#include "driver.h" UINT8 *gotya_scroll; UINT8 *gotya_videoram2; static int scroll_bit_8; static tilemap *bg_tilemap; /*************************************************************************** Convert the color PROMs into a more useable format. I'm using Pac Man resistor values ***************************************************************************/ PALETTE_INIT( gotya ) { 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 = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2; /* green component */ bit0 = (*color_prom >> 3) & 0x01; bit1 = (*color_prom >> 4) & 0x01; bit2 = (*color_prom >> 5) & 0x01; g = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2; /* blue component */ bit0 = 0; bit1 = (*color_prom >> 6) & 0x01; bit2 = (*color_prom >> 7) & 0x01; b = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2; palette_set_color(machine, i, MAKE_RGB(r, g, b)); color_prom++; } color_prom += 0x18; /* color_prom now points to the beginning of the lookup table */ /* character lookup table */ /* sprites use the same color lookup table as characters */ for (i = 0; i < TOTAL_COLORS(0); i++) { COLOR(0, i) = *(color_prom++) & 0x07; } } WRITE8_HANDLER( gotya_videoram_w ) { videoram[offset] = data; tilemap_mark_tile_dirty(bg_tilemap, offset); } WRITE8_HANDLER( gotya_colorram_w ) { colorram[offset] = data; tilemap_mark_tile_dirty(bg_tilemap, offset); } WRITE8_HANDLER( gotya_video_control_w ) { /* bit 0 - scroll bit 8 bit 1 - flip screen bit 2 - sound disable ??? */ scroll_bit_8 = data & 0x01; if (flip_screen != (data & 0x02)) { flip_screen_set(data & 0x02); tilemap_mark_all_tiles_dirty(ALL_TILEMAPS); } } static TILE_GET_INFO( get_bg_tile_info ) { int code = videoram[tile_index]; int color = colorram[tile_index] & 0x0f; SET_TILE_INFO(0, code, color, 0); } static TILEMAP_MAPPER( tilemap_scan_rows_thehand ) { /* logical (col,row) -> memory offset */ row = 31-row; col = 63-col; return ((row)*(num_cols>>1)) + (col&31) + ((col>>5)*0x400); } VIDEO_START( gotya ) { bg_tilemap = tilemap_create(get_bg_tile_info, tilemap_scan_rows_thehand, TILEMAP_TYPE_PEN, 8, 8, 64, 32); } static void draw_status_row(running_machine *machine, mame_bitmap *bitmap, const rectangle *cliprect, int sx, int col) { int row; if (flip_screen) { sx = 35 - sx; } for (row = 29; row >= 0; row--) { int sy; if (flip_screen) { sy = row; } else { sy = 31 - row; } drawgfx(bitmap,machine->gfx[0], gotya_videoram2[row * 32 + col], gotya_videoram2[row * 32 + col + 0x10] & 0x0f, flip_screen_x, flip_screen_y, 8 * sx, 8 * sy, cliprect, TRANSPARENCY_NONE, 0); } } static void draw_sprites(running_machine *machine, mame_bitmap *bitmap, const rectangle *cliprect) { int offs; for (offs = 2; offs < 0x0e; offs += 2) { int code = spriteram[offs + 0x01] >> 2; int color = spriteram[offs + 0x11] & 0x0f; int sx = 256 - spriteram[offs + 0x10] + (spriteram[offs + 0x01] & 0x01) * 256; int sy = spriteram[offs + 0x00]; if (flip_screen) { sy = 240 - sy; } drawgfx(bitmap,machine->gfx[1], code, color, flip_screen_x, flip_screen_y, sx, sy, cliprect, TRANSPARENCY_PEN, 0); } } static void draw_status(running_machine *machine, mame_bitmap *bitmap, const rectangle *cliprect) { draw_status_row(machine, bitmap, cliprect, 0, 1); draw_status_row(machine, bitmap, cliprect, 1, 0); draw_status_row(machine, bitmap, cliprect, 2, 2); /* these two are blank, but I dont' know if the data comes */ draw_status_row(machine, bitmap, cliprect, 33, 13); /* from RAM or 'hardcoded' into the hardware. Likely the latter */ draw_status_row(machine, bitmap, cliprect, 35, 14); draw_status_row(machine, bitmap, cliprect, 34, 15); } VIDEO_UPDATE( gotya ) { tilemap_set_scrollx(bg_tilemap, 0, -(*gotya_scroll + (scroll_bit_8 * 256)) - 2 * 8); tilemap_draw(bitmap, cliprect, bg_tilemap, 0, 0); draw_sprites(machine, bitmap, cliprect); draw_status(machine, bitmap, cliprect); return 0; }