📄 srumbler.c
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/***************************************************************************
SPEED RUMBLER
vidhrdw.c
Functions to emulate the video hardware of the machine.
Todo:
Priority tiles (should be half transparent).
***************************************************************************/
#include "driver.h"
#include "vidhrdw/generic.h"
unsigned char *srumbler_backgroundram;
unsigned char *srumbler_scrolly;
unsigned char *srumbler_scrollx;
int srumbler_backgroundram_size;
static unsigned char *bkgnd_dirty;
static struct osd_bitmap *tmpbitmap2;
/* Unknown video control register */
static int srumbler_video_control;
/*
Currently not used. The end of level score-board should either be
transparent or the scroll tiles need to be turned off.
*/
static int chon=1,objon=1,scrollon=1;
/***************************************************************************
Start the video hardware emulation.
***************************************************************************/
int srumbler_vh_start(void)
{
int i;
if (generic_vh_start() != 0)
return 1;
if ((bkgnd_dirty = malloc(srumbler_backgroundram_size)) == 0)
{
generic_vh_stop();
return 1;
}
memset(bkgnd_dirty,1,srumbler_backgroundram_size);
if ((tmpbitmap2 = osd_new_bitmap(0x40*16, 0x40*16, Machine->scrbitmap->depth )) == 0)
{
free(bkgnd_dirty);
generic_vh_stop();
return 1;
}
#define COLORTABLE_START(gfxn,color_code) Machine->drv->gfxdecodeinfo[gfxn].color_codes_start + \
color_code * Machine->gfx[gfxn]->color_granularity
#define GFX_COLOR_CODES(gfxn) Machine->gfx[gfxn]->total_colors
#define GFX_ELEM_COLORS(gfxn) Machine->gfx[gfxn]->color_granularity
memset(palette_used_colors,PALETTE_COLOR_UNUSED,Machine->drv->total_colors * sizeof(unsigned char));
/* chars */
for (i = 0;i < GFX_COLOR_CODES(0);i++)
{
memset(&palette_used_colors[COLORTABLE_START(0,i)],
PALETTE_COLOR_USED,
GFX_ELEM_COLORS(0));
}
/* bg tiles */
for (i = 0;i < GFX_COLOR_CODES(1);i++)
{
memset(&palette_used_colors[COLORTABLE_START(1,i)],
PALETTE_COLOR_USED,
GFX_ELEM_COLORS(1));
}
/* sprites */
for (i = 0;i < GFX_COLOR_CODES(2);i++)
{
memset(&palette_used_colors[COLORTABLE_START(2,i)],
PALETTE_COLOR_USED,
GFX_ELEM_COLORS(2));
}
return 0;
}
/***************************************************************************
Stop the video hardware emulation.
***************************************************************************/
void srumbler_vh_stop(void)
{
osd_free_bitmap(tmpbitmap2);
free(bkgnd_dirty);
generic_vh_stop();
}
void srumbler_4009_w(int offset, int data)
{
/* Unknown video control register */
srumbler_video_control=data;
}
void srumbler_background_w(int offset,int data)
{
if (srumbler_backgroundram[offset] != data)
{
bkgnd_dirty[offset] = 1;
srumbler_backgroundram[offset] = data;
}
}
/***************************************************************************
Draw the game screen in the given osd_bitmap.
Do NOT call osd_update_display() from this function, it will be called by
the main emulation engine.
