/*************************************************************************** These are some of the CPS-B chip numbers: NAME CPS-B # C-board PAL's B-board PAL's Forgotten Worlds / Lost Worlds CPS-B-01 DL-0411-10001 None LWCH1 & LW10 Ghouls 'n Ghosts CPS-B-01 DL-0411-10001 None DM620, LW10 Strider CPS-B-01 DL-0411-10001 None ST24N1 & LW10 or ST22B Dynasty Wars CPS-B-02 DL-0411-10002 ? ? Willow CPS-B-03 DL-0411-10003 None WL24B & LW10 UN Squadron / Area 88 CPS-B-11 DL-0411-10004 None AR24B & LW10 Street Fighter II (ETC Rev G) CPS-B-11 DL-0411-10004 None STF29 & IOB1 Final Fight (World / Japan) CPS-B-04 DL-0411-10005 None S224B & LW10 Final Fight (US) CPS-B-04* DL-0411-10001 None S224B & LW10 *actually CPS-B-01, the original number was scratched out and "04" stamped over it Varth CPS-B-04 DL-0411-10005 None VA24B & LW10 1941 CPS-B-05 DL-0411-10006 ? YI24B & ? Street Fighter II (US Rev D) CPS-B-05 DL-0411-10006 C632 STF29 & IOB1 Mercs (US) CPS-B-12 DL-0411-10007 C628 0224B & IOB1 Street Fighter II (Japan Rev C) CPS-B-12 DL-0411-10007 C632 STF29 & IOB1 Magic Sword (US) CPS-B-13 DL-0411-10008 None MS24B & IOB1 Street Fighter II (Japan) CPS-B-13 DL-0411-10008 C632 STF29 & IOB1 Chiki Chiki Boys / Mega Twins CPS-B-14 DL-0411-10009 ? ? Street Fighter II (US Rev I) CPS-B-14 DL-0411-10009 C632 STF29 & IOB1 Nemo CPS-B-15 DL-0411-10010 ? NM24B & ? Carrier Air Wing CPS-B-16 DL-0411-10011 None CA24B & IOB1 Street Fighter II CPS-B-17 DL-0411-10012 C632 STF29 & IOB1 Three Wonders* CPS-B-21 DL-0921-10014 IOC1 & C632 RT24B & IOB1 King of Dragons* CPS-B-21 DL-0921-10014 IOC1 & C632 KD29B & IOB1 Captain Commando* (US) CPS-B-21 DL-0921-10014 IOC1 & C632 CC63B, CCPRG & IOB1 Knights of the Round* CPS-B-21 DL-0921-10014 IOC1 & C632 KR63B, BPRG1 & IOB1 Street Fighter II' Champion Edition CPS-B-21 DL-0921-10014 IOC1 & C632 S9263B, BPRG1 & IOB1 Capcom World 2* CPS-B-21 DL-0921-10014 IOC1 Q522B & IOB1 Quiz and Dragons* CPS-B-21 DL-0921-10014 IOC1 QD22B & IOB1 Warriors of Fate* CPS-B-21 DL-0921-10014 IOC1 TK263B, BPRG1 & IOB1 Street Fighter II Turbo Hyper Fighting CPS-B-21 DL-0921-10014 IOC1 & C632 S9263B, BPRG1 & IOB1 Cadillacs and Dinosaurs* CPS-B-21 DL-0921-10014 IOC1 CD63B, BPRG1 & IOB1 Punisher* CPS-B-21 DL-0921-10014 IOC1 PS63B, BPRG1 & IOB1 Saturday Night Slam Masters* CPS-B-21 DL-0921-10014 IOC1 MB63B, BPRG1 & IOB1 Muscle Bomber Duo* CPS-B-21 DL-0921-10014 ? ? Pnickies CPS-B-21? DL-0921-10014? ? ? Pang 3 CPS-B-21 DL-0921-10014 IOC1 & C632 CP1B1F, CP1B8K & CP1B9KA Megaman the Power Battle CPS-B-21 DL-0921-10014 IOC1 & C632 RCM63B, BPRG1 & IOB1 Street Fighter Zero changer system (Japan) CPS-B-21 DL-0921-10014 ? ? *denotes Suicide Battery You can set the suicide CPS-B-21 chips to their default layer register and priority bit values if you pull pins 45 and 46 high (floating the pins seems to work, too). The default is the same values as Street Fighter 2 CE/Turbo. OUTPUT PORTS 0x00-0x01 OBJ RAM base (/256) 0x02-0x03 Scroll1 (8x8) RAM base (/256) 0x04-0x05 Scroll2 (16x16) RAM base (/256) 0x06-0x07 Scroll3 (32x32) RAM base (/256) 0x08-0x09 rowscroll RAM base (/256) 0x0a-0x0b Palette base (/256) 0x0c-0x0d Scroll 1 X 0x0e-0x0f Scroll 1 Y 0x10-0x11 Scroll 2 X 0x12-0x13 Scroll 2 Y 0x14-0x15 Scroll 3 X 0x16-0x17 Scroll 3 Y 0x18-0x19 Starfield 1 X 0x1a-0x1b Starfield 1 Y 0x1c-0x1d Starfield 2 X 0x1e-0x1f Starfield 2 Y 0x20-0x21 start offset for the rowscroll matrix 0x22-0x23 unknown but widely used - usually 0x0e. bit 0 enables rowscroll on layer 2. bit 15 is flip screen. Some registers move from game to game.. following example strider 0x66-0x67 Layer control register bits 14-15 seem to be unused ghouls sets bits 15 in service mode when you press button 2 in the input test bits 6-13 (4 groups of 2 bits) select layer draw order bits 1-5 enable the three tilemap layers and the two starfield layers (the bit order changes from game to game). Only Forgotten Worlds and Strider use the starfield. bit 0 could be rowscroll related. It is set by captain commando, varth, mtwins, mssword, cawing while rowscroll is active. However kodj and sf2 do NOT set this bit while they are using rowscroll. Games known to use row scrolling: SF2 Mega Twins (underwater, cave) Carrier Air Wing (hazy background at beginning of mission 8, put 07 at ff8501 to jump there) Magic Sword (fire on floor 3; screen distort after continue) Varth (title screen) Captain Commando (end game sequence) 0x68-0x69 Priority mask \ Tiles in the layer just below sprites can have 0x6a-0x6b Priority mask | four priority levels, each one associated with one 0x6c-0x6d Priority mask | of these masks. The masks indicate pens in the tile 0x6e-0x6f Priority mask / that have priority over sprites. 0x70-0x71 Control register (usually 0x003f). The details of how this register works are unknown, but it definitely affects the palette; experiments on the real board show that values different from 0x3f in the low 6 bits cause wrong colors. The other bits seem to be unused. There is one CPS2 game (Slammasters II) setting this to 0x2f: the purpose is unknown. The only other places where this register seems to be set to a value different from 0x3f is during startup tests. Examples: ghouls 0x02 strider 0x02 unsquad 0x0f kod 0x0f mtwins 0x0f Fixed registers 0x80-0x81 Sound command 0x88-0x89 Sound fade Known Bug List ============== CPS2: * CPS2 can do raster effects, certainly used by ssf2 (Cammy, DeeJay, T.Hawk levels), msh (lava level, early in attract mode) and maybe others (xmcotaj, vsavj). IRQ4 is some sort of scanline interrupt used for that purpose. * Its unknown what CPS2_OBJ_BASE register (0x400000) does but it is not a object base register. All games use 0x7000 even if 0x7080 is used at this register (checked on real HW). Maybe it sets the object bank used when cps2_objram_bank is set. * Sprites are currently lagged by one frame to keep sync with backgrounds. This causes sprites to stay on screen one frame longer (visable in VSAV attract mode). Marvel Vs. Capcom * Sometimes currupt gfx are displayed on the 32x32 layer as the screen flashes at the start of super combo moves. The problem seems to be due to tiles being fetched before the first 32x32 tile offset and results in data coming from 16x16 or 8x8 tiles instead. CPS1: SF2 * Missing chain in the foreground in Ken's level, and sign in Cun Li's level. Those graphics are in the backmost layer. UN Squadron * DOT TEST in service mode shows garbage chars Magic Sword. * during attract mode, characters are shown with a black background. There is a background, but the layers are disabled. I think this IS the correct behaviour. King of Dragons (World). * Distortion effect missing on character description screen during attract mode. The game rapidly toggles on and off the layer enable bit. Again, I think this IS the correct behaviour. The Japanese version does the distortion as expected. 