1 // license:BSD-3-Clause
2 // copyright-holders:Ernesto Corvi
3 /*******************************************************************
4
5 Namco System 1 Video Hardware
6
7 *******************************************************************/
8
9 #include "emu.h"
10 #include "includes/namcos1.h"
11 #include "screen.h"
12
13
14 /*
15 video ram map
16 0000-1fff : scroll playfield (0) : 64*64*2
17 2000-3fff : scroll playfield (1) : 64*64*2
18 4000-5fff : scroll playfield (2) : 64*64*2
19 6000-6fff : scroll playfield (3) : 64*32*2
20 7000-700f : ?
21 7010-77ef : fixed playfield (4) : 36*28*2
22 77f0-77ff : ?
23 7800-780f : ?
24 7810-7fef : fixed playfield (5) : 36*28*2
25 7ff0-7fff : ?
26 */
27
28 /*
29 paletteram map (s1ram 0x0000-0x7fff)
30 0000-17ff : palette page0 : sprite
31 2000-37ff : palette page1 : playfield
32 4000-57ff : palette page2 : playfield (shadow)
33 6000-77ff : palette page3 : work RAM
34
35 x800-x807 : CUS116 registers (visibility window)
36
37 so there is just 3x0x2000 RAM, plus the CUS116 internal registers.
38 */
39
40 /*
41 spriteram map (s1ram 0x10000-0x10fff)
42 0000-07ff : work ram
43 0800-0fef : sprite ram : 0x10 * 127
44 0ff0-0fff : display control registers
45
46 1000-1fff : playfield control registers
47 */
48
49
50 /***************************************************************************
51
52 Callbacks for the TileMap code
53
54 ***************************************************************************/
55
TilemapCB(u16 code,int * tile,int * mask)56 void namcos1_state::TilemapCB(u16 code, int *tile, int *mask)
57 {
58 code &= 0x3fff;
59 *tile = code;
60 *mask = code;
61 }
62
63 /***************************************************************************
64
65 Start the video hardware emulation.
66
67 ***************************************************************************/
68
video_start()69 void namcos1_state::video_start()
70 {
71 int i;
72
73 /* set table for sprite color == 0x7f */
74 for (i = 0;i < 15;i++)
75 m_drawmode_table[i] = DRAWMODE_SHADOW;
76 m_drawmode_table[15] = DRAWMODE_NONE;
77
78 /* all palette entries are not affected by shadow sprites... */
79 for (i = 0;i < 0x2000;i++)
80 m_c116->shadow_table()[i] = i;
81 /* ... except for tilemap colors */
82 for (i = 0x0800;i < 0x1000;i++)
83 m_c116->shadow_table()[i] = i + 0x0800;
84
85 m_copy_sprites = false;
86
87 save_item(NAME(m_copy_sprites));
88 }
89
90
91
92 /***************************************************************************
93
94 Memory handlers
95
96 ***************************************************************************/
97
spriteram_w(offs_t offset,u8 data)98 void namcos1_state::spriteram_w(offs_t offset, u8 data)
99 {
100 /* 0000-07ff work ram */
101 /* 0800-0fff sprite ram */
102 m_spriteram[offset] = data;
103
104 /* a write to this offset tells the sprite chip to buffer the sprite list */
105 if (offset == 0x0ff2)
106 m_copy_sprites = true;
107 }
108
109
110
111 /***************************************************************************
112
113 Display refresh
114
115 ***************************************************************************/
116
117 /*
118 sprite format:
119
120 0-3 scratchpad RAM
121 4-9 CPU writes here, hardware copies from here to 10-15
122 10 xx------ X size (16, 8, 32, 4)
123 10 --x----- X flip
124 10 ---xx--- X offset inside 32x32 tile
125 10 -----xxx tile bank
126 11 xxxxxxxx tile number
127 12 xxxxxxx- color
128 12 -------x X position MSB
129 13 xxxxxxxx X position
130 14 xxx----- priority
131 14 ---xx--- Y offset inside 32x32 tile
132 14 -----xx- Y size (16, 8, 32, 4)
133 14 -------x Y flip
134 15 xxxxxxxx Y position
135 */
136
draw_sprites(screen_device & screen,bitmap_ind16 & bitmap,const rectangle & cliprect)137 void namcos1_state::draw_sprites(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
