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/***************************************************************************
Taito Field Goal video emulation
***************************************************************************/
#include "emu.h"
#include "includes/fgoal.h"
WRITE8_HANDLER( fgoal_color_w )
{
fgoal_state *state = space->machine().driver_data<fgoal_state>();
state->m_current_color = data & 3;
}
WRITE8_HANDLER( fgoal_ypos_w )
{
fgoal_state *state = space->machine().driver_data<fgoal_state>();
state->m_ypos = data;
}
WRITE8_HANDLER( fgoal_xpos_w )
{
fgoal_state *state = space->machine().driver_data<fgoal_state>();
state->m_xpos = data;
}
VIDEO_START( fgoal )
{
fgoal_state *state = machine.driver_data<fgoal_state>();
state->m_fgbitmap = machine.primary_screen->alloc_compatible_bitmap();
state->m_bgbitmap = machine.primary_screen->alloc_compatible_bitmap();
state->save_item(NAME(*state->m_fgbitmap));
state->save_item(NAME(*state->m_bgbitmap));
}
SCREEN_UPDATE( fgoal )
{
fgoal_state *state = screen->machine().driver_data<fgoal_state>();
const UINT8* VRAM = state->m_video_ram;
int x;
int y;
int n;
/* draw color overlay foreground and background */
if (state->m_fgoal_player == 1 && (input_port_read(screen->machine(), "IN1") & 0x40))
{
drawgfxzoom_opaque(state->m_fgbitmap, cliprect, screen->machine().gfx[0],
0, (state->m_fgoal_player << 2) | state->m_current_color,
1, 1,
0, 16,
0x40000,
0x40000);
drawgfxzoom_opaque(state->m_bgbitmap, cliprect, screen->machine().gfx[1],
0, 0,
1, 1,
0, 16,
0x40000,
0x40000);
}
else
{
drawgfxzoom_opaque(state->m_fgbitmap, cliprect, screen->machine().gfx[0],
0, (state->m_fgoal_player << 2) | state->m_current_color,
0, 0,
0, 0,
0x40000,
0x40000);
drawgfxzoom_opaque(state->m_bgbitmap, cliprect, screen->machine().gfx[1],
0, 0,
0, 0,
0, 0,
0x40000,
0x40000);
}
/* the ball has a fixed color */
for (y = state->m_ypos; y < state->m_ypos + 8; y++)
{
for (x = state->m_xpos; x < state->m_xpos + 8; x++)
{
if (y < 256 && x < 256)
{
*BITMAP_ADDR16(state->m_fgbitmap, y, x) = 128 + 16;
}
}
}
/* draw bitmap layer */
for (y = 0; y < 256; y++)
{
UINT16* p = BITMAP_ADDR16(bitmap, y, 0);
const UINT16* FG = BITMAP_ADDR16(state->m_fgbitmap, y, 0);
const UINT16* BG = BITMAP_ADDR16(state->m_bgbitmap, y, 0);
for (x = 0; x < 256; x += 8)
{
UINT8 v = *VRAM++;
for (n = 0; n < 8; n++)
{
if (v & (1 << n))
{
p[x + n] = FG[x + n];
}
else
{
p[x + n] = BG[x + n];
}
}
}
}
return 0;
}
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