3wonders * one bad tile at the end of level 1 * writes to output ports 42, 44, 46. qad * layer enable mask incomplete wof * In round 8, when the player goes over a bridge, there is a problem with some sprites. When an enemy falls to the floor near the edge of the bridge, parts of it become visible under the bridge. Unknown issues ============== There are often some redundant high bits in the scroll layer's attributes. I think that these are spare bits that the game uses for to store additional information, not used by the hardware. The games seem to use them to mark platforms, kill zones and no-go areas. ***************************************************************************/ #include "driver.h" #include "cps1.h" #define VERBOSE 0 #define CPS1_DUMP_VIDEO 0 /******************************************************************** Configuration table: ********************************************************************/ /* Game specific data */ struct CPS1config { const char *name; /* game driver name */ /* Some games interrogate a couple of registers on bootup. */ /* These are CPS1 board B self test checks. They wander from game to */ /* game. */ int cpsb_addr; /* CPS board B test register address */ int cpsb_value; /* CPS board B test register expected value */ /* some games use as a protection check the ability to do 16-bit multiplies */ /* with a 32-bit result, by writing the factors to two ports and reading the */ /* result from two other ports. */ /* It looks like this feature was introduced with 3wonders (CPSB ID = 08xx) */ int mult_factor1; int mult_factor2; int mult_result_lo; int mult_result_hi; int layer_control; int priority[4]; int control_reg; /* Control register? seems to be always 0x3f */ /* ideally, the layer enable masks should consist of only one bit, */ /* but in many cases it is unknown which bit is which. */ int layer_enable_mask[5]; int bank_scroll1; int bank_scroll2; int bank_scroll3; /* Some characters aren't visible */ const int start_scroll2; const int end_scroll2; const int start_scroll3; const int end_scroll3; int kludge; /* Ghouls n Ghosts sprite kludge */ }; struct CPS1config *cps1_game_config; /* CPSB ID multiply protection ctrl priority masks unknwn layer enable masks */ #define CPS_B_01 0x00,0x0000, 0,0,0,0, /* n/a */ 0x66,{0x68,0x6a,0x6c,0x6e},0x70, {0x02,0x04,0x08,0x30,0x30} #define CPS_B_02 0x60,0x0002, 0,0,0,0, /* n/a */ 0x6c,{0x6a,0x68,0x66,0x64},0x62, {0x02,0x04,0x08,0x00,0x00} #define CPS_B_03 0x00,0x0000, 0,0,0,0, /* n/a */ 0x70,{0x6e,0x6c,0x6a,0x68},0x66, {0x20,0x10,0x08,0x00,0x00} #define CPS_B_04 0x60,0x0004, 0,0,0,0, /* n/a */ 0x6e,{0x66,0x70,0x68,0x72},0x6a, {0x02,0x0c,0x0c,0x00,0x00} #define CPS_B_05 0x60,0x0005, 0,0,0,0, /* n/a */ 0x68,{0x6a,0x6c,0x6e,0x70},0x72, {0x02,0x08,0x20,0x14,0x14} #define CPS_B_11 0x72,0x0401, 0,0,0,0, /* n/a */ 0x66,{0x68,0x6a,0x6c,0x6e},0x70, {0x08,0x10,0x20,0x00,0x00} #define CPS_B_12 0x60,0x0402, 0,0,0,0, /* n/a */ 0x6c,{0x6a,0x68,0x66,0x64},0x62, {0x02,0x04,0x08,0x00,0x00} #define CPS_B_13 0x6e,0x0403, 0,0,0,0, /* n/a */ 0x62,{0x64,0x66,0x68,0x6a},0x6c, {0x20,0x02,0x04,0x00,0x00} #define CPS_B_14 0x5e,0x0404, 0,0,0,0, /* n/a */ 0x52,{0x54,0x56,0x58,0x5a},0x5c, {0x08,0x20,0x10,0x00,0x00} #define CPS_B_15 0x4e,0x0405, 0,0,0,0, /* n/a */ 0x42,{0x44,0x46,0x48,0x4a},0x4c, {0x04,0x02,0x20,0x00,0x00} #define CPS_B_16 0x40,0x0406, 0,0,0,0, /* n/a */ 0x4c,{0x4a,0x48,0x46,0x44},0x42, {0x10,0x0a,0x0a,0x00,0x00} #define CPS_B_17 0x48,0x0407, 0,0,0,0, /* n/a */ 0x54,{0x52,0x50,0x4e,0x4c},0x4a, {0x08,0x10,0x02,0x00,0x00} #define CPS_B_18 0xd0,0x0408, 0,0,0,0, /* n/a */ 0xdc,{0xda,0xd8,0xd6,0xd4},0xd2, {0x10,0x08,0x02,0x00,0x00} #define NOBATTRY 0x00,0x0000, 0x40,0x42,0x44,0x46, 0x66,{0x68,0x6a,0x6c,0x6e},0x70, {0x02,0x04,0x08,0x30,0x30} // pang3 sets layer enable to 0x26 on startup #define BATTRY_1 0x72,0x0800, 0x4e,0x4c,0x4a,0x48, 0x68,{0x66,0x64,0x62,0x60},0x70, {0x20,0x04,0x08,0x12,0x12} #define BATTRY_2 0x00,0x0000, 0x5e,0x5c,0x5a,0x58, 0x60,{0x6e,0x6c,0x6a,0x68},0x70, {0x30,0x08,0x30,0x00,0x00} #define BATTRY_3 0x00,0x0000, 0x46,0x44,0x42,0x40, 0x60,{0x6e,0x6c,0x6a,0x68},0x70, {0x20,0x12,0x12,0x00,0x00} #define BATTRY_4 0x00,0x0000, 0x46,0x44,0x42,0x40, 0x68,{0x66,0x64,0x62,0x60},0x70, {0x20,0x10,0x02,0x00,0x00} #define BATTRY_5 0x00,0x0000, 0x4e,0x4c,0x4a,0x48, 0x60,{0x6e,0x6c,0x6a,0x68},0x70, {0x20,0x06,0x06,0x00,0x00} #define BATTRY_6 0x00,0x0000, 0x00,0x00,0x00,0x00, 0x60,{0x6e,0x6c,0x6a,0x68},0x70, {0x20,0x14,0x14,0x00,0x00} #define BATTRY_7 0x00,0x0000, 0x00,0x00,0x00,0x00, 0x6c,{0x00,0x00,0x00,0x00},0x52, {0x14,0x02,0x14,0x00,0x00} #define QSOUND_1 0x00,0x0000, 0x00,0x00,0x00,0x00, 0x62,{0x64,0x66,0x68,0x6a},0x6c, {0x10,0x08,0x04,0x00,0x00} #define QSOUND_2 0x00,0x0000, 0x00,0x00,0x00,0x00, 0x4a,{0x4c,0x4e,0x40,0x42},0x44, {0x16,0x16,0x16,0x00,0x00} #define QSOUND_3 0x4e,0x0c00, 0x00,0x00,0x00,0x00, 0x52,{0x54,0x56,0x48,0x4a},0x4c, {0x04,0x02,0x20,0x00,0x00} #define QSOUND_4 0x6e,0x0c01, 0x00,0x00,0x00,0x00, 0x56,{0x40,0x42,0x68,0x6a},0x6c, {0x04,0x08,0x10,0x00,0x00} #define QSOUND_5 0x5e,0x0c02, 0x00,0x00,0x00,0x00, 0x6a,{0x6c,0x6e,0x70,0x72},0x5c, {0x04,0x08,0x10,0x00,0x00} #define HACK_B_1 0x00,0x0000, 0x00,0x00,0x00,0x00, 0x54,{0x52,0x50,0x4e,0x4c},0x5c, {0xff,0xff,0xff,0x00,0x00} static struct CPS1config cps1_config_table[]= { /* name CPSB banks tile limits kludge */ {"forgottn",CPS_B_01, 0,0,0, 0x0000,0xffff,0x0000,0xffff, 7 }, {"lostwrld",CPS_B_01, 0,0,0, 0x0000,0xffff,0x0000,0xffff, 7 }, {"ghouls", CPS_B_01, 0,0,0, 0x0000,0xffff,0x0000,0xffff, 1 }, {"ghoulsu", CPS_B_01, 0,0,0, 0x0000,0xffff,0x0000,0xffff, 1 }, {"daimakai",CPS_B_01, 0,0,0, 0x0000,0xffff,0x0000,0xffff, 1 }, {"strider", CPS_B_01, 1,0,1, 0x0000,0xffff,0x0000,0xffff }, {"stridrua",CPS_B_01, 1,0,1, 0x0000,0xffff,0x0000,0xffff }, {"striderj",CPS_B_01, 1,0,1, 0x0000,0xffff,0x0000,0xffff }, {"stridrja",CPS_B_01, 1,0,1, 0x0000,0xffff,0x0000,0xffff }, {"dynwar", CPS_B_02, 0,1,1, 0x0000,0xffff,0x0000,0xffff }, {"dynwarj", CPS_B_02, 0,1,1, 0x0000,0xffff,0x0000,0xffff }, {"willow", CPS_B_03, 0,1,0, 0x0000,0xffff,0x0000,0xffff }, {"willowj", CPS_B_03, 0,1,0, 0x0000,0xffff,0x0000,0xffff }, {"willowje",CPS_B_03, 0,1,0, 0x0000,0xffff,0x0000,0xffff }, {"ffight", CPS_B_04, 0,0,0, 0x0001,0xffff,0x0001,0xffff }, {"ffightu", CPS_B_04, 0,0,0, 0x0001,0xffff,0x0001,0xffff }, {"ffightua",CPS_B_01, 