Esempio n. 1
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ADDRESS_MAP_END

static VIDEO_START(sliver)
{
	sliver_bitmap_bg = video_screen_auto_bitmap_alloc(machine->primary_screen);
	sliver_bitmap_fg = video_screen_auto_bitmap_alloc(machine->primary_screen);
}
Esempio n. 2
0
static void videoram_alloc(running_machine* machine, int const size)
{
	if (size)
	{
		/* create video ram */
		robokid_bg0_videoram = auto_alloc_array_clear(machine, UINT8, size);
		robokid_bg1_videoram = auto_alloc_array_clear(machine, UINT8, size);
		robokid_bg2_videoram = auto_alloc_array_clear(machine, UINT8, size);
	}

	sp_bitmap = video_screen_auto_bitmap_alloc(machine->primary_screen);
}
Esempio n. 3
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static void videoram_alloc(const running_machine* const machine, int const size)
{
	if (size)
	{
		/* create video ram */
		robokid_bg0_videoram = auto_malloc(size);
		memset(robokid_bg0_videoram, 0x00, size);

		robokid_bg1_videoram = auto_malloc(size);
		memset(robokid_bg1_videoram, 0x00, size);

		robokid_bg2_videoram = auto_malloc(size);
		memset(robokid_bg2_videoram, 0x00, size);
	}

	sp_bitmap = video_screen_auto_bitmap_alloc(machine->primary_screen);
}
Esempio n. 4
0
	float y;
	float z;
};

/******************************************************************/

static void galastrm_exit(running_machine *machine)
{
	poly_free(poly);
}

VIDEO_START( galastrm )
{
	spritelist = auto_alloc_array(machine, struct tempsprite, 0x4000);

	tmpbitmaps = video_screen_auto_bitmap_alloc(machine->primary_screen);
	polybitmap = video_screen_auto_bitmap_alloc(machine->primary_screen);

	poly = poly_alloc(machine, 16, sizeof(poly_extra_data), POLYFLAG_ALLOW_QUADS);
	add_exit_callback(machine, galastrm_exit);
}

/************************************************************
            SPRITE DRAW ROUTINES

We draw a series of small tiles ("chunks") together to
create each big sprite. The spritemap rom provides the lookup
table for this. The game hardware looks up 16x16 sprite chunks
from the spritemap rom, creating a 64x64 sprite like this:

     0  1  2  3