// license:BSD-3-Clause // copyright-holders:Luca Elia /*************************************************************************** -= Newer Seta Hardware =- driver by Luca Elia (l.elia@tin.it) This hardware only generates sprites. But they're of various types, including some large "floating tilemap" ones. Sprites RAM is 0x40000 bytes long. All games write the sprites list at offset 0x3000. Each entry in the list holds data for a multi-sprite of up to 256 single-sprites. The list looks like this: Offset: Bits: Value: 0.w f--- ---- ---- ---- Last sprite -e-- ---- ---- ---- ? (ignore global offsets, zooming etc. used on frame of map in grdians) --d- ---- ---- ---- Opaque ---c ---- ---- ---- 0 = Each sprite specifies its size, 1 = Use the global size (following words) ---- b--- ---- ---- Shadow ---- -a98 ---- ---- Tile color depth ---- ---- 7654 3210 Number of sprites - 1 2.w fedc ba-- ---- ---- X global size ---- --98 7654 3210 X displacement 4.w fedc ba-- ---- ---- Y global size ---- --98 7654 3210 Y displacement 6.w f--- ---- ---- ---- Single-sprite(s) type: tile (0) or row of tiles (1) -edc ba98 7654 3210 Offset of the single-sprite(s) data (8 bytes each) A single-sprite can be a tile or some horizontal rows of tiles. Tile case: 0.w fedc ---- ---- ---- ---- ba-- ---- ---- Number of tiles along X (1 << n) ---- --98 7654 3210 X 2.w fedc ---- ---- ---- ---- ba-- ---- ---- Number of tiles along Y (1 << n) ---- --98 7654 3210 Y 4.w fedc ba98 765- ---- Color code (16 color steps) ---- ---- ---4 ---- Flip X ---- ---- ---- 3--- Flip Y ---- ---- ---- -210 Code (high bits) 6.w Code (low bits) Row case: 0.w fedc ba-- ---- ---- Number of columns (local) ---- --98 7654 3210 X 2.w fedc ba-- ---- ---- Number of rows - 1 (local) ---- --98 7654 3210 Y 4.w f--- ---- ---- ---- Tile size: 8x8 (0) or 16x16 (1) -edc ba-- ---- ---- "Tilemap" page (0x2000 bytes each) ---- --98 7654 3210 "Tilemap" scroll X 6.w fedc ba9- ---- ---- ---- ---8 7654 3210 "Tilemap" scroll Y Shadows (same principle as ssv.cpp): The low bits of the pens from a "shadowing" tile (regardless of color code) substitute the top bits of the color index (0-7fff) in the frame buffer. ***************************************************************************/ #include "emu.h" #include "includes/seta2.h" /*************************************************************************** Video Registers Offset: Bits: Value: 0/2/4/6 Horizontal: Sync, Blank, DSPdot, Cycle (same as ssv.c?) 8/a/c/e Vertical : Sync, Blank, DSPdot, Cycle (same as ssv.c?) 10 Offxet X low bits (sub pixels) 12 Offset X high bits (pixels) 14 Zoom X? low bits 16 Zoom X? high bits * 18 Offset Y low bits (sub pixels) 1a Offset Y high bits (pixels) 1c Zoom Y? low bits 1e Zoom Y? high bits * 24 1->0 in funcube3 and staraudi 26 1->0 during INT0, before writing sprites (probably creates a custom format sprite list at 0x0000 by processing the list at 0x3000) 30 fedc ba98 7654 321- ---- ---- ---- ---0 Disable video 32..3f ? Global X offset values based on penbros 0x1c0 - when zoom is smallest counts up to 0x7ff then 0x00 when finished counts up to 0x089 when zooming in Zoom values (both x and y) based on penbros and others (x flip/unflip logic is reverse of y logic) (unflipped gfx) 0x7f5 00 = smallest 0x7ff 