0,0,0, 0x0001,0xffff,0x0001,0xffff }, {"ffightub",CPS_B_05, 0,0,0, 0x0001,0xffff,0x0001,0xffff }, // I think {"ffightj", CPS_B_04, 0,0,0, 0x0001,0xffff,0x0001,0xffff }, {"ffightj1",CPS_B_02, 0,0,0, 0x0001,0xffff,0x0001,0xffff }, {"1941", CPS_B_05, 0,0,0, 0x0000,0xffff,0x0400,0x07ff }, {"1941j", CPS_B_05, 0,0,0, 0x0000,0xffff,0x0400,0x07ff }, {"unsquad", CPS_B_11, 0,0,0, 0x0000,0xffff,0x0001,0xffff }, /* CPSB ID not checked, but it's the same as sf2eg */ {"area88", CPS_B_11, 0,0,0, 0x0000,0xffff,0x0001,0xffff }, /* CPSB ID not checked, but it's the same as sf2eg */ {"mercs", CPS_B_12, 0,0,0, 0x0600,0x5bff,0x0700,0x17ff, 4 }, /* (uses port 74) */ {"mercsu", CPS_B_12, 0,0,0, 0x0600,0x5bff,0x0700,0x17ff, 4 }, /* (uses port 74) */ {"mercsua", CPS_B_12, 0,0,0, 0x0600,0x5bff,0x0700,0x17ff, 4 }, /* (uses port 74) */ {"mercsj", CPS_B_12, 0,0,0, 0x0600,0x5bff,0x0700,0x17ff, 4 }, /* (uses port 74) */ {"msword", CPS_B_13, 0,0,0, 0x2800,0x37ff,0x0000,0xffff, 3 }, /* CPSB ID not checked, but it's the same as sf2j */ {"mswordr1",CPS_B_13, 0,0,0, 0x2800,0x37ff,0x0000,0xffff, 3 }, /* CPSB ID not checked, but it's the same as sf2j */ {"mswordu", CPS_B_13, 0,0,0, 0x2800,0x37ff,0x0000,0xffff, 3 }, /* CPSB ID not checked, but it's the same as sf2j */ {"mswordj", CPS_B_13, 0,0,0, 0x2800,0x37ff,0x0000,0xffff, 3 }, /* CPSB ID not checked, but it's the same as sf2j */ {"mtwins", CPS_B_14, 0,0,0, 0x0000,0x3fff,0x0e00,0xffff }, {"chikij", CPS_B_14, 0,0,0, 0x0000,0x3fff,0x0e00,0xffff }, {"nemo", CPS_B_15, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"nemoj", CPS_B_15, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"cawing", CPS_B_16, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"cawingr1",CPS_B_16, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"cawingu", CPS_B_16, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"cawingj", CPS_B_16, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"sf2", CPS_B_11, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2eb", CPS_B_17, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2ua", CPS_B_17, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2ub", CPS_B_17, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2ud", CPS_B_05, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2ue", CPS_B_18, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2uf", CPS_B_15, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2ui", CPS_B_14, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2uk", CPS_B_17, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, // check CPS_B {"sf2j", CPS_B_13, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2ja", CPS_B_17, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2jc", CPS_B_12, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, /* from here onwards the CPS-B board has suicide battery and multiply protection */ {"3wonders",BATTRY_1, 0,1,0, 0x0000,0xffff,0x0000,0xffff, 2 }, {"3wonderu",BATTRY_1, 0,1,0, 0x0000,0xffff,0x0000,0xffff, 2 }, {"wonder3", BATTRY_1, 0,1,0, 0x0000,0xffff,0x0000,0xffff, 2 }, {"kod", BATTRY_2, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"kodu", BATTRY_2, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"kodj", BATTRY_2, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"kodb", BATTRY_2, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, /* bootleg, doesn't use multiply protection */ {"captcomm",BATTRY_3, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"captcomu",BATTRY_3, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"captcomj",BATTRY_3, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"knights", BATTRY_4, 0,0,0, 0x0000,0xffff,0x0000,0xffff, 3 }, {"knightsu",BATTRY_4, 0,0,0, 0x0000,0xffff,0x0000,0xffff, 3 }, {"knightsj",BATTRY_4, 0,0,0, 0x0000,0xffff,0x0000,0xffff, 3 }, {"sf2ce", NOBATTRY, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2ceua", NOBATTRY, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2ceub", NOBATTRY, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2ceuc", NOBATTRY, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2cej", NOBATTRY, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2rb", NOBATTRY, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2rb2", NOBATTRY, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2red", NOBATTRY, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2v004", NOBATTRY, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2accp2",NOBATTRY, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2m1", NOBATTRY, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2m2", NOBATTRY, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2m3", NOBATTRY, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2m4", HACK_B_1, 2,2,2, 0x0000,0xffff,0x0000,0xffff, 10 }, {"sf2m5", NOBATTRY, 2,2,2, 0x0000,0xffff,0x0000,0xffff, 10 }, {"sf2m6", NOBATTRY, 2,2,2, 0x0000,0xffff,0x0000,0xffff, 10 }, {"sf2m7", NOBATTRY, 2,2,2, 0x0000,0xffff,0x0000,0xffff, 10 }, {"sf2yyc", NOBATTRY, 2,2,2, 0x0000,0xffff,0x0000,0xffff, 10 }, {"sf2koryu",NOBATTRY, 2,2,2, 0x0000,0xffff,0x0000,0xffff, 10 }, {"varth", CPS_B_04, 0,0,0, 0x0000,0xffff,0x0c00,0x0fff }, /* CPSB test has been patched out (60=0008) */ {"varthr1", CPS_B_04, 0,0,0, 0x0000,0xffff,0x0c00,0x0fff }, /* CPSB test has been patched out (60=0008) */ {"varthu", CPS_B_04, 0,0,0, 0x0000,0xffff,0x0c00,0x0fff }, /* CPSB test has been patched out (60=0008) */ {"varthj", BATTRY_5, 0,0,0, 0x0000,0xffff,0x0c00,0x0fff }, /* CPSB test has been patched out (72=0001) */ {"cworld2j",BATTRY_6, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, /* The 0x76 priority values are incorrect values */ {"wof", NOBATTRY, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, /* bootleg? */ {"wofa", NOBATTRY, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, /* bootleg? */ {"wofu", QSOUND_1, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"wofj", QSOUND_1, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"dino", QSOUND_2, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, /* layer enable never used */ {"dinou", QSOUND_2, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, /* layer enable never used */ {"dinoj", QSOUND_2, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, /* layer enable never used */ {"punisher",QSOUND_3, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"punishru",QSOUND_3, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"punishrj",QSOUND_3, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"slammast",QSOUND_4, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"slammasu",QSOUND_4, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"mbomberj",QSOUND_4, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"mbombrd", QSOUND_5, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"mbombrdj",QSOUND_5, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"sf2hf", NOBATTRY, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2t", NOBATTRY, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"sf2tj", NOBATTRY, 