#include "includes/gamecom.h" #define Y_PIXELS 200 static TIMER_CALLBACK( gamecom_scanline ) { gamecom_state *state = machine.driver_data(); // draw line if ( state->m_scanline == 0 ) state->m_base_address = ( state->m_p_ram[SM8521_LCDC] & 0x40 ) ? 0x2000 : 0x0000; if ( ~state->m_p_ram[SM8521_LCDC] & 0x80 ) { rectangle rec(0, Y_PIXELS - 1, state->m_scanline, state->m_scanline); state->m_bitmap.fill(0, rec ); return; } else { UINT8 *line = &state->m_p_videoram[ state->m_base_address + 40 * state->m_scanline ]; int pal[4]; int i; switch( state->m_p_ram[SM8521_LCDC] & 0x30 ) { case 0x00: pal[0] = 4; pal[1] = 3; pal[2] = 2; pal[3] = 0; break; case 0x10: pal[0] = 4; pal[1] = 3; pal[2] = 1; pal[3] = 0; break; case 0x20: pal[0] = 4; pal[1] = 3; pal[2] = 1; pal[3] = 0; break; case 0x30: pal[0] = 4; pal[1] = 2; pal[2] = 1; pal[3] = 0; break; } for( i = 0; i < 40; i++ ) { UINT8 p = line[i]; state->m_bitmap.pix16(i * 4 + 0, state->m_scanline) = pal[ ( p >> 6 ) & 3 ]; state->m_bitmap.pix16(i * 4 + 1, state->m_scanline) = pal[ ( p >> 4 ) & 3 ]; state->m_bitmap.pix16(i * 4 + 2, state->m_scanline) = pal[ ( p >> 2 ) & 3 ]; state->m_bitmap.pix16(i * 4 + 3, state->m_scanline) = pal[ ( p ) & 3 ]; } } state->m_scanline = ( state->m_scanline + 1 ) % Y_PIXELS; } VIDEO_START( gamecom ) { gamecom_state *state = machine.driver_data(); state->m_scanline_timer = machine.scheduler().timer_alloc(FUNC(gamecom_scanline)); state->m_scanline_timer->adjust( machine.primary_screen->time_until_pos(0 ), 0, machine.primary_screen->scan_period() ); machine.primary_screen->register_screen_bitmap(state->m_bitmap); }