00 = normal 0x7ff xx = larger (flipped gfx, negative zoom factor!, used instead of flipscreen bits in some cases) 0x00b 00 = smallest 0x001 00 = normal 0x001 xx = larger ***************************************************************************/ /*************************************************************************** NON-BUGS grdians : After the fire rowscroll effect in the intro there is a small artifact left scrolling at the top of the screen when the next image is displayed See 4:24 in https://www.youtube.com/watch?v=cvHGFEsB_cM ***************************************************************************/ WRITE16_MEMBER(seta2_state::vregs_w) { /* 02/04 = horizontal display start/end mj4simai = 0065/01E5 (0180 visible area) myangel = 005D/01D5 (0178 visible area) pzlbowl = 0058/01D8 (0180 visible area) penbros = 0065/01A5 (0140 visible area) grdians = 0059/0188 (012f visible area) 06 = horizontal total? mj4simai = 0204 myangel = 0200 pzlbowl = 0204 penbros = 01c0 grdians = 019a */ uint16_t olddata = m_vregs[offset]; COMBINE_DATA(&m_vregs[offset]); // popmessage("%04x %04x", m_vregs[0x1e/2], m_vregs[0x1c/2]); if (m_vregs[offset] != olddata) logerror("CPU #0 PC %06X: Video Reg %02X <- %04X\n", m_maincpu->pc(), offset * 2, data); switch (offset * 2) { case 0x1a: logerror("%s: Register 1a write (vertical offset?) %04X (%04x)\n", machine().describe_context(), data, mem_mask); break; case 0x1c: // FLIP SCREEN (myangel) <- this is actually zoom flip_screen_set(data & 1); if (data & ~1) logerror("CPU #0 PC %06X: flip screen unknown bits %04X\n", m_maincpu->pc(), data); break; case 0x2a: // FLIP X (pzlbowl) flip_screen_x_set(data & 1); if (data & ~1) logerror("CPU #0 PC %06X: flipx unknown bits %04X\n", m_maincpu->pc(), data); break; case 0x2c: // FLIP Y (pzlbowl) flip_screen_y_set(data & 1); if (data & ~1) logerror("CPU #0 PC %06X: flipy unknown bits %04X\n", m_maincpu->pc(), data); break; case 0x30: // BLANK SCREEN (pzlbowl, myangel) if (data & ~1) logerror("CPU #0 PC %06X: blank unknown bits %04X\n", m_maincpu->pc(), data); break; case 0x24: // funcube3 and staraudi write here instead, why? mirror or different meaning? case 0x26: // something display list related? buffering control? if (data) { /* copy the base spritelist to a private (non-CPU visible buffer) copy the indexed sprites to 0 in spriteram, adjusting pointers in base sprite list as appropriate this at least gets the sprite data in the right place for the grdians raster effect to write the changed scroll values to the correct sprites, but is still nothing more than a guess */ int current_sprite_entry = 0; for (int i = 0; i < 0x1000 / 2; i += 4) { uint16_t num = m_private_spriteram[i + 0] = m_spriteram[(0x3000 / 2) + i + 0]; m_private_spriteram[i + 1] = m_spriteram[(0x3000 / 2) + i + 1]; m_private_spriteram[i + 2] = m_spriteram[(0x3000 / 2) + i + 2]; int sprite = m_spriteram[(0x3000 / 2) + i + 3]; m_private_spriteram[i + 3] = ((current_sprite_entry / 4) & 0x7fff) | (sprite & 0x8000); int list2addr = (sprite & 0x7fff) * 4; num &=0xff; for (int j = 0; j <= num; j++) { if (current_sprite_entry < 0x3000 / 2) { m_spriteram[current_sprite_entry + 0] = m_spriteram[(list2addr + (j * 4) + 0) & 0x1ffff]; m_spriteram[current_sprite_entry + 1] = m_spriteram[(list2addr + (j * 4) + 1) & 0x1ffff]; m_spriteram[current_sprite_entry + 2] = m_spriteram[(list2addr + (j * 4) + 2) & 0x1ffff]; m_spriteram[current_sprite_entry + 3] = m_spriteram[(list2addr + (j * 4) + 3) & 0x1ffff]; current_sprite_entry += 4; } } if (m_private_spriteram[i + 0] & 0x8000) // end of list marker, mj4simai must draw the sprite this covers for the company logo, title screen etc. { // HACK: however penbros has a dummy sprite entry there which points to 0x0000 as the tile source, and causes garbage with the rearranged format, // so change it to something that's invalid where we can filter it later. This strongly indicates that the current approach is incorrect however. if (sprite == 0x00) { m_private_spriteram[i + 3] |= 0x4000; } break; } } } break; case 0x3c: // Raster IRQ related //logerror("%s: Register 3c write (raster enable?) current vpos is %d : %04X (%04x)\n",machine().describe_context(),m_screen->vpos(), data, mem_mask); COMBINE_DATA(&m_rasterenabled); //if (m_rasterenabled & 1) { int hpos = 0; int vpos = m_rasterposition; // in the vblank it specifies line 0, the first raster interrupt then specifies line 0 again before the subsequent ones use the real line numbers? // It seems more likely that the raster IRQ stays asserted for the entire line, thus triggering a second interrupt unless the line number is changed? if (m_rasterposition == m_screen->vpos()) hpos = m_screen->hpos() + 0x100; //logerror("setting raster to %d %d\n", vpos, hpos); m_raster_timer->adjust(m_screen->time_until_pos(vpos, hpos), 0); } break; case 0x3e: // Raster IRQ related //logerror("%s: Register 3e write (raster position?) %04X (%04x)\n",machine().describe_context(),data, mem_mask); COMBINE_DATA(&m_rasterposition); break; } } READ16_MEMBER(seta2_state::spriteram_r) { return m_spriteram[offset]; } WRITE16_MEMBER(seta2_state::spriteram_w) { COMBINE_DATA(&m_spriteram[offset]); } /*************************************************************************** Sprites Drawing ***************************************************************************/ inline void seta2_state::drawgfx_line(bitmap_ind16 &bitmap, const rectangle &cliprect, int which_gfx, const uint8_t* const addr, const uint32_t realcolor, int flipx, int flipy, int base_sx, int use_shadow, int realline, int line, int opaque) { struct drawmodes { int gfx_mask; int gfx_shift; int shadow; }; // this is the same logic as ssv.cpp, although this has more known cases, but also some bugs with the handling static constexpr drawmodes BPP_MASK_TABLE[8] = { { 0xff, 0, 4 }, // 0: ultrax, twineag2 text - is there a local / global mixup somewhere, or is this an 'invalid' setting that just enables all planes? { 0x30, 4, 2 }, // 1: unverified case, mimic old driver behavior of only using lowest bit (myangel2 question bubble, myangel endgame) { 0x07, 0, 3 }, // 2: unverified case, mimic old driver behavior of only using lowest bit (myangel "Graduate Tests") { 0xff, 0, 0 }, // 3: unverified case, mimic old driver behavior of only using lowest bit (staraudi question bubble: pen %00011000 with shadow on!) { 0x0f, 0, 3 }, // 4: eagle shot 4bpp birdie text { 0xf0, 4, 4 }, // 5: eagle shot 4bpp japanese text { 0x3f, 0, 5 }, // 6: common 6bpp case + keithlcy (logo), drifto94 (wheels) masking ) (myangel sliding blocks test) { 0xff, 0, 8 }, // 7: common 8bpp case }; int shadow = BPP_MASK_TABLE[(which_gfx & 0x0700)>>8].shadow; int gfx_mask = BPP_MASK_TABLE[(which_gfx & 0x0700)>>8].gfx_mask; int gfx_shift = BPP_MASK_TABLE[(which_gfx & 0x0700)>>8].gfx_shift; if (!use_shadow) shadow = 0; const uint8_t* const source = flipy ? addr + (7 - line) * 8 : addr + line * 8; uint16_t* dest = &bitmap.pix16(realline); const int x0 = flipx ? (base_sx + 8 - 1) : (base_sx); const int x1 = flipx ? (base_sx - 1) : (x0 + 8); const int dx = flipx ? (-1) : (1); int column = 0; for (int sx = x0; sx != x1; sx += dx) { uint8_t pen = (source[column++] & gfx_mask) >> gfx_shift; if (sx >= cliprect.min_x && sx <= cliprect.max_x) { if (pen || opaque) { if (!shadow) { dest[sx] = (realcolor + pen) & 0x7fff; } else { int pen_shift = 15 - shadow; int pen_mask = (1 << pen_shift) - 1; dest[sx] = ((dest[sx] & pen_mask) | (pen << pen_shift)) & 0x7fff; } } } } } // takes an x/y pixel position in the virtual tilemap and returns the code + attributes etc. for it inline void seta2_state::get_tile(uint16_t* spriteram, int is_16x16, int x, int y, int page, int& code, int& attr, int& flipx, int& flipy, int& color) { int xtile = x >> (is_16x16 ? 4 : 3); int ytile = y >> (is_16x16 ? 4 : 3); // yes the tilemap in RAM is flipped?! ytile ^= 0x1f; uint16_t *s3 = &spriteram[2 * ((page * 0x2000 / 4) + ((ytile & 0x1f) << 6) + ((xtile) & 0x03f))]; attr = s3[0]; code = s3[1] + ((attr & 0x0007) << 16); flipx = (attr & 0x0010); flipy = (attr & 0x0008); color = (attr & 0xffe0) >> 5; if (is_16x16) { code &= ~3; if (!flipx) { if (x & 8) { code += 1; } } else { if (!(x & 8)) { code += 1; } } if (!flipy) { if (y & 8) { code += 2; } } else { if (!(y & 8)) { code += 2; } } } } void seta2_state::draw_sprites(bitmap_ind16 &bitmap, const rectangle &cliprect) { if (!m_vregs.found()) return; // ablastb (bootleg) doesn't have obvious video registers, so just abandon, probably needs a different driver // Sprites list uint16_t *spriteram = m_spriteram; int global_yoffset = (m_vregs[0x1a/2] & 0x7ff); // and 0x18/2 for low bits if (global_yoffset & 0x400) global_yoffset -= 0x800; global_yoffset += 1; // +2 for myangel / myangel2? int global_xoffset = (m_vregs[0x12/2] & 0x7ff); // and 0x10/2 for low bits if (global_xoffset & 0x400) global_xoffset -= 0x800; // funcube3 sets a global xoffset of -1 causing a single pixel shift, does something else compensate for it? // note, it also writes a different address for the sprite buffering (related?) but doesn't also have the global zoom set to negative like Star Audition which also writes there. int global_xzoom = (m_vregs[0x16/2] & 0x7ff); // and 0x14/2 for low bits // HACK: this inverts the zoom on all sprites, thus flipping the screen and altering positions as the origin becomes the right hand side, not left, see star audition (by default) or deer hunting when you turn on horizontal flip // TODO: properly render negative zoom sprites if (global_xzoom & 0x400) { global_xoffset -= 0x14f; } uint16_t *s1 = m_private_spriteram.get(); for (; s1 < &m_private_spriteram[0x1000 / 2]; s1 += 4) { int num = s1[0]; int xoffs = s1[1]; int yoffs = s1[2]; int sprite = s1[3]; // Single-sprite address uint16_t *s2 = &spriteram[(sprite & 0x7fff) * 4]; uint16_t *end = &spriteram[m_spriteram.bytes() / 2]; // Single-sprite size int global_sizex = xoffs & 0xfc00; int global_sizey = yoffs & 0xfc00; int special = num & 0x4000; // ignore various things including global offsets, zoom. different palette selection too? bool opaque = num & 0x2000; int use_global_size = num & 0x1000; int use_shadow = num & 0x0800; int which_gfx = num & 0x0700; xoffs &= 0x3ff; yoffs &= 0x3ff; if (special) { use_shadow = 0; // which_gfx = 4 << 8; global_yoffset = -0x90; global_xoffset = 0x80; } // Number of single-sprites num = (num & 0x00ff) + 1; // all sprites, except invalid ones should have a pointer <0x3000 in the reformatted list if ((sprite&0x7fff) < 0x3000 / 2 / 4) { for (; num > 0; num--, s2 += 4) { if (s2 >= end) break; if (sprite & 0x8000) { // "floating tilemap" sprite // the 'floating tilemap sprites' are just a window into the tilemap, the position of the sprite does not change the scroll values int sx = s2[0]; int sy = s2[1]; int scrollx = s2[2]; int scrolly = s2[3]; int is_16x16 = (scrollx & 0x8000) >> 15; int page = (scrollx & 0x7c00) >> 10; int local_sizex = sx & 0xfc00; int local_sizey = sy & 0xfc00; sx &= 0x3ff; sy += global_yoffset; sy &= 0x1ff; if (sy & 0x100) sy -= 0x200; sx -= global_xoffset; int width = use_global_size ? global_sizex : local_sizex; int height = use_global_size ? global_sizey : local_sizey; height = ((height & 0xfc00) >> 10) + 1; width = ((width & 0xfc00) >> 10)/* + 1*/; // reelquak reels if (!width) continue; scrollx &= 0x3ff; scrolly &= 0x1ff; scrolly += global_yoffset; rectangle clip; // sprite clipping region (x) clip.min_x = (sx + xoffs); clip.min_x = (clip.min_x & 0x1ff) - (clip.min_x & 0x200); clip.max_x = clip.min_x + width * 0x10 - 1; if (clip.min_x > cliprect.max_x) continue; if (clip.max_x < cliprect.min_x) continue; if (clip.min_x < cliprect.min_x) clip.min_x = cliprect.min_x; if (clip.max_x > cliprect.max_x) clip.max_x = cliprect.max_x; // sprite clipping region (y) int basey = (sy + yoffs) & 0x1ff; if (basey & 0x100) basey -= 0x200; clip.min_y = basey; clip.max_y = clip.min_y + height * 0x10 - 1; if (clip.min_y > cliprect.max_y) continue; if (clip.max_y < cliprect.min_y) continue; if (clip.min_y < cliprect.min_y) clip.min_y = cliprect.min_y; if (clip.max_y > cliprect.max_y) clip.max_y = cliprect.max_y; for (int realline = clip.min_y; realline <= clip.max_y; realline++) { int sourceline = (realline - scrolly) & 0x1ff; // we treat 16x16 tiles as 4 8x8 tiles, so while the tilemap is 0x40 tiles wide in memory, that becomes 0x80 tiles in 16x16 mode, with the data wrapping in 8x8 mode for (int x = 0; x < 0x80; x++) { int code, attr, flipx, flipy, color; // tilemap data is NOT buffered? get_tile(spriteram, is_16x16, x * 8, sourceline, page, code, attr, flipx, flipy, color); int tileline = sourceline & 0x07; int dx = sx + (scrollx & 0x3ff) + xoffs + 0x10; int px = (((dx + x * 8) + 0x10) & 0x3ff) - 0x10; int dst_x = px & 0x3ff; dst_x = (dst_x & 0x1ff) - (dst_x & 0x200); if ((dst_x >= clip.min_x - 8) && (dst_x <= clip.max_x)) { drawgfx_line(bitmap, clip, which_gfx, m_spritegfx->get_data(m_realtilenumber[code]), color << 4, flipx, flipy, dst_x, use_shadow, realline, tileline, opaque); } } } } else { // "normal" sprite