// license:BSD-3-Clause // copyright-holders:Aaron Giles /*************************************************************************** Sega X-board hardware ***************************************************************************/ #include "emu.h" #include "includes/segaxbd.h" //************************************************************************** // VIDEO STARTUP //************************************************************************** void segaxbd_state::video_start() { if(!m_segaic16vid->started()) throw device_missing_dependencies(); if(!m_segaic16road->started()) throw device_missing_dependencies(); // initialize the tile/text layers m_segaic16vid->tilemap_init( 0, segaic16_video_device::TILEMAP_16B, 0x1c00, 0, 2); // initialize the road m_segaic16road->segaic16_road_init(0, segaic16_road_device::ROAD_XBOARD, 0x1700, 0x1720, 0x1780, -166); } //************************************************************************** // VIDEO UPDATE //************************************************************************** uint32_t segaxbd_state::screen_update(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); if (m_road_priority == 0) m_segaic16road->segaic16_road_draw(0, bitmap, cliprect, segaic16_road_device::ROAD_FOREGROUND); // 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 if (m_road_priority == 1) 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_palette_entries; // otherwise, just add in sprite palette base else dest[x] = pix & 0xfff; } } } } return 0; }