/*************************************************************************** -= Seta, Sammy, Visco (SSV) System =- driver by Luca Elia (l.elia@tin.it) This hardware only generates sprites. But they're of various types, including some large "floating tilemap" ones. Sprites RAM is 0x40000 bytes long. The first 0x2000 bytes hold a list of sprites to display (the list can be made shorter using an end-of-list marker). Each entry in the list (8 bytes) is a multi-sprite (e.g it tells the hardware to display up to 32 single-sprites). The list looks like this: Offset: Bits: Value: 0.h f--- ---- ---- ---- Shadow -edc ---- ---- ---- Each bit enables 2 bitplanes* ---- ba-- ---- ---- X Size (1,2,4,8 tiles) ---- --98 ---- ---- Y Size (1,2,4,8 tiles) ---- ---- 765- ---- Index of a scroll to apply to the single-sprite(s) ---- ---- ---4 3210 Number of single-sprites, minus 1 2.h f--- ---- ---- ---- List end -edc ba98 7654 3210 Offset of the single-sprite(s) data 4.h fedc ba-- ---- ---- ---- --98 7654 3210 X displacement (ignored by tilemap sprites?) 6.h fedc ba-- ---- ---- ---- --98 7654 3210 Y displacement (ignored by tilemap sprites?) * bit c, which enables/disables the 2 high order bitplanes (256 / 64 color tiles) is the only one implemented. Needed by keithlcy (logo), drifto94 (wheels). A single-sprite can be: 1. a rectangle of tiles (only 1 tile code needs to be specified) 2. a row of tiles of a tilemap in ram. The row is (always?) as wide as the screen and 64 pixels tall. Rectangle case(1): Offset: Bits: Value: 0.h Code (low bits) 2.h f--- ---- ---- ---- Flip X -e-- ---- ---- ---- Flip Y --dc ba-- ---- ---- Code (high bits) ---- --9- ---- ---- Code? Color? ---- ---8 7654 3210 Color code (64 color steps) 4.h f--- ---- ---- ---- Shadow -edc ---- ---- ---- Each bit enables 2 bitplanes* ---- ba-- ---- ---- X Size (1,2,4,8 tiles) ---- --98 7654 3210 X 6.h fedc ---- ---- ---- ---- ba-- ---- ---- Y Size (1,2,4 tiles) ** ---- --98 7654 3210 Y Tilemap case(2): Offset: Bits: Value: 0.h fedc ba98 7654 3--- ---- ---- ---- -210 Scroll index (see below) 2.h Always 0 4.h fedc ba-- ---- ---- ---- --98 7654 3210 X? 6.h fedc ---- ---- ---- ---- ba-- ---- ---- ** ---- --98 7654 3210 Y ** ? both bits set means "Row Sprite" if the single-sprite type hasn't been specified in the sprites list ? There are 8 scroll values for the tilemap sprites, in the 1c0000-1c003f area (each scroll value uses 8 bytes): Offset: Bits: Value: 0.h Scroll X 2.h Scroll Y 4.h Priority ? (0000, 0401, 0440, 057f, 05ff) 6.h fed- ---- ---- ---- Tilemap width (games only use 1 -> $200, 2 -> $400) ---c ---- ---- ---- ? ---- b--- ---- ---- Shadow ---- -a98 ---- ---- Each bit enables 2 bitplanes* ---- ---- 7654 3210 ? some games leave it to 0, others use e.g 28 for scroll 0, 29 for scroll 1, 2a etc. Where scroll x&y refer to a virtual $8000 x $200 tilemap (filling the whole spriteram) made of 16x16 tiles. A tile uses 4 bytes: Offset: Bits: Value: 0.h Code (low bits)*** 2.h f--- ---- ---- ---- Flip X -e-- ---- ---- ---- Flip Y --dc ba-- ---- ---- Code (high bits) ---- --9- ---- ---- Code? Color? ---- ---8 7654 3210 Color code (64 color steps) The tilemap is stored in ram by column. *** The tiles size is (always?) 