UINT32 sshangha_state::screen_update_sshangha(screen_device &screen, bitmap_rgb32 &bitmap, const rectangle &cliprect) { m_sprgen1->draw_sprites(bitmap, cliprect, m_spriteram, 0x800, true); // I'm pretty sure only the original has the 2nd spriteram, used for the Japanese text on the 2nd scene (non-scrolling text) in the intro of the quest (3rd in JPN) mode if (m_spriteram2 != NULL) m_sprgen2->draw_sprites(bitmap, cliprect, m_spriteram2, 0x800, true); machine().tilemap().set_flip_all(flip_screen_x() ? (TILEMAP_FLIPY | TILEMAP_FLIPX) : 0); bitmap.fill(get_black_pen(machine()), cliprect); deco16ic_pf_update(m_deco_tilegen1, m_pf1_rowscroll, m_pf2_rowscroll); /* the tilemap 4bpp + 4bpp = 8bpp mixing actually seems external to the tilemap, note video_control is not part of the tilemap chip */ if ((m_video_control&4)==0) { deco16ic_tilemap_12_combine_draw(m_deco_tilegen1, bitmap, cliprect, 0, 0, 1); m_sprgen1->inefficient_copy_sprite_bitmap(bitmap, cliprect, 0x0200, 0x0200, 0x100, 0x1ff); } else { deco16ic_tilemap_2_draw(m_deco_tilegen1, bitmap, cliprect, 0, 0); m_sprgen1->inefficient_copy_sprite_bitmap(bitmap, cliprect, 0x0200, 0x0200, 0x100, 0x1ff); deco16ic_tilemap_1_draw(m_deco_tilegen1, bitmap, cliprect, 0, 0); } if (m_spriteram2 != NULL) m_sprgen2->inefficient_copy_sprite_bitmap(bitmap, cliprect, 0x0000, 0x0000, 0, 0x1ff); m_sprgen1->inefficient_copy_sprite_bitmap(bitmap, cliprect, 0x0000, 0x0200, 0, 0x1ff); return 0; }
UINT32 boogwing_state::screen_update_boogwing(screen_device &screen, bitmap_rgb32 &bitmap, const rectangle &cliprect) { address_space &space = machine().driver_data()->generic_space(); UINT16 flip = deco16ic_pf_control_r(m_deco_tilegen1, space, 0, 0xffff); UINT16 priority = decocomn_priority_r(m_decocomn, space, 0, 0xffff); /* Draw sprite planes to bitmaps for later mixing */ machine().device<decospr_device>("spritegen2")->draw_sprites(bitmap, cliprect, m_spriteram2->buffer(), 0x400, true); machine().device<decospr_device>("spritegen1")->draw_sprites(bitmap, cliprect, m_spriteram->buffer(), 0x400, true); flip_screen_set(BIT(flip, 7)); deco16ic_pf_update(m_deco_tilegen1, m_pf1_rowscroll, m_pf2_rowscroll); deco16ic_pf_update(m_deco_tilegen2, m_pf3_rowscroll, m_pf4_rowscroll); /* Draw playfields */ bitmap.fill(machine().pens[0x400], cliprect); /* pen not confirmed */ machine().priority_bitmap.fill(0); // bit&0x8 is definitely some kind of palette effect // bit&0x4 combines playfields if ((priority & 0x7) == 0x5) { deco16ic_tilemap_2_draw(m_deco_tilegen1, bitmap, cliprect, TILEMAP_DRAW_OPAQUE, 0); deco16ic_tilemap_12_combine_draw(m_deco_tilegen2, bitmap, cliprect, 0, 32); } else if ((priority & 0x7) == 0x1 || (priority & 0x7) == 0x2) { deco16ic_tilemap_2_draw(m_deco_tilegen2, bitmap, cliprect, TILEMAP_DRAW_OPAQUE, 0); deco16ic_tilemap_2_draw(m_deco_tilegen1, bitmap, cliprect, 0, 8); deco16ic_tilemap_1_draw(m_deco_tilegen2, bitmap, cliprect, 0, 32); } else if ((priority & 0x7) == 0x3) { deco16ic_tilemap_2_draw(m_deco_tilegen2, bitmap, cliprect, TILEMAP_DRAW_OPAQUE, 0); deco16ic_tilemap_2_draw(m_deco_tilegen1, bitmap, cliprect, 0, 8); // This mode uses playfield 3 to shadow sprites & playfield 2 (instead of // regular alpha-blending, the destination is inverted). Not yet implemented. // deco16ic_tilemap_3_draw(m_deco_tilegen1, bitmap, cliprect, TILEMAP_DRAW_ALPHA(0x80), 32); } else { deco16ic_tilemap_2_draw(m_deco_tilegen2, bitmap, cliprect, TILEMAP_DRAW_OPAQUE, 0); deco16ic_tilemap_1_draw(m_deco_tilegen2, bitmap, cliprect, 0, 8); deco16ic_tilemap_2_draw(m_deco_tilegen1, bitmap, cliprect, 0, 32); } mix_boogwing(machine(), bitmap,cliprect); deco16ic_tilemap_1_draw(m_deco_tilegen1, bitmap, cliprect, 0, 0); return 0; }