/*************************************************************************** Sega Outrun hardware ***************************************************************************/ #include "emu.h" #include "video/segaic16.h" #include "includes/segas16.h" /************************************* * * Video startup * *************************************/ VIDEO_START( shangon ) { /* compute palette info */ segaic16_palette_init(0x1000); /* initialize the tile/text layers */ segaic16_tilemap_init(machine, 0, SEGAIC16_TILEMAP_16B_ALT, 0x000, 0, 2); /* initialize the road */ segaic16_road_init(machine, 0, SEGAIC16_ROAD_OUTRUN, 0x7f6, 0x7c0, 0x7c0, 0); } VIDEO_START( outrun ) { /* compute palette info */ segaic16_palette_init(0x1000); /* initialize the tile/text layers */ segaic16_tilemap_init(machine, 0, SEGAIC16_TILEMAP_16B, 0x000, 0, 2); /* initialize the road */ segaic16_road_init(machine, 0, SEGAIC16_ROAD_OUTRUN, 0x400, 0x420, 0x780, 0); } /************************************* * * Video update * *************************************/ SCREEN_UPDATE( shangon ) { /* reset priorities */ bitmap_fill(screen->machine().priority_bitmap, cliprect, 0); /* draw the low priority road layer */ segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_BACKGROUND); /* draw background */ segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 0, 0x01); segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 1, 0x02); /* draw foreground */ segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 0, 0x02); segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 1, 0x04); /* draw the high priority road */ segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_FOREGROUND); /* text layer */ /* note that we inflate the priority of the text layer to prevent sprites */ /* from drawing over the high scores */ segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 0, 0x08); segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 1, 0x08); /* draw the sprites */ segaic16_sprites_draw(screen, bitmap, cliprect, 0); return 0; } SCREEN_UPDATE( outrun ) { /* if no drawing is happening, fill with black and get out */ if (!segaic16_display_enable) { bitmap_fill(bitmap, cliprect, get_black_pen(screen->machine())); return 0; } /* reset priorities */ bitmap_fill(screen->machine().priority_bitmap, cliprect, 0); /* draw the low priority road layer */ segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_BACKGROUND); /* draw background */ segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 0, 0x01); segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 1, 0x02); /* draw foreground */ segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 0, 0x02); segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 1, 0x04); /* draw the high priority road */ segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_FOREGROUND); /* text layer */ segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 0, 0x04); segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 1, 0x08); /* draw the sprites */ segaic16_sprites_draw(screen, bitmap, cliprect, 0); return 0; }