/*************************************************************************** Atari Arcade Classics hardware (prototypes) Note: this video hardware has some similarities to Shuuz & company The sprite offset registers are stored to 3EFF80 ****************************************************************************/ #include "driver.h" #include "machine/atarigen.h" #include "arcadecl.h" /************************************* * * Statics * *************************************/ static UINT8 has_mo; /************************************* * * Video system start * *************************************/ VIDEO_START( arcadecl ) { static const struct atarimo_desc modesc = { 0, /* index to which gfx system */ 1, /* number of motion object banks */ 1, /* are the entries linked? */ 0, /* are the entries split? */ 0, /* render in reverse order? */ 0, /* render in swapped X/Y order? */ 0, /* does the neighbor bit affect the next object? */ 0, /* pixels per SLIP entry (0 for no-slip) */ 0, /* pixel offset for SLIPs */ 0, /* maximum number of links to visit/scanline (0=all) */ 0x100, /* base palette entry */ 0x100, /* maximum number of colors */ 0, /* transparent pen index */ {{ 0x00ff,0,0,0 }}, /* mask for the link */ {{ 0 }}, /* mask for the graphics bank */ {{ 0,0x7fff,0,0 }}, /* mask for the code index */ {{ 0 }}, /* mask for the upper code index */ {{ 0,0,0x000f,0 }}, /* mask for the color */ {{ 0,0,0xff80,0 }}, /* mask for the X position */ {{ 0,0,0,0xff80 }}, /* mask for the Y position */ {{ 0,0,0,0x0070 }}, /* mask for the width, in tiles*/ {{ 0,0,0,0x0007 }}, /* mask for the height, in tiles */ {{ 0,0x8000,0,0 }}, /* mask for the horizontal flip */ {{ 0 }}, /* mask for the vertical flip */ {{ 0 }}, /* mask for the priority */ {{ 0 }}, /* mask for the neighbor */ {{ 0 }}, /* mask for absolute coordinates */ {{ 0 }}, /* mask for the special value */ 0, /* resulting value to indicate "special" */ 0, /* callback routine for special entries */ }; /* initialize the playfield */ rampart_bitmap_init(machine, 43*8, 30*8); /* initialize the motion objects */ atarimo_init(machine, 0, &modesc); /* set the intial scroll offset */ atarimo_set_xscroll(0, -4); atarimo_set_yscroll(0, 0x110); has_mo = (machine->gfx[0]->total_elements > 10); } /************************************* * * Main refresh * *************************************/ VIDEO_UPDATE( arcadecl ) { /* draw the playfield */ rampart_bitmap_render(machine, bitmap, cliprect); /* draw and merge the MO */ if (has_mo) { struct atarimo_rect_list rectlist; mame_bitmap *mobitmap; int x, y, r; mobitmap = atarimo_render(machine, 0, cliprect, &rectlist); for (r = 0; r < rectlist.numrects; r++, rectlist.rect++) for (y = rectlist.rect->min_y; y <= rectlist.rect->max_y; y++) { UINT16 *mo = (UINT16 *)mobitmap->base + mobitmap->rowpixels * y; UINT16 *pf = (UINT16 *)bitmap->base + bitmap->rowpixels * y; for (x = rectlist.rect->min_x; x <= rectlist.rect->max_x; x++) if (mo[x]) { /* not yet verified */ pf[x] = mo[x]; /* erase behind ourselves */ mo[x] = 0; } } } return 0; }