/*************************************************************************** Great Swordsman Functions to emulate the video hardware of the machine. ***************************************************************************/ #include "driver.h" size_t gsword_spritexy_size; UINT8 *gsword_scrolly_ram; UINT8 *gsword_spritexy_ram; UINT8 *gsword_spritetile_ram; UINT8 *gsword_spriteattrib_ram; static int charbank, charpalbank, flipscreen; static tilemap *bg_tilemap; PALETTE_INIT( josvolly ) { 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,bit3,r,g,b; /* red component */ bit0 = (color_prom[0] >> 0) & 0x01; bit1 = (color_prom[0] >> 1) & 0x01; bit2 = (color_prom[0] >> 2) & 0x01; bit3 = (color_prom[0] >> 3) & 0x01; r = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3; /* green component */ bit0 = (color_prom[machine->drv->total_colors] >> 0) & 0x01; bit1 = (color_prom[machine->drv->total_colors] >> 1) & 0x01; bit2 = (color_prom[machine->drv->total_colors] >> 2) & 0x01; bit3 = (color_prom[machine->drv->total_colors] >> 3) & 0x01; g = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3; /* blue component */ bit0 = (color_prom[2*machine->drv->total_colors] >> 0) & 0x01; bit1 = (color_prom[2*machine->drv->total_colors] >> 1) & 0x01; bit2 = (color_prom[2*machine->drv->total_colors] >> 2) & 0x01; bit3 = (color_prom[2*machine->drv->total_colors] >> 3) & 0x01; b = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3; palette_set_color(machine,i,MAKE_RGB(r,g,b)); color_prom++; } color_prom += 2*machine->drv->total_colors; /* color_prom now points to the beginning of the sprite lookup table */ /* characters */ for (i = 0;i < TOTAL_COLORS(0);i++) COLOR(0,i) = i; /* sprites */ for (i = 0;i < TOTAL_COLORS(1);i++) COLOR(1,i) = 0x80 + (BITSWAP8( color_prom[i], 7,6,5,4, 0,1,2,3) & 0xf); } PALETTE_INIT( gsword ) { 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 < 256;i++) { int bit0,bit1,bit2,r,g,b; /* red component */ bit0 = (color_prom[256+i] >> 0) & 1; bit1 = (color_prom[256+i] >> 1) & 1; bit2 = (color_prom[256+i] >> 2) & 1; r = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2; /* green component */ bit0 = (color_prom[256+i] >> 3) & 1; bit1 = (color_prom[i] >> 0) & 1; bit2 = (color_prom[i] >> 1) & 1; g = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2; /* blue component */ bit0 = 0; bit1 = (color_prom[i] >> 2) & 1; bit2 = (color_prom[i] >> 3) & 1; b = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2; palette_set_color(machine,i,MAKE_RGB(r,g,b)); } color_prom += 2*256; /* color_prom now points to the beginning of the sprite lookup table */ /* characters */ for (i = 0;i < TOTAL_COLORS(0);i++) COLOR(0,i) = i; /* sprites */ for (i = 0;i < TOTAL_COLORS(1);i++) COLOR(1,i) = 0x80 + (BITSWAP8( color_prom[i], 7,6,5,4, 0,1,2,3) & 0xf); } WRITE8_HANDLER( gsword_videoram_w ) { videoram[offset] = data; tilemap_mark_tile_dirty(bg_tilemap, offset); } WRITE8_HANDLER( gsword_charbank_w ) { if (charbank != data) { charbank = data; tilemap_mark_all_tiles_dirty(ALL_TILEMAPS); } } WRITE8_HANDLER( gsword_videoctrl_w ) { if (data & 0x8f) { popmessage("videoctrl %02x",data); } /* bits 5-6 are char palette bank */ if (charpalbank != ((data & 0x60) >> 5)) { charpalbank = (data & 0x60) >> 5; tilemap_mark_all_tiles_dirty(ALL_TILEMAPS); } /* bit 4 is flip screen */ if (flipscreen != (data & 0x10)) { flipscreen = data & 0x10; tilemap_mark_all_tiles_dirty(ALL_TILEMAPS); } /* bit 0 could be used but unknown */ /* other bits unused */ } WRITE8_HANDLER( gsword_scroll_w ) { tilemap_set_scrolly(bg_tilemap, 0, data); } static TILE_GET_INFO( get_bg_tile_info ) { int code = videoram[tile_index] + ((charbank & 0x03) << 8); int color = ((code & 0x3c0) >> 6) + 16 * charpalbank; int flags = flipscreen ? (TILE_FLIPX | TILE_FLIPY) : 0; SET_TILE_INFO(0, code, color, flags); } VIDEO_START( gsword ) { bg_tilemap = tilemap_create(get_bg_tile_info, tilemap_scan_rows, TILEMAP_TYPE_PEN, 8, 8, 32, 64); } static void draw_sprites(running_machine *machine, mame_bitmap *bitmap, const rectangle *cliprect) { int offs; for (offs = 0; offs < gsword_spritexy_size - 1; offs+=2) { int sx,sy,flipx,flipy,spritebank,tile; if (gsword_spritexy_ram[offs]!=0xf1) { spritebank = 0; tile = gsword_spritetile_ram[offs]; sy = 241-gsword_spritexy_ram[offs]; sx = gsword_spritexy_ram[offs+1]-56; flipx = gsword_spriteattrib_ram[offs] & 0x02; flipy = gsword_spriteattrib_ram[offs] & 0x01; // Adjust sprites that should be far far right! if (sx<0) sx+=256; // Adjuste for 32x32 tiles(#128-256) if (tile > 127) { spritebank = 1; tile -= 128; sy-=16; } if (flipscreen) { flipx = !flipx; flipy = !flipy; } drawgfx(bitmap,machine->gfx[1+spritebank], tile, gsword_spritetile_ram[offs+1] & 0x3f, flipx,flipy, sx,sy, cliprect,TRANSPARENCY_COLOR, 0x8f); } } } VIDEO_UPDATE( gsword ) { tilemap_draw(bitmap, cliprect, bg_tilemap, 0, 0); draw_sprites(machine, bitmap, cliprect); return 0; }