#include "driver.h" #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]) UINT8 *gunsmoke_scrollx; UINT8 *gunsmoke_scrolly; static UINT8 chon, objon, bgon; static UINT8 sprite3bank; static tilemap *bg_tilemap, *fg_tilemap; /*************************************************************************** Convert the color PROMs into a more useable format. Gunsmoke has three 256x4 palette PROMs (one per gun) and a lot ;-) of 256x4 lookup table PROMs. The palette PROMs are connected to the RGB output this way: bit 3 -- 220 ohm resistor -- RED/GREEN/BLUE -- 470 ohm resistor -- RED/GREEN/BLUE -- 1 kohm resistor -- RED/GREEN/BLUE bit 0 -- 2.2kohm resistor -- RED/GREEN/BLUE ***************************************************************************/ PALETTE_INIT( gunsmoke ) { int i; for (i = 0; i < machine->drv->total_colors; i++) { int bit0, bit1, bit2, bit3, r, g, b; 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; 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; 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 lookup table */ /* characters use colors 64-79 */ for (i = 0; i < TOTAL_COLORS(0); i++) COLOR(0, i) = *(color_prom++) + 64; color_prom += 128; /* skip the bottom half of the PROM - not used */ /* background tiles use colors 0-63 */ for (i = 0; i < TOTAL_COLORS(1); i++) { COLOR(1, i) = color_prom[0] + 16 * (color_prom[256] & 0x03); color_prom++; } color_prom += TOTAL_COLORS(1); /* sprites use colors 128-255 */ for (i = 0; i < TOTAL_COLORS(2); i++) { COLOR(2, i) = color_prom[0] + 16 * (color_prom[256] & 0x07) + 128; color_prom++; } color_prom += TOTAL_COLORS(2); } WRITE8_HANDLER( gunsmoke_videoram_w ) { videoram[offset] = data; tilemap_mark_tile_dirty(fg_tilemap, offset); } WRITE8_HANDLER( gunsmoke_colorram_w ) { colorram[offset] = data; tilemap_mark_tile_dirty(fg_tilemap, offset); } WRITE8_HANDLER( gunsmoke_c804_w ) { /* bits 0 and 1 are for coin counters */ coin_counter_w(1, data & 0x01); coin_counter_w(0, data & 0x02); /* bits 2 and 3 select the ROM bank */ memory_set_bank(1, (data & 0x0c) >> 2); /* bit 5 resets the sound CPU? - we ignore it */ /* bit 6 flips screen */ flip_screen_set(data & 0x40); /* bit 7 enables characters? */ chon = data & 0x80; } WRITE8_HANDLER( gunsmoke_d806_w ) { /* bits 0-2 select the sprite 3 bank */ sprite3bank = data & 0x07; /* bit 4 enables bg 1? */ bgon = data & 0x10; /* bit 5 enables sprites? */ objon = data & 0x20; } static TILE_GET_INFO( get_bg_tile_info ) { UINT8 *tilerom = memory_region(REGION_GFX4); int offs = tile_index * 2; int attr = tilerom[offs + 1]; int code = tilerom[offs] + ((attr & 0x01) << 8); int color = (attr & 0x3c) >> 2; int flags = TILE_FLIPYX((attr & 0xc0) >> 6); SET_TILE_INFO(1, code, color, flags); } static TILE_GET_INFO( get_fg_tile_info ) { int attr = colorram[tile_index]; int code = videoram[tile_index] + ((attr & 0xe0) << 2); int color = attr & 0x1f; SET_TILE_INFO(0, code, color, 0); } VIDEO_START( gunsmoke ) { /* configure ROM banking */ UINT8 *rombase = memory_region(REGION_CPU1); memory_configure_bank(1, 0, 4, &rombase[0x10000], 0x4000); /* create tilemaps */ bg_tilemap = tilemap_create(get_bg_tile_info, tilemap_scan_cols, TILEMAP_TYPE_PEN, 32, 32, 2048, 8); fg_tilemap = tilemap_create(get_fg_tile_info, tilemap_scan_rows, TILEMAP_TYPE_COLORTABLE, 8, 8, 32, 32); tilemap_set_transparent_pen(fg_tilemap, 0x4f); /* register for saving */ state_save_register_global(chon); state_save_register_global(objon); state_save_register_global(bgon); state_save_register_global(sprite3bank); } static void draw_sprites(running_machine *machine, mame_bitmap *bitmap, const rectangle *cliprect) { int offs; for (offs = spriteram_size - 32; offs >= 0; offs -= 32) { int attr = spriteram[offs + 1]; int bank = (attr & 0xc0) >> 6; int code = spriteram[offs]; int color = attr & 0x0f; int flipx = 0; int flipy = attr & 0x10; int sx = spriteram[offs + 3] - ((attr & 0x20) << 3); int sy = spriteram[offs + 2]; if (bank == 3) bank += sprite3bank; code += 256 * bank; if (flip_screen) { sx = 240 - sx; sy = 240 - sy; flipx = !flipx; flipy = !flipy; } drawgfx(bitmap, machine->gfx[2], code, color, flipx, flipy, sx, sy, cliprect, TRANSPARENCY_PEN, 0); } } VIDEO_UPDATE( gunsmoke ) { tilemap_set_scrollx(bg_tilemap, 0, gunsmoke_scrollx[0] + 256 * gunsmoke_scrollx[1]); tilemap_set_scrolly(bg_tilemap, 0, gunsmoke_scrolly[0]); if (bgon) tilemap_draw(bitmap, cliprect, bg_tilemap, 0, 0); else fillbitmap(bitmap, get_black_pen(machine), cliprect); if (objon) draw_sprites(machine, bitmap, cliprect); if (chon) tilemap_draw(bitmap, cliprect, fg_tilemap, 0, 0); return 0; }