1 // license:BSD-3-Clause
2 // copyright-holders:Zsolt Vasvari
3 /***************************************************************************
4 
5   video.c
6 
7   Functions to emulate the video hardware of the machine.
8 
9 ***************************************************************************/
10 
11 #include "emu.h"
12 #include "video/resnet.h"
13 #include "includes/sbasketb.h"
14 
15 /***************************************************************************
16 
17   Convert the color PROMs into a more useable format.
18 
19   Super Basketball has three 256x4 palette PROMs (one per gun) and two 256x4
20   lookup table PROMs (one for characters, one for sprites).
21   I don't know for sure how the palette PROMs are connected to the RGB
22   output, but it's probably the usual:
23 
24   bit 3 -- 220 ohm resistor  -- RED/GREEN/BLUE
25         -- 470 ohm resistor  -- RED/GREEN/BLUE
26         -- 1  kohm resistor  -- RED/GREEN/BLUE
27   bit 0 -- 2.2kohm resistor  -- RED/GREEN/BLUE
28 
29 ***************************************************************************/
30 
sbasketb_palette(palette_device & palette) const31 void sbasketb_state::sbasketb_palette(palette_device &palette) const
32 {
33 	const uint8_t *color_prom = memregion("proms")->base();
34 	static constexpr int resistances[4] = { 2000, 1000, 470, 220 };
35 
36 	// compute the color output resistor weights
37 	double rweights[4], gweights[4], bweights[4];
38 	compute_resistor_weights(0, 255, -1.0,
39 			4, resistances, rweights, 1000, 0,
40 			4, resistances, gweights, 1000, 0,
41 			4, resistances, bweights, 1000, 0);
42 
43 	// create a lookup table for the palette
44 	for (int i = 0; i < 0x100; i++)
45 	{
46 		int bit0, bit1, bit2, bit3;
47 
48 		// red component
49 		bit0 = BIT(color_prom[i | 0x000], 0);
50 		bit1 = BIT(color_prom[i | 0x000], 1);
51 		bit2 = BIT(color_prom[i | 0x000], 2);
52 		bit3 = BIT(color_prom[i | 0x000], 3);
53 		int const r = combine_weights(rweights, bit0, bit1, bit2, bit3);
54 
55 		// green component
56 		bit0 = BIT(color_prom[i | 0x100], 0);
57 		bit1 = BIT(color_prom[i | 0x100], 1);
58 		bit2 = BIT(color_prom[i | 0x100], 2);
59 		bit3 = BIT(color_prom[i | 0x100], 3);
60 		int const g = combine_weights(gweights, bit0, bit1, bit2, bit3);
61 
62 		// blue component
63 		bit0 = BIT(color_prom[i | 0x200], 0);
64 		bit1 = BIT(color_prom[i | 0x200], 1);
65 		bit2 = BIT(color_prom[i | 0x200], 2);
66 		bit3 = BIT(color_prom[i | 0x200], 3);
67 		int const b = combine_weights(bweights, bit0, bit1, bit2, bit3);
68 
69 		palette.set_indirect_color(i, rgb_t(r, g, b));
70 	}
71 
72 	// color_prom now points to the beginning of the lookup table
73 	color_prom += 0x300;
74 
75 	// characters use colors 0xf0-0xff
76 	for (int i = 0; i < 0x100; i++)
77 	{
78 		uint8_t const ctabentry = (color_prom[i] & 0x0f) | 0xf0;
79 		palette.set_pen_indirect(i, ctabentry);
80 	}
81 
82 	// sprites use colors 0-256 (?) in 16 banks
83 	for (int i = 0; i < 0x100; i++)
84 	{
85 		for (int j = 0; j < 0x10; j++)
86 		{
