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/***************************************************************************
Model Racing Dribbling hardware
***************************************************************************/
#include "emu.h"
#include "includes/dribling.h"
/*************************************
*
* Convert the palette PROM into
* a real palette
*
*************************************/
PALETTE_INIT( dribling )
{
const UINT8 *prom = machine.region("proms")->base() + 0x400;
int i;
for (i = 0; i < 256; i++)
{
int r = (~prom[i] >> 0) & 1; // 220
int g = (~prom[i] >> 1) & 3; // 820 + 560 (332 max)
int b = (~prom[i] >> 3) & 1; // 220
r *= 0xff;
g *= 0x55;
b *= 0xff;
palette_set_color(machine, i, MAKE_RGB(r,g,b));
}
}
/*************************************
*
* Color control writes
*
*************************************/
WRITE8_HANDLER( dribling_colorram_w )
{
dribling_state *state = space->machine().driver_data<dribling_state>();
/* it is very important that we mask off the two bits here */
state->m_colorram[offset & 0x1f9f] = data;
}
/*************************************
*
* Video update routine
*
*************************************/
SCREEN_UPDATE( dribling )
{
dribling_state *state = screen->machine().driver_data<dribling_state>();
UINT8 *prombase = screen->machine().region("proms")->base();
UINT8 *gfxbase = screen->machine().region("gfx1")->base();
int x, y;
/* loop over rows */
for (y = cliprect->min_y; y <= cliprect->max_y; y++)
{
UINT16 *dst = BITMAP_ADDR16(bitmap, y, 0);
/* loop over columns */
for (x = cliprect->min_x; x <= cliprect->max_x; x++)
{
int b7 = prombase[(x >> 3) | ((y >> 3) << 5)] & 1;
int b6 = state->m_abca;
int b5 = (x >> 3) & 1;
int b4 = (gfxbase[(x >> 3) | (y << 5)] >> (x & 7)) & 1;
int b3 = (state->m_videoram[(x >> 3) | (y << 5)] >> (x & 7)) & 1;
int b2_0 = state->m_colorram[(x >> 3) | ((y >> 2) << 7)] & 7;
/* assemble the various bits into a palette PROM index */
dst[x] = (b7 << 7) | (b6 << 6) | (b5 << 5) | (b4 << 4) | (b3 << 3) | b2_0;
}
}
return 0;
}
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