int sx = s2[0]; int sy = s2[1]; int attr = s2[2]; int code = s2[3] + ((attr & 0x0007) << 16); int flipx = (attr & 0x0010); int flipy = (attr & 0x0008); int color = (attr & 0xffe0) >> 5; int sizex = use_global_size ? global_sizex : sx; int sizey = use_global_size ? global_sizey : sy; sizex = (1 << ((sizex & 0x0c00) >> 10)) - 1; sizey = (1 << ((sizey & 0x0c00) >> 10)) - 1; sx += xoffs; sx = (sx & 0x1ff) - (sx & 0x200); sx -= global_xoffset; sy += yoffs; sy += global_yoffset; sy &= 0x1ff; if (sy & 0x100) sy -= 0x200; int basecode = code &= ~((sizex + 1) * (sizey + 1) - 1); // see myangel, myangel2 and grdians int firstline = sy; int endline = (sy + (sizey + 1) * 8) - 1; int realfirstline = firstline; if (firstline < cliprect.min_y) realfirstline = cliprect.min_y; if (endline > cliprect.max_y) endline = cliprect.max_y; for (int realline = realfirstline; realline <= endline; realline++) { int line = realline - firstline; int y = (line >> 3); line &= 0x7; if (special) { // grdians map... color = 0x7ff; } for (int x = 0; x <= sizex; x++) { int realcode = (basecode + (flipy ? sizey - y : y)*(sizex + 1)) + (flipx ? sizex - x : x); drawgfx_line(bitmap, cliprect, which_gfx, m_spritegfx->get_data(m_realtilenumber[realcode]), color << 4, flipx, flipy, sx + x * 8, use_shadow, realline, line, opaque); } } } } } if (s1[0] & 0x8000) break; // end of list marker } // sprite list } TIMER_CALLBACK_MEMBER(seta2_state::raster_timer_done) { auto *tmp68301 = dynamic_cast(m_maincpu.target()); if (tmp68301) { if (m_rasterenabled & 1) { tmp68301->external_interrupt_1(); logerror("external int (vpos is %d)\n", m_screen->vpos()); m_screen->update_partial(m_screen->vpos() - 1); } } } /*************************************************************************** Screen Drawing ***************************************************************************/ void seta2_state::video_start() { for (int i = 0; m_gfxdecode->gfx(i); ++i) m_gfxdecode->gfx(i)->set_granularity(16); m_private_spriteram = make_unique_clear(0x1000 / 2); m_realtilenumber = std::make_unique(0x80000); m_spritegfx = m_gfxdecode->gfx(0); for (int i = 0; i < 0x80000; i++) { m_realtilenumber[i] = i % m_spritegfx->elements(); } m_raster_timer = machine().scheduler().timer_alloc(timer_expired_delegate(FUNC(seta2_state::raster_timer_done), this)); save_pointer(NAME(m_private_spriteram), 0x1000 / 2); } uint32_t seta2_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { // Black or pen 0? bitmap.fill(m_palette->pen(0), cliprect); if (m_vregs.found()) { if ( (m_vregs[0x30/2] & 1) == 0 ) // 1 = BLANK SCREEN draw_sprites(bitmap, cliprect); } else // ablastb doesn't seem to have the same vregs { draw_sprites(bitmap, cliprect); } return 0; } WRITE_LINE_MEMBER(seta2_state::screen_vblank) { } // staraudi void staraudi_state::draw_rgbram(bitmap_ind16 &bitmap) { if (!(m_cam & 0x0008)) return; for (int y = 0x100; y < 0x200; ++y) { for (int x = 0; x < 0x200; ++x) { int offs = x * 2/2 + y * 0x400/2; uint32_t data = ((m_rgbram[offs + 0x40000/2] & 0xff) << 16) | m_rgbram[offs]; bitmap.pix16(y, x) = (data & 0x7fff); } } } uint32_t staraudi_state::staraudi_screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { screen_update(screen, bitmap, cliprect); if (false) draw_rgbram(bitmap); return 0; }