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#include "driver.h"
#include "deco16ic.h"
static void draw_sprites(running_machine *machine, mame_bitmap *bitmap,const rectangle *cliprect, UINT16* spriteram_base, int gfx_region)
{
int offs;
int flipscreen=!flip_screen;
for (offs = 0x400-4;offs >= 0;offs -= 4)
{
int x,y,sprite,colour,multi,fx,fy,inc,flash,mult,pri=0,spri=0;
int trans=TRANSPARENCY_PEN;
sprite = spriteram_base[offs+1];
if (!sprite) continue;
y = spriteram_base[offs];
flash=y&0x1000;
if (flash && (cpu_getcurrentframe() & 1)) continue;
x = spriteram_base[offs+2];
colour = (x >>9) & 0x1f;
fx = y & 0x2000;
fy = y & 0x4000;
multi = (1 << ((y & 0x0600) >> 9)) - 1; /* 1x, 2x, 4x, 8x height */
// Todo: This should be verified from the prom
if (gfx_region==4)
{
// Sprite 2 priority vs sprite 1
if ((spriteram_base[offs+2]&0xc000)==0xc000)
spri=4;
else if ((spriteram_base[offs+2]&0xc000))
spri=16;
else
spri=64;
// Transparency
if (spriteram_base[offs+2]&0x2000)
trans=TRANSPARENCY_ALPHA;
if (deco16_priority==0x2)
{
// Additional sprite alpha in this mode
if (spriteram_base[offs+2]&0x8000)
trans=TRANSPARENCY_ALPHA;
// Sprite vs playfield
if ((spriteram_base[offs+2]&0xc000)==0xc000)
pri=4;
else if ((spriteram_base[offs+2]&0xc000)==0x8000)
pri=16;
else
pri=64;
}
else
{
if ((spriteram_base[offs+2]&0x8000)==0x8000)
pri=16;
else
pri=64;
}
}
else
{
// Sprite 1 priority vs sprite 2
if (spriteram_base[offs+2]&0x8000) // todo - check only in pri mode 2??
spri=8;
else
spri=32;
// Sprite vs playfield
if (deco16_priority==0x1)
{
if ((spriteram_base[offs+2]&0xc000))
pri=16;
else
pri=64;
}
else
{
if ((spriteram_base[offs+2]&0xc000)==0xc000)
pri=4;
else if ((spriteram_base[offs+2]&0xc000)==0x8000)
pri=16;
else
pri=64;
}
}
x = x & 0x01ff;
y = y & 0x01ff;
if (x >= 320) x -= 512;
if (y >= 256) y -= 512;
y = 240 - y;
x = 304 - x;
sprite &= ~multi;
if (fy)
inc = -1;
else
{
sprite += multi;
inc = 1;
}
if (flipscreen)
{
y=240-y;
x=304-x;
if (fx) fx=0; else fx=1;
if (fy) fy=0; else fy=1;
mult=16;
}
else mult=-16;
while (multi >= 0)
{
deco16_pdrawgfx(bitmap,machine->gfx[gfx_region],
sprite - multi * inc,
colour,
fx,fy,
x,y + mult * multi,
cliprect,trans, 0, pri, spri, 0);
multi--;
}
}
}
static int boogwing_bank_callback(const int bank)
{
return ((bank>>4) & 0x7) * 0x1000;
}
static int boogwing_bank_callback2(const int bank)
{
int offset=((bank>>4) & 0x7) * 0x1000;
if ((bank&0xf)==0xa)
offset+=0x800; // strange - transporter level
return offset;
}
VIDEO_START(boogwing)
{
deco16_2_video_init(0);
deco16_set_tilemap_bank_callback(1,boogwing_bank_callback);
deco16_set_tilemap_bank_callback(2,boogwing_bank_callback2);
deco16_set_tilemap_bank_callback(3,boogwing_bank_callback2);
deco16_set_tilemap_colour_base(1,0);
deco16_set_tilemap_transparency_mask(1, 0x1f); // 5bpp graphics
alpha_set_level(0x80);
}
VIDEO_UPDATE(boogwing)
{
flip_screen_set( deco16_pf12_control[0]&0x80 );
deco16_pf12_update(deco16_pf1_rowscroll,deco16_pf2_rowscroll);
deco16_pf34_update(deco16_pf3_rowscroll,deco16_pf4_rowscroll);
/* Draw playfields */
deco16_clear_sprite_priority_bitmap();
fillbitmap(bitmap,machine->pens[0x400],cliprect); /* pen not confirmed */
fillbitmap(priority_bitmap,0,NULL);
// bit&0x8 is definitely some kind of palette effect
// bit&0x4 combines playfields
if ((deco16_priority&0x7)==0x5)
{
deco16_tilemap_2_draw(bitmap,cliprect,TILEMAP_DRAW_OPAQUE,0);
deco16_tilemap_34_combine_draw(bitmap,cliprect,0,32);
}
else if ((deco16_priority&0x7)==0x1 || (deco16_priority&0x7)==0x2)
{
deco16_tilemap_4_draw(bitmap,cliprect,TILEMAP_DRAW_OPAQUE,0);
deco16_tilemap_2_draw(bitmap,cliprect,0,8);
deco16_tilemap_3_draw(bitmap,cliprect,0,32);
}
else if ((deco16_priority&0x7)==0x3)
{
deco16_tilemap_4_draw(bitmap,cliprect,TILEMAP_DRAW_OPAQUE,0);
deco16_tilemap_2_draw(bitmap,cliprect,0,8);
// This mode uses playfield 3 to shadow sprites & playfield 2 (instead of
// regular alpha-blending, the destination is inverted). Not yet implemented.
// deco16_tilemap_3_draw(bitmap,cliprect,TILEMAP_DRAW_ALPHA,32);
}
else
{
deco16_tilemap_4_draw(bitmap,cliprect,TILEMAP_DRAW_OPAQUE,0);
deco16_tilemap_3_draw(bitmap,cliprect,0,8);
deco16_tilemap_2_draw(bitmap,cliprect,0,32);
}
draw_sprites(machine, bitmap, cliprect, buffered_spriteram16, 3);
draw_sprites(machine, bitmap, cliprect, buffered_spriteram16_2, 4);
deco16_tilemap_1_draw(bitmap,cliprect,0,0);
return 0;
}
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