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/***************************************************************************
Sega Y-board hardware
***************************************************************************/
#include "emu.h"
#include "video/segaic16.h"
#include "includes/segas16.h"
/*************************************
*
* Video startup
*
*************************************/
VIDEO_START( yboard )
{
segas1x_state *state = machine.driver_data<segas1x_state>();
/* compute palette info */
segaic16_palette_init(0x2000);
/* allocate a bitmap for the yboard layer */
state->m_tmp_bitmap = auto_bitmap_alloc(machine, 512, 512, BITMAP_FORMAT_INDEXED16);
/* initialize the rotation layer */
segaic16_rotate_init(machine, 0, SEGAIC16_ROTATE_YBOARD, 0x000);
state->save_item(NAME(*state->m_tmp_bitmap));
}
/*************************************
*
* Video update
*
*************************************/
SCREEN_UPDATE( yboard )
{
segas1x_state *state = screen->machine().driver_data<segas1x_state>();
rectangle yboard_clip;
/* if no drawing is happening, fill with black and get out */
if (!segaic16_display_enable)
{
bitmap_fill(bitmap, cliprect, get_black_pen(screen->machine()));
return 0;
}
/* draw the yboard sprites */
yboard_clip.min_x = yboard_clip.min_y = 0;
yboard_clip.max_x = yboard_clip.max_y = 511;
segaic16_sprites_draw(screen, state->m_tmp_bitmap, &yboard_clip, 1);
/* apply rotation */
segaic16_rotate_draw(screen->machine(), 0, bitmap, cliprect, state->m_tmp_bitmap);
/* draw the 16B sprites */
segaic16_sprites_draw(screen, bitmap, cliprect, 0);
return 0;
}
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