16x16 so Code and Code+1 are used. Note that there is a "background layer": a series of tilemap sprites that fill up the screen and use scroll 0 as the source tilemap are always displayed before the sprites in the sprites list. Shadows: The low bits of the pens from a "shadowing" tile (regardless of color code) substitute the top bits of the color index (0-7fff) in the frame buffer. The number of low bits from the "shadowing tile" is 4 or 2, depending on bit 7 of 1c0076. Note: press Z to show some info on each sprite (debug builds only) ***************************************************************************/ #include "driver.h" #include "seta.h" #ifdef MAME_DEBUG #include "ui.h" #endif int shadow_pen_mask, shadow_pen_shift; void ssv_drawgfx( mame_bitmap *bitmap, const gfx_element *gfx, UINT32 code,UINT32 color,int flipx,int flipy,int x0,int y0, const rectangle *cliprect, int shadow ) { UINT8 *source, *addr, pen; UINT16 *dest; int sx, x1, dx; int sy, y1, dy; addr = (code % gfx->total_elements) * gfx->char_modulo + gfx->gfxdata; color = gfx->color_granularity * (color % gfx->total_colors); if ( flipx ) { x1 = x0-1; x0 += gfx->width-1; dx = -1; } else { x1 = x0 + gfx->width; dx = 1; } if ( flipy ) { y1 = y0-1; y0 += gfx->height-1; dy = -1; } else { y1 = y0 + gfx->height; dy = 1; } #define SSV_DRAWGFX(SETPIXELCOLOR) \ for ( sy = y0; sy != y1; sy += dy ) \ { \ if ( sy >= cliprect->min_y && sy <= cliprect->max_y ) \ { \ source = addr; \ dest = BITMAP_ADDR16(bitmap, sy, 0); \ \ for ( sx = x0; sx != x1; sx += dx ) \ { \ pen = *source++; \ \ if ( pen && sx >= cliprect->min_x && sx <= cliprect->max_x ) \ SETPIXELCOLOR \ } \ } \ \ addr += gfx->line_modulo; \ } if (shadow) { SSV_DRAWGFX( { dest[sx] = ((dest[sx] & shadow_pen_mask) | (pen << shadow_pen_shift)) & 0x7fff; } ) } else { SSV_DRAWGFX( { dest[sx] = (color + pen) & 0x7fff; } ) } } VIDEO_START( ssv ) { machine->gfx[0]->color_granularity = 64; /* 256 colour sprites with palette selectable on 64 colour boundaries */ } VIDEO_START( eaglshot ) { video_start_ssv(machine); eaglshot_gfxram = (UINT16*)auto_malloc(16 * 0x40000); eaglshot_dirty_tile = (char*)auto_malloc(16 * 0x40000 / (16*8)); } static tilemap *gdfs_tmap; static TILE_GET_INFO( get_tile_info_0 ) { UINT16 tile = gdfs_tmapram[tile_index]; SET_TILE_INFO(3, tile, 0, TILE_FLIPXY( tile >> 14 )); } WRITE16_HANDLER( gdfs_tmapram_w ) { COMBINE_DATA(&gdfs_tmapram[offset]); tilemap_mark_tile_dirty(gdfs_tmap, offset); } VIDEO_START( gdfs ) { video_start_ssv(machine); machine->gfx[2]->color_granularity = 64; /* 256 colour sprites with palette selectable on 64 colour boundaries */ eaglshot_gfxram = (UINT16*)auto_malloc(4 * 0x100000); eaglshot_dirty_tile = (char*)auto_malloc(4 * 0x100000 / (16*8)); gdfs_tmap = tilemap_create( get_tile_info_0, tilemap_scan_rows, TILEMAP_TYPE_PEN, 16,16, 0x100,0x100 ); tilemap_set_transparent_pen(gdfs_tmap, 0); } /* Scroll values + CRT controller registers */ UINT16 *ssv_scroll; int ssv_special; // game specific kludges int ssv_tile_code[16]; int ssv_sprites_offsx, ssv_sprites_offsy; int ssv_tilemap_offsx, ssv_tilemap_offsy; UINT16 *eaglshot_gfxram, *gdfs_tmapram, *gdfs_tmapscroll; char eaglshot_dirty, *eaglshot_dirty_tile; /*************************************************************************** CRT controller, registers that are read (vblank etc.?) 1c0000 (wait for bit .. to become ..) keithlcy: bit D, 0 -> 1 mslider: bit A, 0 hypreact: meosism: srmp7: sxyreact: ultrax: bit F, 0 twineag2: hypreac2: bit C, 1 -> 0 bit F, 0 janjans1: srmp4: survarts: No checks ryorioh: drifto94: bit D, 0 -> 1 bit A, 0 CRT controller, registers that are written (resolution, visible area, flipping etc. ?) 