1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
|
#include "emu.h"
#include "includes/shisen.h"
WRITE8_HANDLER( sichuan2_videoram_w )
{
shisen_state *state = space->machine().driver_data<shisen_state>();
state->m_videoram[offset] = data;
tilemap_mark_tile_dirty(state->m_bg_tilemap, offset / 2);
}
WRITE8_HANDLER( sichuan2_bankswitch_w )
{
shisen_state *state = space->machine().driver_data<shisen_state>();
int bankaddress;
int bank;
UINT8 *RAM = space->machine().region("maincpu")->base();
if (data & 0xc0) logerror("bank switch %02x\n",data);
/* bits 0-2 select ROM bank */
bankaddress = 0x10000 + (data & 0x07) * 0x4000;
memory_set_bankptr(space->machine(), "bank1", &RAM[bankaddress]);
/* bits 3-5 select gfx bank */
bank = (data & 0x38) >> 3;
if (state->m_gfxbank != bank)
{
state->m_gfxbank = bank;
tilemap_mark_all_tiles_dirty_all(space->machine());
}
/* bits 6-7 unknown */
}
WRITE8_HANDLER( sichuan2_paletteram_w )
{
shisen_state *state = space->machine().driver_data<shisen_state>();
state->m_paletteram[offset] = data;
offset &= 0xff;
palette_set_color_rgb(space->machine(), offset, pal5bit(state->m_paletteram[offset + 0x000]), pal5bit(state->m_paletteram[offset + 0x100]), pal5bit(state->m_paletteram[offset + 0x200]));
}
static TILE_GET_INFO( get_bg_tile_info )
{
shisen_state *state = machine.driver_data<shisen_state>();
int offs = tile_index * 2;
int code = state->m_videoram[offs] + ((state->m_videoram[offs + 1] & 0x0f) << 8) + (state->m_gfxbank << 12);
int color = (state->m_videoram[offs + 1] & 0xf0) >> 4;
SET_TILE_INFO(0, code, color, 0);
}
VIDEO_START( sichuan2 )
{
shisen_state *state = machine.driver_data<shisen_state>();
state->m_bg_tilemap = tilemap_create(machine, get_bg_tile_info, tilemap_scan_rows,
8, 8, 64, 32);
}
SCREEN_UPDATE( sichuan2 )
{
shisen_state *state = screen->machine().driver_data<shisen_state>();
// on Irem boards, screen flip is handled in both hardware and software.
// this game doesn't have cocktail mode so if there's software control we don't
// know where it is mapped.
flip_screen_set(screen->machine(), ~input_port_read(screen->machine(), "DSW2") & 1);
tilemap_draw(bitmap, cliprect, state->m_bg_tilemap, 0, 0);
return 0;
}
|