/*************************************************************************** bking2.c Functions to emulate the video hardware of the machine. ***************************************************************************/ #include "driver.h" extern UINT8* bking2_playfield_ram; static int pc3259_output[4]; static int pc3259_mask; static UINT8 xld1; static UINT8 xld2; static UINT8 xld3; static UINT8 yld1; static UINT8 yld2; static UINT8 yld3; static int ball1_pic; static int ball2_pic; static int crow_pic; static int crow_flip; static int palette_bank; static int controller; static int hit; static mame_bitmap* helper0; static mame_bitmap* helper1; static tilemap* bg_tilemap; /*************************************************************************** Convert the color PROMs into a more useable format. The palette PROM is connected to the RGB output this way: bit 7 -- 390 ohm resistor -- BLUE -- 220 ohm resistor -- BLUE -- 820 ohm resistor -- GREEN -- 390 ohm resistor -- GREEN -- 220 ohm resistor -- GREEN -- 820 ohm resistor -- RED -- 390 ohm resistor -- RED bit 0 -- 220 ohm resistor -- RED ***************************************************************************/ PALETTE_INIT( bking2 ) { int i; #define TOTAL_COLORS(gfxn) (machine->gfx[gfxn]->total_colors * machine->gfx[gfxn]->color_granularity) #define COLOR(gfxn,offs) (colortable[machine->drv->gfxdecodeinfo[gfxn].color_codes_start + offs]) for (i = 0;i < machine->drv->total_colors;i++) { int bit0,bit1,bit2,r,g,b; /* red component */ bit0 = (*color_prom >> 0) & 0x01; bit1 = (*color_prom >> 1) & 0x01; bit2 = (*color_prom >> 2) & 0x01; r = 0x92 * bit0 + 0x46 * bit1 + 0x27 * bit2; /* green component */ bit0 = (*color_prom >> 3) & 0x01; bit1 = (*color_prom >> 4) & 0x01; bit2 = (*color_prom >> 5) & 0x01; g = 0x92 * bit0 + 0x46 * bit1 + 0x27 * bit2; /* blue component */ bit0 = (*color_prom >> 6) & 0x01; bit1 = (*color_prom >> 7) & 0x01; bit2 = 0; b = 0x92 * bit0 + 0x46 * bit1 + 0x27 * bit2; palette_set_color(machine,i,MAKE_RGB(r,g,b)); color_prom++; } /* color PROM A7-A8 is the palette select */ /* character colors. Image bits go to A0-A2 of the color PROM */ for (i = 0; i < TOTAL_COLORS(0); i++) { COLOR(0,i) = ((i << 4) & 0x180) | (i & 0x07); } /* crow colors. Image bits go to A5-A6. */ for (i = 0; i < TOTAL_COLORS(1); i++) { COLOR(1,i) = ((i << 5) & 0x180) | ((i & 0x03) << 5); } /* ball colors. Ball 1 image bit goes to A3. Ball 2 to A4. */ for (i = 0; i < TOTAL_COLORS(2); i++) { COLOR(2,i) = ((i << 6) & 0x180) | ((i & 0x01) << 3); COLOR(3,i) = ((i << 6) & 0x180) | ((i & 0x01) << 4); } } WRITE8_HANDLER( bking2_xld1_w ) { xld1 = -data; } WRITE8_HANDLER( bking2_yld1_w ) { yld1 = -data; } WRITE8_HANDLER( bking2_xld2_w ) { xld2 = -data; } WRITE8_HANDLER( bking2_yld2_w ) { yld2 = -data; } WRITE8_HANDLER( bking2_xld3_w ) { xld3 = -data; } WRITE8_HANDLER( bking2_yld3_w ) { yld3 = -data; } WRITE8_HANDLER( bking2_cont1_w ) { /* D0 = COIN LOCK */ /* D1 = BALL 5 (Controller selection) */ /* D2 = VINV (flip screen) */ /* D3 = Not Connected */ /* D4-D7 = CROW0-CROW3 (selects crow picture) */ coin_lockout_global_w(~data & 0x01); flip_screen = data & 0x04; tilemap_set_flip(ALL_TILEMAPS, flip_screen ? TILEMAP_FLIPX | TILEMAP_FLIPY : 0); controller = data & 0x02; crow_pic = (data >> 4) & 0x0f; } WRITE8_HANDLER( bking2_cont2_w ) { /* D0-D2 = BALL10 - BALL12 (Selects player 1 ball picture) */ /* D3-D5 = BALL20 - BALL22 (Selects player 2 ball picture) */ /* D6 = HIT1 */ /* D7 = HIT2 */ ball1_pic = (data >> 0) & 