87 			uint8_t const ctabentry = (j << 4) | (color_prom[i + 0x100] & 0x0f);
88 			palette.set_pen_indirect(0x100 + ((j << 8) | i), ctabentry);
89 		}
90 	}
91 }
92 
sbasketb_videoram_w(offs_t offset,uint8_t data)93 void sbasketb_state::sbasketb_videoram_w(offs_t offset, uint8_t data)
94 {
95 	m_videoram[offset] = data;
96 	m_bg_tilemap->mark_tile_dirty(offset);
97 }
98 
sbasketb_colorram_w(offs_t offset,uint8_t data)99 void sbasketb_state::sbasketb_colorram_w(offs_t offset, uint8_t data)
100 {
101 	m_colorram[offset] = data;
102 	m_bg_tilemap->mark_tile_dirty(offset);
103 }
104 
WRITE_LINE_MEMBER(sbasketb_state::flipscreen_w)105 WRITE_LINE_MEMBER(sbasketb_state::flipscreen_w)
106 {
107 	flip_screen_set(state);
108 	machine().tilemap().mark_all_dirty();
109 }
110 
WRITE_LINE_MEMBER(sbasketb_state::spriteram_select_w)111 WRITE_LINE_MEMBER(sbasketb_state::spriteram_select_w)
112 {
113 	m_spriteram_select = state;
114 }
115 
TILE_GET_INFO_MEMBER(sbasketb_state::get_bg_tile_info)116 TILE_GET_INFO_MEMBER(sbasketb_state::get_bg_tile_info)
117 {
118 	int code = m_videoram[tile_index] + ((m_colorram[tile_index] & 0x20) << 3);
119 	int color = m_colorram[tile_index] & 0x0f;
120 	int flags = ((m_colorram[tile_index] & 0x40) ? TILE_FLIPX : 0) | ((m_colorram[tile_index] & 0x80) ? TILE_FLIPY : 0);
121 
122 	tileinfo.set(0, code, color, flags);
123 }
124 
video_start()125 void sbasketb_state::video_start()
126 {
127 	m_bg_tilemap = &machine().tilemap().create(*m_gfxdecode, tilemap_get_info_delegate(*this, FUNC(sbasketb_state::get_bg_tile_info)), TILEMAP_SCAN_ROWS, 8, 8, 32, 32);
128 	m_bg_tilemap->set_scroll_cols(32);
129 
130 	save_item(NAME(m_spriteram_select));
131 }
132 
draw_sprites(bitmap_ind16 & bitmap,const rectangle & cliprect)133 void sbasketb_state::draw_sprites( bitmap_ind16 &bitmap, const rectangle &cliprect )
134 {
135 	uint8_t *spriteram = m_spriteram;
136 	int offs = m_spriteram_select ? 0x100 : 0;
137 	int i;
138 
139 	for (i = 0; i < 64; i++, offs += 4)
140 	{
141 		int sx = spriteram[offs + 2];
142 		int sy = spriteram[offs + 3];
143 
144 		if (sx || sy)
145 		{
146 			int code  =  spriteram[offs + 0] | ((spriteram[offs + 1] & 0x20) << 3);
147 			int color = (spriteram[offs + 1] & 0x0f) + 16 * *m_palettebank;
148 			int flipx =  spriteram[offs + 1] & 0x40;
149 			int flipy =  spriteram[offs + 1] & 0x80;
150 
151 			if (flip_screen())
152 			{
153 				sx = 240 - sx;
154 				sy = 240 - sy;
155 				flipx = !flipx;
156 				flipy = !flipy;
157 			}
158 
159 
160 				m_gfxdecode->gfx(1)->transpen(bitmap,cliprect,
161 				code, color,
162 				flipx, flipy,
163 				sx, sy, 0);
164 		}
165 	}
166 }
167 
screen_update_sbasketb(screen_device & screen,bitmap_ind16 & bitmap,const rectangle & cliprect)168 uint32_t sbasketb_state::screen_update_sbasketb(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
169 {
170 	int col;
171 
172 	for (col = 6; col < 32; col++)
173 		m_bg_tilemap->set_scrolly(col, *m_scroll);
174 
175 	m_bg_tilemap->draw(screen, bitmap, cliprect, 0, 0);
176 	draw_sprites(bitmap, cliprect);
177 	return 0;
178 }
179