summaryrefslogtreecommitdiffstatshomepage
path: root/src/mame/video/sys16spr.c
blob: fc9c640df4add6093015c33c84c871afc8d653d9 (plain) (blame)
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
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
/* sys16spr.c
**
**  This module maps spriteram for various Sega System16/System18 games to
**  a shared abstraction represented by the sys16_sprite_attributes
**  structure.
**
**  Each function takes a pointer to a sprite attribute structure to fill
**  out.  This function is initialized to zero automatically prior to the
**  function call.
**
**  The next parameter, source points to the spriteram
**  associated with a particular sprite.
**
**  The final parameter bJustGetColor is set when this function is called while
**  marking colors.  During this pass, only the palette field needs to be
**  populated.
**
**  This function must return 1 if the sprite was flagged as the last sprite,
**  or 0 if the sprite was not flagged as the last sprite.
**
**  We should probably unpack sprites into an array once, rather than processing
**  sprites one at a time, once when marking colors and once when rendering them.
**  Note that we need to draw sprites from front to back to achieve proper sprite-tilemap
**  orthogonality, so would make it easier to know how many sprites there are (and
**  thus which is the 'last sprite' with which we need to start.
*/

/*
Changes:
03/12/04  Charles MacDonald
- Fixed end of list and sprite hide flag processing in sys16_sprite_shinobi, hwchamp output test works properly.
- Fixed size of zoom fields, fixes sprite alignment issues in hwchamp
*/

#include "driver.h"
#include "system16.h"

int sys16_sprite_shinobi( struct sys16_sprite_attributes *sprite, const UINT16 *source, int bJustGetColor ){
/* standard sprite hardware (Shinobi, Altered Beast, Golden Axe
    0   YYYYYYYY    YYYYYYYY    top, bottom (screen coordinates)
    1   -------X    XXXXXXXX    left (screen coordinate)
    2   EH------F   WWWWWWWW    end list flag, hide sprite flag, flipx, signed pitch
    3   TTTTTTTT    TTTTTTTT    word offset for start of sprite data; each word is 16 bits (4 pixels)
    4   ----BBBB    PPCCCCCC    attributes: bank, priority, color
    5   ------YY    YYYXXXXX    zoomy, zoomx
    6   --------    --------
    7   --------    --------
*/
	UINT16 ypos = source[0];
	UINT16 width = source[2];
	int top = ypos&0xff;
	int bottom = ypos>>8;
	if(width & 0x8000) return 1; // End of list bit set
	if(width & 0x4000) return 0; // Hide this sprite bit set
	if(top >= bottom || top >= 0xe0) return 0; // Invalid height or off-screen
	if(bottom >= 0xe0) bottom = 0xe0; // Clip bottom of sprite

	{
		UINT16 attributes = source[4];

		UINT16 zoomx = source[5] & 0x1F;
		UINT16 zoomy = (source[5] >> 5) & 0x1F;

		// Rest of rendering code expects zoom to be 10 bits
		zoomx <<= 5;
		zoomy <<= 5;

		// Having zoomy set to zoomx when zoomy is zero heavily distorts the multi-sprite opponents in hwchamp
		//if( zoomy==0 || source[6]==0xffff ) zoomy = zoomx; /* if zoomy is 0, use zoomx instead */

		sprite->x = source[1] + sys16_sprxoffset;
		sprite->y = top;
		sprite->priority = (attributes>>6)&0x3;
		sprite->color = 1024/16 + (attributes&0x3f);
		sprite->screen_height = bottom-top;
		sprite->flags = SYS16_SPR_VISIBLE;
		if( width&0x100 ) sprite->flags |= SYS16_SPR_FLIPX;
		if ((attributes&0x3f)==0x3f) sprite->flags|= SYS16_SPR_SHADOW;
		sprite->zoomx = zoomx;
		sprite->zoomy = zoomy;
		sprite->pitch = source[2]&0xff;
		sprite->gfx = ( source[3] + (sys16_obj_bank[(attributes>>8)&0xf]<<16) ) << 1; //*
	}
	return 0;
}