1c0060-7f: drifto94: 0000 0025 00cd 01c6 - 0001 0013 0101 0106 0300 0711 0500 0000 - 0015 5940 0000 0000 03ea 5558 (flip) dynagear: 002b 002c 00d4 01c6 - 0001 0012 0102 0106 02fd 0000 0500 0000 - 0015 5940 0000 0000 ???? ???? (flip) eaglshot: 0021 002a 00ca 01c6 - 0001 0016 00f6 0106 0301 0000 0500 d000 - 0015 5940 0000 0000 ???? ???? (flip) gdfs: 002b 002c 00d5 01c6 - 0001 0012 0102 0106 03ec 0711 0500 0000 - 00d5 5950 0000 0000 03ec 1557 (flip) hypreact: 0021 0022 00cb 01c6 - 0001 000e 00fe 0106 0301 0000 0500 c000 - 0015 5140 0000 0000 03f0 5558 (flip) hypreac2: 0021 0022 00cb 01c6 - 0001 000e 00fe 0106 0301 0000 05ff c000 - 0015 5140 0000 0000 03ea 5558 (flip) janjans1: 0021 0023 00cb 01c6 - 0001 000f 00fe 0106 0300 0000 0500 c000 - 0015 5140 0000 0000 same! (flip) keithlcy: 002b 0025 00cd 01c6 - 0001 0013 0101 0106 0300 0711 0500 0000 - 0015 5940 0000 0000 03ea 5558 (flip) meosism: 002b 002c 00d5 01c6 - 0001 0012 00fe 0106 0301 0000 0500 c000 - 0015 5140 0000 0000 (no flip) mslider: 0021 0026 00d6 01c6 - 0001 000e 00fe 0106 03f1 0711 5550 c080 - 0015 5940 0000 0000 0301 0500 (flip) ryorioh: 0021 0023*00cb 01c6 - 0001 000f 00fe 0106 0300 0000 0500 c000 - 0015 5140 0000 0000 03ed 5558 (flip) *0025 srmp4: 002b 002c 00d4 01c6 - 0001 0012 0102 0106 0301 0711 0500 0000 - 0015 4940 0000 0000 ffe8 5557 (flip) srmp7: 002b 002c 00d4 01c6 - 0001 000e 00fd 0106 0000 0000 e500 0000 - 0015 7140 0000 0000 02f2 b558 (flip) stmblade: 0021 0026 00d6 01c6 - 0001 000e 00fe 0106 03f1 0711 5550 c080 - 0015 5940 0000 0000 <- 711 becomes 0 during gameplay 0301 0500 (flip) survarts: 002b 002c 00d4 01c6 - 0001 0012 0102 0106 0301 0000 0500 0000 - 0015 5140 0000 0000 03e9 5558 (flip) sxyreact: 0021 0022 00cb 01c6 - 0001 000e 00fe 0106 0301 0000 0500 c000 - 0015 5140 0000 0000 03ef 5558 (flip) sxyreac2: 0021 0023 00cb 01c6 - 0001 000e 00fe 0106 0301 0000 0500 c000 - 0015 5140 0000 0000 ???? ???? (flip) twineag2: 002b 002c 00d4 01c6 - 0001 0012 0102 0106 ffec 0000 e500 4000 - 0315 7940 0000 0000 ???? ???? (flip) ultrax: 002b 002c 00d4 01c6 - 0001 0012 0102 0106 ffec 0000 e500 4000 - 0315 7940 0000 0000 02fe b558 (flip) vasara & 0021 0024 00cc 01c6 - 0001 000e 00fe 0106 vasara2: 03f1 0000 6500 c000 - 0015 5140 0000 0000 0301 3558 (flip) ***************************************************************************/ READ16_HANDLER( ssv_vblank_r ) { if (video_screen_get_vblank(0)) return 0x2000 | 0x1000; else return 0x0000; } WRITE16_HANDLER( ssv_scroll_w ) { COMBINE_DATA(ssv_scroll + offset); /* offsets 60-7f: CRT Controller */ } WRITE16_HANDLER( paletteram16_xrgb_swap_word_w ) { int r, g, b; UINT16 data0, data1; COMBINE_DATA(paletteram16 + offset); offset &= ~1; data0 = paletteram16[offset + 1]; data1 = paletteram16[offset]; r = data0 & 0xff; g = data1 >> 8; b = data1 & 0xff; palette_set_color(Machine, offset>>1, MAKE_RGB(r, g, b)); } /*************************************************************************** Sprites Drawing [mslider] "Insert coins" 101f60: 0006 0825 00b0 000c 104128: 1a3a 0000 63d4 0400 (16x16) Character tilemap 100080: 000f 0410 0000 0000 102080: 0002 0000 6200 0c00 0002 0000 6200 0c40 0002 0000 6200 0c80 0002 0000 6200 0cc0 0002 0000 6200 0d00 .. 