#include "driver.h" #include "video/konamiic.h" static int layer_colorbase[3],sprite_colorbase,bg_colorbase; static int layerpri[3]; /*************************************************************************** Callbacks for the K052109 ***************************************************************************/ static void xmen_tile_callback(int layer,int bank,int *code,int *color,int *flags,int *priority) { /* (color & 0x02) is flip y handled internally by the 052109 */ if (layer == 0) *color = layer_colorbase[layer] + ((*color & 0xf0) >> 4); else *color = layer_colorbase[layer] + ((*color & 0x7c) >> 2); } /*************************************************************************** Callbacks for the K053247 ***************************************************************************/ static void xmen_sprite_callback(int *code,int *color,int *priority_mask) { int pri = (*color & 0x00e0) >> 4; /* ??????? */ if (pri <= layerpri[2]) *priority_mask = 0; else if (pri > layerpri[2] && pri <= layerpri[1]) *priority_mask = 0xf0; else if (pri > layerpri[1] && pri <= layerpri[0]) *priority_mask = 0xf0|0xcc; else *priority_mask = 0xf0|0xcc|0xaa; *color = sprite_colorbase + (*color & 0x001f); } /*************************************************************************** Start the video hardware emulation. ***************************************************************************/ VIDEO_START( xmen ) { K053251_vh_start(); K052109_vh_start(machine,REGION_GFX1,NORMAL_PLANE_ORDER,xmen_tile_callback); K053247_vh_start(machine,REGION_GFX2,53,-2,NORMAL_PLANE_ORDER,xmen_sprite_callback); } static mame_bitmap * screen_right; static mame_bitmap * screen_left; static UINT16 *K053247_ram; VIDEO_START( xmen6p ) { K053251_vh_start(); K052109_vh_start(machine,REGION_GFX1,NORMAL_PLANE_ORDER,xmen_tile_callback); K053247_vh_start(machine,REGION_GFX2,53,-2,NORMAL_PLANE_ORDER,xmen_sprite_callback); K053247_export_config(&K053247_ram, NULL, NULL, NULL, NULL); screen_left = auto_bitmap_alloc(64*8, 32*8, BITMAP_FORMAT_INDEXED16); screen_right = auto_bitmap_alloc(64*8, 32*8, BITMAP_FORMAT_INDEXED16); } /*************************************************************************** Display refresh ***************************************************************************/ /* useful function to sort the three tile layers by priority order */ static void sortlayers(int *layer,int *pri) { #define SWAP(a,b) \ if (pri[a] < pri[b]) \ { \ int t; \ t = pri[a]; pri[a] = pri[b]; pri[b] = t; \ t = layer[a]; layer[a] = layer[b]; layer[b] = t; \ } SWAP(0,1) SWAP(0,2) SWAP(1,2) } VIDEO_UPDATE( xmen ) { int layer[3]; bg_colorbase = K053251_get_palette_index(K053251_CI4); sprite_colorbase = K053251_get_palette_index(K053251_CI1); layer_colorbase[0] = K053251_get_palette_index(K053251_CI3); layer_colorbase[1] = K053251_get_palette_index(K053251_CI0); layer_colorbase[2] = K053251_get_palette_index(K053251_CI2); K052109_tilemap_update(); layer[0] = 0; layerpri[0] = K053251_get_priority(K053251_CI3); layer[1] = 1; layerpri[1] = K053251_get_priority(K053251_CI0); layer[2] = 2; layerpri[2] = K053251_get_priority(K053251_CI2); sortlayers(layer,layerpri); fillbitmap(priority_bitmap,0,cliprect); /* note the '+1' in the background color!!! */ fillbitmap(bitmap,machine->pens[16 * bg_colorbase+1],cliprect); tilemap_draw(bitmap,cliprect,K052109_tilemap[layer[0]],0,1); tilemap_draw(bitmap,cliprect,K052109_tilemap[layer[1]],0,2); tilemap_draw(bitmap,cliprect,K052109_tilemap[layer[2]],0,4); pdrawgfx_shadow_lowpri = 1; /* fix shadows of boulders in front of feet */ K053247_sprites_draw(machine, bitmap,cliprect); return 0; } extern UINT16 xmen_current_frame; extern UINT16*xmen6p_spriteramleft; extern UINT16*xmen6p_spriteramright; extern UINT16*xmen6p_tilemapleft; extern UINT16*xmen6p_tilemapright; extern WRITE8_HANDLER( K052109_w ); VIDEO_UPDATE( xmen6p ) { int x,y; /* update every other frame ...help prevent screens lagging (although it still does..).. but maybe the hw has its own buffering hence the extra ram */ // if (xmen_current_frame&0x8000) /* actually don't bother */ { for(y=0;y<32*8;y++) { UINT16* line_dest = BITMAP_ADDR16(bitmap, y, 0); UINT16* line_src; if (screen==0) line_src = BITMAP_ADDR16(screen_left, y, 0); else line_src = BITMAP_ADDR16(screen_right, y, 0); for (x=12*8;x<52*8;x++) { line_dest[x] = line_src[x]; } } } return 0; } /* my lefts and rights are mixed up in several places.. */ VIDEO_EOF( xmen6p ) { int layer[3]; mame_bitmap * renderbitmap; rectangle cliprect; int offset; xmen_current_frame ^=0x8000; // cliprect.min_x = machine->screen[0].visarea.min_x; // cliprect.max_x = machine->screen[0].visarea.max_x; // cliprect.min_y = machine->screen[0].visarea.min_y; // cliprect.max_y = machine->screen[0].visarea.max_y; cliprect.min_x = 0; cliprect.max_x = 64*8-1; cliprect.min_y = 2*8; cliprect.max_y = 30*8-1; if (xmen_current_frame&0x8000) { /* copy the desired spritelist to the chip */ memcpy(K053247_ram,xmen6p_spriteramright,0x1000); /* we write the entire content of the tileram to the chip to ensure everything gets marked as dirty and the desired tilemap is rendered this is not very efficient! */ for (offset=0;offset<(0xc000/2);offset++) { // K052109_lsb_w K052109_w(offset,xmen6p_tilemapright[offset]&0x00ff); } renderbitmap = screen_right; } else { /* copy the desired spritelist to the chip */ memcpy(K053247_ram,xmen6p_spriteramleft,0x1000); /* we write the entire content of the tileram to the chip to ensure everything gets marked as dirty and the desired tilemap is rendered this is not very efficient! */ for (offset=0;offset<(0xc000/2);offset++) { // K052109_lsb_w K052109_w(offset,xmen6p_tilemapleft[offset]&0x00ff); } renderbitmap = screen_left; } bg_colorbase = K053251_get_palette_index(K053251_CI4); sprite_colorbase = K053251_get_palette_index(K053251_CI1); layer_colorbase[0] = K053251_get_palette_index(K053251_CI3); layer_colorbase[1] = K053251_get_palette_index(K053251_CI0); layer_colorbase[2] = K053251_get_palette_index(K053251_CI2); K052109_tilemap_update(); layer[0] = 0; layerpri[0] = K053251_get_priority(K053251_CI3); layer[1] = 1; layerpri[1] = K053251_get_priority(K053251_CI0); layer[2] = 2; layerpri[2] = K053251_get_priority(K053251_CI2); sortlayers(layer,layerpri); fillbitmap(priority_bitmap,0,&cliprect); /* note the '+1' in the background color!!! */ fillbitmap(renderbitmap,machine->pens[16 * bg_colorbase+1],&cliprect); tilemap_draw(renderbitmap,&cliprect,K052109_tilemap[layer[0]],0,1); tilemap_draw(renderbitmap,&cliprect,K052109_tilemap[layer[1]],0,2); tilemap_draw(renderbitmap,&cliprect,K052109_tilemap[layer[2]],0,4); pdrawgfx_shadow_lowpri = 1; /* fix shadows of boulders in front of feet */ K053247_sprites_draw(machine, renderbitmap,&cliprect); }