Example #1
0
UINT32 segaorun_state::screen_update_shangon(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
	// start the sprites drawing
	m_sprites->draw_async(cliprect);

	// reset priorities
	machine().priority_bitmap.fill(0, cliprect);

	// draw the low priority road layer
	segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_BACKGROUND);

	// draw background
	segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 0, 0x01);
	segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 1, 0x02);

	// draw foreground
	segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 0, 0x02);
	segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 1, 0x04);

	// draw the high priority road
	segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_FOREGROUND);

	// text layer
	// note that we inflate the priority of the text layer to prevent sprites
	// from drawing over the high scores
	segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 0, 0x08);
	segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 1, 0x08);

	// mix in sprites
	bitmap_ind16 &sprites = m_sprites->bitmap();
	for (const sparse_dirty_rect *rect = m_sprites->first_dirty_rect(cliprect); rect != NULL; rect = rect->next())
		for (int y = rect->min_y; y <= rect->max_y; y++)
		{
			UINT16 *dest = &bitmap.pix(y);
			UINT16 *src = &sprites.pix(y);
			UINT8 *pri = &machine().priority_bitmap.pix(y);
			for (int x = rect->min_x; x <= rect->max_x; x++)
			{
				// only process written pixels
				UINT16 pix = src[x];
				if (pix != 0xffff)
				{
					// compare sprite priority against tilemap priority
					int priority = (pix >> 10) & 3;
					if ((1 << priority) > pri[x])
					{
						// if the color is set to maximum, shadow pixels underneath us
						if ((pix & 0x03f0) == 0x03f0)
							dest[x] += (m_paletteram[dest[x]] & 0x8000) ? m_palette_entries*2 : m_palette_entries;

						// otherwise, just add in sprite palette base
						else
							dest[x] = 0x400 | (pix & 0x3ff);
					}
				}
			}
		}
Example #2
0
UINT32 segaxbd_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
	// if no drawing is happening, fill with black and get out
	if (!segaic16_display_enable)
	{
		bitmap.fill(get_black_pen(machine()), cliprect);
		return 0;
	}

	// reset priorities
	machine().priority_bitmap.fill(0, cliprect);

	// draw the low priority road layer
	segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_BACKGROUND);
	if (m_road_priority == 0)
		segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_FOREGROUND);

	// draw background
	segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 0, 0x01);
	segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 1, 0x02);

	// draw foreground
	segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 0, 0x02);
	segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 1, 0x04);

	// draw the high priority road
	if (m_road_priority == 1)
		segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_FOREGROUND);

	// text layer
	segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 0, 0x04);
	segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 1, 0x08);

	// draw the sprites
	segaic16_sprites_draw(screen, bitmap, cliprect, 0);
	return 0;
}
Example #3
0
UINT32 segas18_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
/*
    Current understanding of VDP mixing:

    mixing = 0x00:
        astorm: layer = 0, pri = 0x00 or 0x01
        lghost: layer = 0, pri = 0x00 or 0x01

    mixing = 0x01:
        ddcrew: layer = 0, pri = 0x00 or 0x01 or 0x02

    mixing = 0x02:
        never seen

    mixing = 0x03:
        ddcrew: layer = 1, pri = 0x00 or 0x01 or 0x02

    mixing = 0x04:
        astorm: layer = 2 or 3, pri = 0x00 or 0x01 or 0x02
        mwalk:  layer = 2 or 3, pri = 0x00 or 0x01 or 0x02

    mixing = 0x05:
        ddcrew: layer = 2, pri = 0x04
        wwally: layer = 2, pri = 0x04

    mixing = 0x06:
        never seen

    mixing = 0x07:
        cltchitr: layer = 1 or 2 or 3, pri = 0x02 or 0x04 or 0x08
        mwalk:    layer = 3, pri = 0x04 or 0x08
*/

	int vdplayer = (m_vdp_mixing >> 1) & 3;
	int vdppri = (m_vdp_mixing & 1) ? (1 << vdplayer) : 0;

#if DEBUG_VDP
	if (machine().input().code_pressed(KEYCODE_Q)) vdplayer = 0;
	if (machine().input().code_pressed(KEYCODE_W)) vdplayer = 1;
	if (machine().input().code_pressed(KEYCODE_E)) vdplayer = 2;
	if (machine().input().code_pressed(KEYCODE_R)) vdplayer = 3;
	if (machine().input().code_pressed(KEYCODE_A)) vdppri = 0x00;
	if (machine().input().code_pressed(KEYCODE_S)) vdppri = 0x01;
	if (machine().input().code_pressed(KEYCODE_D)) vdppri = 0x02;
	if (machine().input().code_pressed(KEYCODE_F)) vdppri = 0x04;
	if (machine().input().code_pressed(KEYCODE_G)) vdppri = 0x08;
#endif

	// if no drawing is happening, fill with black and get out
	if (!segaic16_display_enable)
	{
		bitmap.fill(get_black_pen(machine()), cliprect);
		return 0;
	}

	// start the sprites drawing
	m_sprites->draw_async(cliprect);

	// reset priorities
	machine().priority_bitmap.fill(0, cliprect);

	// draw background opaquely first, not setting any priorities
	segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 0 | TILEMAP_DRAW_OPAQUE, 0x00);
	segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 1 | TILEMAP_DRAW_OPAQUE, 0x00);
	if (m_vdp_enable && vdplayer == 0) draw_vdp(screen, bitmap, cliprect, vdppri);

	// draw background again to draw non-transparent pixels over the VDP and set the priority
	segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 0, 0x01);
	segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 1, 0x02);
	if (m_vdp_enable && vdplayer == 1) draw_vdp(screen, bitmap, cliprect, vdppri);

	// draw foreground
	segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 0, 0x02);
	segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 1, 0x04);
	if (m_vdp_enable && vdplayer == 2) draw_vdp(screen, bitmap, cliprect, vdppri);

	// text layer
	segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 0, 0x04);
	segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 1, 0x08);
	if (m_vdp_enable && vdplayer == 3) draw_vdp(screen, bitmap, cliprect, vdppri);

	// mix in sprites
	bitmap_ind16 &sprites = m_sprites->bitmap();
	for (const sparse_dirty_rect *rect = m_sprites->first_dirty_rect(cliprect); rect != NULL; rect = rect->next())
		for (int y = rect->min_y; y <= rect->max_y; y++)
		{
			UINT16 *dest = &bitmap.pix(y);
			UINT16 *src = &sprites.pix(y);
			UINT8 *pri = &machine().priority_bitmap.pix(y);
			for (int x = rect->min_x; x <= rect->max_x; x++)
			{
				// only process written pixels
				UINT16 pix = src[x];
				if (pix != 0xffff)
				{
					// compare sprite priority against tilemap priority
					int priority = (pix >> 10) & 3;
					if ((1 << priority) > pri[x])
					{
						// if the color is set to maximum, shadow pixels underneath us
						if ((pix & 0x03f0) == 0x03f0)
							dest[x] += (m_paletteram[dest[x]] & 0x8000) ? m_palette_entries*2 : m_palette_entries;

						// otherwise, just add in sprite palette base
						else
							dest[x] = 0x400 | (pix & 0x3ff);
					}
				}
			}
		}