***************************************************************************/
void srumbler_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
int scrollx, scrolly;
int offs;
int sx, sy, x, y;
if (palette_recalc())
memset(bkgnd_dirty,1,srumbler_backgroundram_size);
scrollx = srumbler_scrollx[0]+256*srumbler_scrollx[1];
scrollx &= 0x03ff;
scrolly = (srumbler_scrolly[0]+256*srumbler_scrolly[1]);
if (scrollon)
{
offs=0;
for (sx=0; sx<0x40; sx++)
{
for (sy=0; sy<0x40; sy++)
{
/* TILES
=====
Attribute
0x80 Colour
0x40 Colour
0x20 Colour
0x10 Tile priority
0x08 Y flip
0x04 Code
0x02 Code
0x01 Code
*/
if (bkgnd_dirty[offs]||bkgnd_dirty[offs+1])
{
int attr=srumbler_backgroundram[offs];
int code=attr&0x07;
code <<= 8;
code+=srumbler_backgroundram[offs+1];
bkgnd_dirty[offs]=bkgnd_dirty[offs+1]=0;
drawgfx(tmpbitmap2,Machine->gfx[1],
code,
(attr>>5),
0,
attr&0x08,
sx*16, sy*16,
0, TRANSPARENCY_NONE,0);
}
offs+=2;
}
}
/* copy the background graphics */
{
int scrlx, scrly;
scrlx =-scrollx;
scrly=-scrolly;
copyscrollbitmap(bitmap,tmpbitmap2,1,&scrlx,1,&scrly,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
}
}
else fillbitmap(bitmap,Machine->pens[0],&Machine->drv->visible_area);
if (objon)
{
/* Draw the sprites. */
for (offs = spriteram_size-4; offs>=0;offs -= 4)
{
/* SPRITES
=====
Attribute
0x80 Code MSB
0x40 Code MSB
0x20 Code MSB
0x10 Colour
0x08 Colour
0x04 Colour
0x02 y Flip
0x01 X MSB
*/
int code,colour;
int attr=spriteram[offs+1];
code = spriteram[offs];
code += ( (attr&0xe0) << 3 );
colour = (attr & 0x1c)>>2;
sy = spriteram[offs + 2];
sx = spriteram[offs + 3] + 0x100 * ( attr & 0x01);
drawgfx(bitmap,Machine->gfx[2],
code,
colour,
0,
attr&0x02,
sx, sy,
&Machine->drv->visible_area,TRANSPARENCY_PEN,15);
}
/* now draw high priority sprite parts */
if( 0 )for (offs = spriteram_size-4; offs>=0;offs -= 4)
{
/* SPRITES
=====
Attribute
0x80 Code MSB
0x40 Code MSB
0x20 Code MSB
0x10 Colour
0x08 Colour
0x04 Colour
0x02 y Flip
0x01 X MSB
*/
int code,colour;
int attr=spriteram[offs+1];
code = spriteram[offs];
code += ( (attr&0xe0) << 3 );
colour = (attr & 0x1c)>>2;
sy = spriteram[offs + 2];
sx = spriteram[offs + 3] + 0x100 * ( attr & 0x01);
drawgfx(bitmap,Machine->gfx[2],
code,
colour,
0,
attr&0x02,
sx, sy,
&Machine->drv->visible_area,TRANSPARENCY_PENS,(1<<15)|0xFF);
}
}
/* redraw the background tiles which have priority over sprites */
if (scrollon)
{
x=-(scrollx & 0x0f);
for (sx=0; sx<0x18; sx++)
{
offs=(scrollx >>4)*0x80;
offs+=(scrolly>>4)*2;
offs+=sx*0x80;
offs&=0x1fff;
y=-(scrolly & 0x0f);
for (sy=0; sy<0x11; sy++)
{
int attr=srumbler_backgroundram[offs];
if (attr & 0x10)
{
int code=attr&0x07;
code <<= 8;
code+=srumbler_backgroundram[offs+1];
drawgfx(bitmap,Machine->gfx[1],
code,
(attr>>5),
0,
attr&0x08,
x, y,
&Machine->drv->visible_area,
TRANSPARENCY_PENS,0xFF );
}
y+=16;
offs+=2;
}
x+=16;
}
}
if (chon)
{
/* draw the frontmost playfield. They are characters, but draw them as sprites */
for (offs = videoram_size - 2;offs >= 0;offs -= 2)
{
sx = (offs/2) / 32;
sy = (offs/2) % 32;
drawgfx(bitmap,Machine->gfx[0],
videoram[offs + 1] + ((videoram[offs] & 0x03) << 8),
(videoram[offs] & 0x3c) >> 2,
0,0,
8*sx,8*sy,
&Machine->drv->visible_area,
(videoram[offs] & 0x40) ? TRANSPARENCY_NONE : TRANSPARENCY_PEN,3);
}
}
}
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