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#include "emu.h"
#include "video/konicdev.h"
#include "includes/aliens.h"
/***************************************************************************
Callbacks for the K052109
***************************************************************************/
void aliens_tile_callback( running_machine &machine, int layer, int bank, int *code, int *color, int *flags, int *priority )
{
aliens_state *state = machine.driver_data<aliens_state>();
*code |= ((*color & 0x3f) << 8) | (bank << 14);
*color = state->m_layer_colorbase[layer] + ((*color & 0xc0) >> 6);
}
/***************************************************************************
Callbacks for the K051960
***************************************************************************/
void aliens_sprite_callback( running_machine &machine, int *code, int *color, int *priority_mask, int *shadow )
{
aliens_state *state = machine.driver_data<aliens_state>();
/* The PROM allows for mixed priorities, where sprites would have */
/* priority over text but not on one or both of the other two planes. */
switch (*color & 0x70)
{
case 0x10: *priority_mask = 0x00; break; /* over ABF */
case 0x00: *priority_mask = 0xf0 ; break; /* over AB, not F */
case 0x40: *priority_mask = 0xf0|0xcc ; break; /* over A, not BF */
case 0x20:
case 0x60: *priority_mask = 0xf0|0xcc|0xaa; break; /* over -, not ABF */
case 0x50: *priority_mask = 0xcc ; break; /* over AF, not B */
case 0x30:
case 0x70: *priority_mask = 0xcc|0xaa; break; /* over F, not AB */
}
*code |= (*color & 0x80) << 6;
*color = state->m_sprite_colorbase + (*color & 0x0f);
*shadow = 0; /* shadows are not used by this game */
}
/***************************************************************************
Start the video hardware emulation.
***************************************************************************/
VIDEO_START( aliens )
{
aliens_state *state = machine.driver_data<aliens_state>();
machine.generic.paletteram.u8 = auto_alloc_array(machine, UINT8, 0x400);
state->m_layer_colorbase[0] = 0;
state->m_layer_colorbase[1] = 4;
state->m_layer_colorbase[2] = 8;
state->m_sprite_colorbase = 16;
state_save_register_global_pointer(machine, machine.generic.paletteram.u8, 0x400);
}
/***************************************************************************
Display refresh
***************************************************************************/
SCREEN_UPDATE( aliens )
{
aliens_state *state = screen->machine().driver_data<aliens_state>();
k052109_tilemap_update(state->m_k052109);
bitmap_fill(screen->machine().priority_bitmap, cliprect, 0);
bitmap_fill(bitmap, cliprect, state->m_layer_colorbase[1] * 16);
k052109_tilemap_draw(state->m_k052109, bitmap, cliprect, 1, 0, 1);
k052109_tilemap_draw(state->m_k052109, bitmap, cliprect, 2, 0, 2);
k052109_tilemap_draw(state->m_k052109, bitmap, cliprect, 0, 0, 4);
k051960_sprites_draw(state->m_k051960, bitmap, cliprect, -1, -1);
return 0;
}
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