)) { state->m_palette_bank = ((data & 0x70) >> 4); tilemap_mark_all_tiles_dirty(state->m_bg_tilemap); } coin_counter_w(space->machine(), 0, data & 1); coin_counter_w(space->machine(), 1, data & 2); // data & 4 unknown } static TILE_GET_INFO( scotrsht_get_bg_tile_info ) { scotrsht_state *state = machine.driver_data(); int attr = state->m_colorram[tile_index]; int code = state->m_videoram[tile_index] + (state->m_charbank << 9) + ((attr & 0x40) << 2); int color = (attr & 0x0f) + state->m_palette_bank * 16; int flag = 0; if(attr & 0x10) flag |= TILE_FLIPX; if(attr & 0x20) flag |= TILE_FLIPY; // data & 0x80 -> tile priority? SET_TILE_INFO(0, code, color, flag); } /* Same as Jailbreak + palette bank */ static void draw_sprites(running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect ) { scotrsht_state *state = machine.driver_data(); UINT8 *spriteram = state->m_spriteram; int i; for (i = 0; i < state->m_spriteram_size; i += 4) { int attr = spriteram[i + 1]; // attributes = ?tyxcccc int code = spriteram[i] + ((attr & 0x40) << 2); int color = (attr & 0x0f) + state->m_palette_bank * 16; int flipx = attr & 0x10; int flipy = attr & 0x20; int sx = spriteram[i + 2] - ((attr & 0x80) << 1); int sy = spriteram[i + 3]; if (flip_screen_get(machine)) { sx = 240 - sx; sy = 240 - sy; flipx = !flipx; flipy = !flipy; } drawgfx_transmask(bitmap, cliprect, machine.gfx[1], code, color, flipx, flipy, sx, sy, colortable_get_transpen_mask(machine.colortable, machine.gfx[1], color, state->m_palette_bank * 16)); } } VIDEO_START( scotrsht ) { scotrsht_state *state = machine.driver_data(); state->m_bg_tilemap = tilemap_create(machine, scotrsht_get_bg_tile_info, tilemap_scan_rows, 8, 8, 64, 32); tilemap_set_scroll_cols(state->m_bg_tilemap, 64); } SCREEN_UPDATE( scotrsht ) { scotrsht_state *state = screen->machine().driver_data(); int col; for (col = 0; col < 32; col++) tilemap_set_scrolly(state->m_bg_tilemap, col, state->m_scroll[col]); tilemap_draw(bitmap, cliprect, state->m_bg_tilemap, 0, 0); draw_sprites(screen->machine(), bitmap, cliprect); return 0; }