0002 0000 6200 0fc0 1c0010: 73f0 00f1 05ff 4600 [hypreact] intro 100140: 6003 04ca 0000 0000 (tilemap sprite) 102650: 0003 0000 0000 0c00 0003 0000 0000 0c40 0003 0000 0000 0c80 0003 0000 0000 0cc0 1c0018: 15f8 00e8 057f 2600 game 100058: 6003 00db 0050 0040 (normal sprite) 1006d8: 037c 001b 6400 0400 tiles 100060: 6019 0120 0014 000a (sometimes 6619!) 100900: 0a8c 0012 6400 0420 (32x16) 0400 0012 6400 0800 (32x32) ... [hypreac2] "warning" 100f60: 6106 3893 0068 00c8 (128x32) 11c498: 00e0 00b2 6c00 0800 0000 0000 0000 0000 text below "warning" 100f70: 6016 389b 0048 00b0 ((16 or 8)x8) 11c4d8: 0054 0007 6000 0000 black regions 100af8: 6303 2d64 0000 03f8 (yoffs should be used) 116b20: 0004 0000 0000 0fa0 <- move up and down 0004 0000 0000 0fe0 0004 0000 0000 0ce0 0004 0000 0000 0d20 1c0020: 6c00 00ef 057f 2600 "credits" 1012f0: 6007 440e 00e0 0008 (16x8) 122070: 0043 0006 6000 0000 tiles 100ce8: 6111 3464 0008 0030 (16x32,empty tile frames) 11a320: 0460 006b 6110 0800 0460 006b 6100 0800 .. 100d68: 6205 34de 0008 0030 (16x32, tiles on frames) 11a6f0: 050c 0059 6000 0800 04c0 005a 6010 0800 04d4 005a 6020 0800 0500 0059 6030 0800 .. 100cf8: 6105 348a 0008 fff8 (16x16 x 2x3, big tiles below) 11a450: 61d6 0059 6000 0420 61f2 0059 6000 0410 6212 0059 6000 0400 61d8 0059 6010 0420 61f4 0059 6010 0410 6214 0059 6010 0400 [keithlcy] high scores 101030: 717f 40c0 0010 0000 120600: 0000 0000 00c0 0025 (16x16) 0000 0000 00d0 0025 .. 0000 0000 0000 ffff (ysize should be 16!) 0000 0000 0010 ffff .. K of "KEITH" 101180: 610e 4600 0020 0090 123000: 4ef4 016a 0000 0040 (16x16) 4ef6 016a 0010 0040 .. floating robot (demo) 101000: 713d 4000 03b0 0088 120000: .. 71f6 0020 0000 0030 71f8 0020 0010 0030 .. cityscape 100030: 7304 1600 0000 007c (yoffs should not be used) 10b000: 0001 0000 0200 0000 0001 0000 0200 0040 0001 0000 0200 0080 0001 0000 0200 00c0 1c0008: 0800 00f2 05ff 5729 [meosism] shadows 100100: 701f 051b 0041 0020 (16x16 shadow) 1028d8: 05aa 0030 f000 0470 [srmp4] logo 100000: 6303 1680 0180 0078 (yoffs?) 10b400: 0001 0000 0000 0060 0001 0000 0000 0020 0001 0000 0000 ffe0 0001 0000 0000 ffa0 1c0008: 0800 00ec 05ff 5629 tiles 100088: 6103 25b7 0028 000a (16x16) 112db8: f4aa 0009 03f8 0018 f4a8 0009 0008 0018 f4ba 0009 03f8 0008 f4bc 0009 0008 0008 [survarts] tilemap 100030: 6303 2048 0000 0000 110240: 0002 0000 0160 03fc 0002 0000 0160 003c 0002 0000 0160 007c 0002 0000 0160 00bc 1c0010: 0c2e 01f5 05ff 4628 player 100030: 611f 1da0 0000 fffc 10ed00: eb16 200f 005c fffa (16x16) "push start" 100130: 601d 1920 0048 0000 10c900: 0441 0004 0000 004c (16x8) [drifto94] car shadow 100010: 8137 0640 0080 0030 103200: .. 544a 21e4 0030 0030 (16x16) writings on finish 100130: 6109 4840 004e 0058 "good work" 124200: ee6e 0135 0024 0000 (16x16) 100158: 611e 4860 0058 0020 "you have proved yOur".. 124300: ee92 0137 0024 0014 (16x16) .. ee7e 0137 fff4 0000 (16x16!!) ; 'O' .. [ultrax] sprite begin of lev1 100010: 6b60 4280 0016 00a0 121400: 51a0 0042 6800 0c00 (64x64) [eaglshot] title logo 100040: 001b 2920 0048 00e0 114900: 2130 0060 7018 0fd0 (16x64) play 100020: 0003 290c 0000 0000 114860: 0003 0000 03f0 0ce0 (tilemap) sammy logo 100020: 0003 1000 0000 0000 108000: 0001 0000 4380 0ce0 (tilemap) From the above some noteworthy cases are: 101f60: 0006 0825 00b0 000c 104128: 1a3a 0000 63d4 0400 consider y size 101030: 717f 