2,2,2, 0x0000,0xffff,0x0000,0xffff }, {"qad", BATTRY_7, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, /* TODO: layer enable */ {"qadj", NOBATTRY, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"qtono2", NOBATTRY, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"megaman", NOBATTRY, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"rockmanj",NOBATTRY, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"pnickj", NOBATTRY, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, {"pang3", NOBATTRY, 0,0,0, 0x0000,0xffff,0x0000,0xffff, 5 }, /* EEPROM port is among the CPS registers */ {"pang3j", NOBATTRY, 0,0,0, 0x0000,0xffff,0x0000,0xffff, 5 }, /* EEPROM port is among the CPS registers */ #ifdef MESS {"sfzch", NOBATTRY, 0,0,0, 0x0000,0xffff,0x0000,0xffff }, #endif /* CPS2 games */ {"cps2", NOBATTRY, 4,4,4, 0x0000,0xffff,0x0000,0xffff }, {"ssf2", NOBATTRY, 4,4,0, 0x0000,0xffff,0x0000,0xffff }, {"ssf2u", NOBATTRY, 4,4,0, 0x0000,0xffff,0x0000,0xffff }, {"ssf2a", NOBATTRY, 4,4,0, 0x0000,0xffff,0x0000,0xffff }, {"ssf2ar1", NOBATTRY, 4,4,0, 0x0000,0xffff,0x0000,0xffff }, {"ssf2j", NOBATTRY, 4,4,0, 0x0000,0xffff,0x0000,0xffff }, {"ssf2jr1", NOBATTRY, 4,4,0, 0x0000,0xffff,0x0000,0xffff }, {"ssf2jr2", NOBATTRY, 4,4,0, 0x0000,0xffff,0x0000,0xffff }, {"ssf2tb", NOBATTRY, 4,4,0, 0x0000,0xffff,0x0000,0xffff }, {"ssf2tbr1",NOBATTRY, 4,4,0, 0x0000,0xffff,0x0000,0xffff }, {"ssf2tbj", NOBATTRY, 4,4,0, 0x0000,0xffff,0x0000,0xffff }, {"ssf2t", NOBATTRY, 4,4,0, 0x0000,0xffff,0x0000,0xffff, 9 }, {"ssf2tu", NOBATTRY, 4,4,0, 0x0000,0xffff,0x0000,0xffff, 9 }, {"ssf2tur1",NOBATTRY, 4,4,0, 0x0000,0xffff,0x0000,0xffff, 9 }, {"ssf2ta", NOBATTRY, 4,4,0, 0x0000,0xffff,0x0000,0xffff, 9 }, {"ssf2xj", NOBATTRY, 4,4,0, 0x0000,0xffff,0x0000,0xffff, 9 }, {"xmcota", NOBATTRY, 4,4,4, 0x0000,0xffff,0x0000,0xffff, 8 }, {"xmcotau", NOBATTRY, 4,4,4, 0x0000,0xffff,0x0000,0xffff, 8 }, {"xmcotah", NOBATTRY, 4,4,4, 0x0000,0xffff,0x0000,0xffff, 8 }, {"xmcotaj", NOBATTRY, 4,4,4, 0x0000,0xffff,0x0000,0xffff, 8 }, {"xmcotaj1",NOBATTRY, 4,4,4, 0x0000,0xffff,0x0000,0xffff, 8 }, {"xmcotajr",NOBATTRY, 4,4,4, 0x0000,0xffff,0x0000,0xffff, 8 }, {"xmcotaa", NOBATTRY, 4,4,4, 0x0000,0xffff,0x0000,0xffff, 8 }, {"hsf2", NOBATTRY, 4,4,0, 0x0000,0xffff,0x0000,0xffff, 9 }, {"hsf2j", NOBATTRY, 4,4,0, 0x0000,0xffff,0x0000,0xffff, 9 }, {0} /* End of table */ }; static int cps_version; int cps1_scanline1; int cps1_scanline2; int cps1_scancalls; void cps_setversion(int v) { cps_version=v; } static MACHINE_RESET( cps ) { const char *gamename = machine->gamedrv->name; struct CPS1config *pCFG=&cps1_config_table[0]; while(pCFG->name) { if (strcmp(pCFG->name, gamename) == 0) { break; } pCFG++; } cps1_game_config=pCFG; if (!cps1_game_config->name) { gamename="cps2"; pCFG=&cps1_config_table[0]; while(pCFG->name) { if (strcmp(pCFG->name, gamename) == 0) { break; } pCFG++; } cps1_game_config=pCFG; } if (strcmp(gamename, "sf2rb" )==0) { /* Patch out protection check */ UINT16 *rom = (UINT16 *)memory_region(REGION_CPU1); rom[0xe5464/2] = 0x6012; } if (strcmp(gamename, "sf2rb2" )==0) { /* Patch out protection check */ UINT16 *rom = (UINT16 *)memory_region(REGION_CPU1); rom[0xe5332/2] = 0x6014; } #if 0 if (strcmp(gamename, "sf2accp2" )==0) { /* Patch out a odd branch which would be incorrectly interpreted by the cpu core as a 32-bit branch. This branch would make the game crash (address error, since it would branch to an odd address) if location 180ca6 (outside ROM space) isn't 0. Protection check? */ UINT16 *rom = (UINT16 *)memory_region(REGION_CPU1); rom[0x11756/2] = 0x4e71; } else if (strcmp(gamename, "ghouls" )==0) { /* Patch out self-test... it takes forever */ UINT16 *rom = (UINT16 *)memory_region(REGION_CPU1); rom[0x61964/2] = 0x4ef9; rom[0x61966/2] = 0x0000; rom[0x61968/2] = 0x0400; } #endif } int cps1_port(int offset) { return cps1_output[offset/2]; } INLINE UINT16 *cps1_base(int offset,int boundary) { int base=cps1_port(offset)*256; /* The scroll RAM must start on a 0x4000 boundary. Some games do not do this. For example: Captain commando - continue screen will not display Muscle bomber games - will animate garbage during gameplay Mask out the irrelevant bits. */ base &= ~(boundary-1); return &cps1_gfxram[(base&0x3ffff)/2]; } READ16_HANDLER( cps1_output_r ) { #if VERBOSE if (offset >= 0x18/2) logerror("PC %06x: read output port %02x\n",activecpu_get_pc(),offset*2); #endif /* Some games interrogate a couple of registers on bootup. */ /* These are CPS1 board B self test checks. They wander from game to */ /* game. */ if (offset && offset == cps1_game_config->cpsb_addr/2) return cps1_game_config->cpsb_value; /* some games use as a protection check the ability to do 16-bit multiplies */ /* with a 32-bit result, by writing the factors to two ports and reading the */ /* result from two other ports. */ if (offset && offset == cps1_game_config->mult_result_lo/2) return (cps1_output[cps1_game_config->mult_factor1/2] * cps1_output[cps1_game_config->mult_factor2/2]) & 0xffff; if (offset && offset == cps1_game_config->mult_result_hi/2) return (cps1_output[cps1_game_config->mult_factor1/2] * cps1_output[cps1_game_config->mult_factor2/2]) >> 16; /* Pang 3 EEPROM interface */ if (cps1_game_config->kludge == 5 && offset == 0x7a/2) return cps1_eeprom_port_r(0,mem_mask); return cps1_output[offset]; } WRITE16_HANDLER( cps1_output_w ) { /* Pang 3 EEPROM interface */ if (cps1_game_config->kludge == 5 && offset == 0x7a/2) { cps1_eeprom_port_w(0,data,mem_mask); return; } data = COMBINE_DATA(&cps1_output[offset]); /* To mark scanlines for raster effects */ if(offset == 0x52/2) { cps1_scanline2 = (data & 0x1ff); } if(offset == 0x50/2) { cps1_scanline1 = (data & 0x1ff); } #ifdef MAME_DEBUG if (cps1_game_config->control_reg && offset == cps1_game_config->control_reg/2 && data != 0x3f) logerror("control_reg = %04x",data); #endif #if VERBOSE if (offset > 0x22/2 && offset != cps1_game_config->layer_control/2 && offset != cps1_game_config->priority[0]/2 && offset != cps1_game_config->priority[1]/2 && offset != cps1_game_config->priority[2]/2 && offset != cps1_game_config->priority[3]/2 && offset != cps1_game_config->control_reg/2) logerror("PC %06x: write %02x to output port %02x\n",activecpu_get_pc(),data,offset*2); #ifdef