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/***************************************************************************
Sega Outrun 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/segaorun.h"
//**************************************************************************
// VIDEO STARTUP
//**************************************************************************
void segaorun_state::video_start()
{
// compute palette info
segaic16_palette_init(0x1000);
if (m_shangon_video)
{
// initialize the tile/text layers
segaic16_tilemap_init(machine(), 0, SEGAIC16_TILEMAP_16B_ALT, 0x000, 0, 2);
// initialize the road
segaic16_road_init(machine(), 0, SEGAIC16_ROAD_OUTRUN, 0x7f6, 0x7c0, 0x7c0, 0);
}
else
{
// initialize the tile/text layers
segaic16_tilemap_init(machine(), 0, SEGAIC16_TILEMAP_16B, 0x000, 0, 2);
// initialize the road
segaic16_road_init(machine(), 0, SEGAIC16_ROAD_OUTRUN, 0x400, 0x420, 0x780, 0);
}
}
//**************************************************************************
// VIDEO UPDATE
//**************************************************************************
UINT32 segaorun_state::screen_update_shangon(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
// reset priorities
machine().priority_bitmap.fill(0, cliprect);
// draw the low priority road layer
segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_BACKGROUND);
// draw background
segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 0, 0x01);
segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 1, 0x02);
// draw foreground
segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 0, 0x02);
segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 1, 0x04);
// draw the high priority road
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
segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 0, 0x08);
segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 1, 0x08);
// draw the sprites
segaic16_sprites_draw(screen, bitmap, cliprect, 0);
return 0;
}
UINT32 segaorun_state::screen_update_outrun(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
// if no drawing is happening, fill with black and get out
if (!segaic16_display_enable)
{
bitmap.fill(get_black_pen(machine()), cliprect);
return 0;
}
// reset priorities
machine().priority_bitmap.fill(0, cliprect);
// draw the low priority road layer
segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_BACKGROUND);
// draw background
segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 0, 0x01);
segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 1, 0x02);
// draw foreground
segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 0, 0x02);
segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 1, 0x04);
// draw the high priority road
segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_FOREGROUND);
// text layer
segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 0, 0x04);
segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 1, 0x08);
// draw the sprites
segaic16_sprites_draw(screen, bitmap, cliprect, 0);
return 0;
}
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