40c0 0010 0000 120600: 0000 0000 0000 ffff ignore y size & depth 100158: 611e 4860 0058 0020 124300 ee7e 0137 fff4 0000 ignore x size & depth 100f60: 6106 3893 0068 00c8 11c498: 00e0 00b2 6c00 0800 consider x size & y size 100100: 701f 051b 0041 0020 1028d8: 05aa 0030 f000 0470 consider shadow (16x16 shadow) 100010: 6b60 4280 0016 00a0 121400: 51a0 0042 6800 0c00 (64x64) 100140: 6003 04ca 0000 0000 tilemap 102650: 0003 0000 0000 0c00 100080: 000f 0410 0000 0000 tilemap 102080: 0002 0000 6200 0c00 **************************************************************************/ /* Draw a tilemap sprite */ static void draw_row(running_machine *machine, mame_bitmap *bitmap, const rectangle *cliprect, int sx, int sy, int scroll) { rectangle clip; int attr, code, color, mode, size, page, shadow; int x, x1, sx1, flipx, xnum, xstart, xend, xinc; int y, y1, sy1, flipy, ynum, ystart, yend, yinc; UINT16 *s3; xnum = 0x20; // width in tiles (screen-wide) ynum = 0x8; // height in tiles (always 64 pixels?) scroll &= 0x7; // scroll register index /* Sign extend the position */ sx = 0; sy = (sy & 0x1ff) - (sy & 0x200); /* Set up a clipping region for the tilemap slice .. */ clip.min_x = sx; clip.max_x = sx + xnum * 0x10 - 1; clip.min_y = sy; clip.max_y = sy + ynum * 0x8 - 1; /* .. and clip it against the visible screen */ if (clip.min_x > cliprect->max_x) return; if (clip.min_y > cliprect->max_y) return; if (clip.max_x < cliprect->min_x) return; if (clip.max_y < cliprect->min_y) return; if (clip.min_x < cliprect->min_x) clip.min_x = cliprect->min_x; if (clip.max_x > cliprect->max_x) clip.max_x = cliprect->max_x; if (clip.min_y < cliprect->min_y) clip.min_y = cliprect->min_y; if (clip.max_y > cliprect->max_y) clip.max_y = cliprect->max_y; /* Get the scroll data */ x = ssv_scroll[ scroll * 4 + 0 ]; // x scroll y = ssv_scroll[ scroll * 4 + 1 ]; // y scroll // ssv_scroll[ scroll * 4 + 2 ]; // Priority ? mode = ssv_scroll[ scroll * 4 + 3 ]; // shadow, depth etc. // Priority ? if ( (ssv_scroll[ scroll * 4 + 2 ] < ssv_scroll[ 0 * 4 + 2 ]) ) return; /* How is the background layer disabled ? */ if ((mode & 0x0700) == 0) return; shadow = (mode & 0x0800); /* Decide the actual size of the tilemap. $200 and $400 pixels are the only values actually used AFAIK */ size = 1 << (8 + ((mode & 0xe000) >> 13)); page = (x & 0x7fff) / size; /* Given a fixed scroll value, the portion of tilemap displayed changes with the sprite postion */ x += sx; y += sy; /* Tweak the scroll values (game specific) */ x += ssv_tilemap_offsx; y += ssv_tilemap_offsy; /* Draw the rows */ x1 = x; y1 = y; sx1 = sx - (x & 0xf); sy1 = sy - (y & 0xf); for (sx=sx1,x=x1; sx <= clip.max_x; sx+=0x10,x+=0x10) { for (sy=sy1,y=y1; sy <= clip.max_y; sy+=0x10,y+=0x10) { int tx, ty, gfx; s3 = &spriteram16[ page * (size * ((0x1000/0x200)/2)) + ((x & ((size -1) & ~0xf)) << 2) + ((y & ((0x200-1) & ~0xf)) >> 3) ]; code = s3[0]; // code high bits attr = s3[1]; // code low bits + color /* Code's high bits are scrambled */ code += ssv_tile_code[(attr & 0x3c00)>>10]; flipy = (attr & 0x4000); flipx = (attr & 0x8000); color = attr; /* Select 256 or 64 color tiles */ gfx = ((mode & 0x0100) ? 