MAME_DEBUG if (offset == 0x22/2 && (data & ~0x8001) != 0x0e) logerror("port 22 = %04x",data); if (cps1_game_config->priority[0] && offset == cps1_game_config->priority[0]/2 && data != 0x00) popmessage("priority0 %04x",data); #endif #endif } /* Public variables */ UINT16 *cps1_gfxram; UINT16 *cps1_output; size_t cps1_gfxram_size; size_t cps1_output_size; /* Offset of each palette entry */ static int palette_basecolor[6]; #define cps1_palette_entries (32*8) /* Number colour schemes in palette */ const int cps1_scroll_size =0x4000; /* scroll1, scroll2, scroll3 */ const int cps1_obj_size =0x0800; const int cps1_other_size =0x0800; const int cps1_palette_align=0x0800; /* can't be larger than this, breaks ringdest & batcirc otherwise */ const int cps1_palette_size=cps1_palette_entries*32; /* Size of palette RAM */ static UINT16 *cps1_scroll1; static UINT16 *cps1_scroll2; static UINT16 *cps1_scroll3; static UINT16 *cps1_obj; static UINT16 *cps1_buffered_obj; static UINT16 *cps1_palette; UINT16 *cps1_other; static UINT16 *cps1_old_palette; /* Working variables */ static int cps1_last_sprite_offset; /* Offset of the last sprite */ static int cps1_stars_enabled[2]; /* Layer enabled [Y/N] */ tilemap *cps1_bg_tilemap[3]; int cps1_scroll1x, cps1_scroll1y; int cps1_scroll2x, cps1_scroll2y; int cps1_scroll3x, cps1_scroll3y; static int stars1x, stars1y, stars2x, stars2y; /* Output ports */ #define CPS1_OBJ_BASE 0x00 /* Base address of objects */ #define CPS1_SCROLL1_BASE 0x02 /* Base address of scroll 1 */ #define CPS1_SCROLL2_BASE 0x04 /* Base address of scroll 2 */ #define CPS1_SCROLL3_BASE 0x06 /* Base address of scroll 3 */ #define CPS1_OTHER_BASE 0x08 /* Base address of other video */ #define CPS1_PALETTE_BASE 0x0a /* Base address of palette */ #define CPS1_SCROLL1_SCROLLX 0x0c /* Scroll 1 X */ #define CPS1_SCROLL1_SCROLLY 0x0e /* Scroll 1 Y */ #define CPS1_SCROLL2_SCROLLX 0x10 /* Scroll 2 X */ #define CPS1_SCROLL2_SCROLLY 0x12 /* Scroll 2 Y */ #define CPS1_SCROLL3_SCROLLX 0x14 /* Scroll 3 X */ #define CPS1_SCROLL3_SCROLLY 0x16 /* Scroll 3 Y */ #define CPS1_STARS1_SCROLLX 0x18 /* Stars 1 X */ #define CPS1_STARS1_SCROLLY 0x1a /* Stars 1 Y */ #define CPS1_STARS2_SCROLLX 0x1c /* Stars 2 X */ #define CPS1_STARS2_SCROLLY 0x1e /* Stars 2 Y */ #define CPS1_ROWSCROLL_OFFS 0x20 /* base of row scroll offsets in other RAM */ #define CPS1_SCROLL2_WIDTH 0x40 #define CPS1_SCROLL2_HEIGHT 0x40 /* CPS1 VIDEO RENDERER */ /* first 0x4000 of gfx ROM are used, but 0x0000-0x1fff is == 0x2000-0x3fff */ const int stars_rom_size = 0x2000; /* PSL: CPS2 support */ const int cps2_obj_size =0x2000; UINT16 *cps2_objram1,*cps2_objram2; UINT16 *cps2_output; size_t cps2_output_size; static UINT16 *cps2_buffered_obj; static int pri_ctrl; /* Sprite layer priorities */ static int cps2_objram_bank; static int cps2_last_sprite_offset; /* Offset of the last sprite */ #define CPS2_OBJ_BASE 0x00 /* Unknown (not base address of objects). Could be bass address of bank used when object swap bit set? */ #define CPS2_OBJ_UK1 0x02 /* Unknown (nearly always 0x807d, or 0x808e when screen flipped) */ #define CPS2_OBJ_PRI 0x04 /* Layers priorities */ #define CPS2_OBJ_UK2 0x06 /* Unknown (usually 0x0000, 0x1101 in ssf2, 0x0001 in 19XX) */ #define CPS2_OBJ_XOFFS 0x08 /* X offset (usually 0x0040) */ #define CPS2_OBJ_YOFFS 0x0a /* Y offset (always 0x0010) */ INLINE int cps2_port(int offset) { return cps2_output[offset/2]; } static void cps1_gfx_decode(void) { int size=memory_region_length(REGION_GFX1); int i,j,gfxsize; UINT8 *cps1_gfx = memory_region(REGION_GFX1); gfxsize=size/4; for (i = 0;i < gfxsize;i++) { UINT32 src = cps1_gfx[4*i] + (cps1_gfx[4*i+1]<<8) + (cps1_gfx[4*i+2]<<16) + (cps1_gfx[4*i+3]<<24); UINT32 dwval = 0; for (j = 0;j < 8;j++) { int n = 0; UINT32 mask = (0x80808080 >> j) & src; if (mask & 0x000000ff) n |= 1; if (mask & 0x0000ff00) n |= 2; if (mask & 0x00ff0000) n |= 4; if (mask & 0xff000000) n |= 8; dwval |= n << (j * 4); } cps1_gfx[4*i ] = dwval>>0; cps1_gfx[4*i+1] = dwval>>8; cps1_gfx[4*i+2] = dwval>>16; cps1_gfx[4*i+3] = dwval>>24; } } static void unshuffle(UINT64 *buf,int len) { int i; UINT64 t; if (len == 2) return; assert(len % 4 == 0); /* must not happen */ len /= 2; unshuffle(buf,len); unshuffle(buf + len,len); for (i = 0;i < len/2;i++) { t = buf[len/2 + i]; buf[len/2 + i] = buf[len + i]; buf[len + i] = t; } } static void cps2_gfx_decode(void) { const int banksize=0x200000; int size=memory_region_length(REGION_GFX1); int i; for (i = 0;i < size;i += banksize) unshuffle((UINT64 *)(memory_region(REGION_GFX1) + i),banksize/8); cps1_gfx_decode(); } DRIVER_INIT( cps1 ) { cps1_gfx_decode(); } DRIVER_INIT( cps2_video ) { cps2_gfx_decode(); cps1_scanline1 = 262; cps1_scanline2 = 262; cps1_scancalls = 0; } #if CPS1_DUMP_VIDEO static void cps1_dump_video(void) { FILE *fp; fp=fopen("SCROLL1.DMP", "w+b"); if (fp) { fwrite(cps1_scroll1, cps1_scroll_size, 1, fp); fclose(fp); } fp=fopen("SCROLL2.DMP", "w+b"); if (fp) { fwrite(cps1_scroll2, cps1_scroll_size, 1, fp); fclose(fp); } fp=fopen("SCROLL3.DMP", "w+b"); if (fp) { fwrite(cps1_scroll3, cps1_scroll_size, 1, fp); fclose(fp); } fp=fopen("OBJ.DMP", "w+b"); if (fp) { fwrite(cps1_obj, cps1_obj_size, 1, fp); fclose(fp); } if (cps_version == 2) { /* PSL: CPS2 support */ fp=fopen("OBJCPS2.DMP", "w+b"); if (fp) { fwrite(cps2_objram1, cps2_obj_size, 1, fp); fwrite(cps2_objram2, cps2_obj_size, 1, fp); fclose(fp); } fp=fopen("CPS2OUTP.DMP", "w+b"); if (fp) { fwrite(cps2_output, cps2_output_size, 1, fp); fclose(fp); } } fp=fopen("OTHER.DMP", "w+b"); if (fp) { fwrite(cps1_other, cps1_other_size, 1, fp); fclose(fp); } fp=fopen("PALETTE.DMP", "w+b"); if (fp) { fwrite(cps1_palette, cps1_palette_size, 1, fp); fclose(fp); } fp=fopen("OUTPUT.DMP", "w+b"); if (fp) { fwrite(cps1_output, cps1_output_size, 1, fp); fclose(fp); } fp=fopen("VIDEO.DMP", "w+b"); if (fp) { fwrite(cps1_gfxram, cps1_gfxram_size, 1, fp); fclose(fp); } } #endif void cps1_get_video_base(void ) { int layercontrol, scroll1xoff, scroll2xoff, scroll3xoff; /* Re-calculate the VIDEO RAM base */ if (cps1_scroll1 != cps1_base(CPS1_SCROLL1_BASE,cps1_scroll_size)) { cps1_scroll1 = cps1_base(CPS1_SCROLL1_BASE,cps1_scroll_size); tilemap_mark_all_tiles_dirty(cps1_bg_tilemap[0]); } if (cps1_scroll2 != cps1_base(CPS1_SCROLL2_BASE,cps1_scroll_size)) { cps1_scroll2 = cps1_base(CPS1_SCROLL2_BASE,cps1_scroll_size); tilemap_mark_all_tiles_dirty(cps1_bg_tilemap[1]); } if (cps1_scroll3 != cps1_base(CPS1_SCROLL3_BASE,cps1_scroll_size)) { cps1_scroll3 = cps1_base(CPS1_SCROLL3_BASE,cps1_scroll_size); tilemap_mark_all_tiles_dirty(cps1_bg_tilemap[2]); } /* Some