/*************************************************************************** video.c Traverse USA L Taylor J Clegg Functions to emulate the video hardware of the machine. ***************************************************************************/ #include "driver.h" UINT8 *travrusa_videoram; static tilemap *bg_tilemap; /*************************************************************************** Convert the color PROMs into a more useable format. Traverse USA has one 256x8 character palette PROM (some versions have two 256x4), one 32x8 sprite palette PROM, and one 256x4 sprite color lookup table PROM. I don't know for sure how the palette PROMs are connected to the RGB output, but it's probably something like this; note that RED and BLUE are swapped wrt the usual configuration. bit 7 -- 220 ohm resistor -- RED -- 470 ohm resistor -- RED -- 220 ohm resistor -- GREEN -- 470 ohm resistor -- GREEN -- 1 kohm resistor -- GREEN -- 220 ohm resistor -- BLUE -- 470 ohm resistor -- BLUE bit 0 -- 1 kohm resistor -- BLUE ***************************************************************************/ PALETTE_INIT( travrusa ) { 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]) /* character palette */ for (i = 0;i < 128;i++) { int bit0,bit1,bit2,r,g,b; /* red component */ bit0 = 0; bit1 = (color_prom[i] >> 6) & 0x01; bit2 = (color_prom[i] >> 7) & 0x01; r = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2; /* green component */ bit0 = (color_prom[i] >> 3) & 0x01; bit1 = (color_prom[i] >> 4) & 0x01; bit2 = (color_prom[i] >> 5) & 0x01; g = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2; /* blue component */ bit0 = (color_prom[i] >> 0) & 0x01; bit1 = (color_prom[i] >> 1) & 0x01; bit2 = (color_prom[i] >> 2) & 0x01; b = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2; palette_set_color(machine,i,MAKE_RGB(r,g,b)); } color_prom += 256; /* sprite palette */ for (i = 0;i < 16;i++) { int bit0,bit1,bit2,r,g,b; /* red component */ bit0 = 0; bit1 = (color_prom[i] >> 6) & 0x01; bit2 = (color_prom[i] >> 7) & 0x01; r = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2; /* green component */ bit0 = (color_prom[i] >> 3) & 0x01; bit1 = (color_prom[i] >> 4) & 0x01; bit2 = (color_prom[i] >> 5) & 0x01; g = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2; /* blue component */ bit0 = (color_prom[i] >> 0) & 0x01; bit1 = (color_prom[i] >> 1) & 0x01; bit2 = (color_prom[i] >> 2) & 0x01; b = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2; palette_set_color(machine,i+128,MAKE_RGB(r,g,b)); } color_prom += 32; /* color_prom now points to the beginning of the lookup table */ /* sprite lookup table */ for (i = 0;i < TOTAL_COLORS(1);i++) COLOR(1,i) = (color_prom[i] & 0x0f) + 128; } PALETTE_INIT( shtrider ) { 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]) /* character palette */ for (i = 0;i < 128;i++) { int bit0,bit1,bit2,r,g,b; /* red component */ bit0 = 0; bit1 = (color_prom[i] >> 2) & 0x01; bit2 = (color_prom[i] >> 3) & 0x01; r = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2; /* green component */ bit0 = (color_prom[i+256] >> 3) & 0x01; bit1 = (color_prom[i] >> 0) & 0x01; bit2 = (color_prom[i] >> 1) & 0x01; g = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2; /* blue component */ bit0 = (color_prom[i+256] >> 0) & 0x01; bit1 = (color_prom[i+256] >> 1) & 0x01; bit2 = (color_prom[i+256] >> 2) & 0x01; b = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2; palette_set_color(machine,i,MAKE_RGB(r,g,b)); } color_prom += 512; /* color_prom now points to the beginning of the sprite palette */ /* sprite palette */ for (i = 0;i < 16;i++) { int bit0,bit1,bit2,r,g,b; /* red component */ bit0 = 0; bit1 = (color_prom[i] >> 6) & 0x01; bit2 = (color_prom[i] >> 7) & 0x01; r = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2; /* green component */ bit0 = (color_prom[i] >> 3) & 0x01; bit1 = (color_prom[i] >> 4) & 0x01; bit2 = (color_prom[i] >> 5) & 0x01; g = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2; /* blue component */ bit0 = (color_prom[i] >> 0) & 0x01; bit1 = (color_prom[i] >> 1) & 0x01; bit2 = (color_prom[i] >> 2) & 0x01; b = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2; palette_set_color(machine,i+128,MAKE_RGB(r,g,b)); } color_prom += 32; /* color_prom now points to the beginning of the sprite lookup table */ /* sprite lookup table */ for (i = 0;i < TOTAL_COLORS(1);i++) COLOR(1,i) = (color_prom[i] & 0x0f) + 128; } /*************************************************************************** Callbacks for the TileMap code ***************************************************************************/ static TILE_GET_INFO( get_tile_info ) { UINT8 attr = travrusa_videoram[2*tile_index+1]; int flags = TILE_FLIPXY((attr & 0x30) >> 4); tileinfo->group = ((attr & 0x0f) == 0x0f) ? 1 : 0; /* tunnels */ SET_TILE_INFO( 0, travrusa_videoram[2*tile_index] + ((attr & 0xc0) << 2), attr & 0x0f, flags); } /*************************************************************************** Start the video hardware emulation. ***************************************************************************/ VIDEO_START( travrusa ) { bg_tilemap = tilemap_create(get_tile_info,tilemap_scan_rows,TILEMAP_TYPE_PEN,8,8,64,32); tilemap_set_transmask(bg_tilemap,0,0xff,0x00); /* split type 0 is totally transparent in front half */ tilemap_set_transmask(bg_tilemap,1,0x3f,0xc0); /* split type 1 has pens 6 and 7 opaque - tunnels */ tilemap_set_scroll_rows(bg_tilemap,4); } /*************************************************************************** Memory handlers ***************************************************************************/ WRITE8_HANDLER( travrusa_videoram_w ) { travrusa_videoram[offset] = data; tilemap_mark_tile_dirty(bg_tilemap,offset/2); } static int scrollx[2]; static void set_scroll(void) { int i; for (i = 0;i <= 2;i++) tilemap_set_scrollx(bg_tilemap,i,scrollx[0] + 256 * scrollx[1]); tilemap_set_scrollx(bg_tilemap,3,0); } WRITE8_HANDLER( travrusa_scroll_x_low_w ) { scrollx[0] = data; set_scroll(); } WRITE8_HANDLER( travrusa_scroll_x_high_w ) { scrollx[1] = data; set_scroll(); } WRITE8_HANDLER( travrusa_flipscreen_w ) { /* screen flip is handled both by software and hardware */ data ^= ~readinputport(4) & 1; flip_screen_set(data & 1); coin_counter_w(0,data & 0x02); coin_counter_w(1,data & 0x20); } /*************************************************************************** Display refresh ***************************************************************************/ static void draw_sprites(running_machine *machine, mame_bitmap *bitmap,const rectangle *cliprect) { int offs; static rectangle spritevisiblearea = { 1*8, 31*8-1, 0*8, 24*8-1 }; static rectangle spritevisibleareaflip = { 1*8, 31*8-1, 8*8, 32*8-1 }; rectangle clip = *cliprect; if (flip_screen) sect_rect(&clip, &spritevisibleareaflip); else sect_rect(&clip, &spritevisiblearea); for (offs = spriteram_size - 4;offs >= 0;offs -= 4) { int sx = ((spriteram[offs + 3] + 8) & 0xff) - 8; int sy = 240 - spriteram[offs]; int code = spriteram[offs + 2]; int attr = spriteram[offs + 1]; int flipx = attr & 0x40; int flipy = attr & 0x80; if (flip_screen) { sx = 240 - sx; sy = 240 - sy; flipx = !flipx; flipy = !flipy; } drawgfx(bitmap,machine->gfx[1], code, attr & 0x0f, flipx,flipy, sx,sy, &clip,TRANSPARENCY_PEN,0); } } VIDEO_UPDATE( travrusa ) { tilemap_draw(bitmap,cliprect,bg_tilemap,TILEMAP_DRAW_LAYER1,0); draw_sprites(machine, bitmap,cliprect); tilemap_draw(bitmap,cliprect,bg_tilemap,TILEMAP_DRAW_LAYER0,0); return 0; }