int sys16_sprite_passshot( struct sys16_sprite_attributes *sprite, const UINT16 *source, int bJustGetColor ){
/* Passing shot 4p needs:   passshot_y=-0x23; passshot_width=1;
    0   -------X    XXXXXXXX    left (screen coordinate)
    1   YYYYYYYY    YYYYYYYY    bottom, top (screen coordinates)
    2   XTTTTTTT    TTTTTTTT    (pen data, flipx, flipy)
    3   --------    FWWWWWWW    pitch: flipy, logical width
    4   ------ZZ    ZZZZZZZZ    zoom
    5   PPCCCCCC    BBBB----    attributes: priority, color, bank
    6   --------    --------
    7   --------    --------
*/
	int passshot_y=0;
	int passshot_width=0;
	UINT16 attributes = source[5];
	UINT16 ypos = source[1];
	int bottom = (ypos>>8)+passshot_y;
	int top = (ypos&0xff)+passshot_y;
	if( bottom>top && ypos!=0xffff ){
		int bank = (attributes>>4)&0xf;
		UINT16 number = source[2];
		UINT16 width = source[3];
		int zoom = source[4]&0x3ff;
		int xpos = source[0] + sys16_sprxoffset;
		sprite->screen_height = bottom - top;
		sprite->priority = attributes>>14;
		sprite->color = 1024/16+ ((attributes>>8)&0x3f);
		/* hack */
		if( passshot_width) { /* 4 player bootleg version */
			width = -width;
			number -= width*(bottom-top-1)-1;
		}
		sprite->flags = SYS16_SPR_VISIBLE;
		if( number & 0x8000 ) sprite->flags |= SYS16_SPR_FLIPX;
		if (((attributes>>8)&0x3f)==0x3f)	// shadow sprite
			sprite->flags|= SYS16_SPR_SHADOW;
		sprite->pitch = width&0xff;
		if( sprite->flags&SYS16_SPR_FLIPX ){
			bank = (bank-1) & 0xf; /* ? */
		}
		sprite->gfx = ((number-(short)width)*4 + (sys16_obj_bank[bank] << 17))/2; //*
		sprite->x = xpos;
		sprite->y = top+2; //*
		sprite->zoomx = sprite->zoomy = zoom;
	}
	return 0;
}


int sys16_sprite_quartet2( struct sys16_sprite_attributes *sprite, const UINT16 *source, int bJustGetColor ){
/* Quartet2, Alexkidd, Bodyslam, mjleague, shinobibl
    0   YYYYYYYY YYYYYYYY   bottom, top
    1   -------X XXXXXXXX   xpos
    2   -------- WWWWWWWW   pitch
    3   FTTTTTTT TTTTTTTT   flipx, gfx
    4   --CCCCCC BBBBPPPP   color, bank, priority
    5   -------- --------
    6   -------- --------
    7   -------- --------
*/
	UINT16 ypos = source[0];
	int top = ypos&0xff;
	int bottom = ypos>>8;
	if( bottom == 0xff ) return 1;
	if(bottom !=0 && bottom > top){
		UINT16 spr_pri=(source[4])&0xf; /* ?? */
		UINT16 bank=(source[4]>>4) &0xf;
		UINT16 pal=(source[4]>>8)&0x3f;
		UINT16 tsource[4];
		UINT16 width;
		int gfx;

		if (spr_pri) { /* MASH - ?? */
			tsource[2]=source[2];
			tsource[3]=source[3];
			if((tsource[3] & 0x7f80) == 0x7f80){
				bank=(bank-1)&0xf;
				tsource[3]^=0x8000;
			}
			tsource[2] &= 0x00ff;
			if (tsource[3]&0x8000){ // reverse
				tsource[2] |= 0x0100;
				tsource[3] &= 0x7fff;
			}
			gfx = tsource[3]*4;
			width = tsource[2];
			//top++;
			//bottom++;
			sprite->x = source[1] + sys16_sprxoffset;
			if(sprite->x > 0x140) sprite->x-=0x200;
			sprite->y = top;
			sprite->priority = spr_pri;
			sprite->color = 1024/16 + pal;
			sprite->screen_height = bottom-top;
			sprite->pitch = width&0xff;
			sprite->flags = SYS16_SPR_VISIBLE;
			if( width&0x100 ) sprite->flags |= SYS16_SPR_FLIPX;
			if( pal==0x3f ) sprite->flags|= SYS16_SPR_SHADOW; // shadow sprite
			sprite->gfx = ((gfx &0x3ffff) + (sys16_obj_bank[bank] << 17))/2;
		}
	}
	return 0;
}