// license:BSD-3-Clause // copyright-holders:Aaron Giles /*************************************************************************** Sega Outrun hardware ***************************************************************************/ #include "emu.h" #include "includes/segaorun.h" //************************************************************************** // VIDEO STARTUP //************************************************************************** void segaorun_state::video_start() { if (m_shangon_video) { // initialize the tile/text layers m_segaic16vid->tilemap_init(0, segaic16_video_device::TILEMAP_16B_ALT, 0x000, 0, 2); // initialize the road m_segaic16road->segaic16_road_init(machine(), 0, segaic16_road_device::ROAD_OUTRUN, 0x7f6, 0x7c0, 0x7c0, 0); } else { // initialize the tile/text layers m_segaic16vid->tilemap_init(0, segaic16_video_device::TILEMAP_16B, 0x000, 0, 2); // initialize the road m_segaic16road->segaic16_road_init(machine(), 0, segaic16_road_device::ROAD_OUTRUN, 0x400, 0x420, 0x780, 0); } } //************************************************************************** // VIDEO UPDATE //************************************************************************** uint32_t segaorun_state::screen_update_shangon(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { // start the sprites drawing m_sprites->draw_async(cliprect); // reset priorities screen.priority().fill(0, cliprect); // draw the low priority road layer m_segaic16road->segaic16_road_draw(0, bitmap, cliprect, segaic16_road_device::ROAD_BACKGROUND); // draw background m_segaic16vid->tilemap_draw(screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_BACKGROUND, 0, 0x01); m_segaic16vid->tilemap_draw(screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_BACKGROUND, 1, 0x02); // draw foreground m_segaic16vid->tilemap_draw(screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_FOREGROUND, 0, 0x02); m_segaic16vid->tilemap_draw(screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_FOREGROUND, 1, 0x04); // draw the high priority road m_segaic16road->segaic16_road_draw(0, bitmap, cliprect, segaic16_road_device::ROAD_FOREGROUND); // text layer // note that we inflate the priority of the text layer to prevent sprites // from drawing over the high scores m_segaic16vid->tilemap_draw(screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_TEXT, 0, 0x08); m_segaic16vid->tilemap_draw(screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_TEXT, 1, 0x08); // mix in sprites bitmap_ind16 &sprites = m_sprites->bitmap(); for (const sparse_dirty_rect *rect = m_sprites->first_dirty_rect(cliprect); rect != nullptr; rect = rect->next()) for (int y = rect->min_y; y <= rect->max_y; y++) { uint16_t *dest = &bitmap.pix(y); uint16_t *src = &sprites.pix(y); uint8_t *pri = &screen.priority().pix(y); for (int x = rect->min_x; x <= rect->max_x; x++) { // only process written pixels uint16_t pix = src[x]; if (pix != 0xffff) { // compare sprite priority against tilemap priority int priority = (pix >> 10) & 3; if ((1 << priority) > pri[x]) { // if the color is set to maximum, shadow pixels underneath us if ((pix & 0x03f0) == 0x03f0) dest[x] += (m_paletteram[dest[x]] & 0x8000) ? m_palette_entries*2 : m_palette_entries; // otherwise, just add in sprite palette base else dest[x] = 0x400 | (pix & 0x3ff); } } } } return 0; } uint32_t segaorun_state::screen_update_outrun(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { // if no drawing is happening, fill with black and get out if (!m_segaic16vid->m_display_enable) { bitmap.fill(m_palette->black_pen(), cliprect); return 0; } // start the sprites drawing m_sprites->draw_async(cliprect); // reset priorities screen.priority().fill(0, cliprect); // draw the low priority road layer m_segaic16road->segaic16_road_draw(0, bitmap, cliprect, segaic16_road_device::ROAD_BACKGROUND); // draw background m_segaic16vid->tilemap_draw(screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_BACKGROUND, 0, 0x01); m_segaic16vid->tilemap_draw(screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_BACKGROUND, 1, 0x02); // draw foreground m_segaic16vid->tilemap_draw(screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_FOREGROUND, 0, 0x02); m_segaic16vid->tilemap_draw(screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_FOREGROUND, 1, 0x04); // draw the high priority road m_segaic16road->segaic16_road_draw(0, bitmap, cliprect, segaic16_road_device::ROAD_FOREGROUND); // text layer m_segaic16vid->tilemap_draw(screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_TEXT, 0, 0x04); m_segaic16vid->tilemap_draw(screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_TEXT, 1, 0x08); // mix in sprites bitmap_ind16 &sprites = m_sprites->bitmap(); for (const sparse_dirty_rect *rect = m_sprites->first_dirty_rect(cliprect); rect != nullptr; rect = rect->next()) for (int y = rect->min_y; y <= rect->max_y; y++) { uint16_t *dest = &bitmap.pix(y); uint16_t *src = &sprites.pix(y); uint8_t *pri = &screen.priority().pix(y); for (int x = rect->min_x; x <= rect->max_x; x++) { // only process written pixels uint16_t pix = src[x]; if (pix != 0xffff) { // compare sprite priority against tilemap priority int priority = (pix >> 12) & 3; if ((1 << priority) > pri[x]) { // if the shadow flag is set, this triggers shadow/hilight for pen 0xa if ((pix & 0x400f) == 0x400a) dest[x] += (m_paletteram[dest[x]] & 0x8000) ? m_palette_entries*2 : m_palette_entries; // otherwise, just add in sprite palette base else dest[x] = 0x800 | (pix & 0x7ff); } } } } return 0; }