138 {
139 u8 *spriteram = m_spriteram + 0x800;
140 const u8 *source = &spriteram[0x800-0x20]; /* the last is NOT a sprite */
141 const u8 *finish = &spriteram[0];
142 gfx_element *gfx = m_gfxdecode->gfx(0);
143
144 const int sprite_xoffs = spriteram[0x07f5] + ((spriteram[0x07f4] & 1) << 8);
145 const int sprite_yoffs = spriteram[0x07f7];
146
147 while (source >= finish)
148 {
149 static const int sprite_size[4] = { 16, 8, 32, 4 };
150 const u8 attr1 = source[10];
151 const u8 attr2 = source[14];
152 u32 color = source[12];
153 int flipx = (attr1 & 0x20) >> 5;
154 int flipy = (attr2 & 0x01);
155 const u16 sizex = sprite_size[(attr1 & 0xc0) >> 6];
156 const u16 sizey = sprite_size[(attr2 & 0x06) >> 1];
157 const u16 tx = (attr1 & 0x18) & (~(sizex - 1));
158 const u16 ty = (attr2 & 0x18) & (~(sizey - 1));
159 int sx = source[13] + ((color & 0x01) << 8);
160 int sy = -source[15] - sizey;
161 u32 sprite = source[11];
162 const u32 sprite_bank = attr1 & 7;
163 const int priority = (source[14] & 0xe0) >> 5;
164 const u8 pri_mask = (0xff << (priority + 1)) & 0xff;
165
166 sprite += sprite_bank * 256;
167 color = color >> 1;
168
169 sx += sprite_xoffs;
170 sy -= sprite_yoffs;
171
172 if (flip_screen())
173 {
174 sx = -sx - sizex;
175 sy = -sy - sizey;
176 flipx ^= 1;
177 flipy ^= 1;
178 }
179
180 sy++; /* sprites are buffered and delayed by one scanline */
181
182 gfx->set_source_clip(tx, sizex, ty, sizey);
183 if (color != 0x7f)
184 gfx->prio_transpen(bitmap,cliprect,
185 sprite,
186 color,
187 flipx,flipy,
188 sx & 0x1ff,
189 ((sy + 16) & 0xff) - 16,
190 screen.priority(), pri_mask,
191 0xf);
192 else
193 gfx->prio_transtable(bitmap,cliprect,
194 sprite,
195 color,
196 flipx,flipy,
197 sx & 0x1ff,
198 ((sy + 16) & 0xff) - 16,
199 screen.priority(), pri_mask,
200 m_drawmode_table);
201
202 source -= 0x10;
203 }
204 }
205
206
207
screen_update(screen_device & screen,bitmap_ind16 & bitmap,const rectangle & cliprect)208 u32 namcos1_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
209 {
210 int i;
211 rectangle new_clip = cliprect;
212
213 /* flip screen is embedded in the sprite control registers */
214 flip_screen_set(m_spriteram[0x0ff6] & 1);
215
216 /* background color */
217 bitmap.fill(m_c116->black_pen(), cliprect);
218
219 /* berabohm uses asymmetrical visibility windows to iris on the character */
220 i = m_c116->get_reg(0) - 1; // min x
221 if (new_clip.min_x < i) new_clip.min_x = i;
222 i = m_c116->get_reg(1) - 1 - 1; // max x
223 if (new_clip.max_x > i) new_clip.max_x = i;
224 i = m_c116->get_reg(2) - 0x11; // min y
225 if (new_clip.min_y < i) new_clip.min_y = i;
226 i = m_c116->get_reg(3) - 0x11 - 1; // max y
227 if (new_clip.max_y > i) new_clip.max_y = i;
228
229 if (new_clip.empty())
230 return 0;
231
232 m_c123tmap->init_scroll(flip_screen());
233
234 screen.priority().fill(0, new_clip);
235
236 /* bit 0-2 priority */
237 /* bit 3 disable */
238 for (int priority = 0; priority < 8; priority++)
239 {
240 m_c123tmap->draw(screen, bitmap, new_clip, priority, priority, 0);
241 }
242
243 draw_sprites(screen, bitmap, new_clip);
244 return 0;
245 }
246
247
WRITE_LINE_MEMBER(namcos1_state::screen_vblank)248 WRITE_LINE_MEMBER(namcos1_state::screen_vblank)
249 {
250 // rising edge
251 if (state)
252 {
253 if (m_copy_sprites)
254 {
255 u8 *spriteram = m_spriteram + 0x800;
256
257 for (int i = 0; i < 0x800; i += 16)
258 {
259 for (int j = 10; j < 16; j++)
260 spriteram[i + j] = spriteram[i + j - 6];
261 }
262
263 m_copy_sprites = false;
264 }
265 m_maincpu->set_input_line(M6809_IRQ_LINE, ASSERT_LINE);
266 m_subcpu->set_input_line(M6809_IRQ_LINE, ASSERT_LINE);
267 m_audiocpu->set_input_line(M6809_IRQ_LINE, ASSERT_LINE);
268 m_mcu->set_input_line(HD6301_IRQ_LINE, ASSERT_LINE);
269 }
270 }
271