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/* 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;
}
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