of the sf2 hacks use only sprite port 0x9100 and the scroll layers are offset */ if (cps1_game_config->kludge == 10) { cps1_output[CPS1_OBJ_BASE/2] = 0x9100; cps1_obj=cps1_base(CPS1_OBJ_BASE, cps1_obj_size); scroll1xoff = -0x0c; scroll2xoff = -0x0e; scroll3xoff = -0x10; } else { cps1_obj=cps1_base(CPS1_OBJ_BASE, cps1_obj_size); scroll1xoff = 0; scroll2xoff = 0; scroll3xoff = 0; } cps1_palette=cps1_base(CPS1_PALETTE_BASE,cps1_palette_align); cps1_other=cps1_base(CPS1_OTHER_BASE,cps1_other_size); /* Get scroll values */ cps1_scroll1x=cps1_port(CPS1_SCROLL1_SCROLLX) + scroll1xoff; cps1_scroll1y=cps1_port(CPS1_SCROLL1_SCROLLY); cps1_scroll2x=cps1_port(CPS1_SCROLL2_SCROLLX) + scroll2xoff; cps1_scroll2y=cps1_port(CPS1_SCROLL2_SCROLLY); cps1_scroll3x=cps1_port(CPS1_SCROLL3_SCROLLX) + scroll3xoff; cps1_scroll3y=cps1_port(CPS1_SCROLL3_SCROLLY); stars1x =cps1_port(CPS1_STARS1_SCROLLX); stars1y =cps1_port(CPS1_STARS1_SCROLLY); stars2x =cps1_port(CPS1_STARS2_SCROLLX); stars2y =cps1_port(CPS1_STARS2_SCROLLY); /* Get layer enable bits */ layercontrol=cps1_port(cps1_game_config->layer_control); tilemap_set_enable(cps1_bg_tilemap[0],layercontrol & cps1_game_config->layer_enable_mask[0]); tilemap_set_enable(cps1_bg_tilemap[1],layercontrol & cps1_game_config->layer_enable_mask[1]); tilemap_set_enable(cps1_bg_tilemap[2],layercontrol & cps1_game_config->layer_enable_mask[2]); cps1_stars_enabled[0] = layercontrol & cps1_game_config->layer_enable_mask[3]; cps1_stars_enabled[1] = layercontrol & cps1_game_config->layer_enable_mask[4]; #ifdef MAME_DEBUG { int enablemask; #if 0 if (input_code_pressed(KEYCODE_Z)) { if (input_code_pressed(KEYCODE_Q)) cps1_layer_enabled[3]=0; if (input_code_pressed(KEYCODE_W)) cps1_layer_enabled[2]=0; if (input_code_pressed(KEYCODE_E)) cps1_layer_enabled[1]=0; if (input_code_pressed(KEYCODE_R)) cps1_layer_enabled[0]=0; if (input_code_pressed(KEYCODE_T)) { popmessage("%d %d %d %d layer %02x", (layercontrol>>0x06)&03, (layercontrol>>0x08)&03, (layercontrol>>0x0a)&03, (layercontrol>>0x0c)&03, layercontrol&0xc03f ); } } #endif enablemask = 0; if (cps1_game_config->layer_enable_mask[0] == cps1_game_config->layer_enable_mask[1]) enablemask = cps1_game_config->layer_enable_mask[0]; if (cps1_game_config->layer_enable_mask[0] == cps1_game_config->layer_enable_mask[2]) enablemask = cps1_game_config->layer_enable_mask[0]; if (cps1_game_config->layer_enable_mask[1] == cps1_game_config->layer_enable_mask[2]) enablemask = cps1_game_config->layer_enable_mask[1]; if (enablemask) { if (((layercontrol & enablemask) && (layercontrol & enablemask) != enablemask)) popmessage("layer %02x",layercontrol&0xc03f); } } #endif { int enablemask; enablemask = cps1_game_config->layer_enable_mask[0] | cps1_game_config->layer_enable_mask[1] | cps1_game_config->layer_enable_mask[2] | cps1_game_config->layer_enable_mask[3] | cps1_game_config->layer_enable_mask[4]; if (((layercontrol & ~enablemask) & 0xc03e) != 0) popmessage("layer %02x contact MAMEDEV",layercontrol&0xc03f); } } WRITE16_HANDLER( cps1_gfxram_w ) { int page = (offset >> 7) & 0x3c0; COMBINE_DATA(&cps1_gfxram[offset]); if (page == (cps1_port(CPS1_SCROLL1_BASE) & 0x3c0)) tilemap_mark_tile_dirty(cps1_bg_tilemap[0],offset/2 & 0x0fff); if (page == (cps1_port(CPS1_SCROLL2_BASE) & 0x3c0)) tilemap_mark_tile_dirty(cps1_bg_tilemap[1],offset/2 & 0x0fff); if (page == (cps1_port(CPS1_SCROLL3_BASE) & 0x3c0)) tilemap_mark_tile_dirty(cps1_bg_tilemap[2],offset/2 & 0x0fff); } /*************************************************************************** Start the video hardware emulation. ***************************************************************************/ static TILEMAP_MAPPER( tilemap0_scan ) { /* logical (col,row) -> memory offset */ return (row & 0x1f) + ((col & 0x3f) << 5) + ((row & 0x20) << 6); } static TILEMAP_MAPPER( tilemap1_scan ) { /* logical (col,row) -> memory offset */ return (row & 0x0f) + ((col & 0x3f) << 4) + ((row & 0x30) << 6); } static TILEMAP_MAPPER( tilemap2_scan ) { /* logical (col,row) -> memory offset */ return (row & 0x07) + ((col & 0x3f) << 3) + ((row & 0x38) << 6); } static UINT8 empty_tile[32*32/2]; static TILE_GET_INFO( get_tile0_info ) { int base = cps1_game_config->bank_scroll1 * 0x08000; int code = cps1_scroll1[2*tile_index]; int attr = cps1_scroll1[2*tile_index+1]; int gfxset; /* allows us to reproduce a problem seen with a ffight board where USA and Japanese roms have been mixed to be reproduced (ffightua) -- it looks like each column should alternate between the left and right side of the 16x16 tiles */ if (tile_index&0x20) gfxset = 1; else gfxset = 0; /* knights & msword */ if (cps1_game_config->kludge == 3) if (code == 0xf020) { gfxset = 4; code = 0; } // use a blank tile (see startup text..) /* 0x0020 appears to never be drawn for CPS1 games (it is drawn for CPS2 games though, see gigawing '0' in score for example) */ if (cps_version == 1 && code == 0x0020) { gfxset = 4; code = 0; } SET_TILE_INFO( gfxset, code + base, (attr & 0x1f) + palette_basecolor[1], TILE_FLIPYX((attr & 0x60) >> 5)); tileinfo->group = (attr & 0x0180) >> 7; } static TILE_GET_INFO( get_tile1_info ) { int base = cps1_game_config->bank_scroll2 * 0x04000; const int startcode = cps1_game_config->start_scroll2; const int endcode = cps1_game_config->end_scroll2; int code = cps1_scroll2[2*tile_index]; int attr = cps1_scroll2[2*tile_index+1]; SET_TILE_INFO( 2, code + base, (attr & 0x1f) + palette_basecolor[2], TILE_FLIPYX((attr & 0x60) >> 5)); tileinfo->group = (attr & 0x0180) >> 7; if (code < startcode || code > endcode /* MERCS has an gap in the scroll 2 layout (bad tiles at start of level 2)*/ || (cps1_game_config->kludge == 4 && (code >= 0x1e00 && code < 0x5400)) ) { tileinfo->pen_data = empty_tile; } } static TILE_GET_INFO( get_tile2_info ) { int base = cps1_game_config->bank_scroll3 * 0x1000; const int startcode = cps1_game_config->start_scroll3; const int endcode = cps1_game_config->end_scroll3; int code = cps1_scroll3[2*tile_index]; int attr = cps1_scroll3[2*tile_index+1]; if (cps1_game_config->kludge == 2 && code < 0x0e00) { code += 0x1000; } if (cps1_game_config->kludge == 8 && code >= 0x5800) { code -= 0x4000; } if (cps1_game_config->kludge == 9 && code < 0x5600) { code += 0x4000; } SET_TILE_INFO( 3, code + base, (attr & 0x1f) + palette_basecolor[3], TILE_FLIPYX((attr & 0x60) >> 5)); tileinfo->group = (attr & 0x0180) >> 7; if (code < startcode || code > endcode) { tileinfo->pen_data = empty_tile; } } static void cps1_update_transmasks(void) { int i; for (i = 0;i < 4;i++) { int mask; /* Get transparency registers */ if (cps1_game_config->priority[i]) mask = cps1_port(cps1_game_config->priority[i]) ^ 0xffff; else mask = 0xffff; /* completely transparent if priority masks not defined (mercs, qad) */ tilemap_set_transmask(cps1_bg_tilemap[0],i,mask,0x8000); tilemap_set_transmask(cps1_bg_tilemap[1],i,mask,0x8000); tilemap_set_transmask(cps1_bg_tilemap[2],i,mask,0x8000); } } static void cps1_create_empty_8x8_tile(running_machine *machine) { /* for the 8x8 layer we can't use GFX_RAW so we need to create an empty tile so that the 'don't draw tile' kludges work */ static const gfx_layout empty_layout8x8 = { 8,8, 1, 4, { 0, 1, 2, 3 }, { 1*4, 0*4, 3*4, 2*4, 5*4, 4*4, 7*4, 6*4 }, { 0*64, 1*64, 2*64, 3*64, 4*64, 5*64, 6*64, 7*64 }, 64*8 }; machine->gfx[4] = allocgfx(&empty_layout8x8); decodechar(machine->gfx[4], 0, (UINT8 *)empty_tile, &empty_layout8x8); machine->gfx[4]->total_colors = 0x100; } static VIDEO_START( cps ) { int i; machine_reset_cps(machine); cps1_bg_tilemap[0] = tilemap_create(get_tile0_info,tilemap0_scan,TILEMAP_TYPE_PEN, 8, 8,64,64); cps1_bg_tilemap[1] = tilemap_create(get_tile1_info,tilemap1_scan,TILEMAP_TYPE_PEN,16,16,64,64); cps1_bg_tilemap[2] = tilemap_create(get_tile2_info,tilemap2_scan,TILEMAP_TYPE_PEN,32,32,64,64); /* front masks will change at runtime to handle sprite occluding */ cps1_update_transmasks(); memset(empty_tile,0xff,sizeof(empty_tile)); cps1_create_empty_8x8_tile(machine); cps1_old_palette=auto_malloc(cps1_palette_size); memset(cps1_old_palette, 0x00, cps1_palette_size); for (i = 0;i < cps1_palette_entries*16;i++) { palette_set_color(machine,i,MAKE_RGB(0,0,0)); } cps1_buffered_obj = auto_malloc (cps1_obj_size); memset(cps1_buffered_obj, 0x00, cps1_obj_size); if (cps_version==2) { cps2_buffered_obj = auto_malloc (cps2_obj_size); memset(cps2_buffered_obj, 0x00, cps2_obj_size); } memset(cps1_gfxram, 0, cps1_gfxram_size); /* Clear GFX RAM */ memset(cps1_output, 0, cps1_output_size); /* Clear output ports */ if (cps_version == 2) { memset(cps2_objram1, 0, cps2_obj_size); memset(cps2_objram2, 0, cps2_obj_size); } /* Put in some defaults */ cps1_output[CPS1_OBJ_BASE/2] = 0x9200; cps1_output[CPS1_SCROLL1_BASE/2] = 0x9000; cps1_output[CPS1_SCROLL2_BASE/2] = 0x9040; cps1_output[CPS1_SCROLL3_BASE/2] = 0x9080; cps1_output[CPS1_OTHER_BASE/2] = 0x9100; cps1_output[CPS1_PALETTE_BASE/2] = 0x90c0; assert_always(cps1_game_config, "cps1_game_config hasn't been set up yet"); /* Set up old base */ cps1_get_video_base(); /* Calculate base pointers */ cps1_get_video_base(); /* Calculate old base pointers */ /* set palette banks */ palette_basecolor[0] = 0*32; /* obj */ palette_basecolor[1] = 1*32; /* scroll1 */ palette_basecolor[2] = 2*32; /* scroll2 */ palette_basecolor[3] = 3*32; /* scroll3 */ palette_basecolor[4] = 4*32; /* stars1 */ palette_basecolor[5] = 5*32; /* stars2 */ } VIDEO_START( cps1 ) { cps_version=1; video_start_cps(machine); } VIDEO_START( cps2 ) { if (cps_version != 99) { cps_version=2; } video_start_cps(machine); } /*************************************************************************** Build palette from palette RAM 12 bit RGB with a 4 bit brightness value. ***************************************************************************/ void cps1_build_palette(running_machine *machine) { int offset; for (offset = 0; offset < cps1_palette_entries*16; offset++) { int palette = cps1_palette[offset]; if (palette != cps1_old_palette[offset]) { int red, green, blue, bright; bright = 0x10 + (palette>>12); red = ((palette>>8)&0x0f) * bright * 0x11 / 0x1f; green = ((palette>>4)&0x0f) * bright * 0x11 / 0x1f; blue = ((palette>>0)&0x0f) * bright * 0x11 / 0x1f; palette_set_color (machine, offset, MAKE_RGB(red, green, blue)); cps1_old_palette[offset] = palette; } } } /*************************************************************************** Sprites ======= Sprites are represented by a number of 8 byte values xx xx yy yy nn nn aa aa where xxxx = x position yyyy = y position nnnn = tile number aaaa = attribute word 0x0001 colour 0x0002 colour 0x0004 colour 0x0008 colour 0x0010 colour 0x0020 X Flip 0x0040 Y Flip 0x0080 X & Y offset toggle (used in Marvel vs. Capcom.) 0x0100 X block size (in sprites) 0x0200 X block size 0x0400 X block size 0x0800 X block size 0x1000 Y block size (in sprites) 0x2000 Y block size 0x4000 Y block size 0x8000 Y block size The end of the table (may) be marked by an attribute value of 0xff00. ***************************************************************************/ static void cps1_find_last_sprite(void) /* Find the offset of last sprite */ { int offset=0; /* Locate the end of table marker */ while (offset < cps1_obj_size/2) { int colour=cps1_buffered_obj[offset+3]; if ((colour & 0xff00) == 0xff00) { /* Marker found. This is the last sprite. */ cps1_last_sprite_offset=offset-4; return; } offset+=4; } /* Sprites must use full sprite RAM */ cps1_last_sprite_offset=cps1_obj_size/2-4; } static void cps1_render_sprites(running_machine *machine, mame_bitmap *bitmap, const rectangle *cliprect) { #define DRAWSPRITE(CODE,COLOR,FLIPX,FLIPY,SX,SY) \ { \ if (flip_screen) \ pdrawgfx(bitmap,machine->gfx[2], \ CODE, \ COLOR, \ !(FLIPX),!(FLIPY), \ 511-16-(SX),255-16-(SY), \ cliprect,TRANSPARENCY_PEN,15,0x02); \ else \ pdrawgfx(bitmap,machine->gfx[2], \ CODE, \ COLOR, \ FLIPX,FLIPY, \ SX,SY, \ cliprect,TRANSPARENCY_PEN,15,0x02); \ } int i, baseadd; UINT16 *base=cps1_buffered_obj; /* some sf2 hacks draw the sprites in reverse order */ if (cps1_game_config->kludge == 10) { base += cps1_last_sprite_offset; baseadd = -4; } else { baseadd = 4; } for (i=cps1_last_sprite_offset; i>=0; i-=4) { int x=*(base+0); int y=*(base+1); int code =*(base+2); int colour=*(base+3); int col=colour&0x1f; // x-=0x20; // y+=0x20; if (cps1_game_config->kludge == 7) { code += 0x4000; } if (cps1_game_config->kludge == 1 && code >= 0x01000) { code += 0x4000; } if (cps1_game_config->kludge == 2 && code >= 0x02a00) { code += 0x4000; } if (code < machine->gfx[1]->total_elements) { if (colour & 0xff00 ) { /* handle blocked sprites */ int nx=(colour & 0x0f00) >> 8; int ny=(colour & 0xf000) >> 12; int nxs,nys,sx,sy; nx++; ny++; if (colour & 0x40) { /* Y flip */ if (colour &0x20) { for (nys=0; nys=0x8000 || base[offset+3]>=0xff00) { /* Marker found. This is the last sprite. */ cps2_last_sprite_offset=offset-4; return; } offset+=4; } /* Sprites must use full sprite RAM */ cps2_last_sprite_offset=cps2_obj_size/2-4; #undef DRAWSPRITE } static void cps2_render_sprites(running_machine *machine, mame_bitmap *bitmap,const rectangle *cliprect,int *primasks) { #define DRAWSPRITE(CODE,COLOR,FLIPX,FLIPY,SX,SY) \ { \ if (flip_screen) \ pdrawgfx(bitmap,machine->gfx[2], \ CODE, \ COLOR, \ !