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/***************************************************************************
Sega Hang On hardware
****************************************************************************
Copyright Aaron Giles
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in
the documentation and/or other materials provided with the
distribution.
* Neither the name 'MAME' nor the names of its contributors may be
used to endorse or promote products derived from this software
without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY AARON GILES ''AS IS'' AND ANY EXPRESS OR
IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL AARON GILES BE LIABLE FOR ANY DIRECT,
INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING
IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
***************************************************************************/
#include "emu.h"
#include "includes/segahang.h"
//-------------------------------------------------
// video_start - initialize the video system
//-------------------------------------------------
void segahang_state::video_start()
{
// initialize the tile/text layers
m_segaic16vid->segaic16_tilemap_init(machine(), 0, SEGAIC16_TILEMAP_HANGON, 0x000, 0, 2);
// initialize the road
m_segaic16road->segaic16_road_init(machine(), 0, m_sharrier_video ? SEGAIC16_ROAD_SHARRIER : SEGAIC16_ROAD_HANGON, 0x038, 0x7c0, 0x7c0, 0);
}
//-------------------------------------------------
// screen_update - render all graphics
//-------------------------------------------------
UINT32 segahang_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
// if no drawing is happening, fill with black and get out
if (!m_segaic16vid->segaic16_display_enable)
{
bitmap.fill(get_black_pen(machine()), cliprect);
return 0;
}
// start the sprites drawing
m_sprites->draw_async(cliprect);
// reset priorities
machine().priority_bitmap.fill(0, cliprect);
// draw the low priority road layer
m_segaic16road->segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_BACKGROUND);
// draw background
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 0, 0x01);
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 1, 0x02);
// draw foreground
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 0, 0x02);
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 1, 0x04);
// draw the high priority road
m_segaic16road->segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_FOREGROUND);
// text layer
// note that we inflate the priority of the text layer to prevent sprites
// from drawing over the high scores
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 0, 0x08);
m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 1, 0x08);
// mix in sprites
bitmap_ind16 &sprites = m_sprites->bitmap();
for (const sparse_dirty_rect *rect = m_sprites->first_dirty_rect(cliprect); rect != NULL; rect = rect->next())
for (int y = rect->min_y; y <= rect->max_y; y++)
{
UINT16 *dest = &bitmap.pix(y);
UINT16 *src = &sprites.pix(y);
UINT8 *pri = &machine().priority_bitmap.pix(y);
// hangon mixing
if (!m_sharrier_video)
{
for (int x = rect->min_x; x <= rect->max_x; x++)
{
// only process written pixels
UINT16 pix = src[x];
if (pix != 0xffff)
{
// compare sprite priority against tilemap priority
int priority = pix >> 10;
if ((1 << priority) > pri[x])
{
// if color bits are all 1, this triggers shadow/hilight
if ((pix & 0x3f0) == 0x3f0)
dest[x] += m_shadow ? m_palette_entries*2 : m_palette_entries;
// otherwise, just add in sprite palette base
else
dest[x] = 0x400 | (pix & 0x3ff);
}
}
}
}
// sharrier mixing
else
{
for (int x = rect->min_x; x <= rect->max_x; x++)
{
// only process written pixels
UINT16 pix = src[x];
if (pix != 0xffff)
{
// compare sprite priority against tilemap priority
int priority = ((pix >> 9) & 2) | 1;
if ((1 << priority) > pri[x])
{
// if shadow bit is 0 and pix data is 0xa, this triggers shadow/hilight
if ((pix & 0x80f) == 0x00a)
dest[x] += (m_paletteram[dest[x]] & 0x8000) ? m_palette_entries*2 : m_palette_entries;
// otherwise, just add in sprite palette base
else
dest[x] = 0x400 | (pix & 0x3ff);
}
}
}
}
}
return 0;
}
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