0x07; ball2_pic = (data >> 3) & 0x07; hit = data >> 6; } WRITE8_HANDLER( bking2_cont3_w ) { /* D0 = CROW INV (inverts Crow picture and coordinates) */ /* D1-D2 = COLOR 0 - COLOR 1 (switches 4 color palettes, global across all graphics) */ /* D3 = SOUND STOP */ crow_flip = ~data & 0x01; if (palette_bank != ((data >> 1) & 0x03)) { tilemap_mark_all_tiles_dirty(bg_tilemap); } palette_bank = (data >> 1) & 0x03; sound_global_enable(~data & 0x08); } WRITE8_HANDLER( bking2_msk_w ) { pc3259_mask++; } WRITE8_HANDLER( bking2_hitclr_w ) { pc3259_mask = 0; pc3259_output[0] = 0; pc3259_output[1] = 0; pc3259_output[2] = 0; pc3259_output[3] = 0; } WRITE8_HANDLER( bking2_playfield_w ) { bking2_playfield_ram[offset] = data; tilemap_mark_tile_dirty(bg_tilemap, offset / 2); } READ8_HANDLER( bking2_input_port_5_r ) { return readinputport(controller ? 7 : 5); } READ8_HANDLER( bking2_input_port_6_r ) { return readinputport(controller ? 8 : 6); } READ8_HANDLER( bking2_pos_r ) { return pc3259_output[offset / 8] << 4; } static TILE_GET_INFO( get_tile_info ) { UINT8 code0 = bking2_playfield_ram[2 * tile_index + 0]; UINT8 code1 = bking2_playfield_ram[2 * tile_index + 1]; int flags = 0; if (code1 & 4) flags |= TILE_FLIPX; if (code1 & 8) flags |= TILE_FLIPY; SET_TILE_INFO(0, code0 + 256 * code1, palette_bank, flags); } VIDEO_START( bking2 ) { bg_tilemap = tilemap_create(get_tile_info, tilemap_scan_rows, 0, 8, 8, 32, 32); helper0 = auto_bitmap_alloc(machine->screen[0].width, machine->screen[0].height, machine->screen[0].format); helper1 = auto_bitmap_alloc(machine->screen[0].width, machine->screen[0].height, machine->screen[0].format); } VIDEO_UPDATE( bking2 ) { tilemap_draw(bitmap, cliprect, bg_tilemap, 0, 0); /* draw the balls */ drawgfx(bitmap, machine->gfx[2], ball1_pic, palette_bank, 0, 0, xld1, yld1, cliprect, TRANSPARENCY_PEN, 0); drawgfx(bitmap, machine->gfx[3], ball2_pic, palette_bank, 0, 0, xld2, yld2, cliprect, TRANSPARENCY_PEN, 0); /* draw the crow */ drawgfx(bitmap, machine->gfx[1], crow_pic, palette_bank, crow_flip, crow_flip, crow_flip ? xld3 - 16 : 256 - xld3, crow_flip ? yld3 - 16 : 256 - yld3, cliprect, TRANSPARENCY_PEN, 0); return 0; } VIDEO_EOF( bking2 ) { static rectangle rect = { 0, 7, 0, 15 }; int xld = 0; int yld = 0; UINT32 latch = 0; if (pc3259_mask == 6) /* player 1 */ { xld = xld1; yld = yld1; drawgfx(helper1, machine->gfx[2], ball1_pic, 0, 0, 0, 0, 0, &rect, TRANSPARENCY_NONE, 0); latch = 0x0C00; } if (pc3259_mask == 3) /* player 2 */ { xld = xld2; yld = yld2; drawgfx(helper1, machine->gfx[3], ball2_pic, 0, 0, 0, 0, 0, &rect, TRANSPARENCY_NONE, 0); latch = 0x0400; } tilemap_set_scrollx(bg_tilemap, 0, flip_screen ? -xld : xld); tilemap_set_scrolly(bg_tilemap, 0, flip_screen ? -yld : yld); tilemap_draw(helper0, &rect, bg_tilemap, 0, 0); tilemap_set_scrollx(bg_tilemap, 0, 0); tilemap_set_scrolly(bg_tilemap, 0, 0); if (latch != 0) { const UINT8* MASK = memory_region(REGION_USER1) + 8 * hit; int x; int y; for (y = rect.min_y; y <= rect.max_y; y++) { const UINT16* p0 = BITMAP_ADDR16(helper0, y, 0); const UINT16* p1 = BITMAP_ADDR16(helper1, y, 0); for (x = rect.min_x; x <= rect.max_x; x++) { if (MASK[p0[x] & 7] && p1[x]) { int col = (xld + x) / 8 + 1; int row = (yld + y) / 8 + 0; latch |= (flip_screen ? 31 - col : col) << 0; latch |= (flip_screen ? 31 - row : row) << 5; pc3259_output[0] = (latch >> 0x0) & 0xf; pc3259_output[1] = (latch >> 0x4) & 0xf; pc3259_output[2] = (latch >> 0x8) & 0xf; pc3259_output[3] = (latch >> 0xc) & 0xf; return; } } } } }