/* Ramtek - Star Cruiser */ #include "driver.h" #include "sound/samples.h" static mame_bitmap *ship1_vid; static mame_bitmap *ship2_vid; static mame_bitmap *proj1_vid; static mame_bitmap *proj2_vid; static int s1_x = 0; static int s1_y = 0; static int s2_x = 0; static int s2_y = 0; static int p1_x = 0; static int p1_y = 0; static int p2_x = 0; static int p2_y = 0; static int p1_sprite = 0; static int p2_sprite = 0; static int s1_sprite = 0; static int s2_sprite = 0; static int engine1_on = 0; static int engine2_on = 0; static int explode1_on = 0; static int explode2_on = 0; static int launch1_on = 0; static int launch2_on = 0; /* The collision detection techniques use in this driver are well explained in the comments in the sprint2 driver */ static int collision_reg = 0x00; /* I hate to have sound in video, but the sprite and audio bits are in the same bytes, and there are so few samples... */ int starcrus_engine_sound_playing = 0; int starcrus_explode_sound_playing = 0; int starcrus_launch1_sound_playing = 0; int starcrus_launch2_sound_playing = 0; WRITE8_HANDLER( starcrus_s1_x_w ) { s1_x = data^0xff; } WRITE8_HANDLER( starcrus_s1_y_w ) { s1_y = data^0xff; } WRITE8_HANDLER( starcrus_s2_x_w ) { s2_x = data^0xff; } WRITE8_HANDLER( starcrus_s2_y_w ) { s2_y = data^0xff; } WRITE8_HANDLER( starcrus_p1_x_w ) { p1_x = data^0xff; } WRITE8_HANDLER( starcrus_p1_y_w ) { p1_y = data^0xff; } WRITE8_HANDLER( starcrus_p2_x_w ) { p2_x = data^0xff; } WRITE8_HANDLER( starcrus_p2_y_w ) { p2_y = data^0xff; } VIDEO_START( starcrus ) { ship1_vid = auto_bitmap_alloc(16,16,machine->screen[0].format); ship2_vid = auto_bitmap_alloc(16,16,machine->screen[0].format); proj1_vid = auto_bitmap_alloc(16,16,machine->screen[0].format); proj2_vid = auto_bitmap_alloc(16,16,machine->screen[0].format); } WRITE8_HANDLER( starcrus_ship_parm_1_w ) { s1_sprite = data&0x1f; engine1_on = ((data&0x20)>>5)^0x01; if (engine1_on || engine2_on) { if (starcrus_engine_sound_playing == 0) { starcrus_engine_sound_playing = 1; sample_start(0,0,1); /* engine sample */ } } else { if (starcrus_engine_sound_playing == 1) { starcrus_engine_sound_playing = 0; sample_stop(0); } } } WRITE8_HANDLER( starcrus_ship_parm_2_w ) { s2_sprite = data&0x1f; set_led_status(2,~data & 0x80); /* game over lamp */ coin_counter_w(0, ((data&0x40)>>6)^0x01); /* coin counter */ engine2_on = ((data&0x20)>>5)^0x01; if (engine1_on || engine2_on) { if (starcrus_engine_sound_playing == 0) { starcrus_engine_sound_playing = 1; sample_start(0,0,1); /* engine sample */ } } else { if (starcrus_engine_sound_playing == 1) { starcrus_engine_sound_playing = 0; sample_stop(0); } } } WRITE8_HANDLER( starcrus_proj_parm_1_w ) { p1_sprite = data&0x0f; launch1_on = ((data&0x20)>>5)^0x01; explode1_on = ((data&0x10)>>4)^0x01; if (explode1_on || explode2_on) { if (starcrus_explode_sound_playing == 0) { starcrus_explode_sound_playing = 1; sample_start(1,1,1); /* explosion initial sample */ } } else { if (starcrus_explode_sound_playing == 1) { starcrus_explode_sound_playing = 0; sample_start(1,2,0); /* explosion ending sample */ } } if (launch1_on) { if (starcrus_launch1_sound_playing == 0) { starcrus_launch1_sound_playing = 1; sample_start(2,3,0); /* launch sample */ } } else { starcrus_launch1_sound_playing = 0; } } WRITE8_HANDLER( starcrus_proj_parm_2_w ) { p2_sprite = data&0x0f; launch2_on = ((data&0x20)>>5)^0x01; explode2_on = ((data&0x10)>>4)^0x01; if (explode1_on || explode2_on) { if (starcrus_explode_sound_playing == 0) { starcrus_explode_sound_playing = 1; sample_start(1,1,1); /* explosion initial sample */ } } else { if (starcrus_explode_sound_playing == 1) { starcrus_explode_sound_playing = 0; sample_start(1,2,0); /* explosion ending sample */ } } if (launch2_on) { if (starcrus_launch2_sound_playing == 0) { starcrus_launch2_sound_playing = 1; sample_start(3,3,0); /* launch sample */ } } else { starcrus_launch2_sound_playing = 0; } } static int collision_check_s1s2(running_machine *machine) { int org_x, org_y; int sx, sy; rectangle clip; clip.min_x=0; clip.max_x=15; clip.min_y=0; clip.max_y=15; fillbitmap(ship1_vid,machine->pens[0],&clip); fillbitmap(ship2_vid,machine->pens[0],&clip); /* origin is with respect to ship1 */ org_x = s1_x; org_y = s1_y; /* Draw ship 1 */ drawgfx(ship1_vid, machine->gfx[8+((s1_sprite&0x04)>>2)], (s1_sprite&0x03)^0x03, 0, (s1_sprite&0x08)>>3,(s1_sprite&0x10)>>4, s1_x-org_x,s1_y-org_y, &clip, TRANSPARENCY_NONE, 0); /* Draw ship 2 */ drawgfx(ship2_vid, machine->gfx[10+((s2_sprite&0x04)>>2)], (s2_sprite&0x03)^0x03, 0, (s2_sprite&0x08)>>3,(s2_sprite&0x10)>>4, s2_x-org_x,s2_y-org_y, &clip, TRANSPARENCY_NONE, 0); /* Now check for collisions */ for (sy=0;sy<16;sy++) { for (sx=0;sx<16;sx++) { if (*BITMAP_ADDR16(ship1_vid, sy, sx)==machine->pens[1]) { /* Condition 1 - ship 1 = ship 2 */ if (*BITMAP_ADDR16(ship2_vid, sy, sx)==machine->pens[1]) return 1; } } } return 0; } static int collision_check_p1p2(running_machine *machine) { int org_x, org_y; int sx, sy; rectangle clip; /* if both are scores, return */ if ( ((p1_sprite & 0x08) == 0) && ((p2_sprite & 0x08) == 0) ) { return 0; } clip.min_x=0; clip.max_x=15; clip.min_y=0; clip.max_y=15; fillbitmap(proj1_vid,machine->pens[0],&clip); fillbitmap(proj2_vid,machine->pens[0],&clip); /* origin is with respect to proj1 */ org_x = p1_x; org_y = p1_y; if (p1_sprite & 0x08) /* if p1 is a projectile */ { /* Draw score/projectile 1 */ drawgfx(proj1_vid, machine->gfx[(p1_sprite&0x0c)>>2], (p1_sprite&0x03)^0x03, 0, 0,0, p1_x-org_x,p1_y-org_y, &clip, TRANSPARENCY_NONE, 0); } if (p2_sprite & 0x08) /* if p2 is a projectile */ { /* Draw score/projectile 2 */ drawgfx(proj2_vid, machine->gfx[4+((p2_sprite&0x0c)>>2)], (p2_sprite&0x03)^0x03, 0, 0,0, p2_x-org_x,p2_y-org_y, &clip, TRANSPARENCY_NONE, 0); } /* Now check for collisions */ for (sy=0;sy<16;sy++) { for (sx=0;sx<16;sx++) { if (*BITMAP_ADDR16(proj1_vid, sy, sx)==machine->pens[1]) { /* Condition 1 - proj 1 = proj 2 */ if (*BITMAP_ADDR16(proj2_vid, sy, sx)==machine->pens[1]) return 1; } } } return 0; } static int collision_check_s1p1p2(running_machine *machine) { int org_x, org_y; int sx, sy; rectangle clip; /* if both are scores, return */ if ( ((p1_sprite & 0x08) == 0) && ((p2_sprite & 0x08) == 0) ) { return 0; } clip.min_x=0; clip.max_x=15; clip.min_y=0; clip.max_y=15; fillbitmap(ship1_vid,machine->pens[0],&clip); fillbitmap(proj1_vid,machine->pens[0],&clip); fillbitmap(proj2_vid,machine->pens[0],&clip); /* origin is with respect to ship1 */ org_x = s1_x; org_y = s1_y; /* Draw ship 1 */ drawgfx(ship1_vid, machine->gfx[8+((s1_sprite&0x04)>>2)], (s1_sprite&0x03)^0x03, 0, (s1_sprite&0x08)>>3,(s1_sprite&0x10)>>4, s1_x-org_x,s1_y-org_y, &clip, TRANSPARENCY_NONE, 0); if (p1_sprite & 0x08) /* if p1 is a projectile */ { /* Draw projectile 1 */ drawgfx(proj1_vid, machine->gfx[(p1_sprite&0x0c)>>2], (p1_sprite&0x03)^0x03, 0, 0,0, p1_x-org_x,p1_y-org_y, &clip, TRANSPARENCY_NONE, 0); } if (p2_sprite & 0x08) /* if p2 is a projectile */ { /* Draw projectile 2 */ drawgfx(proj2_vid, machine->gfx[4+((p2_sprite&0x0c)>>2)], (p2_sprite&0x03)^0x03, 0, 0,0, p2_x-org_x,p2_y-org_y, &clip, TRANSPARENCY_NONE, 0); } /* Now check for collisions */ for (sy=0;sy<16;sy++) { for (sx=0;sx<16;sx++) { if (*BITMAP_ADDR16(ship1_vid, sy, sx)==machine->pens[1]) { /* Condition 1 - ship 1 = proj 1 */ if (*BITMAP_ADDR16(proj1_vid, sy, sx)==machine->pens[1]) return 1; /* Condition 2 - ship 1 = proj 2 */ if (*BITMAP_ADDR16(proj2_vid, sy, sx)==machine->pens[1]) return 1; } } } return 0; } static int collision_check_s2p1p2(running_machine *machine) { int org_x, org_y; int sx, sy; rectangle clip; /* if both are scores, return */ if ( ((p1_sprite & 0x08) == 0) && ((p2_sprite & 0x08) == 0) ) { return 0; } clip.min_x=0; clip.max_x=15; clip.min_y=0; clip.max_y=15; fillbitmap(ship2_vid,machine->pens[0],&clip); fillbitmap(proj1_vid,machine->pens[0],&clip); fillbitmap(proj2_vid,machine->pens[0],&clip); /* origin is with respect to ship2 */ org_x = s2_x; org_y = s2_y; /* Draw ship 2 */ drawgfx(ship2_vid, machine->gfx[10+((s2_sprite&0x04)>>2)], (s2_sprite&0x03)^0x03, 0, (s2_sprite&0x08)>>3,(s2_sprite&0x10)>>4, s2_x-org_x,s2_y-org_y, &clip, TRANSPARENCY_NONE, 0); if (p1_sprite & 0x08) /* if p1 is a projectile */ { /* Draw projectile 1 */ drawgfx(proj1_vid, machine->gfx[(p1_sprite&0x0c)>>2], (p1_sprite&0x03)^0x03, 0, 0,0, p1_x-org_x,p1_y-org_y, &clip, TRANSPARENCY_NONE, 0); } if (p2_sprite & 0x08) /* if p2 is a projectile */ { /* Draw projectile 2 */ drawgfx(proj2_vid, machine->gfx[4+((p2_sprite&0x0c)>>2)], (p2_sprite&0x03)^0x03, 0, 0,0, p2_x-org_x,p2_y-org_y, &clip, TRANSPARENCY_NONE, 0); } /* Now check for collisions */ for (sy=0;sy<16;sy++) { for (sx=0;sx<16;sx++) { if (*BITMAP_ADDR16(ship2_vid, sy, sx)==machine->pens[1]) { /* Condition 1 - ship 2 = proj 1 */ if (*BITMAP_ADDR16(proj1_vid, sy, sx)==machine->pens[1]) return 1; /* Condition 2 - ship 2 = proj 2 */ if (*BITMAP_ADDR16(proj2_vid, sy, sx)==machine->pens[1]) return 1; } } } return 0; } VIDEO_UPDATE( starcrus ) { fillbitmap(bitmap,machine->pens[0],cliprect); /* Draw ship 1 */ drawgfx(bitmap, machine->gfx[8+((s1_sprite&0x04)>>2)], (s1_sprite&0x03)^0x03, 0, (s1_sprite&0x08)>>3,(s1_sprite&0x10)>>4, s1_x,s1_y, cliprect, TRANSPARENCY_PEN, 0); /* Draw ship 2 */ drawgfx(bitmap, machine->gfx[10+((s2_sprite&0x04)>>2)], (s2_sprite&0x03)^0x03, 0, (s2_sprite&0x08)>>3,(s2_sprite&0x10)>>4, s2_x,s2_y, cliprect, TRANSPARENCY_PEN, 0); /* Draw score/projectile 1 */ drawgfx(bitmap, machine->gfx[(p1_sprite&0x0c)>>2], (p1_sprite&0x03)^0x03, 0, 0,0, p1_x,p1_y, cliprect, TRANSPARENCY_PEN, 0); /* Draw score/projectile 2 */ drawgfx(bitmap, machine->gfx[4+((p2_sprite&0x0c)>>2)], (p2_sprite&0x03)^0x03, 0, 0,0, p2_x,p2_y, cliprect, TRANSPARENCY_PEN, 0); /* Collision detection */ if (cliprect->max_y == machine->screen[screen].visarea.max_y) { collision_reg = 0x00; /* Check for collisions between ship1 and ship2 */ if (collision_check_s1s2(machine)) { collision_reg |= 0x08; } /* Check for collisions between ship1 and projectiles */ if (collision_check_s1p1p2(machine)) { collision_reg |= 0x02; } /* Check for collisions between ship1 and projectiles */ if (collision_check_s2p1p2(machine)) { collision_reg |= 0x01; } /* Check for collisions between ship1 and projectiles */ /* Note: I don't think this is used by the game */ if (collision_check_p1p2(machine)) { collision_reg |= 0x04; } } return 0; } READ8_HANDLER( starcrus_coll_det_r ) { return collision_reg ^ 0xff; }