0 : 1); /* Force 16x16 tiles ? */ if (flipx) { xstart = 1-1; xend = -1; xinc = -1; } else { xstart = 0; xend = 1; xinc = +1; } if (flipy) { ystart = 2-1; yend = -1; yinc = -1; } else { ystart = 0; yend = 2; yinc = +1; } /* Draw a tile (16x16) */ for (tx = xstart; tx != xend; tx += xinc) { for (ty = ystart; ty != yend; ty += yinc) { ssv_drawgfx( bitmap, machine->gfx[gfx], code++, color, flipx, flipy, sx + tx * 16, sy + ty * 8, &clip, shadow ); } /* ty */ } /* tx */ } /* sy */ } /* sx */ } /* Draw the "background layer" using multiple tilemap sprites */ static void draw_layer(running_machine *machine, mame_bitmap *bitmap, const rectangle *cliprect, int nr) { int sy; for ( sy = 0; sy <= machine->screen[0].visarea.max_y; sy += 0x40 ) draw_row(machine, bitmap, cliprect, 0, sy, nr); } /* Draw sprites in the sprites list */ static void draw_sprites(running_machine *machine, mame_bitmap *bitmap, const rectangle *cliprect) { /* Sprites list */ UINT16 *s1 = spriteram16; UINT16 *end1 = spriteram16 + 0x02000/2; UINT16 *end2 = spriteram16 + 0x40000/2; UINT16 *s2; for ( ; s1 < end1; s1+=4 ) { int attr, code, color, num, sprite; int sx, x, xoffs, flipx, xnum, xstart, xend, xinc; int sy, y, yoffs, flipy, ynum, ystart, yend, yinc; int mode,global_depth,global_xnum,global_ynum; mode = s1[ 0 ]; sprite = s1[ 1 ]; xoffs = s1[ 2 ]; yoffs = s1[ 3 ]; /* Last sprite */ if (sprite & 0x8000) break; /* Single-sprite address */ s2 = &spriteram16[ (sprite & 0x7fff) * 4 ]; /* Every single sprite is offset by x & yoffs, and additionally by one of the 8 x & y offsets in the 1c0040-1c005f area */ xoffs += ssv_scroll[((mode & 0x00e0) >> 4) + 0x40/2]; yoffs += ssv_scroll[((mode & 0x00e0) >> 4) + 0x42/2]; /* Number of single-sprites (1-32) */ num = (mode & 0x001f) + 1; global_ynum = (mode & 0x0300) << 2; global_xnum = (mode & 0x0c00); global_depth = (mode & 0xf000); for( ; num > 0; num--,s2+=4 ) { int depth, local_depth, local_xnum, local_ynum; if (s2 >= end2) break; sx = s2[ 2 ]; sy = s2[ 3 ]; local_depth = sx & 0xf000; local_xnum = sx & 0x0c00; local_ynum = sy & 0x0c00; if (ssv_scroll[0x76/2] & 0x4000) { xnum = local_xnum; ynum = local_ynum; depth = local_depth; } else { xnum = global_xnum; ynum = global_ynum; depth = global_depth; } if ( s2[0] <= 7 && s2[1] == 0 && xnum == 0 && ynum == 0x0c00) { // Tilemap Sprite int scroll; scroll = s2[ 0 ]; // scroll index switch( ssv_scroll[0x7a/2] ) { case 0x4940: sy += 0x60; break; // srmp4 case 0x5940: sy -= 0x20; break; // drifto94, dynagear, eaglshot, keithlcy, mslider, stmblade case 0x5950: sy += 0xdf; break; // gdfs case 0x7940: sy -= 0x10; break; // ultrax, twineag2 } draw_row(machine, bitmap, cliprect, sx, sy, scroll); } else { // "Normal" Sprite /* hot spots: "warning" in hypreac2 has mode & 0x0100 and is not 16x16 keithlcy high scores has mode & 0x0100 and y & 0x0c00 can be 0x0c00 drifto94 "you have proved yOur".. has mode & 0x0100 and x & 0x0c00 can be 0x0c00 ultrax (begin of lev1): 100010: 6b60 4280 0016 00a0 121400: 51a0 0042 6800 0c00 needs to be a normal sprite */ int shadow, gfx; if (s2 >= end2) break; code = s2[0]; // code high bits attr = s2[1]; // code low bits + color /* Code's high bits are scrambled */ code += ssv_tile_code[(attr & 0x3c00)>>10]; flipy = (attr & 0x4000); flipx = (attr & 0x8000); color = attr; /* Select 256 or 64 color tiles */ gfx = (depth & 0x1000) ? 