// license:BSD-3-Clause // copyright-holders:Luca Elia /*************************************************************************** -= Yun Sung 16 Bit Games =- driver by Luca Elia (l.elia@tin.it) [ 2 Scrolling Layers ] Tiles are 16 x 16 x 8. The layout of the tilemap is a bit weird: 16 consecutive tile codes define a vertical column. 16 columns form a page (256 x 256). The tilemap is made of 4 x 4 pages (1024 x 1024) [ 512? Sprites ] Sprites are 16 x 16 x 4 in size. There's RAM for 512, but the game just copies 384 entries. ***************************************************************************/ #include "emu.h" #include "includes/yunsun16.h" /*************************************************************************** Tilemaps ***************************************************************************/ /* #define TILES_PER_PAGE_X (0x10) #define TILES_PER_PAGE_Y (0x10) #define PAGES_PER_TMAP_X (0x4) #define PAGES_PER_TMAP_Y (0x4) */ TILEMAP_MAPPER_MEMBER(yunsun16_state::tilemap_scan_pages) { return ((row & 0x30) << 6) | ((col & 0x3f) << 4) | (row & 0xf); } template TILE_GET_INFO_MEMBER(yunsun16_state::get_tile_info) { uint16_t code = m_vram[Layer][2 * tile_index + 0]; uint16_t attr = m_vram[Layer][2 * tile_index + 1]; SET_TILE_INFO_MEMBER(0, code, attr & 0xf, (attr & 0x20) ? TILE_FLIPX : 0); } /*************************************************************************** Video Hardware Init ***************************************************************************/ void yunsun16_state::video_start() { m_tilemap[0] = &machine().tilemap().create( *m_gfxdecode, tilemap_get_info_delegate(*this, FUNC(yunsun16_state::get_tile_info<0>)), tilemap_mapper_delegate(*this, FUNC(yunsun16_state::tilemap_scan_pages)), 16, 16, 0x40, 0x40); m_tilemap[1] = &machine().tilemap().create( *m_gfxdecode, tilemap_get_info_delegate(*this, FUNC(yunsun16_state::get_tile_info<1>)), tilemap_mapper_delegate(*this, FUNC(yunsun16_state::tilemap_scan_pages)), 16, 16, 0x40, 0x40); m_tilemap[0]->set_scrolldx(-0x34, 0); m_tilemap[1]->set_scrolldx(-0x38, 0); m_tilemap[0]->set_scrolldy(-0x10, 0); m_tilemap[1]->set_scrolldy(-0x10, 0); m_tilemap[0]->set_transparent_pen(0xff); m_tilemap[1]->set_transparent_pen(0xff); } /*************************************************************************** Sprites Drawing 0.w X 2.w Y 4.w Code 6.w fedc ba98 7--- ---- ---- ---- -6-- ---- Flip Y ---- ---- --5- ---- Flip X ---- ---- ---4 3210 Color ***************************************************************************/ void yunsun16_state::draw_sprites( screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect ) { int offs; const rectangle &visarea = m_screen->visible_area(); int max_x = visarea.max_x + 1; int max_y = visarea.max_y + 1; int pri = *m_priorityram & 3; int pri_mask; switch (pri) { case 1: pri_mask = (1 << 1) | (1 << 2) | (1 << 3); break; case 2: pri_mask = (1 << 2) | (1 << 3); break; case 3: default: pri_mask = 0; break; } for (offs = (m_spriteram.bytes() - 8) / 2 ; offs >= 0; offs -= 8 / 2) { int x = m_spriteram[offs + 0]; int y = m_spriteram[offs + 1]; int code = m_spriteram[offs + 2]; int attr = m_spriteram[offs + 3]; int flipx = attr & 0x20; int flipy = attr & 0x40; x += m_sprites_scrolldx; y += m_sprites_scrolldy; if (flip_screen()) // not used? { flipx = !flipx; x = max_x - x - 16; flipy = !flipy; y = max_y - y - 16; } m_gfxdecode->gfx(1)->prio_transpen(bitmap,cliprect, code, attr & 0x1f, flipx, flipy, x,y, screen.priority(), pri_mask,15); } } /*************************************************************************** Screen Drawing ***************************************************************************/ uint32_t yunsun16_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { m_tilemap[0]->set_scrollx(0, m_scrollram[0][0]); m_tilemap[0]->set_scrolly(0, m_scrollram[0][1]); m_tilemap[1]->set_scrollx(0, m_scrollram[1][0]); m_tilemap[1]->set_scrolly(0, m_scrollram[1][1]); //popmessage("%04X", *m_priorityram); screen.priority().fill(0, cliprect); if ((*m_priorityram & 0x0c) == 4) { /* The color of the this layer's transparent pen goes below everything */ m_tilemap[0]->draw(screen, bitmap, cliprect, TILEMAP_DRAW_OPAQUE, 0); m_tilemap[0]->draw(screen, bitmap, cliprect, 0, 1); m_tilemap[1]->draw(screen, bitmap, cliprect, 0, 2); } else if ((*m_priorityram & 0x0c) == 8) { /* The color of the this layer's transparent pen goes below everything */ m_tilemap[1]->draw(screen, bitmap, cliprect, TILEMAP_DRAW_OPAQUE, 0); m_tilemap[1]->draw(screen, bitmap, cliprect, 0, 1); m_tilemap[0]->draw(screen, bitmap, cliprect, 0, 2); } draw_sprites(screen, bitmap, cliprect); return 0; }