(FLIPX),!(FLIPY), \ 511-16-(SX),255-16-(SY), \ cliprect,TRANSPARENCY_PEN,15,primasks[priority]); \ else \ pdrawgfx(bitmap,machine->gfx[2], \ CODE, \ COLOR, \ FLIPX,FLIPY, \ SX,SY, \ cliprect,TRANSPARENCY_PEN,15,primasks[priority]); \ } int i; UINT16 *base=cps2_buffered_obj; int xoffs = 64-cps2_port(CPS2_OBJ_XOFFS); int yoffs = 16-cps2_port(CPS2_OBJ_YOFFS); #ifdef MAME_DEBUG if (input_code_pressed(KEYCODE_Z) && input_code_pressed(KEYCODE_R)) { return; } #endif for (i=cps2_last_sprite_offset; i>=0; i-=4) { int x=base[i+0]; int y=base[i+1]; int priority=(x>>13)&0x07; int code = base[i+2]+((y & 0x6000) <<3); int colour= base[i+3]; int col=colour&0x1f; if(colour & 0x80) { x += cps2_port(CPS2_OBJ_XOFFS); /* fix the offset of some games */ y += cps2_port(CPS2_OBJ_YOFFS); /* like Marvel vs. Capcom ending credits */ } if (colour & 0xff00 ) { /* handle blocked sprites */ int nx=(colour & 0x0f00) >> 8; int ny=(colour & 0xf000) >> 12; int nxs,nys,sx,sy; nx++; ny++; if (colour & 0x40) { /* Y flip */ if (colour &0x20) { for (nys=0; nys> 1) + (cpu_getcurrentframe()/16 & 0x0f); if (sx >= cliprect->min_x && sx <= cliprect->max_x && sy >= cliprect->min_y && sy <= cliprect->max_y) *BITMAP_ADDR16(bitmap, sy, sx) = machine->pens[0xa00+col]; } } } if (cps1_stars_enabled[1]) { for (offs = 0;offs < stars_rom_size/2;offs++) { int col = stars_rom[8*offs]; if (col != 0x0f) { int sx = (offs / 256) * 32; int sy = (offs % 256); sx = (sx - stars1x + (col & 0x1f)) & 0x1ff; sy = (sy - stars1y) & 0xff; if (flip_screen) { sx = 511 - sx; sy = 255 - sy; } col = ((col & 0xe0) >> 1) + (cpu_getcurrentframe()/16 & 0x0f); if (sx >= cliprect->min_x && sx <= cliprect->max_x && sy >= cliprect->min_y && sy <= cliprect->max_y) *BITMAP_ADDR16(bitmap, sy, sx) = machine->pens[0x800+col]; } } } } static void cps1_render_layer(running_machine *machine,mame_bitmap *bitmap,const rectangle *cliprect,int layer,int primask) { switch (layer) { case 0: cps1_render_sprites(machine,bitmap,cliprect); break; case 1: case 2: case 3: tilemap_draw(bitmap,cliprect,cps1_bg_tilemap[layer-1],TILEMAP_DRAW_LAYER1,primask); break; } } static void cps1_render_high_layer(mame_bitmap *bitmap, const rectangle *cliprect, int layer) { switch (layer) { case 0: /* there are no high priority sprites */ break; case 1: case 2: case 3: tilemap_draw(NULL,cliprect,cps1_bg_tilemap[layer-1],TILEMAP_DRAW_LAYER0,1); break; } } /*************************************************************************** Refresh screen ***************************************************************************/ VIDEO_UPDATE( cps1 ) { int layercontrol,l0,l1,l2,l3; int videocontrol=cps1_port(0x22); flip_screen_set(videocontrol & 0x8000); layercontrol = cps1_output[cps1_game_config->layer_control/2]; /* Get video memory base registers */ cps1_get_video_base(); /* Find the offset of the last sprite in the sprite table */ cps1_find_last_sprite(); if (cps_version == 2) { cps2_find_last_sprite(); } /* Build palette */ cps1_build_palette(machine); cps1_update_transmasks(); tilemap_set_scrollx(cps1_bg_tilemap[0],0,cps1_scroll1x); tilemap_set_scrolly(cps1_bg_tilemap[0],0,cps1_scroll1y); if (videocontrol & 0x01) /* linescroll enable */ { int scrly=-cps1_scroll2y; int i; int otheroffs; tilemap_set_scroll_rows(cps1_bg_tilemap[1],1024); otheroffs = cps1_port(CPS1_ROWSCROLL_OFFS); for (i = 0;i < 256;i++) tilemap_set_scrollx(cps1_bg_tilemap[1],(i - scrly) & 0x3ff,cps1_scroll2x + cps1_other[(i + otheroffs) & 0x3ff]); } else { tilemap_set_scroll_rows(cps1_bg_tilemap[1],1); tilemap_set_scrollx(cps1_bg_tilemap[1],0,cps1_scroll2x); } tilemap_set_scrolly(cps1_bg_tilemap[1],0,cps1_scroll2y); tilemap_set_scrollx(cps1_bg_tilemap[2],0,cps1_scroll3x); tilemap_set_scrolly(cps1_bg_tilemap[2],0,cps1_scroll3y); /* Blank screen */ fillbitmap(bitmap,machine->pens[4095],cliprect); cps1_render_stars(machine,bitmap,cliprect); /* Draw layers (0 = sprites, 1-3 = tilemaps) */ l0 = (layercontrol >> 0x06) & 03; l1 = (layercontrol >> 0x08) & 03; l2 = (layercontrol >> 0x0a) & 03; l3 = (layercontrol >> 0x0c) & 03; fillbitmap(priority_bitmap,0,cliprect); if (cps_version == 1) { cps1_render_layer(machine,bitmap,cliprect,l0,0); if (l1 == 0) cps1_render_high_layer(bitmap,cliprect,l0); /* prepare mask for sprites */ cps1_render_layer(machine,bitmap,cliprect,l1,0); if (l2 == 0) cps1_render_high_layer(bitmap,cliprect,l1); /* prepare mask for sprites */ cps1_render_layer(machine,bitmap,cliprect,l2,0); if (l3 == 0) cps1_render_high_layer(bitmap,cliprect,l2); /* prepare mask for sprites */ cps1_render_layer(machine,bitmap,cliprect,l3,0); } else { int l0pri,l1pri,l2pri,l3pri; int primasks[8],i; l0pri = (pri_ctrl >> 4*l0) & 0x0f; l1pri = (pri_ctrl >> 4*l1) & 0x0f; l2pri = (pri_ctrl >> 4*l2) & 0x0f; l3pri = (pri_ctrl >> 4*l3) & 0x0f; #if 0 if ( (cps2_port(CPS2_OBJ_BASE) != 0x7080 && cps2_port(CPS2_OBJ_BASE) != 0x7000) || cps2_port(CPS2_OBJ_UK1) != 0x807d || (cps2_port(CPS2_OBJ_UK2) != 0x0000 && cps2_port(CPS2_OBJ_UK2) != 0x1101 && cps2_port(CPS2_OBJ_UK2) != 0x0001) || popmessage("base %04x uk1 %04x uk2 %04x", cps2_port(CPS2_OBJ_BASE), cps2_port(CPS2_OBJ_UK1), cps2_port(CPS2_OBJ_UK2)); if (0 && input_code_pressed(KEYCODE_Z)) popmessage("order: %d (%d) %d (%d) %d (%d) %d (%d)",l0,l0pri,l1,l1pri,l2,l2pri,l3,l3pri); #endif /* take out the CPS1 sprites layer */ if (l0 == 0) { l0 = l1; l1 = 0; l0pri = l1pri; } if (l1 == 0) { l1 = l2; l2 = 0; l1pri = l2pri; } if (l2 == 0) { l2 = l3; l3 = 0; l2pri = l3pri; } { int mask0 = 0xaa; int mask1 = 0xcc; if(l0pri>l1pri) mask0 &= ~0x88; if(l0pri>l2pri) mask0 &= ~0xa0; if(l1pri>l2pri) mask1 &= ~0xc0; primasks[0] = 0xff; for (i = 1;i < 8;i++) { if (i <= l0pri && i <= l1pri && i <= l2pri) { primasks[i] = 0xfe; continue; } primasks[i] = 0; if (i <= l0pri) primasks[i] |= mask0; if (i <= l1pri) primasks[i] |= mask1; if (i <= l2pri) primasks[i] |= 0xf0; } } cps1_render_layer(machine,bitmap,cliprect,l0,1); cps1_render_layer(machine,bitmap,cliprect,l1,2); cps1_render_layer(machine,bitmap,cliprect,l2,4); cps2_render_sprites(machine,bitmap,cliprect,primasks); } #if CPS1_DUMP_VIDEO if (input_code_pressed(KEYCODE_F)) { cps1_dump_video(); } #endif return 0; } VIDEO_EOF( cps1 ) { /* Get video memory base registers */ cps1_get_video_base(); if (cps_version == 1) { /* CPS1 sprites have to be delayed one frame */ memcpy(cps1_buffered_obj, cps1_obj, cps1_obj_size); } } void cps2_set_sprite_priorities(void) { pri_ctrl = cps2_port(CPS2_OBJ_PRI); } void cps2_objram_latch(void) { cps2_set_sprite_priorities(); memcpy(cps2_buffered_obj, cps2_objbase(), cps2_obj_size); }