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/***************************************************************************
Meadows S2650 driver
****************************************************************************/
#include "emu.h"
#include "includes/meadows.h"
/* some constants to make life easier */
#define SPR_ADJUST_X -18
#define SPR_ADJUST_Y -14
/*************************************
*
* Tilemap callbacks
*
*************************************/
static TILE_GET_INFO( get_tile_info )
{
meadows_state *state = machine.driver_data<meadows_state>();
UINT8 *videoram = state->m_videoram;
SET_TILE_INFO(0, videoram[tile_index] & 0x7f, 0, 0);
}
/*************************************
*
* Video startup
*
*************************************/
VIDEO_START( meadows )
{
meadows_state *state = machine.driver_data<meadows_state>();
state->m_bg_tilemap = tilemap_create(machine, get_tile_info, tilemap_scan_rows, 8,8, 32,30);
}
/*************************************
*
* Video RAM write
*
*************************************/
WRITE8_HANDLER( meadows_videoram_w )
{
meadows_state *state = space->machine().driver_data<meadows_state>();
UINT8 *videoram = state->m_videoram;
videoram[offset] = data;
tilemap_mark_tile_dirty(state->m_bg_tilemap, offset);
}
/*************************************
*
* Sprite RAM write
*
*************************************/
WRITE8_HANDLER( meadows_spriteram_w )
{
meadows_state *state = space->machine().driver_data<meadows_state>();
space->machine().primary_screen->update_now();
state->m_spriteram[offset] = data;
}
/*************************************
*
* Sprite rendering
*
*************************************/
static void draw_sprites(running_machine &machine, bitmap_t *bitmap, const rectangle *clip)
{
meadows_state *state = machine.driver_data<meadows_state>();
UINT8 *spriteram = state->m_spriteram;
int i;
for (i = 0; i < 4; i++)
{
int x = spriteram[i+0] + SPR_ADJUST_X;
int y = spriteram[i+4] + SPR_ADJUST_Y;
int code = spriteram[i+8] & 0x0f; /* bit #0 .. #3 select sprite */
/* int bank = (spriteram[i+8] >> 4) & 1; bit #4 selects prom ??? */
int bank = i; /* that fixes it for now :-/ */
int flip = spriteram[i+8] >> 5; /* bit #5 flip vertical flag */
drawgfx_transpen(bitmap, clip, machine.gfx[bank + 1], code, 0, flip, 0, x, y, 0);
}
}
/*************************************
*
* Primary video update
*
*************************************/
SCREEN_UPDATE( meadows )
{
meadows_state *state = screen->machine().driver_data<meadows_state>();
/* draw the background */
tilemap_draw(bitmap, cliprect, state->m_bg_tilemap, 0, 0);
/* draw the sprites */
if (screen->machine().gfx[1])
draw_sprites(screen->machine(), bitmap, cliprect);
return 0;
}
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