0 : 1; shadow = (depth & 0x8000); /* Single-sprite tile size */ xnum = 1 << (xnum >> 10); // 1, 2, 4 or 8 tiles ynum = 1 << (ynum >> 10); // 1, 2, 4 tiles (8 means tilemap sprite?) if (flipx) { xstart = xnum-1; xend = -1; xinc = -1; } else { xstart = 0; xend = xnum; xinc = +1; } if (flipy) { ystart = ynum-1; yend = -1; yinc = -1; } else { ystart = 0; yend = ynum; yinc = +1; } /* Apply global offsets */ sx += xoffs; sy += yoffs; /* Sign extend the position */ sx = (sx & 0x1ff) - (sx & 0x200); sy = (sy & 0x1ff) - (sy & 0x200); if (ssv_scroll[0x74/2] == 0x6500) // vasara sy = 0xe8 - sy; if (ssv_scroll[0x74/2] & 0x8000) // srmp7, twineag2, ultrax { if (ssv_scroll[0x76/2] & 0x4000) { // twineag2, ultrax sx = ssv_sprites_offsx + sx - (xnum-1) * 8; sy = ssv_sprites_offsy + sy - (ynum * 8) / 2; } else { // srmp7 sx = ssv_sprites_offsx + sx; sy = ssv_sprites_offsy + sy; } } else if (ssv_scroll[0x76/2] & 0x1000) // eaglshot { sx = ssv_sprites_offsx + sx - (xnum-1) * 8; sy = ssv_sprites_offsy - sy - (ynum * 8) / 2; // sy is the sprite center } else { sx = ssv_sprites_offsx + sx; sy = ssv_sprites_offsy - sy - (ynum-1) * 8; } /* Draw the tiles */ for (x = xstart; x != xend; x += xinc) { for (y = ystart; y != yend; y += yinc) { ssv_drawgfx( bitmap, machine->gfx[gfx], code++, color, flipx, flipy, sx + x * 16, sy + y * 8, cliprect, shadow ); } } #ifdef MAME_DEBUG if (input_code_pressed(KEYCODE_Z)) /* Display some info on each sprite */ { char buf[10]; sprintf(buf, "%02X",/*(s2[2] & ~0x3ff)>>8*/mode>>8); ui_draw_text(buf, sx, sy); } #endif } /* sprite type */ } /* single-sprites */ } /* sprites list */ } /*************************************************************************** Screen Drawing ***************************************************************************/ VIDEO_UPDATE( eaglshot ) { int tile; // Decode tiles from ram if (eaglshot_dirty) { eaglshot_dirty = 0; for (tile = 0; tile < (16 * 0x40000 / (16*8)); tile++) { if (eaglshot_dirty_tile[tile]) { eaglshot_dirty_tile[tile] = 0; decodechar(machine->gfx[0], tile, (UINT8 *)eaglshot_gfxram, machine->drv->gfxdecodeinfo[0].gfxlayout); decodechar(machine->gfx[1], tile, (UINT8 *)eaglshot_gfxram, machine->drv->gfxdecodeinfo[1].gfxlayout); } } } video_update_ssv(machine, screen, bitmap, cliprect); return 0; } /* Sprites RAM is 0x80000 bytes long. The first 0x2000? bytes hold a list of sprites to display (the list can be made shorter using an end-of-list marker). Each entry in the list (16 bytes) is a multi-sprite (e.g it tells the hardware to display several single-sprites). The list looks like this: Offset: Bits: Value: 0.h fedc ba-- ---- ---- ---- --98 7654 3210 X displacement 2.h fedc ba-- ---- ---- ---- --98 7654 3210 Y displacement 4.h f--- ---- ---- ---- List end -edc ba98 7654 3210 Offset of the single-sprite(s) data 0.h Number of single-sprites (how many bits?) A single-sprite is: Offset: Bits: Value: 0.h Code 2.h f--- ---- ---- ---- Flip X -e-- ---- ---- ---- Flip Y ---- -a-- ---- ---- 0 = 256 color steps, 1 = 64 color steps ---- --98 7654 3210 Color code 4.h fedc ba-- ---- ---- ---- --98 7654 3210 X displacement 6.h fedc ba-- ---- ---- ---- --98 7654 3210 Y displacement 8.h fedc ba98 ---- ---- Y Size ---- ---- 7654 3210 X Size A.h fedc ba98 ---- ---- ---- ---- 7654 ---- Priority ---- ---- ---- 32-- Y Tiles (1,2,4,8) ---- ---- ---- --10 X Tiles (1,2,4,8) C.h Unused E.h Unused */ static void gdfs_draw_zooming_sprites(running_machine *machine, mame_bitmap *bitmap, const rectangle *cliprect, int priority) { /* Sprites list */ UINT16 *s1 = spriteram16_2; UINT16 *end1 = spriteram16_2 + 0x02000/2; UINT16 *s2; priority <<= 4; for ( ; s1 < end1; s1+=8/2 ) { int attr, code, color, num, sprite, zoom, size; int sx, x, xoffs, flipx, xnum, xstart, xend, xinc, xdim, xscale; int sy, y, yoffs, flipy, ynum, ystart, yend, yinc, ydim, yscale; xoffs = s1[ 0 ]; yoffs = s1[ 1 ]; sprite = s1[ 2 ]; num = s1[ 3 ] % 0x101; /* Last sprite */ if (sprite & 0x8000) break; /* Single-sprite address */ s2 = &spriteram16_2[ (sprite & 0x7fff) * 16/2 ]; for( ; num > 0; num--,s2+=16/2 ) { code = s2[ 0 ]; attr = s2[ 1 ]; sx = s2[ 2 ]; sy = s2[ 3 ]; zoom = s2[ 4 ]; size = s2[ 5 ]; if (priority != (size & 0xf0)) break; flipx = (attr & 0x8000); flipy = (attr & 0x4000); color = (attr & 0x0400) ? attr : attr * 4; /* Single-sprite tile size */ xnum = 1 << ((size >> 0) & 3); ynum = 1 << ((size >> 2) & 3); xnum = (xnum + 1) / 2; if (flipx) { xstart = xnum-1; xend = -1; xinc = -1; } else { xstart = 0; xend = xnum; xinc = +1; } if (flipy) { ystart = ynum-1; yend = -1; yinc = -1; } else { ystart = 0; yend = ynum; yinc = +1; } /* Apply global offsets */ sx += xoffs; sy += yoffs; /* Sign extend the position */ sx = (sx & 0x1ff) - (sx & 0x200); sy = (sy & 0x1ff) - (sy & 0x200); sy = -sy; /* Use fixed point values (16.16), for accuracy */ sx <<= 16; sy <<= 16; xdim = ( ( ((zoom >> 0) & 0xff) + 1) << 16 ) / xnum; ydim = ( ( ((zoom >> 8) & 0xff) + 1) << 16 ) / ynum; xscale = xdim / 16; yscale = ydim / 8; /* Let's approximate to the nearest greater integer value to avoid holes in between tiles */ if (xscale & 0xffff) xscale += (1<<16) / 16; if (yscale & 0xffff) yscale += (1<<16) / 8; /* Draw the tiles */ for (x = xstart; x != xend; x += xinc) { for (y = ystart; y != yend; y += yinc) { drawgfxzoom( bitmap, machine->gfx[2], code++, color, flipx, flipy, (sx + x * xdim) / 0x10000, (sy + y * ydim) / 0x10000, cliprect, TRANSPARENCY_PEN, 0, xscale, yscale ); } } #ifdef MAME_DEBUG if (input_code_pressed(KEYCODE_Z)) /* Display some info on each sprite */ { char buf[10]; sprintf(buf, "%X",size); ui_draw_text(buf, sx / 0x10000, sy / 0x10000); } #endif } /* single-sprites */ } /* sprites list */ } VIDEO_UPDATE( gdfs ) { int tile, pri; video_update_ssv(machine, screen, bitmap, cliprect); // Decode zooming sprites tiles from ram if (eaglshot_dirty) { eaglshot_dirty = 0; for (tile = 0; tile < (4 * 0x100000 / (16*8)); tile++) { if (eaglshot_dirty_tile[tile]) { eaglshot_dirty_tile[tile] = 0; decodechar(machine->gfx[2], tile, (UINT8 *)eaglshot_gfxram, machine->drv->gfxdecodeinfo[2].gfxlayout); } } } for (pri = 0; pri <= 0xf; pri++) gdfs_draw_zooming_sprites(machine, bitmap, cliprect, pri); tilemap_set_scrollx(gdfs_tmap,0,gdfs_tmapscroll[0x0c/2]); tilemap_set_scrolly(gdfs_tmap,0,gdfs_tmapscroll[0x10/2]); tilemap_draw(bitmap,cliprect, gdfs_tmap, 0, 0); return 0; } static int enable_video; void ssv_enable_video(int enable) { enable_video = enable; } VIDEO_UPDATE( ssv ) { if (ssv_scroll[0x76/2] & 0x0080) { // 4 bit shadows (mslider, stmblade) shadow_pen_mask = 0x1fff; shadow_pen_shift = 11; } else { // 2 bit shadows shadow_pen_mask = 0x3fff; shadow_pen_shift = 13; } /* The background color is the first one in the palette */ fillbitmap(bitmap,machine->pens[0], cliprect); if (!enable_video) return 0; draw_layer(machine, bitmap, cliprect, 0); // "background layer" draw_sprites(machine, bitmap, cliprect); // sprites list return 0; }